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Found 16 results

  1. Version 1.0.0

    728 downloads

    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.
  2. Version 1.0.0

    200 downloads

    NOTE: The fixes provided in this mod have since been wrapped up into a larger mod, Repair Your Airspeeder... Again!, which also includes new and improved camera angles to boot. Download this mod if you do not want the other changes provided by that mod. If you have ever fixed up your own speeder on Nar Shaddaa, you know how much work has to go into it. You might also notice that whoever takes your speeder to the docks not only crashes it through the railing but also parks it halfway onto the catwalk, missing the opening space for speeders almost entirely. How embarrassing! Breathe easy, there's a fix: install this mod and the Force will be with your parking job. You should install TSLRCM prior to installing this mod. For an existing game, use a save file made before visiting the docks for the first time (this mod won't affect save files made any later). Installation: First download the 7z file and extract to somewhere on your computer. 7z files can be extracted using Archive Utility for macOS, or with free programs like PeaZip on Windows and Linux. Users have two options for installation: you can run the installer in the "Installer" folder (macOS and Linux users will need Wine to run .exe files) or open the "Manual Installation" folder and do it yourself, following the instructions in ReadMe.txt. Either method is easily done, but the installer maximizes compatibility with other mods. Modifications: -wp_airtaxi location and orientation in 303nar.git (via running the installer) -sw_startloc004 location in 303nar.git (via running the installer) -303nar.mod replaced (manual installation) Compatibility: Users should expect full compatibility with any other mods, so long as they make no modifications to the data listed above according to their install method. Running the installer maximizes compatibility, by modifying the necessary data in your 303nar.mod rather than replacing it wholesale. Requires TSLRCM 1.8.3 or higher. Acknowledgments: Thanks to Fred Tetra for making file extraction easy with KotORTool, and to Stoffe and Fair Strides for easy .mod extraction with ERFEdit 0.5, and of course for TSLPatcher. This modification is not supported by Obsidian Eentertainment, 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.
  3. A quick announcement that version 1.1 of Nar Shaddaa Docks Repair was just released -- it includes a new fix for the wall gap above the pylon 3 doorway visible during one of the game's side missions. Feel free to report anything else you find that needs fixing.
  4. View File Nar Shaddaa Landing Pad Repair 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. Submitter PapaZinos Submitted 02/20/2022 Category Mods TSLRCM Compatible Yes  
  5. Version 1.1.0

