A Crashed Republic Cruiser on a Nameless World 1.1.0

   (4 reviews)

16 Screenshots

About This File

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Knights of the Old Republic
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TITLE: A Crashed Republic Cruiser on a Nameless World (1.1)
AUTHOR: LDR

FILENAME: ldr_repshipunknownworld
FILESIZE: 176 MB

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INSTALLATION INSTRUCTIONS
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There are 2 available methods of installing A Crashed Republic Cruiser on a Nameless World. The standard installation method is done entirely though TSL Patcher, and doesn’t require you to do anything beyond simple button clicking. The manual installation is for those unable, for whatever reason, to use TSL Patcher, and involves the copying and pasting of files from folder to folder.

NOTE: With the standard installation method, this mod is far more likely to work alongside any other mods you may currently have installed, which may not be the case should you use the manual installation method. I have attempted naming files in a way where there should be a minimum chance of mod conflicts, but you never know.

This mod also has an "Optional" installation meant to use in conjuction with either/both of SithSpecter's High Quality Blasters and Colored Loadscreens mods.

To uninstall, remove the files from their respective folders in the SWKotOR directory.

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» STANDARD INSTALLATION
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1) Double click TSLPatcher.exe.
2) Click the "Install Mod" button and select your SWKotOR game directory.
3) Sit back, relax, and wait for the installation to complete.

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» MANUAL INSTALLATION
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1) Open up the tslpatchdata folder.
2) Copy all files with a .wav extension and paste into the streamwaves folder located in your SWKotOR directory.
3) Copy all files with a .mod extension and paste into the modules folder located in your SWKotOR directory.
4) Copy everything else (With exception to changes.ini and info.rtf) and paste into the override folder located in your SWKotOR directory (If there isn't one, create one).

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» OPTIONAL INSTALLATION
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1) Additional install options have been provided for additions to SithSpecter's High Quality Blasters and Colored Loadscreens mods.
2) Double click TSLPatcher.exe.
3) Click the "Install Mod" button and select your SWKotOR game directory.
4) Sit back, relax, and wait for the installation to complete.

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Mod Permissions
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You may not use any assets of this mod in your own mod without first contacting me.

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DESCRIPTION
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This mod adds 6 new modules, 9 new items (3 equippable inventory, 4 datapads, 2 keycards) on the Unknown World, making the crashed Hammerhead explorable.

You must have a save before setting foot on the Unknown World.

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» Version 1.1 Changes
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- Fixes a bug where the party was prevented from spawning in during the confrontation on the beach on a DS playthrough following completing the Temple.
- Corrects reported spelling/gramatical errors.
- Integrates optional install paths through TSLPatcher for additions to SithSpecter's High Quality Blasters and Colored Loadscreens mods.

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BUGS
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Any mods that modify the unk_m41aa OnEnter script will be incompatible with this mod.

"Frame Buffer Effects" turned off in the swkotor.ini results in audio logs without the blue camera effect.

If you find any please post them in the comments or send me a direct message. I will address them as soon as I can.

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» MODULE/ITEM NAMES
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For this to work correctly in conjunction with your own mod, you must not use any within the following list as names for your custom module/item reskins.

m41ae
m41af
152unk
153unk
m41ai
m41aj

LHC
LHW

Blaster Pistol template 020
Forearm Band template 019
Gauntlet template 019

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Voice Acting
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DarthTyren as Medical Officer Audio Log

Mellowtron11 as Engine Officer Audio Log

Sith Holocron as Republic Captain Audio Log

Zhaboka as Kolgrim

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Permissions
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Permission granted from Darth InSidious to use his alternative beach Hammerhead textures.

Permission granted from DarthParametric to utilize his edited mdls from both his Endar Spire and Harbinger Hull Repair mods.

Permission granted from SithSpecter to utilize integration for his High Quality Blasters for Modders resource and colored loadscreen templates mod.

Permission granted from Thor110 to repurpose his ported K1 Harbinger modules.

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Credits
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- To the people who created the tools which have allowed me to create this mod.

    - Kotor Tool..........................Fred Tetra
    - K-GFF GFF Editor/DLGEditor..........tk102
    - ERF Editor/TSLPatcher...............stoffe
    - MDLOps..............................cchargin/JDNoa
    - Lipsynch Editor.....................JDNoa
    - XVI32 Hex Editor....................Chmaas
    - CSLU Toolkit........................Oregon Health & Science University

My beta testers: djh269, jc2, N-DReW25 and Zhaboka. I couldn't have done this without you!

JCarter46 and DarthParametric for handholding me with regards to literally all scripting that was above basic level. Thank you so much.

Lachjames for his assistance in helping me generate/test .lip files.

Snigaroo for bug reporting and feedback for the 1.1 patch.

All of the wonderful folks at DeadlyStream (and Holowan Labs), that led me on and helped me when I hit a snag.

