Hobbes 1 Posted November 29, 2015 Hello Deadly Stream Community, Does anyone know if there is a step by step tutorial on object and NPC placements, etc.? Which method is more practical to achieve this: scripting, or a GFF editor? I am trying to learn about module editing and would like to know how to place NPC's, objects, etc. The tutorials I have found don't seem to be at a novice level, although I do have some background in game scripting, and I enjoy learning about this. Hints and tips are greatly appreciated! Thanks!! Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted November 30, 2015 Yeah, we need more tutorials that, to be frank, are written for amateurs; I say this because those tutorials would explain things in detail using basic wording. As for your question, I'll first outline how an NPC (or any object, really) is positioned in-game and then outline the two methods for placing objects in-game and their pros and cons. ... An object in-game possesses two things: a vector of three floats containing its XYZ coordinates, and a float containing its directional facing (between 0.0 and 360.0). Scripting: The first, and most common, way to spawn objects is through scripting, whether the script is launched from a conversation, entering a level, or a reaction to an event. No matter what, it's all the same basic formula: *It should be noted that in all the examples below, the marks are for example only and cannot be there when compiling the scripts* // This is a comment line. // Directional facing is determined counter-clockwise from East, so 0.0 is East, 90.0 is North, .etc // Valid OBJECT_TYPE_ pieces are: CREATURE, PLACEABLE, ITEM, STORE, and WAYPOINT CreateObject(OBJECT_TYPE_*, "", Location(Vector(, , ), )); // An alternate way is to specify the Vector and Location beforehand vector MyVector; // You can either give the Vector something in the line above (for example, get the player's XYZ by replacing the ";" with " = GetPosition(GetFirstPC());"), // or you can access the Vector's individual pieces like so: MyVector.x = ; MyVector.y = ; MyVector.z = ; location MyLocation = Location(MyVector, ); CreateObject(OBJECT_TYPE_*, "", MyLocation); Pros: Highly adaptable Easy to access Can be used at almost any time Perfect for delayed or conditional placement Simple and universal directional facing Cons: Cannot spawn doors, triggers, sounds Module-editing (GFF Editor): Placing or moving objects in the module itself requires a GFF Editor (like K-GFF) and editing the .git file for the module. Each object has its own XYZ coordinates that can all be edited easily, but the directional facing is tricky... Cameras: A camera's facing is determined by its Orientation field, wherein the first of the four numbers (we don't edit the second or third, normally) is equal to cos( ( - 90.0) / 2) and the fourth number is equal to sin( ( - 90.0) / 2). Placeables and Doors: Placeables and Doors both use a Bearing field, and this is a radian (everything in regards to facing for everything is a radian), so ( + 90) * 0.0174532925. If you're resulting number is greater than 4.7207963267949, then you'd subtract 7.857239039871151612 and use the result. Creatures, Waypoints, and Triggers:These three all have an XOrientation and a YOrientation field, and the results for both, respectively, are: cos() and sin(). Sounds, Encounters, and Stores: These either don't have orientations, or in the Stores' case, the orientation is thought worthless. However, the Encounters can have spawn points, and these have an Orientation field that is a bearing (like the placeables and doors). Pros: Fine control Ability to place encounters, cameras, sounds, and triggers Cons: Objects listed spawn the first time you enter the level, and so this is a one-time job Complications in directional facing 2 Quote Share this post Link to post Share on other sites