    813 downloads

    The most crucial mod you have yet to install! There is a gap in one of the walls at the Nar Shaddaa docks, alongside the third pillar from the left on the long-side exterior wall! You can see several of the interior apartment assets, including the Aqualish and Gran whispering to each other, through said gap. If you make use of Kexikus' High Quality Skyboxes II (and I highly recommend you do), the gap is even more noticeable. Fear not, dear Jedi, there is a fix. Download this mod and the wall is repaired. A good night's sleep will be yours again!* To Install: Download the 7z file and extract to your override folder. For the Steam version of the game, this can be found at "Steam\steamapps\common\Knights of the Old Republic II\override". You can unzip a 7z file using Archive Utility on macOS or by downloading a free program such as PeaZip for Windows/Linux. To Uninstall: Simply remove "Nar_Shaddaa_Docks_Fix" folder from your override folder. Included files: -303narb.mdl -303narb.mdx -303nard.mdl -303nard.mdx Compatibility: Users should expect full compatibility with any other mods, so long as they do not also affect/replace the above files. Acknowledgments: 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. *Disclaimer: Neither this mod nor its author guarantee improved quality of sleep as a result of this mod. Stay tuned for feature-inclusion in a future update.
  6. View File Don't Let Kreia Fly Your Speeder! NOTE: The fixes provided in this mod have since been wrapped up into a larger mod, Repair Your Airspeeder... Again!, which also includes new and improved camera angles to boot. Download this mod if you do not want the other changes provided by that mod. If you have ever fixed up your own speeder on Nar Shaddaa, you know how much work has to go into it. You might also notice that whoever takes your speeder to the docks not only crashes it through the railing but also parks it halfway onto the catwalk, missing the opening space for speeders almost entirely. How embarrassing! Breathe easy, there's a fix: install this mod and the Force will be with your parking job. You should install TSLRCM prior to installing this mod. For an existing game, use a save file made before visiting the docks for the first time (this mod won't affect save files made any later). Installation: First download the 7z file and extract to somewhere on your computer. 7z files can be extracted using Archive Utility for macOS, or with free programs like PeaZip on Windows and Linux. Users have two options for installation: you can run the installer in the "Installer" folder (macOS and Linux users will need Wine to run .exe files) or open the "Manual Installation" folder and do it yourself, following the instructions in ReadMe.txt. Either method is easily done, but the installer maximizes compatibility with other mods. Modifications: -wp_airtaxi location and orientation in 303nar.git (via running the installer) -sw_startloc004 location in 303nar.git (via running the installer) -303nar.mod replaced (manual installation) Compatibility: Users should expect full compatibility with any other mods, so long as they make no modifications to the data listed above according to their install method. Running the installer maximizes compatibility, by modifying the necessary data in your 303nar.mod rather than replacing it wholesale. Requires TSLRCM 1.8.3 or higher. Acknowledgments: Thanks to Fred Tetra for making file extraction easy with KotORTool, and to Stoffe and Fair Strides for easy .mod extraction with ERFEdit 0.5, and of course for TSLPatcher. This modification is not supported by Obsidian Eentertainment, 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. Submitter PapaZinos Submitted 02/01/2022 Category Mods TSLRCM Compatible Yes  