All of you who downloaded this mod! Thank You!


What's New in Version 1.1.0   See changelog

Released

- Fixes a bug where the party was prevented from spawning in during the confrontation on the beach on a DS playthrough following completing the Temple.
- Corrects reported spelling/grammatical errors.
- Integrates optional install paths through TSLPatcher for additions to SithSpecter's High Quality Blasters and Colored Loadscreens mods.

  • Like 17
  • Light Side Points 1



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Love the mod! Could you point me in the direction of those republic jedi robes in the screenshots?

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12 hours ago, Airazor65 said:

Excuse me, but the bug that affects DS also affects LS... at  least for me, anyway. Any ideas?

That's strange, it should be fixed. Try loading a save from before landing on the Unknown World. What other mods do you have installed that affect the planet?

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On 8/25/2021 at 8:01 AM, LDR said:

That's strange, it should be fixed. Try loading a save from before landing on the Unknown World. What other mods do you have installed that affect the planet?

I have “Spare Mission and Zalbaar” as well as some Carth dialogue tied to something or another but that’s all I can think of. I know that the Bi Carth mod doesn’t seem to affect it because I looked at the files and it’s not referenced. 

Either way... I got to get cracking I guess, because my other saves are all either on Lehon or on Taris....

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We are waiting for the author of this wonderful modification of the sublevel of the Jedi Enclave from kotor 2 to kotor 1

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11 hours ago, Dr-cgad said:

How do I install the 2k texture upscale for this?

There isn't a 2k texture upscale for this mod.

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nice mod, just like to know if the entry on revan's diary that says to comeback after you

Spoiler

have defeated malak

is suposed to be readable or is just like that?

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Hey @LDR I think there might be a conflict with the latest version of K1CP. After I complete the ship and go into the unknown world the Rakata don’t spawn. Would you mind taking a look?

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On 9/24/2022 at 8:12 PM, nonchetos said:

nice mod, just like to know if the entry on revan's diary that says to comeback after you

  Reveal hidden contents

is suposed to be readable or is just like that?

Nope, it is intentionally meant to be unreadable.

 

2 hours ago, StellarExile said:

Hey @LDR I think there might be a conflict with the latest version of K1CP. After I complete the ship and go into the unknown world the Rakata don’t spawn. Would you mind taking a look?

Was the first thing you did go directly to the cruiser? That is an ongoing issue that the Unknown World has -- the Rakata trigger only works on the first instance the module loads. If you go anywhere else, such as to the cruiser or back into the Ebon Hawk, the Rakata trigger doesn't fire.

I recommend activating that trigger first before doing anything else on the world.

I'm sorry! This problem seems to have come up a lot. There isn't a way that I know of to fix it, so I'll have to add a disclaimer to the readme.

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The trigger's OnEnter only does a check on whether the entering object is a PC and if it has had the SW_PLOT_HAS_TALKED_TO local boolean flag set. There's nothing that should prevent it firing on subsequent entries to the module past the first, and I can't see any other script that applies the flag externally or destroys the trigger.

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Fair enough, that was purely empirical on my part. I know for me anyways it would bug out like that on a module reload, even on vanilla installs.

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Ah, I see what the problem is. The Rakata mooks are marked for cleanup. They get destroyed on the second module entry by the module OnEnter. Edit: Actually no, they are just getting straight up destroyed by the module OnExit script. Easy enough to fix. Just add an additional GetGlobalNumber("G_FinalChoice") > 0 to the if check. Or just null it out completely. Should be no real need for it.

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On 5/29/2024 at 11:44 PM, DarthParametric said:

Ah, I see what the problem is. The Rakata mooks are marked for cleanup. They get destroyed on the second module entry by the module OnEnter. Edit: Actually no, they are just getting straight up destroyed by the module OnExit script. Easy enough to fix. Just add an additional GetGlobalNumber("G_FinalChoice") > 0 to the if check. Or just null it out completely. Should be no real need for it.

Vanilla problem, I presume?

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Fantastic mod, up until I reached the point where everything had been explored minus the locked doors on the command deck. I, for the life of me, could not find the necessary keycard to unlock these things. I don't know if it's in one of the hundred footlockers/lockers, but I went over the map a few times in totality and was unable to locate it. Probably user error, but frustrating nonetheless.

Edited by nujatk@gmail.com

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7 hours ago, nujatk@gmail.com said:

Fantastic mod, up until I reached the point where everything had been explored minus the locked doors on the command deck. I, for the life of me, could not find the necessary keycard to unlock these things. I don't know if it's in one of the hundred footlockers/lockers, but I went over the map a few times in totality and was unable to locate it. Probably user error, but frustrating nonetheless.

Double-check the bottom left portion of the Submerged Section and the escape pod room of the Starboard Section.

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