djh269 264 Posted November 30, 2015 Hello Fairstrides, Can the tslpatcher place .utc files within a .mod? Cheers Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted November 30, 2015 Hello Fairstrides, Can the tslpatcher place .utc files within a .mod? Cheers Please... No thread-hijacking here. In short, yes. You'd set the Destination to "modules\" and click the "Set!" button to confirm it. Quote Share this post Link to post Share on other sites
l2daorch 19 Posted November 30, 2015 Even though I'm not OP, this is really great. Thank you so much Fair Strides! I also highly agree that more beginner friendly tutorials would be amazing! Even though I'm not actively looking into getting into Kotor Modding atm, I'd definitely be more tempted to do so if I knew that there were a lot of great tutorials. Quote Share this post Link to post Share on other sites
djh269 264 Posted November 30, 2015 Please... No thread-hijacking here. In short, yes. You'd set the Destination to "modules\<module name, no extension>" and click the "Set!" button to confirm it. My bad haha Thanks for the advice! Even though I'm not OP, this is really great. Thank you so much Fair Strides! I also highly agree that more beginner friendly tutorials would be amazing! Even though I'm not actively looking into getting into Kotor Modding atm, I'd definitely be more tempted to do so if I knew that there were a lot of great tutorials. I concur, there should be more beginner friendly tutorials. Quote Share this post Link to post Share on other sites
Hobbes 1 Posted December 1, 2015 Thank you all for your replies they were really helpful! I was also wondering if there was any progress made for making new maps for the K-tool module editor? if so it would also be a good way to edit modules. I look forward to hearing more about the modding world of Kotor thanks again! Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted April 25, 2016 Objects listed spawn the first time you enter the level, and so this is a one-time job I figured I'd ask in this thread, rather than start another. Does the addition of placeables via a GIT edit only work if you have not previously entered a level? The same as changing an appearance ID value in a UTC for example? I can get a placeable to spawn via a modified on-enter script, but it doesn't show up when added via a GIT edit for a level I have previously visited. Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted April 25, 2016 Yeah, anything in the GIT file is only spawned the first time you enter the level. This is because the .git file is modified to have all of the file data for every listing (so every field from a .utc, .utd, .utp, .etc) and is then saved in a .sav file. Each level has its own .sav file and they're all added to SAVEGAME.sav (and are then used in place of the .rim/.mod files (except for resources like scripts or dialogs; these are never in the .sav). Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted April 25, 2016 Ah ok, cheers. If only I'd known that before I spent two hours constantly re-editing the GIT and UTP and recompiling the model trying to figure out what was broken.... I guess I'll stick to scripts for testing and leave the GIT edit for the final/release version. Quote Share this post Link to post Share on other sites
Kexikus 994 Posted April 25, 2016 Ah ok, cheers. If only I'd known that before I spent two hours constantly re-editing the GIT and UTP and recompiling the model trying to figure out what was broken.... I guess I'll stick to scripts for testing and leave the GIT edit for the final/release version. You Can put The .git in your Override folder for testing. This Override .git will then overwrite The data from The.sav file and thus reset The mofule rvery time You enter/load, but that's usually find for testing. Just make Sure to properly place The .git in The corresponding .mod for The final mod and delete The override one. Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted April 26, 2016 Btw, on the subject of scripting to spawn placeables, how do you spawn multiple placeables in a single script? I've tried multiple variants based on old posts over at LF, but I can't get any to compile. For example: void main() { if ((GetEnteringObject() == GetFirstPC())) { if( GetObjectByTag( "PLC_abcd1" ) == OBJECT_INVALID ) { CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd1", Location(Vector(-85.25,19.45,9.66545), 131)); CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd2", Location(Vector(-55.5,-6.15,9.722), 90)); CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd3", Location(Vector(5.7,41.65,9.66551), 180)); CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd4", Location(Vector(38.25,0.00,9.66545), 180)); CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd5", Location(Vector(0.00,-44.25,10), 90)); } ExecuteScript("on_enter_ORIG", OBJECT_SELF); } } Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted April 26, 2016 Btw, on the subject of scripting to spawn placeables, how do you spawn multiple placeables in a single script? I've tried multiple variants based on old posts over at LF, but I can't get any to compile. For example: Add ".0" to the end of the number at the end of each of the CreateObject lines. Those numbers are the degree facing and need to be a float, not an int. Quote Share this post Link to post Share on other sites
djh269 264 Posted April 26, 2016 Btw, on the subject of scripting to spawn placeables, how do you spawn multiple placeables in a single script? I've tried multiple variants based on old posts over at LF, but I can't get any to compile. For example: void main() { if ((GetEnteringObject() == GetFirstPC())) { if( GetObjectByTag( "PLC_abcd1" ) == OBJECT_INVALID ) { CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd1", Location(Vector(-85.25,19.45,9.66545), 131)); CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd2", Location(Vector(-55.5,-6.15,9.722), 90)); CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd3", Location(Vector(5.7,41.65,9.66551), 180)); CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd4", Location(Vector(38.25,0.00,9.66545), 180)); CreateObject(OBJECT_TYPE_PLACEABLE, "PLC_abcd5", Location(Vector(0.00,-44.25,10), 90)); } ExecuteScript("on_enter_ORIG", OBJECT_SELF); } } Here's a script from my Kashyyk module mod I'm making (change the OBJECT_TYPE_CREATURE to: OBJECT_TYPE_PLACEABLE) void main() { CreateObject(OBJECT_TYPE_CREATURE, "k25ab_kinrath01", Location(Vector(122.55, 95.42, 10.27), 0.0)); CreateObject(OBJECT_TYPE_CREATURE, "k25ab_kinrath02", Location(Vector(112.68, 96.82, 10.21), 180.0)); CreateObject(OBJECT_TYPE_CREATURE, "k25ab_kinrath03", Location(Vector(141.95, 64.33, 8.73), 0.0)); CreateObject(OBJECT_TYPE_CREATURE, "k25ab_kinrath04", Location(Vector(130.02, 26.52, 8.04), 180.0)); CreateObject(OBJECT_TYPE_CREATURE, "k25ab_kinrath05", Location(Vector(129.33, 28.95, 8.03), 0.0)); CreateObject(OBJECT_TYPE_CREATURE, "k25ab_kinrath06", Location(Vector(91.01, 82.79, 10.05), 180.0)); CreateObject(OBJECT_TYPE_CREATURE, "k25ab_kinrath07", Location(Vector(95.53, 81.52, 10.05), 0.0)); CreateObject(OBJECT_TYPE_CREATURE, "k25ab_kinrath08", Location(Vector(102.66, 86.68, 10.08), 180.0)); DestroyObject(OBJECT_SELF); ExecuteScript("lightningm25ab", OBJECT_SELF); ExecuteScript("peoplespawn25ab", OBJECT_SELF); ExecuteScript("thingsspawn25ab", OBJECT_SELF); } Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted April 26, 2016 Add ".0" to the end of the number at the end of each of the CreateObject lines. Those numbers are the degree facing and need to be a float, not an int. Gah, figures it would be something so trivial. I must have tried half a dozen versions and presumably that was the problem every time.... I didn't even notice. Sigh. Thanks for correction. GIT in the Override testing is all well and good for confirming everything works before release, but it's a pain in the ass having it reset the triggers every time. Scripting is far more useful for iterative testing. Quote Share this post Link to post Share on other sites