  7. View File Nar Shaddaa Docks Repair The most crucial mod you have yet to install! There is a gap in one of the walls at the Nar Shaddaa docks, alongside the third pillar from the left on the long-side exterior wall! You can see several of the interior apartment assets, including the Aqualish and Gran whispering to each other, through said gap. If you make use of Kexikus' High Quality Skyboxes II (and I highly recommend you do), the gap is even more noticeable. Fear not, dear Jedi, there is a fix. Download this mod and the wall is repaired. A good night's sleep will be yours again!* To Install: Download the 7z file and extract to your override folder. For the Steam version of the game, this can be found at "Steam\steamapps\common\Knights of the Old Republic II\override". You can unzip a 7z file using Archive Utility on macOS or by downloading a free program such as PeaZip for Windows/Linux. To Uninstall: Simply remove "Nar_Shaddaa_Docks_Fix" folder from your override folder. Included files: -303narb.mdl -303narb.mdx -303nard.mdl -303nard.mdx Compatibility: Users should expect full compatibility with any other mods, so long as they do not also affect/replace the above files. Acknowledgments: 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. *Disclaimer: Neither this mod nor its author guarantee improved quality of sleep as a result of this mod. Stay tuned for feature-inclusion in a future update. Submitter PapaZinos Submitted 01/27/2022 Category Mods TSLRCM Compatible Yes  
  8. Hey, I am playing as Mira for the first time and im in the Space Suit in the Jekk'Jekk Tarr. I walk all the way to the Private Lounge door and try to open it. When i click the door Mira walks back and forth a couple metres forever if you dont stop her and doesn't open the door. I have TSLRCM 1.8.5 and M478EP 1.2.4 installed plus around 20 mods and the patches you need to do before TSLRCM that being 1.0a and 1.0b. Obviously i did try without the mods and with TSLRCM and M478EP, without mods and M478EP, and without anything installed with just the base game with the patches and without the patches. The same thing happens no matter what state the game is in whether that be patches or mods. I have the UK version of the game. Please do not tell me to warp through the door or use the warpband to open the door because the cut scene does not start and Visquis is not there. Although in the room, if i do warp through the door, there is a Sullustan, Sullus Nunb. I dont know what mod it is from but he is there even when there are no mods besides the warpband. He is sitting in the air and you cant talk to him. Han Harr is there but when you click on him for dialogue it doesn't go into a conversation he just says something about my "light appearance" so i believe its a glitch where the game believes it is the Main PC. You can go through the Jekk'Jekk Tarr tunnels and start the next sequence (while still in space suit) but then you are the Main PC when fighting han Harr and there no point typing more on what happens because it all ends up with you playing as Atton but stuck in Mira's hideout room and cant open the door. There is no way to Warp around modules before this sequence and during the sequence to try and pretty much cut that bit out of the game. I dont want to skip Nar Shaddaa and i want to fight all the dudes in the Jekk'Jekk Tarr with my Main PC. I also do not have any journal quest that tell me to go anywhere for Visquis or anything but i dont know if i should because i played this part of the game more than a year ago and something that specific i cant remember. I have searched for a solution and have found nothing other than people having the same problem and nobody knows wtf to do. Any suggestions ?
  9. Mods that were featured in the wallpaper: Sharen Thrawn's "Realistic Nar Shaddaa Skybox" Logan23's "Revenge of Revan (Demo) - Custom Quarren's texture 41 variant" Custom EP's Pazaak Den's window texture Tools used with the wallpaper: Fred Tetra's "KotORTool" bead-v's "MDLedit" and "KOTORmax" Chuck Chargin Jr./ndix UR's "MDLOps" Werner Rumpeltesz's "PlainEdit.NET" VarsityPuppet's "2DA Editor Alpha" ndix UR's "tga2tpc"

