Taris Dueling Arena Adjustment 1.4

   (5 reviews)

9 Screenshots

About This File

This mod makes some alterations to the arena in the Taris Upper City cantina. The primary change is the removal of the original low quality crowd sprites. In the vanilla game these are VFX nodes. It appears that Bioware's original intention was for these to be animated, but that was likely disabled due to performance issues on the Xbox. Subsequently, most of the sprites are lacking arms. Another issue is the scaling. The sprites are completely out of scale with the rest of the game world, appearing to be about half the height of an average human. This was possibly an attempt to skew the perspective, an attempt to make the arena look bigger than it actually is. The original sprites have been completely removed in favour of better quality crowd sprites ported from The Old Republic. Additionally, the bays housing the crowd have been resized in order to fit proper human-sized figures. To comply with recent local ordinance changes, transparisteel safety screens have been fitted for the crowd’s protection. Other minor changes include some texture swaps on the roof section and a dummy door model to hide some unsightly fog on the original.

Additionally, players participating in duels should now correctly face their opponent, and give an alignment-specific emote when they are announced. Opponents will now politely wait until their name is announced before giving their little fist pump. After some complaints by their union about a lack of proper medical services, defeated opponents are now healed back to full health post-match rather than being left to limp around. The view screens in the cantina have been upgraded to have a dynamic display of the current arena rankings. These will change as the player progresses up the ranks. The placeable computer screens have all had their positions adjusted so that they properly contact the walls they are supposed to be mounted to, and to align them with one another. Ajuur the Hutt’s dialogue has also had some minor surgery performed on it, to better deal with player and party positioning. Carth should now properly face Ajuur and the player during his relevant interjections, and won't be replying from across the room.

N.B. - Because alterations are made to the module's GIT file, the mod requires a save before entering the Upper City cantina for the first time. It is thus best suited for a new game. If you load a save after having entered, none of the screens will line up properly with the computer placeables.

Known Issues:

  • If you initiate a conversation with Ajuur while the party is standing in the corner with the medpac bin, you will likely see them jump out of frame as they are moved to their now scripted fixed positions directly in front of the Hutt. That's an unfortunate consequence of the way it was handled, but the camera angle should mask the transition from pretty much anywhere else.

Acknowledgements

  • Thanks to @bead-v for MDLEdit
  • Thanks to @ndix UR for TGA2TPC
  • Special thanks to @JCarter426 for helping with some scripting, particularly extended troubleshooting of the Ajuur party positioning script
  • Thanks to @Salk for alerting me to the TSLPatcher problem with v1.0
  • Thanks to @A Future Pilot for pointing me to the fixed version of TSLPatcher
  • Thanks to @Publicola for informing me about the ability to click through announcement animations
  • Some screenshots feature @Sithspecter's High Quality Blasters
  • The video features @ndix UR's KOTOR High Resolution Menus
  • Crowd and glass textures ported from The Old Republic MMO

What's New in Version 1.4   See changelog

Released

  • Herded the party for the intro Duncan vs Gerlon cutscene.
  • Removed the weird zoom on the computer terminal in the intro Duncan vs Gerlon cutscene.
  • Added a new higher resolution animated monitor texture for the intro Duncan vs Gerlon cutscene.
  • Made sure Duncan gets healed after the intro Duncan vs Gerlon cutscene.
  • Revised the added crowd window surrounds to use the grey texture like the rest of the arena walls.
  • Added custom barkbubbles when clicking on the computer terminals (English only).
  • Like 17
  • Thanks 2
  • Light Side Points 2



User Feedback

Recommended Comments



Haven't been on these forums in a while, seeing that ugly K2 running animation in K1 was disgusting I don't know if i'll ever get used to that.

Other than that this is probably the coolest thing Ive seen for these games, well done!

Share this comment


Link to comment
Share on other sites

Well, I never could have imagined that porting was the solution to this seemingly impossible problem. Looks great Darth Parametric. :)

Share this comment


Link to comment
Share on other sites

It always amused me that the 'audience' of the arena was essentially a bunch of stand-up cardboard cutouts (including multiple copies of Rakata, Carth, and Bastila, among others).

Too bad I can only give this one thumbs up :)

Share this comment


Link to comment
Share on other sites

OMG!!!!! such an INSTANT download when i saw/read this !!!!!!    

never considered this could be improved like this, brilliant finding/idea. To be tested ASAP !!!!!

Share this comment


Link to comment
Share on other sites

Is it possible for this to be patched for compatibility with this??

And/or this??

 

Edited by ConansHair

Share this comment


Link to comment
Share on other sites

For the first, check this post. As to the latter, redrob41's mod makes significant structural changes to the DLG. I recall I did look into it once, but it would require building an extensive custom patch which I have no particular interest in.

Share this comment


Link to comment
Share on other sites

Is anyone else having an issue with Bendak showing up wearing blue armor instead of yellow?

Share this comment


Link to comment
Share on other sites

It has nothing to do with this mod. The likely cause is some mod altered the Alien_Mandalorian_03 row of appearance.2da, some mod altered the N_Mandalorian03 texture, or some mod changed his UTC (or some combination thereof).

Share this comment


Link to comment
Share on other sites

Quick heads up. This overwrites the upper city cantina OnEnter  script. So if you killed the sith interrogators in the apartments (the ones lookin for the uniforms) before you enter the cantina you are stuck.  This is only an issue if you use k1r. 

Share this comment


Link to comment
Share on other sites

My only concern is K1CP compatibility. And K1CP is not compatible with K1R. I have updated the mod's description to set the K1R compatibility flag to no.