Hassat Hunter 571 Posted April 26, 2016 If you want to spam a lot it's generally better to use a loop rather than definite each one individually. Of course that's better if the location is defined in the .git. Quote Share this post Link to post Share on other sites
Guest Qui-Gon Glenn Posted November 15, 2017 Sorry to resurrect an old thread, but do we have a list anywhere of KotOR Module Names with their corresponding on_enter scripts? Asking for a friend If not, perhaps I'll make a sheet. Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted November 16, 2017 Here's the module list half of it. K1 modules: DANM13 Dantooine Jedi Enclave DANM14AA Dantooine Courtyard DANM14AB Dantooine Matale Grounds DANM14AC Dantooine Grove DANM14AD Dantooine Sandral Grounds DANM14AE Dantooine Crystal Caves DANM15 Dantooine Ruins DANM16 Dantooine Sandral Estate EBO_M12AA Ebon Hawk EBO_M46AB Mystery Box END_M01AA Endar Spire Command Module END_M01AB Endar Spire Starboard Section KAS_M22AA Kashyyyk Czerka Landing Port KAS_M22AB Kashyyyk The Great Walkway KAS_M23AA Kashyyyk Village of Rwookrrorro KAS_M23AB Kashyyyk Worrwill's Home KAS_M23AC Kashyyyk Worrroznor's Home KAS_M23AD Kashyyyk Chieftain's Hall KAS_M24AA Kashyyyk Upper Shadowlands KAS_M25AA Kashyyyk Lower Shadowlands KORR_M33AA Korriban Dreshdae KORR_M33AB Korriban Sith Academy Entrance KORR_M34AA Korriban Shyrack Caves KORR_M35AA Korriban Sith Academy Entrance KORR_M36AA Korriban Valley of Dark Lords KORR_M37AA Korriban Tomb of Ajunta Pall KORR_M38AA Korriban Tomb of Marka Ragnos KORR_M38AB Korriban Tomb of Tulak Hord KORR_M39AA Korriban Tomb of Naga Sadow LEV_M40AA Leviathan Prison Block LEV_M40AB Leviathan Command Deck LEV_M40AC Leviathan Hangar LEV_M40AD Leviathan Bridge LIV_M99AA Yavin Station MANM26AA Manaan Ahto West MANM26AB Manaan Ahto East MANM26AC Manaan West Central MANM26AD Manaan Docking Bay MANM26AE Manaan East Central MANM27AA Manaan Sith Base MANM28AA Manaan Hrakert Station MANM28AB Manaan Sea Floot MANM28AC Manaan Kolto Control MANM28AD Manaan Hrakert Rift STA_M45AA Star Forge Deck 1 STA_M45AB Star Forge Deck 2 STA_M45AC Star Forge Deck 3 STA_M45AD Star Forge Deck 4 TAR_M02AA Taris South Apartments TAR_M02AB Taris Upper City North TAR_M02AC Taris Upper City South TAR_M02AD Taris North Apartments TAR_M02AE Taris Upper City Cantina TAR_M02AF Taris Hideout TAR_M03AA Taris Lower City TAR_M03AB Taris Lower City Apartments TAR_M03AD Taris Lower City Apartments TAR_M03AE Taris Javyar's Cantina TAR_M03AF Taris Swoop Platform TAR_M04AA Taris Undercity TAR_M05AA Taris Lower Sewers TAR_M05AB Taris Upper Sewers TAR_M08AA Taris Davik's Estate TAR_M09AA Taris Sith Base TAR_M09AB Taris Sith Base TAR_M10AA Taris Black Vulkar Base TAR_M10AB Taris Black Vulkar Base (unused game area) TAR_M10AC Taris Black Vulkar Base TAR_M11AA Taris Hidden Bek Base TAR_M11AB Taris Hidden Bek Base TAT_M17AA Tatooine Anchorhead TAT_M17AB Tatooine Docking Bay TAT_M17AC Tatooine Droid Shop TAT_M17AD Tatooine Hunting Lodge TAT_M17AE Tatooine Swoop Registration TAT_M17AF Tatooine Cantina TAT_M17AG Tatooine Czerka Office TAT_M18AA Tatooine Dune Sea TAT_M18AB Tatooine Sand People Territory TAT_M18AC Tatooine Eastern Dune Sea TAT_M20AA Tatooine Sand People Enclave UNK_M41AA Unknown World Central Beach UNK_M41AB Unknown World South Beach UNK_M41AC Unknown World North Beach UNK_M41AD Unknown World Temple Exterior UNK_M42AA Unknown World Elder Settlement UNK_M43AA Unknown World Rakatan Settlement UNK_M44AA Unknown World Temple Main Floor UNK_M44AB Unknown World Temple Catacombs TSL modules: 001EBO Ebon Hawk Interior Prologue 002EBO Ebon Hawk Exterior Prologue 003EBO Ebon Hawk (normal) 004EBO Ebon Hawk (Red Eclipse) 005EBO Ebon Hawk (leaving Peragus) 006EBO Ebon Hawk 007EBO Ebon Hawk 101PER Peragus Administration Level 102PER Peragus Mining Tunnels 103PER Peragus Fuel Depot 104PER Peragus Asteroid Exterior 105PER Peragus