    © LucasArts & Obsidian Entertainment

  10. Greetings, fellow Jedi! May the Force be with you all. I need help with guessing; what texture is used with the windows inside the Ent. Promenade: Pazaak Den and Cantina? Here's a screenshot of it for details: As seen in the screenshot there is indeed a texture which blends with the windows. I have found a promising instance tagged as NAR_Wn02, but it seems it wasn't the texture; as any change made with the said tag, no change matters. I hope someone that had experience with the said texture can chime in and help me point to it; either to the room model or straight to the texture itself. Many thanks for considering this. Update: Welp, of all the possibilities- the texture tagged as DAN_Wn02. Using the whereami band I can finally locate the module's name and pointing the particular mesh by opening the room model [306_NAR variant]. Thank you for all considered been made! 🙏
  11. Version 3.1

    1,459 downloads

    A remake of FrantFire's Nar Shaddaa Hidden Complex. It's been on KotorFiles a while, but I'm only getting around to uploading it here. ^^; IMPORTANT: TSLRCM INFO It SHOULD work with TSLRCM, but I make no promises. It also will not work with any GenoHaradan mods. Readme: ***************************************************************** KNIGHTS OF THE OLD REPUBLIC II THE SITH LORDS ***************************************************************** NAR SHADDAA hidden complex mod v3.1 Author: FrantFire Date released: 18/6/08 Time spent: 36 hours or so, I'm not much a scripter... Contact: jorgeagost@hotmail.com; jolamg@yahoo.com, or GeorgNihilus at www.lucasforums.com You can also contact Darth_Tartarus at redherochildboss@gmail.com . Updated to 1.5 by: Darth_Tartarus. 1.5 released: 9/10/2010 Patch 1.5b made by: Darth_Tartatus. 1.5 released: 09/27/2010 Updated to 2.0 by: Darth_Tartarus. 2.0 released: 10/17/2010 Updated to 2.5 by: Darth_Tartarus 2.5 released: 3/3/2012 Updated to 2.6 by: Darth_Tartarus. Updated to 2.6b by: Darth_Tartatus on 12/15/12. Update to 3.0 started on 1/27/2013 by: Darth_Tartarus. Update to 3.1 on 5/17/2017 by Darth_Tartarus (though I normally go by DarthVitrial now) 1. Idea ======= One day I used Force Sight to the door next to Fassa in Nar Shaddaa docks area and when I opened it I found an interesting unused complex (I think it was supposed to be used for the GenoHaradan? -Darth_Tartarus), then I decided to use this area, somehow... 2. Info ======= This mod does the following: 1) Allows you to open one of two doors near Fassa (the Twi'lek in Nar Shaddaa docks). You will only be able to open one of these two sealed doors, and also access 2 closed doors at the Refugee landing pad area (I always wondered what was behind those doors); there you will find some sort of abandoned cantina. 2) It will spawn (add) a Twi'lek female in the Nar Shaddaa docks flophouse area, up to you find where, as well as some pretty nasty thugs somewhere. 3) It will make the alien Gran thug guarding Vogga's enclave entry door hostile, but only if you decide to kill the Bith guard near him. (I did this to give more realism to this easy fight, no sense having the Bith fighting you and the Gran thug by him just standing there). The Bith will be a little more challenging, too. So you will have a realistic fight with Vogga's guards now. This has nothing to do with the Complex mod itself but I included it anyway in this pack. (Only if you install the full version of this mod, not the Lite version) 4) (Optional): Improved and modified Vogga.dlg (he will realize you have killled his enclave door guards), plus reduced many long texts for short streamvoices, same problem fixed in Vogga's Bith dialog. (again, not with the Lite version.) 5) Two journal entries have been added for this mod. 3. How to play ============ You will need a saved game before arriving at Nar Shaddaa for the first time, if you do not have one and you have a saved game at the Refugee Landing Pad or the Promenade -and you have not entered the Docks area before- you can still open the doors near Vossk (the Trandoshan) at the landing pad by other means (you cheater), by using something along the lines of the WhereamI Armband. This way you can still initiate the mod. ONLY READ THIS IF YOU WANT TO KNOW exactly what to do, I personally suggest playing to figure out what to do. If you want to know how to open the docks doors you will need a special key, available in a lost pad inside the abandoned cantina in the Nar Shaddaa Refugee Landing Pad (this cantina was also unavailable in original game, by the way) and it is placed just behind Vossk. There may be some errors with TSLRCM because of the addition of the cantina. Without the key, the doors next to Fassa in the docking area will remain closed -showing as "Sealed door" in case you want to know- or if you do not find the key. Once opened the door, just enter and see... There is also a hard-to-open footlocker in the cantina. A Twi'lek woman has also been spawned in one of the flophouse's rooms, hiding for some reason. She will be behind a separating panel in the room next to Lasavvou (the Ithorian). Talk to her to find out why she's hiding, and to get a quest. Finally, to reach the Bith's dialog option to kill him, while talking to him about Vogga's fuel contracts take the branch "It's not safe to compete with me". Vogga won't be happy about you killing them, though... 