Control Panel For Kashyyyk Shadowlands Forcefield 1.0.1

   (1 review)

6 Screenshots

About This File

This mod makes some minor changes to the forcefield in the Upper Shadowlands on Kashyyyk that gates access to the Lower Shadowlands. In the vanilla game, the forcefield is never actually disabled. Rather, the sound effect is simply turned off while the camera is pointed away from the forcefield, followed by an immediate area transition. It appears that Bioware did this due to issues with opening and closing doors via scripting. Additionally, there are no apparent controls for the forcefield, simply a frame and the field itself.

The level model containing the forcefield has been edited to add a computer panel, fix a gap above the forcefield via some adjustments to the frame geometry, move some vines out of camera shot during dialogue, and prevent grass planes from spawning too close to the ramp and clipping through. The dialogue that occurs when interacting with the field has had some scripts injected to play animations implying that the forcefield is being switched off via the control panel. Jolee will now approach the control panel when the dialogue starts, and will face it when disabling the field. The field itself is now shown shutting down before the party transitions to the Lower Shadowlands. Additionally, there appears to have been an error in leaving out a script on one of the nodes that would stop Jolee from saying "You aren't going to ask about it?" even if you had actually asked about it, which has been fixed.

Compatibility:

  • The K1 Community Patch puts an edited version of the module's OnEnter script in the Override. After installing this mod, copy and paste k_pkas24aa_enter.ncs from the "K1CP Compatibility" folder into your Override folder, overwriting when prompted. K1CP's Tach gland fix is preserved in the provided compatibility file.
  • If you are using a mod that forcibly overwrites MOD files (like NPC Overhaul), make sure you install that mod first. This mod will patch a pre-existing kas_m24aa.mod in the Modules folder.
  • Not compatible with any other mod that replaces the same level model (m24aa_09a).
  • Not compatible with any other mod that puts kas24_force_01.dlg in the Override folder (although such a case should be fixable with a compatibility patch).

Known Issues:

  • In order to get the forcefield to close and function properly again after a level transition, it was necessary to resort to a hack function Bioware implemented for (presumably) the same issue they had with doors on the Yavin space station. In testing this has worked perfectly fine, however, the specifics of the hack are undocumented, so there may be edge cases I haven't encountered. If anyone experiences any issues with it, let me know.
  • As you can see in the video, there's a subtitle error for one of Jolee's lines. Fixing it is better left to dedicated dialog.tlk overhaul.
  • The mod doesn't touch the Lower Shadowlands module, so there's no active field or control panel on that side. Perhaps that could be an optional extra added in a future update.

Acknowledgements:

  • Thanks to @A Future Pilot for permission to distribute a modified version of K1CP's k_pkas24aa_enter.ncs
  • Thanks to @JCarter426 for various scripting advice and troubleshooting, past and present
  • Thanks to @LiliArch  for correctly guessing that it wasn't just Bioware being lazy, which lead me to find Bioware's hack
  • Thanks to @bead-v for MDLEdit and KOTORMax
  • Thanks to @ndix UR for TGA2TPC
  • The control panel textures include a mishmash of various textures from The Old Republic MMO
  • The robes worn in the screenshots/video are from @JCarter426's Fashion Line I: Cloaked Jedi Robes for K1
  • Thanks to @ebmar for pointing out the lack of TSLPatcher.exe in the initial release

What's New in Version 1.0.1

Released

  • It helps if you include the installer....
  • Like 2
  • Thanks 1



User Feedback

Recommended Comments

GREAT improvements here both the added panel and that gap fix, even the "intrusive" vines removal .... agreeing how he faces the panel now to disable it.

I have a  kas_m24aa.ncs  script in my Override folder, checking  changes ini  file seems there's no overwrite of that one, right? 

checking the video, I noticed that in First Visit, at 0:37 you switched camera to close view when he starts dealing with the control panel; but in the Second Visit (from 1:05) when he begins saying "I can manipulate it for a moment" he rotates on his feet to face the panel. That looks a little odd for me, or better said, might be visually improved if switching to the close view camera (like First Visit) BEFORE rotating his body to the panel?

OR ... alternatively, how about adding a 3 or 4 seconds computer typing animation from 1:13 RIGHT BEFORE he says the line "Ah, there we go ...."?

the timing (to add an animation or camera switch there at 1:09 or 1:10) will be more difficult there that just switching to close view of the first option I mentioned .... (a 3 or 4 seconds typing animation with no sounds could be added RIGHT AFTER the line  "I can manipulate it for a moment. Let me see... how did the Czerka engineers do it ..."  ends?) 

anyway this is *very* well achieved because Jolee stares at the panel properly (second visit i mean) until he ends his line "... the Czerka engineers do it" before switching the camera to the longest view to open the field and a view of all the party members. 

hope that was understandable enough  ;) 

Share this comment


Link to comment
Share on other sites
13 minutes ago, GNihilus2 said:

I have a  kas_m24aa.ncs  script in my Override folder, checking  changes ini  file seems there's no overwrite of that one, right? 

Are you sure that's the name of it? There is no such script in the vanilla module. And a quick glance at the Lower Shadowlands and Great Walkway modules would suggest it is not from either of those. I can only assume it must be custom. What mod did it come from?

20 minutes ago, GNihilus2 said:

how about adding a 3 or 4 seconds computer typing animation

I did muse over possible additional changes, including SFX, but it's far too much hassle. I'd have to make provisions for at least three separate interactions that each have different VOs of differing lengths. Each would require custom animations in order to smoothly transition between facings. And even then I don't know how much better it would be in practice.

  • Like 1

Share this comment


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

Are you sure that's the name of it? There is no such script in the vanilla module. And a quick glance at the Lower Shadowlands and Great Walkway modules would suggest it is not from either of those. I can only assume it must be custom. What mod did it come from?

I did muse over possible additional changes, including SFX, but it's far too much hassle. I'd have to make provisions for at least three separate interactions that each have different VOs of differing lengths. Each would require custom animations in order to smoothly transition between facings. And even then I don't know how much better it would be in practice.

just passed the First Visit no problems so far, loved that panel there good work  ;) 

will be rating once I'm done with the Second Visit. Apparently that  kas_m24aa.ncs  didn't cause any trouble, must be from a custom.made mod yes.

keep it up

Share this comment


Link to comment
Share on other sites
Guest
You are commenting as a guest. If you have an account, please sign in.
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

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