Dormitories 106PER Peragus Hangar Bay 107PER Peragus (leaving) 151HAR Harbinger Command Deck 152HAR Harbinger Crew Quarters 153HAR Harbinger Engine Deck 154HAR Harbinger Command Deck Cutscene 201TEL Citadel Station Dock Module 202TEL Citadel Station Entertainment 203TEL Citadel Station Residential 082 East 204TEL Citadel Station Residential 082 West 205TEL Citadel Station Cutscene with Carth 207TEL Citadel Station Cantina 208TEL Citadel Station Bumani Exchange Corp. 209TEL Citadel Station Czerka Offices 211TEL Citadel Station Swoop Track 220TEL Citadel Station Suburban 221TEL Citadel Station Suburban 222TEL Citadel Station Entertainment Module 081 231TEL Telos Restoration Zone 232TEL Telos Underground Base 233TEL Telos Czerka Site 261TEL Telos Polar Plateau 262TEL Telos Secret Academy 301NAR Refugee Landing Pad 302NAR Refugee Quad 303NAR Docks 304NAR Jekk'Jekk Tarr 305NAR Jekk'Jekk Tunnels 306NAR Entertainment Promenade 351NAR Goto's Yacht 352NAR Goto's Yacht (cutscene) 371NAR Nar Shaddaa Swoop Track 401DXN Dxun Jungle Landing 402DXN Dxun Jungle 403DXN Dxun Mandalorian Ruins 404DXN Dxun Mandalorian Cache 410DXN Dxun Jungle Tomb 411DXN Dxun Sith Tomb 421DXN Dxun Turret Minigame (space battle) 501OND Onderon Spaceport 502OND Onderon Merchant Quarter 503OND Onderon Cantina 504OND Onderon Sky Ramp 505OND Onderon Turret 506OND Onderon Royal Palace 510OND Onderon Swoop Race Track 511OND Onderon Merchant Quarter 512OND Onderon Western Square 601DAN Dantooine Khoonda 602DAN Dantooine Khoonda Plains 603DAN Dantooine Movie Terminal on Khoonda Plains (cutscenes) 604DAN Dantooine Crystal Cave 605DAN Dantooine Enclave Courtyard 610DAN Dantooine Enclave Sublevel 650DAN Dantooine Rebuilt Jedi Enclave 701KOR Korriban Valley of Dark Lords 702KOR Korriban Sith Academy 710KOR Korriban Shyrack Cave 711KOR Korriban Secret Tomb 851NIH Ravager Command Deck 852NIH Ravager Bridge 853NIH Ravager (cutscene) 901MAL Malachor V Surface 902MAL Malachor V Depths 903MAL Malachor V Trayus Academy 904MAL Malachor V Trayus Core 905MAL Malachor V Trayus Crescent 906MAL Malachor V Trayus Proving Grounds 907MAL Malachor V Trayus Core 950COR Coruscant (trial cutscene) Quote Share this post Link to post Share on other sites
Guest Qui-Gon Glenn Posted November 16, 2017 Here's the module list half of it. K1 modules: DANM13 Dantooine Jedi Enclave DANM14AA Dantooine Courtyard DANM14AB Dantooine Matale Grounds DANM14AC Dantooine Grove DANM14AD Dantooine Sandral Grounds DANM14AE Dantooine Crystal Caves DANM15 Dantooine Ruins DANM16 Dantooine Sandral Estate EBO_M12AA Ebon Hawk EBO_M46AB Mystery Box END_M01AA Endar Spire Command Module END_M01AB Endar Spire Starboard Section KAS_M22AA Kashyyyk Czerka Landing Port KAS_M22AB Kashyyyk The Great Walkway KAS_M23AA Kashyyyk Village of Rwookrrorro KAS_M23AB Kashyyyk Worrwill's Home KAS_M23AC Kashyyyk Worrroznor's Home KAS_M23AD Kashyyyk Chieftain's Hall KAS_M24AA Kashyyyk Upper Shadowlands KAS_M25AA Kashyyyk Lower Shadowlands KORR_M33AA Korriban Dreshdae KORR_M33AB Korriban Sith Academy Entrance KORR_M34AA Korriban Shyrack Caves KORR_M35AA Korriban Sith Academy Entrance KORR_M36AA Korriban Valley of Dark Lords KORR_M37AA Korriban Tomb of Ajunta Pall KORR_M38AA Korriban Tomb of Marka Ragnos KORR_M38AB Korriban Tomb of Tulak Hord KORR_M39AA Korriban Tomb of Naga Sadow LEV_M40AA Leviathan Prison Block LEV_M40AB Leviathan Command Deck LEV_M40AC Leviathan Hangar LEV_M40AD Leviathan Bridge LIV_M99AA Yavin Station MANM26AA Manaan Ahto West MANM26AB Manaan Ahto East MANM26AC Manaan West Central MANM26AD Manaan Docking Bay MANM26AE Manaan East Central MANM27AA Manaan Sith Base MANM28AA Manaan Hrakert Station MANM28AB Manaan Sea Floot MANM28AC Manaan Kolto Control MANM28AD Manaan Hrakert Rift STA_M45AA Star Forge Deck 1 STA_M45AB Star Forge Deck 2 STA_M45AC Star Forge Deck 3 STA_M45AD Star Forge Deck 4 TAR_M02AA Taris South Apartments TAR_M02AB Taris Upper City North TAR_M02AC Taris Upper City South TAR_M02AD