4. Installation/Uninstallation ===================== To install: Simply run the TSLPatcher and choose an option. Those of you with TSLRCM should choose the no-Vogga version, for compatibility reasons. To uninstall; delete the following files from your Override folder (it's not necessary to delete the .lip files, they can be used later): n_compleadr.utc (the merc leader .utc) n_compthug2.utc n_compthug.utc n_compthug3.utc n_compthug5w.utc n_compthu4w.utc n_voggathu.utc n_voggathu3.utc n_voggathu4.utc n_voggathu5.utc n_voggadro2.utc n_voggadro6.utc twi_common.utc vogga_sullustan.utc c_pcfemundie.ncs (checks if a female PC is in her undies... hmm...) pc_perceived.ncs 2hostthugs.ncs c_act_exitaread.ncs c_act_exitareat.ncs give_compkey2.ncs spawnkey2.ncs spawn_hidden.ncs spawnthugs.ncs spawnthugs2.ncs spawnkey.ncs a_journalend.ncs give_compkey2.ncs c_bithdead.ncs a_bithdead.ncs a_mercsdead.ncs c_mercsdead.ncs a_destroyvt.ncs a_someoneund.ncs c_someoneund.ncs ff_nar_locker.ncs ff_nar_blood.ncs ff_nar_bag.ncs k_enter_301ff.ncs a_thugsdone.ncs c_thugsdone.ncs voggas_fade.ncs sealeddoor.utd doors_key.uti door_narshad015.utd ff_nar_bag.utp ff_nar_blood.utp ff_nar_locker.utp plc_doorskey2.utp ff_nar_datapad.uti 203merclead010.lip 402om_sc2005.lip 303lootra056.lip 402om_sc2005.lip and so on ... ev_crys_04.uti (don't delete if you have Envida's Khoonda Lost Loom mod or my updated version of the Lost Room mod) ev_crys_03.uti (item) iw_sbrcrstl_203.tga (don't delete if you have Envida's Khoonda Lost Loom mod or my updated version of the Lost Room mod) iw_sbrcrstl_204.tga (item) compledr.dlg droidwar_l.dlg humanvog_l.dlg attontwi.dlg trandos_l.dlg twicommon.dlg vogsull.dlg quello.dlg (in this file only added a script that spawns items in the line "What's with you, letting that piece...", named k_enter_301ff.ncs) 5. Recommended ============== Recommended level to access the docks door/s, 14, with 3 party members, nevertheless you can survive with upgraded gear, equipments, grenades or mines in your inventory, or simply running away from these mercenaries just in case you get there before those levels... Many people certainly download overpowered mods, I have seen a lot of them, armors and lightsabers specially. If you have installed this sort of mods you will have good chances of killing the mercenaries before level 14, as you can see I like to edit .uti's to reduce slightly weapons-armors stats for challenging fights. 6. New items or equipment ===================== Two lightsaber crystals only, actually not new items, just slightly reduced by me, powerful enough but only for 100% darkside or 100% lightside aligned Jedi, and you will be able to collect a few pre-existing game items from the corpses, if you succeed. 7. Credits: ========= Very special thanks to: Stoffe - for an On Notice script I used in the Complex area, being a guide many times at the Holowan labs. Darth Xander - for allowing me (all of us) to see this lost cantina -or whatever it is- through his original Nar Shaddaa lost cantina mod. Envida - for allowing me use and modify some files from Envida Khoonda Lost Room mod 1.3. And anyone else at the Holowan Laboratories - For all the great resources! And all the tool makers of course, those genius people Thanks from Darth_Tartarus: FrantFire-For letting me update this mod. 8. Compatibility ============== Since this uses TSLPatcher, it should work with most everything. As of 3.0 beta, it SHOULD work with TLSRCM. No promises though. And it does NOT work with any GenoHaradan mods. 9. Experience won ============== If you are not a fan of gathering too many experience points (XP) through all the mods you install, then you might like to know that you will only gain 1500 XP points or so with this mod after dealing with the mercenaries, if you kill all of them, plus Vogga's Gran thug. (1250+250 the Gran thug). You can subtract some XP through KSE (KotOR/KotOR2 Savegame Editor) if you want. 10. Bugs ========= Using something like the WhereamI Armband to enter the Complex through both doors triggers the Complex Leader attack twice. Beating him twice also allows you to claim the prize from the Twi'lek twice. So, kinda a useful bug! 11. Permissions ============ You can use freely this mod files, just give me the correspondent credits in case you use or modify some of these files. 12. DISCLAIMER: ============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian is a trademark of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
  12. hi. having prob with TSL. i'm on nar shaddaa and i have the transponder code from Tubb. we then switch to cut scene of the ebon hawk leaving NS. a new screen loads which gives me another cut scene of the zhug bros talking in the cantina. once that ends i end up back on the landing platform with mira atton and t3. i cant access the hawk, it tells me i need a new registration. if i go back to tubb he does nothing. i have the tslrc mod, restoring dustil, revan alternate romance and romance atton with male exile, is this a common problem and are there fixes?
  13. Grabstein69

