Yavin Station Hangar 1.5

   (7 reviews)

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About This File

In the vanilla game, Yavin Station is the only location that does not have a proper hangar where the player can walk to and from the Ebon Hawk. This mod adds one that generally matches the original landing and takeoff cutscenes, although I have taken a few artistic liberties.  You may notice that, as with the original cutscenes, it looks remarkably similar to the Ahto City hangar on Manaan.  I can only assume that the same architect worked on both projects.

The hangar comes in two variants: with and without a visible forcefield effect over the hangar entrance.  By default, the forcefield is invisible.  To change to a visible forcefield, see the INSTALLATION instructions below.

Aside from adding the new hangar, I have also made a few additional edits to the station:
- Changed the stars to use a different, less-repetitive vanilla star texture.
- Fixed some questionable geometry at the main observation window.
- Edited the walkmesh by the observation window to correct a glitch where the player could teleport into space, originally documented by the KOTOR 1 Community Patch (K1CP).  (This mod's walkmesh fixes were made from scratch and do not reuse any K1CP material.)
- Added a proper load screen for the station.  (New for version 1.4)
- Added corridor geometry behind the various locked doors, in place of the original 2D backdrop.  (New for version 1.4)

IMPORTANT:  To experience the new hangar, you will need a save from before visiting Yavin Station for the first time.

Thank you for downloading, and I hope you enjoy this mod!

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INSTALLATION
Run INSTALL.exe, and follow the prompts.  If you have other mods installed, it is normal to see a warning that liv_m99aa.mod already exists and has been skipped.  If you are using "High Quality Cockpit Skyboxes" by Sithspecter, see below for additional instructions.

By default, the forcefield at the hangar entrance is invisible.  To add a visible forcefield effect, run INSTALL.exe again after finishing the main installation, and select "Optional: Add Visible Forcefield".

Version 1.4 changes the appearance of the added airlock doors so that they look less like the Sith base doors.  If you prefer the appearance from version 1.0, copy the files in the folder "Option - Alternate Airlock Door (v1_0)" into Override.

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COMPATIBILITY
This mod is incompatible with other mods that edit the area geometry of Yavin Station.  Reskins are technically compatible, but depending on how drastic they are, they might look strange with a few new textures from this mod.  If you are using a reskin of the Ebon Hawk's exterior, see the instructions below.

This mod is compatible with the Kotor 1 Community Patch (K1CP).  It has not been tested with the KOTOR 1 Restoration (K1R) or the K1 Yavin IV Planet Mod, but I do not expect any significant compatibility issues.  For best results, install this mod after K1CP or K1R and before any other mods that alter Yavin Station.

If you are using a mod that changes the station's load screen (i.e. "Loadscreens in Color" by Sithspecter), install it after this one, and overwrite "load_liv_m99aa.tpc" if prompted.  If the loadscreens use .tga files, you will need to manually delete this mod's version of "load_liv_m99aa.tpc" from Override.

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HIGH QUALITY COCKPIT SKYBOXES
If you are using "High Quality Cockpit Skyboxes" by Sithspecter (which I highly recommend), I have included compatible skybox textures matching my new hangar.  After installing the cockpit skyboxes, perform the following steps:

1. Open the folder "HQ Cockpit Skybox Textures" from this mod.
2. Copy the TPC files corresponding to the desired quality into your Override folder.
3. If present, delete the following files from Override:
   - ebo_yab.tga
   - ebo_yaf.tga
   - ebo_yal.tga
   - ebo_yar.tga
   - ebo_yat.tga

If you are using the alternate airlock door option, also copy the appropriate version of "ebo_yaf.tpc" from the "Alternate Airlock Door" folder into Override, overwriting if asked.

"High Quality Cockpit Skyboxes" may be found at https://deadlystream.com/files/file/938-high-quality-cockpit-skyboxes/

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EBON HAWK RESKINS
To use a reskin of the Ebon Hawk's exterior with the new hangar, perform the following steps:

1. Make extra copies of "LSF_EHawk01.tga" and "LSF_EHawk01.txi" (if present) from the reskin, and rename them as "yvh_ehawk.tga" and "yvh_ehawk.txi", respectively.
2. Open the new "yvh_ehawk.txi" with a text editor, and change the entry after "envmaptexture" or "bumpyshinytexture" to "CM_WK_YAVHGR".
3. Copy both files into your Override folder.
4. Delete "yvh_ehawk.tpc" from your Override folder.

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CREDITS
MDLedit and KOTORmax by bead-v
KotorBlender by seedhartha
tpcview and tga2tpc by ndix UR
NWNSSCOMP by Torlack and tk102
DeNCS by JdNoa and Dashus
K-GFF by tk102
TSL Patcher by stoffe and Fair Strides
ERFEdit by stoffe and Fair Strides
Kotor Tool by Fred Tetra
NormalMap Online by Christian Petry (https://cpetry.github.io/NormalMap-Online/)

New textures and models were based on existing KOTOR material by Bioware.
Camera angle for the load screen was inspired by "Loadscreens in Color" by Sithspecter (https://deadlystream.com/files/file/916-loadscreens-in-color/).
Bump map created following DarthParametric's tutorial here:  https://deadlystream.com/topic/9353-bump-mapping-tutorial-request-for-novices/

Special thanks to:
- DarthParametric for suggesting the visible forcefield effect, providing an example from K1CP, and providing feedback on the result, as well as for providing feedback on the new corridor extensions for version 1.4.
- muitafruita for reporting that the Ebon Hawk was missing its venting sound.
- Thor110 for encouraging me to create a new door texture that looks less like a knockoff of the Sith base doors.