Taris North Apartments TAR_M02AE Taris Upper City Cantina TAR_M02AF Taris Hideout TAR_M03AA Taris Lower City TAR_M03AB Taris Lower City Apartments TAR_M03AD Taris Lower City Apartments TAR_M03AE Taris Javyar's Cantina TAR_M03AF Taris Swoop Platform TAR_M04AA Taris Undercity TAR_M05AA Taris Lower Sewers TAR_M05AB Taris Upper Sewers TAR_M08AA Taris Davik's Estate TAR_M09AA Taris Sith Base TAR_M09AB Taris Sith Base TAR_M10AA Taris Black Vulkar Base TAR_M10AB Taris Black Vulkar Base (unused game area) TAR_M10AC Taris Black Vulkar Base TAR_M11AA Taris Hidden Bek Base TAR_M11AB Taris Hidden Bek Base TAT_M17AA Tatooine Anchorhead TAT_M17AB Tatooine Docking Bay TAT_M17AC Tatooine Droid Shop TAT_M17AD Tatooine Hunting Lodge TAT_M17AE Tatooine Swoop Registration TAT_M17AF Tatooine Cantina TAT_M17AG Tatooine Czerka Office TAT_M18AA Tatooine Dune Sea TAT_M18AB Tatooine Sand People Territory TAT_M18AC Tatooine Eastern Dune Sea TAT_M20AA Tatooine Sand People Enclave UNK_M41AA Unknown World Central Beach UNK_M41AB Unknown World South Beach UNK_M41AC Unknown World North Beach UNK_M41AD Unknown World Temple Exterior UNK_M42AA Unknown World Elder Settlement UNK_M43AA Unknown World Rakatan Settlement UNK_M44AA Unknown World Temple Main Floor UNK_M44AB Unknown World Temple Catacombs TSL modules: 001EBO Ebon Hawk Interior Prologue 002EBO Ebon Hawk Exterior Prologue 003EBO Ebon Hawk (normal) 004EBO Ebon Hawk (Red Eclipse) 005EBO Ebon Hawk (leaving Peragus) 006EBO Ebon Hawk 007EBO Ebon Hawk 101PER Peragus Administration Level 102PER Peragus Mining Tunnels 103PER Peragus Fuel Depot 104PER Peragus Asteroid Exterior 105PER Peragus Dormitories 106PER Peragus Hangar Bay 107PER Peragus (leaving) 151HAR Harbinger Command Deck 152HAR Harbinger Crew Quarters 153HAR Harbinger Engine Deck 154HAR Harbinger Command Deck Cutscene 201TEL Citadel Station Dock Module 202TEL Citadel Station Entertainment 203TEL Citadel Station Residential 082 East 204TEL Citadel Station Residential 082 West 205TEL Citadel Station Cutscene with Carth 207TEL Citadel Station Cantina 208TEL Citadel Station Bumani Exchange Corp. 209TEL Citadel Station Czerka Offices 211TEL Citadel Station Swoop Track 220TEL Citadel Station Suburban 221TEL Citadel Station Suburban 222TEL Citadel Station Entertainment Module 081 231TEL Telos Restoration Zone 232TEL Telos Underground Base 233TEL Telos Czerka Site 261TEL Telos Polar Plateau 262TEL Telos Secret Academy 301NAR Refugee Landing Pad 302NAR Refugee Quad 303NAR Docks 304NAR Jekk'Jekk Tarr 305NAR Jekk'Jekk Tunnels 306NAR Entertainment Promenade 351NAR Goto's Yacht 352NAR Goto's Yacht (cutscene) 371NAR Nar Shaddaa Swoop Track 401DXN Dxun Jungle Landing 402DXN Dxun Jungle 403DXN Dxun Mandalorian Ruins 404DXN Dxun Mandalorian Cache 410DXN Dxun Jungle Tomb 411DXN Dxun Sith Tomb 421DXN Dxun Turret Minigame (space battle) 501OND Onderon Spaceport 502OND Onderon Merchant Quarter 503OND Onderon Cantina 504OND Onderon Sky Ramp 505OND Onderon Turret 506OND Onderon Royal Palace 510OND Onderon Swoop Race Track 511OND Onderon Merchant Quarter 512OND Onderon Western Square 601DAN Dantooine Khoonda 602DAN Dantooine Khoonda Plains 603DAN Dantooine Movie Terminal on Khoonda Plains (cutscenes) 604DAN Dantooine Crystal Cave 605DAN Dantooine Enclave Courtyard 610DAN Dantooine Enclave Sublevel 650DAN Dantooine Rebuilt Jedi Enclave 701KOR Korriban Valley of Dark Lords 702KOR Korriban Sith Academy 710KOR Korriban Shyrack Cave 711KOR Korriban Secret Tomb 851NIH Ravager Command Deck 852NIH Ravager Bridge 853NIH Ravager (cutscene) 901MAL Malachor V Surface 902MAL Malachor V Depths 903MAL Malachor V Trayus Academy 904MAL Malachor V Trayus Core 905MAL Malachor V Trayus Crescent 906MAL Malachor V Trayus Proving Grounds 907MAL Malachor V Trayus Core 950COR Coruscant (trial cutscene) LOL! I was just building this same list, as a resource for my fam. Of course it exists! Thank you for sharing! Quote Share this post Link to post Share on other sites