    TSL Globals

    So, I've been having a *lot* of issues with globals not "advancing". This is in a brand new game on a clean install from disc, updated from the Bioware servers, and with the newest version of TSLRCM, as per the Read Me instructions. I've restarted, a few times, and keep having the same issues. Specifically, on Nar Shaddaa with the Red Eclipse and Zhug Brothers. I was having to take the RE down a half-dozen times, or more, until I found how to fix that with changing a specific global numerics. The ZB are a new issue, now, and I have yet to figure out which numeric is for the ZBs, as there's nothing with their name. I am being taken to their complaining cut-scene after I deal with getting the transponder code changed, so I can leave NS. 1) Does anyone know which numeric I need to change? 2) I do not want to use the cheat to advance to G0T0's yacht as that does not fix the issue. 3) Is this actually fixable for the next release? I've found this complaint going back many a year. Thanks.
  14. View File Nar Shaddaa Hidden Complex: Improved! A remake of FrantFire's Nar Shaddaa Hidden Complex. It's been on KotorFiles a while, but I'm only getting around to uploading it here. ^^; IMPORTANT: TSLRCM INFO It SHOULD work with TSLRCM, but I make no promises. It also will not work with any GenoHaradan mods. Readme: ***************************************************************** KNIGHTS OF THE OLD REPUBLIC II THE SITH LORDS ***************************************************************** NAR SHADDAA hidden complex mod v3.1 Author: FrantFire Date released: 18/6/08 Time spent: 36 hours or so, I'm not much a scripter... Contact: jorgeagost@hotmail.com; jolamg@yahoo.com, or GeorgNihilus at www.lucasforums.com You can also contact Darth_Tartarus at redherochildboss@gmail.com . Updated to 1.5 by: Darth_Tartarus. 1.5 released: 9/10/2010 Patch 1.5b made by: Darth_Tartatus. 1.5 released: 09/27/2010 Updated to 2.0 by: Darth_Tartarus. 2.0 released: 10/17/2010 Updated to 2.5 by: Darth_Tartarus 2.5 released: 3/3/2012 Updated to 2.6 by: Darth_Tartarus. Updated to 2.6b by: Darth_Tartatus on 12/15/12. Update to 3.0 started on 1/27/2013 by: Darth_Tartarus. Update to 3.1 on 5/17/2017 by Darth_Tartarus (though I normally go by DarthVitrial now) 1. Idea ======= One day I used Force Sight to the door next to Fassa in Nar Shaddaa docks area and when I opened it I found an interesting unused complex (I think it was supposed to be used for the GenoHaradan? -Darth_Tartarus), then I decided to use this area, somehow... 2. Info ======= This mod does the following: 1) Allows you to open one of two doors near Fassa (the Twi'lek in Nar Shaddaa docks). You will only be able to open one of these two sealed doors, and also access 2 closed doors at the Refugee landing pad area (I always wondered what was behind those doors); there you will find some sort of abandoned cantina. 2) It will spawn (add) a Twi'lek female in the Nar Shaddaa docks flophouse area, up to you find where, as well as some pretty nasty thugs somewhere. 3) It will make the alien Gran thug guarding Vogga's enclave entry door hostile, but only if you decide to kill the Bith guard near him. (I did this to give more realism to this easy fight, no sense having the Bith fighting you and the Gran thug by him just standing there). The Bith will be a little more challenging, too. So you will have a realistic fight with Vogga's guards now. This has nothing to do with the Complex mod itself but I included it anyway in this pack. (Only if you install the full version of this mod, not the Lite version) 4) (Optional): Improved and modified Vogga.dlg (he will realize you have killled his enclave door guards), plus reduced many long texts for short streamvoices, same problem fixed in Vogga's Bith dialog. (again, not with the Lite version.) 5) Two journal entries have been added for this mod. 3. How to play ============ You will need a saved game before arriving at Nar Shaddaa for the first time, if you do not have one and you have a saved game at the Refugee Landing Pad or the Promenade -and you have not entered the Docks area before- you can still open the doors near Vossk (the Trandoshan) at the landing pad by other means (you cheater), by using something along the lines of the WhereamI Armband. This way you can still initiate the mod. ONLY READ THIS IF YOU WANT TO KNOW exactly what to do, I personally suggest playing to figure out what to do. If you want to know how to open the docks doors you will need a special key, available in a lost pad inside the abandoned cantina in the Nar Shaddaa Refugee Landing Pad (this cantina was also unavailable in original game, by the way) and it is placed just behind Vossk. There may be some errors with TSLRCM because of the addition of the cantina. Without the key, the doors next to Fassa in the docking area will remain closed -showing as "Sealed door" in case you want to know- or if you do not find the key. Once opened the door, just enter and see... There is also a hard-to-open footlocker in the cantina. A Twi'lek woman has also been spawned in one of the flophouse's rooms, hiding for some reason. She will be behind a separating panel in the room next to Lasavvou (the Ithorian). Talk to her to find out why she's hiding, and to get a quest. Finally, to reach the Bith's dialog option to kill him, while talking to him about Vogga's fuel contracts take the branch "It's not safe to compete with me". Vogga won't be happy about you killing them, though... 