Share this comment


Link to comment
Share on other sites

Alright, so I have found an issue that maybe my fault, but I still need help if even possible. The issue I'm currently having is some kind of sequence break, and it involves the first 2 fighters. So, when I started, I didn't talk to any of the duelists and went straight to the hut to start fighting, after my fight with Duncan, I went to talk to him and he acted as though we didn't fight. I then went to start the fight with Gerlon and the announcer did the first part of his announcements but never did the secound, which was to introduce us. Instead, it just put me in the ring right after the announcers first blurb with no way to fight Gerlon.

Now, a couple side things and some background: I had followed all of the reddit mod build, with a couple exceptions that I asked all of the mods I used as to if I should use them, if they were compatible, and where to place them. The ones that were not recommended to use, I skipped over and didn't use so as to not break anything. I didn't add anything that would touch the dueling ring.

I did, however, install it again once it was updated a few days ago, without removing the files from the previous update. I also didn't keep the back-up from the first install. Now, I know that may very well be my issue, and I might have screwed up, but I'm still asking for help. If there isn't anything that I can do to fix it, then please let me know, so I can start my modding process all over again.

Share this comment


Link to comment
Share on other sites

There was no update. I merely edited the description to change the K1R compatibility flag, per the previous comment above yours. The site considers any description edit as an update, even if you don't touch the files.

But that aside, reinstalling the mod shouldn't cause a problem. It edits/overwrites original entries in the GIT and DLGs, replaces some vanilla scripts and adds some new ones. Nothing that should break anything. Some other mod interfering would be the most likely cause. You'll need to attach your /modules/tar_m02ae.mod and dump a list of everything in your Override folder (open a command prompt, dir /b > override.txt).

Share this comment


Link to comment
Share on other sites

You have tar02_duelorg021.dlg in your Override. That's a sign you're using some other mod that messes with the duels. Both this mod and K1CP make their changes via module injection, not override dumps.

Share this comment


Link to comment
Share on other sites
8 hours ago, DarthParametric said:

You have tar02_duelorg021.dlg in your Override. That's a sign you're using some other mod that messes with the duels. Both this mod and K1CP make their changes via module injection, not override dumps.

Right, okay so, as I stated I was following the reddit mod build. Which included a modified variant of the bendak non-darkside option mod, and I honestly had forgot to mention it. It's modified to be compatible with your taris dueling adjustments mod, so unless something drastic changed then, I don't quite see how that would affect the dueling arena in a negative way. Let alone even touch Gerlon, a fight well before Bendak.

I'm attaching the file in question, from my override. Here, is where you can find the same file from the mod build done by Snigaroo: https://old.reddit.com/r/kotor/wiki/kotormodbuildfull#wiki_bendak_non-darkside_option

Please, do let me know if they differ.

tar02_duelorg021.dlg

Share this comment


Link to comment
Share on other sites
17 hours ago, ElvenLace said:

I don't quite see how that would affect the dueling arena in a negative way

It won't, not the actual fights at any rate, since those are governed by a completely different DLG (tar02_duelann021.dlg). I simply said it was a sign you were using other mods that altered the arena-related files.

As to that specific duel DLG, there's nothing wrong with the one in the MOD and it's not listed in the Override file list, so that's not at fault. And the relevant scripts in the MOD all appear correct (and again aren't listed in the Override). So there's nothing apparently wrong with install that I can determine. The only thing I can think is maybe the globals in your save are borked. Have you tried an earlier save before triggering the initial Duncan/Gerlon cutscene?

Share this comment


Link to comment
Share on other sites
49 minutes ago, DarthParametric said:

It won't, not the actual fights at any rate, since those are governed by a completely different DLG (tar02_duelann021.dlg). I simply said it was a sign you were using other mods that altered the arena-related files.

As to that specific duel DLG, there's nothing wrong with the one in the MOD and it's not listed in the Override file list, so that's not at fault. And the relevant scripts in the MOD all appear correct (and again aren't listed in the Override). So there's nothing apparently wrong with install that I can determine. The only thing I can think is maybe the globals in your save are borked. Have you tried an earlier save before triggering the initial Duncan/Gerlon cutscene?

I have tried an earlier save. I actually figured it would be something I could re-create, just because it felt off to me. I went back to redo it in order to grab a couple saves of the event. If it helps any, I can always upload the 2 saves to see if it's at the base and my other saves might be corrupt. If that's the case, then I can always restart because I am still on Taris.

I do have a couple theories, though. The first being that something with Bendak's enter event is broken, so Duncan doesn't think I just fought him. The secound, is that because I don't talk with Duncan before fighting him, it breaks the sequencing.

Share this comment


Link to comment
Share on other sites

Talking to the fighters is irrelevant. You don't need to speak to any of them at any stage. You can progress simply by winning each match and then talking to Ajuur again.

Share this comment


Link to comment
Share on other sites
13 hours ago, DarthParametric said:

Talking to the fighters is irrelevant. You don't need to speak to any of them at any stage. You can progress simply by winning each match and then talking to Ajuur again.

Ah alright, then that theory doesn't hold any water. So, anyway, here are my saves, I hope you can possibly find something in them. In order, from first to last, is the one before going to the arena, then one going into the bar, then going to the arena and after fighting Duncan, then one in the arena with Gerlon.

GLOBALVARS.res PARTYTABLE.res SAVEGAME.sav savenfo.res Screen.tga GLOBALVARS.res PARTYTABLE.res SAVEGAME.sav savenfo.res Screen.tga GLOBALVARS.res PARTYTABLE.res SAVEGAME.sav savenfo.res Screen.tga GLOBALVARS.res PARTYTABLE.res SAVEGAME.sav savenfo.res Screen.tga

Share this comment


Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.