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VERSION HISTORY
1.0 - Initial Release
1.1 - Added an option for a visible forcefield effect
1.2 - Added particle emitters at the ends of the visible forcefield
1.3 - Fixed the sound effect of the Ebon Hawk venting in the hangar
1.4 - Created a new texture for the airlock doors
       - Added a new load screen for Yavin Station
       - Added corridor geometry behind the various locked doors
       - Edited airlock door frames to improve seal
       - Revised particle emitter settings and UV mapping for the visible forcefield option
       - Consolidated and rearranged lightmaps
       - Made various minor walkmesh and model improvements
       - Edited module .vis file to optimize performance
       - Added scripting code to prevent party members from being accidentally locked outside the airlock
1.5 - Reduced the pixelation of the Ebon Hawk's environment map
       - Revised the install process to edit the module's GIT, ARE, and module.ifo instead of overwriting them
       - Changed the ceiling beams' environment map to match the hangar space
       - Added a bump map to the ceiling beams
       - Coordinated mesh bumpmapping flags with the presence/absence of bumpmapped textures
       - Adjusted walkmesh properties over hangar door
       - Adjusted texture UVs for the fins on the shelf at the back of the hangar

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DISCLAIMER AND PERMISSIONS
This modification is provided as-is and is not supported by Disney, Lucasarts, or Bioware.  Use at your own risk.  The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod.

This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission.  Assets from this mod shall not be redistributed in other modifications without the author's permission.


What's New in Version 1.5   See changelog

Released

  • Reduced the pixelation of the Ebon Hawk's environment map
  • Revised the install process to edit the module's GIT, ARE, and module.ifo instead of overwriting them
  • Changed the ceiling beams' environment map to match the hangar space
  • Added a bump map to the ceiling beams
  • Coordinated mesh bumpmapping flags with the presence/absence of bumpmapped textures
  • Adjusted walkmesh properties over hangar door
  • Adjusted texture UVs for the fins on the shelf at the back of the hangar
  • Like 9
  • Thanks 4
  • Light Side Points 2



User Feedback

Recommended Comments

You may want to consider adding a magfield barrier to the hangar entrance. Even though the movie doesn't show it, you can just handwave it as it being activated/deactivated before/after the movie. Check out the K1CP modifications to the Leviathan hangar bay for an example of it:

https://github.com/KOTORCommunityPatches/K1_Community_Patch/blob/master/tslpatchdata/m40ac_42a.mdl

https://github.com/KOTORCommunityPatches/K1_Community_Patch/blob/master/tslpatchdata/m40ac_42a.mdx

  • Light Side Points 1

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Thanks for the suggestion, DarthParametric.  I'll take a look at adding an option for a visible forcefield.

Edit:  I have now added the option in version 1.1.  Thanks for the suggestion and example!

Edited by WildKarrde
  • Light Side Points 1

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You could also add the sound effect for the compressed air coming out of the Hawk.

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Thank you for catching that, I forgot to include the UTS in the installation package.  I have updated it to fix the sound and also uploaded a separate hotfix for anyone who has previously installed it.  Note that the hotfix needs a save from before visiting the station to fully take effect.

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Something you may want to consider for a future update, since it doesn't appear you have already addressed it. The selection icon to open the door before the hangar (accessing the transition trigger in the vanilla module) floats out in the middle of the corridor due to the walkmesh restricting access to it if you move it across the panel cluster on the wall. You could add one of the perpendicular panels that the other doors have to alleviate this. An idea I rejected for K1CP for being out of scope, but perfectly suited to this mod.

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18 hours ago, DarthParametric said:

The selection icon to open the door before the hangar (accessing the transition trigger in the vanilla module) floats out in the middle of the corridor due to the walkmesh restricting access to it if you move it across the panel cluster on the wall.

Do you mean this selection icon?

Spoiler

1378150195_YavinPanel-Original-Cropped-Resized.jpg.21a3ef4e6bcd944ec76d4bd1c723811f.jpg

I sort of deal with it indirectly:  The selection point is now attached to the panel on the other side of the door, since that's the side you now approach from when it's still closed.

Spoiler

81420221_YavinPanel-Modded-Cropped-Resized.jpg.0506a6f033bb7e28b4e3e0272cdcb6fa.jpg

 

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Yeah that's the one. I guess it works fine on that side since the doors don't close until you re-enter the module, so you shouldn't end up locked out.

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21 hours ago, ZeldaTheSwordsman said:

Have you thought of adding a Xor spawn?

That’s an interesting idea.  Personally, I think it would feel a little out of place because the other planets have active spaceports where Xor can blend in with the crowd, whereas Yavin Station is virtually empty and presumably harder for Xor to land unnoticed and sneak up on the party.  But I suppose the Trandoshans already manage to set up their own ambush, so perhaps there is some precedent.

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11 hours ago, WildKarrde said:

That’s an interesting idea.  Personally, I think it would feel a little out of place because the other planets have active spaceports where Xor can blend in with the crowd, whereas Yavin Station is virtually empty and presumably harder for Xor to land unnoticed and sneak up on the party.  But I suppose the Trandoshans already manage to set up their own ambush, so perhaps there is some precedent.

That and the first encounter with Xor isn't an ambush per se, only the second one. Xor is a shady type, so one could also argue that bumping into him on Yavin Station makes sense.

And in any case, it can't possibly be as awkward as running into him on a liberated Kashyyk - especially his second encounter, where he still somehow has Czerka thugs with him for the fight and the Wookiee guards don't react at all.

Adding messenger spawns in general (Xor was the main one on my mind because I had just dealt with him in my current K1 playthrough, and had to fly to a different planet - I think you can guess which lol - to trigger his second encounter because it's broken on Tatooine) would help Yavin Station feel more complete as a destination.

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