WildKarrde

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Everything posted by WildKarrde

  1. Not planning to add any at the moment, but I might consider adding some at some point in the future.
  2. Mod has been updated to add the sound effect of the Ebon Hawk venting in the hangar. Thanks to @La Ingobernable for pointing out the lack of sound. I always meant for there to be sound, but I forgot to include a copy of the UTS in the install package. I have also uploaded a separate hotfix for anyone who has installed version 1.2 or earlier. Note that you will need a save from before visiting the station for the hotfix to fully take effect. Sorry for the inconvenience, clearly I need to have chat with my quality assurance team...
  3. 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.
  4. Very cool, I'm looking forward to trying this out! Any chance of perhaps adding an option to have everyone wear their default basic clothes throughout the interrogation/escape sequences? Confiscating everyone's weapons and armor makes sense, but it always seemed odd to me that the Sith would leave everyone to shiver in their underwear.
  5. Thank you, that's good to hear! If I understand your question correctly, LSF_EHawk01.tga and LSF_EHawk.txi should still be left in Override when you're done. They're the textures that reskin the Ebon Hawk on the Star Forge. The end goal is just to make an extra copy of the reskin that is appropriately named so that my new models will use it. There isn't anything special about LSF_EHawk01 versus the other planet-specific copies, I just chose it to have something concrete for the instructions.
  6. Thanks for jumping in, Thor110. This will probably be the cause and solution for the typical user with this issue. If you have been to Yavin previously, the game loads the old waypoints, placeables, etc. from the saved game rather than the updated ones in the module GIT. The original exit will still be there, too, so it shouldn't break the module. You just won't be able to get to the hangar before it sends you back to the Ebon Hawk. That would definitely do it. 🙂 Glad you were able to figure it out.
  7. Thanks for the feedback, the emitters definitely make it feel more like the vanilla forcefield doors. I like the end result (although the still screenshot doesn’t quite capture it), and I have updated the forcefield version with the emitters. I have also added a subtle plane of static similar to mydoor2. Instead of adding duplicate emitters, I actually increased their Y dimensions to fit the opening height. I also ended up tweaking a few parameters to suit the larger opening. (Side note, it looks like the emitters on mydoor2 are actually not symmetrical, although I can’t say that it’s noticeable in-game.)
  8. I actually already had the lights around the perimeter for that exact reason, might not have been clear in the screenshots. But I can also see how the full forcefield effect gives it a bit more punch.
  9. IIRC, I don't think any of the vanilla K1 or TSL hangars have visible forcefields, just lights around the perimeter to represent some kind of emitters. That's how the original trilogy handled it, too: DarthParametric added a visible forcefield to the Leviathan hangar for K1CP, which I did my best to emulate. Now that I've seen it in action, I have to admit that it's a pretty cool effect.
  10. Update: As suggested by DarthParametric (and reinforced by Sdub), I have added an option for a visible forcefield at the entrance to the hangar. If you've already installed version 1.0 and want to try the new effect, you can proceed straight to the "Add Visible Forcefield" part of the installation. Thanks a ton to Darth Parametric for providing an example forcefield that I could emulate!
  11. 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!
  12. Thank you, I'm glad you like it! I actually never noticed the similarities either until I got the idea for this mod, and I started comparing the landing videos to see if an existing hangar might be close enough to reuse as a reskin. And then I got to Manaan and realized they were basically identical.
  13. View File Yavin Station Hangar 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 between the visible and invisible forcefields, 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. ALSO IMPORTANT: If you are upgrading from version 1.3 or earlier, a new save is also recommended to avoid issues with the lighting on the new airlock doors. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- 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". If you have previously installed version 1.3 or earlier of this mod, you can upgrade by installing directly over the old version. Note, however, that you may need to reinstall any other mods which affect Yavin Station (specifically, any mods that edit m50aa.git). 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. ------------------------------------------------------------------- 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 any mods that change the station's load screen (i.e. "Loadscreens in Color" by Sithspecter), install them after this one. If they use .tga files, you will need to delete this mod's version of "load_liv_m99aa.tpc" from Override manually. ------------------------------------------------------------------- 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/ ------------------------------------------------------------------- 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. ------------------------------------------------------------------- CREDITS MDLedit and KOTORmax by bead-v KotorBlender by seedhartha tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack, stoffe, 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 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/). Special thanks to: - DarthParametric for suggesting the visible forcefield effect, providing an example from K1CP, and providing feedback on the result. Also for providing feedback on my 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. ------------------------------------------------------------------- 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 ------------------------------------------------------------------- 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. Submitter WildKarrde Submitted 05/07/2022 Category Mods K1R Compatible Yes  
  14. Version 1.4

    1,376 downloads

    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 between the visible and invisible forcefields, 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. ALSO IMPORTANT: If you are upgrading from version 1.3 or earlier, a new save is also recommended to avoid issues with the lighting on the new airlock doors. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- 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". If you have previously installed version 1.3 or earlier of this mod, you can upgrade by installing directly over the old version. Note, however, that you may need to reinstall any other mods which affect Yavin Station (specifically, any mods that edit m50aa.git). 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. ------------------------------------------------------------------- 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 any mods that change the station's load screen (i.e. "Loadscreens in Color" by Sithspecter), install them after this one. If they use .tga files, you will need to delete this mod's version of "load_liv_m99aa.tpc" from Override manually. ------------------------------------------------------------------- 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/ ------------------------------------------------------------------- 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. ------------------------------------------------------------------- CREDITS MDLedit and KOTORmax by bead-v KotorBlender by seedhartha tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack, stoffe, 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 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/). Special thanks to: - DarthParametric for suggesting the visible forcefield effect, providing an example from K1CP, and providing feedback on the result. Also for providing feedback on my 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. ------------------------------------------------------------------- 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 ------------------------------------------------------------------- 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.