Nar Shaddaa Landing Pad Repair 1.0.0

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20 Screenshots

About This File

It looks like the Exchange is getting desperate to keep refugees from leaving the Refugee Sector. Their new bag of tricks includes: removing pieces of architecture from the landing pad, creating over a half-dozen wall and floor gaps, causing crates and railings to pop in and out of existence before your very eyes, and installing a railing inside of the airspeeder. That will make anyone's head spin! Let's fix the place up.

Installation:
Download the 7z file and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II". 7z files can be extracted using Archive Utility on macOS, or with free programs such as PeaZip on Windows and Linux.

Uninstallation:
Remove the folder "Nar_Shaddaa_Landing_Pad_Fixes" from your override folder.

[Included Files:]
-301nara.mdl
-301nara.mdx
-301narb.mdl
-301narb.mdx
-301narc.mdl
-301narc.mdx
-301nard.mdl
-301nard.mdx
-301nark.mdl
-301nark.mdx

Compatibility:
Users should expect full compatibility with any other mods, so long as they do not modify/replace the above files.

Acknowledgments:
Big thanks to Fred Tetra for making file extraction easy with KotORTool and Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender.

This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.
 

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A great question -- I have remembered your suggestion for this. As I approach completion of the amount of geometry fixes I plan for the game, I will combine these "repair" mods into a single model fixing mod for people to download.

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5 minutes ago, PapaZinos said:

A great question -- I have remembered your suggestion for this. As I approach completion of the amount of geometry fixes I plan for the game, I will combine these "repair" mods into a single model fixing mod for people to download.

Excellent!I can't wait for more of your fixes :)

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I appreciate you for these, Are you only doing TSL at this time? Or can i throw some K1 ones that i have found? I know of one in the starforge

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Go ahead and pm them to me. Just give me the module they are in (e.g. Star Forge Deck 1) and if you can, a screenshot of the issue.

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While I am not certain of it right now, I suspect these changes could have been made by altering the .vis file for the level. I made similar fixes for some other Nar Shaddaa levels such as the Refugee sector where the entire ramp disappears if you look behind you at a certain point going between the ramps out by the Speeder that you can fix. Still awesome stuff :)

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2 hours ago, Thor110 said:

While I am not certain of it right now, I suspect these changes could have been made by altering the .vis file for the level. I made similar fixes for some other Nar Shaddaa levels such as the Refugee sector where the entire ramp disappears if you look behind you at a certain point going between the ramps out by the Speeder that you can fix. Still awesome stuff :)

The popping errors could be fixed either way, you are absolutely right. Using the mdl/mdx files allowed for me to move certain assets to a submodule that made more sense (like moving the landing pad crates to the landing pad), and to improve models that were not originally designed to be viewed from areas they should be viewable from. I was also very stoked to have an available fix for the ramp issue in the Refugee Sector. For anyone else reading this who has not checked it out already, I definitely recommend Thor110's Visibility File Fixes, it will fix a lot of similar issues of assets disappearing before your eyes in other areas of the game.

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10 hours ago, PapaZinos said:

The popping errors could be fixed either way, you are absolutely right. Using the mdl/mdx files allowed for me to move certain assets to a submodule that made more sense (like moving the landing pad crates to the landing pad), and to improve models that were not originally designed to be viewed from areas they should be viewable from. I was also very stoked to have an available fix for the ramp issue in the Refugee Sector. For anyone else reading this who has not checked it out already, I definitely recommend Thor110's Visibility File Fixes, it will fix a lot of similar issues of assets disappearing before your eyes in other areas of the game.

That's cool to know and thanks for the shout-out. Certainly does make sense to have them as part of the model they are actually viewed from.

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