[K1] Yavin IV Planet Mod 1.0.0

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About This File

Name: [K1] Yavin IV Planet Mod
Author: MotOR Squad + Master Zionosis
Translator: ĐeceptiKain
TSLPatcher: EGJason
Date: 05/03/08
E-Mail: masterzionosis@hotmail.co.uk


Contents:
1 Description
2 Installation
3 Uninstallation
4 Future Releases
5 Bugs
6 Adknowledgements
7 Permissions
8 Website
9 Spoilers

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1 Description
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This mod will add an entire new planet to KotOR I, Yavin IV. They're are 10 new modules in total and a great new storyline.


2 Installation
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Simply run the new installer.

If you also want the MotOR Yavin launcher copy the Launcher folder to your KotOR directory.


3 Uninstallation
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Just remove all these files from the relevent folders in your K1 directory.


4 Future Releases
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-Voice Overs for non alien species

Of course if there is any bugs or errors these will be assessed as well.


5 Bugs
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None that i know of, if you find any PM me at Holowan Labs please.

There is, however, the issues that crop up with other mods installed, most notably with Brotherhood Of Shadow. This patcher version may correct some issues with that, but probably not all. I reccomend that you install Yavin IV first, then Brotherhood Of Shadow.


6 Adknowledgements
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A massive thanks to the original creators of the Yavin mod (MotOR) and allowing me to translate the mod.

A boatload of thanks to Fred Tetra for creating the awesome and simple to use kotor editing tool.

Also thank you ĐeceptiKain for your excellent work on the translations, without you this wouldn't have happened.

And a very appreciative thanks to the many friendly and informative people at the Lucasforums Holowan Laboratories board who have shown and or helped me to learn how to do stuff like this.

And another thank you to EGJason who got the mod to TSLPatcher state.


7 Permissions
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This mod may only be used/modified with my consent.


8 Website
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Visit my website to see what other mods I have created and what I will be doing in the future. 

http://masterzionosiskotorsite.com


9 Spoilers
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There are quite a few puzzles, riddles and secrets in the mod, many that made me even think that the mod was 'broken', well I have play tested the entire mod and after going through the messy process of decompiling certain scripts I found out that the mod does work properly.

To complete certain things you will have to concentrate considerably on what you have recently done or aquired. If you do get completely stuck consult this table below

-The door that does not open in Exar Kun's Tomb in the Chamber Of Spirits is actually a mirage, you can walk through it after you have aquired the crystal of darkness.

-The most tricky part of the mod is the door puzzle, it is completeable but quite tricky to get your head round, it took me about 30 mins to figure it out, so if you figure it out straight away then maybe I'm just stupid. But here is the combination if you get stuck:


Open door 5, then open door 3, kill the spirits, then go back and open door 4, then door 1 will be open.

These are the only tricky parts I can remember, if you find any more don't hesitate to ask in the project thread at Lucasforums.


What's New in Version 1.0.0   See changelog

Released

No changelog available for this version.

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sd.stajic

· Edited by sd.stajic

  

Opening doors that usually lead elsewhere in the game kinda caught me off guard and I do like the story. And I gotta say- the ending twist... I would never have expected that. Excellent work.

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JediArchivist

   1 of 1 member found this review helpful 1 / 1 member

A very nice mod, it adds a whole new planet to explore, with lots of new quests, areas, characters and some very powerful items.

I highly reccomend it!

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