4. Installation/Uninstallation ===================== To install: Simply run the TSLPatcher and choose an option. Those of you with TSLRCM should choose the no-Vogga version, for compatibility reasons. To uninstall; delete the following files from your Override folder (it's not necessary to delete the .lip files, they can be used later): n_compleadr.utc (the merc leader .utc) n_compthug2.utc n_compthug.utc n_compthug3.utc n_compthug5w.utc n_compthu4w.utc n_voggathu.utc n_voggathu3.utc n_voggathu4.utc n_voggathu5.utc n_voggadro2.utc n_voggadro6.utc twi_common.utc vogga_sullustan.utc c_pcfemundie.ncs (checks if a female PC is in her undies... hmm...) pc_perceived.ncs 2hostthugs.ncs c_act_exitaread.ncs c_act_exitareat.ncs give_compkey2.ncs spawnkey2.ncs spawn_hidden.ncs spawnthugs.ncs spawnthugs2.ncs spawnkey.ncs a_journalend.ncs give_compkey2.ncs c_bithdead.ncs a_bithdead.ncs a_mercsdead.ncs c_mercsdead.ncs a_destroyvt.ncs a_someoneund.ncs c_someoneund.ncs ff_nar_locker.ncs ff_nar_blood.ncs ff_nar_bag.ncs k_enter_301ff.ncs a_thugsdone.ncs c_thugsdone.ncs voggas_fade.ncs sealeddoor.utd doors_key.uti door_narshad015.utd ff_nar_bag.utp ff_nar_blood.utp ff_nar_locker.utp plc_doorskey2.utp ff_nar_datapad.uti 203merclead010.lip 402om_sc2005.lip 303lootra056.lip 402om_sc2005.lip and so on ... ev_crys_04.uti (don't delete if you have Envida's Khoonda Lost Loom mod or my updated version of the Lost Room mod) ev_crys_03.uti (item) iw_sbrcrstl_203.tga (don't delete if you have Envida's Khoonda Lost Loom mod or my updated version of the Lost Room mod) iw_sbrcrstl_204.tga (item) compledr.dlg droidwar_l.dlg humanvog_l.dlg attontwi.dlg trandos_l.dlg twicommon.dlg vogsull.dlg quello.dlg (in this file only added a script that spawns items in the line "What's with you, letting that piece...", named k_enter_301ff.ncs) 5. Recommended ============== Recommended level to access the docks door/s, 14, with 3 party members, nevertheless you can survive with upgraded gear, equipments, grenades or mines in your inventory, or simply running away from these mercenaries just in case you get there before those levels... Many people certainly download overpowered mods, I have seen a lot of them, armors and lightsabers specially. If you have installed this sort of mods you will have good chances of killing the mercenaries before level 14, as you can see I like to edit .uti's to reduce slightly weapons-armors stats for challenging fights. 6. New items or equipment ===================== Two lightsaber crystals only, actually not new items, just slightly reduced by me, powerful enough but only for 100% darkside or 100% lightside aligned Jedi, and you will be able to collect a few pre-existing game items from the corpses, if you succeed. 7. Credits: ========= Very special thanks to: Stoffe - for an On Notice script I used in the Complex area, being a guide many times at the Holowan labs. Darth Xander - for allowing me (all of us) to see this lost cantina -or whatever it is- through his original Nar Shaddaa lost cantina mod. Envida - for allowing me use and modify some files from Envida Khoonda Lost Room mod 1.3. And anyone else at the Holowan Laboratories - For all the great resources! And all the tool makers of course, those genius people Thanks from Darth_Tartarus: FrantFire-For letting me update this mod. 8. Compatibility ============== Since this uses TSLPatcher, it should work with most everything. As of 3.0 beta, it SHOULD work with TLSRCM. No promises though. And it does NOT work with any GenoHaradan mods. 9. Experience won ============== If you are not a fan of gathering too many experience points (XP) through all the mods you install, then you might like to know that you will only gain 1500 XP points or so with this mod after dealing with the mercenaries, if you kill all of them, plus Vogga's Gran thug. (1250+250 the Gran thug). You can subtract some XP through KSE (KotOR/KotOR2 Savegame Editor) if you want. 10. Bugs ========= Using something like the WhereamI Armband to enter the Complex through both doors triggers the Complex Leader attack twice. Beating him twice also allows you to claim the prize from the Twi'lek twice. So, kinda a useful bug! 11. Permissions ============ You can use freely this mod files, just give me the correspondent credits in case you use or modify some of these files. 12. DISCLAIMER: ============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian is a trademark of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Submitter Darth Tartarus Submitted 12/24/2012 Category Mods TSLRCM Compatible