NikkolasKing 1 Posted July 9, 2016 Yes, I know about the NO_Fighters mod that skips random encounters. Don't care about that. I have Googled the best I can and I have found decade-old dead links to mods promising easy turret minigames where you are way tougher and enemies are way easier. Yet I can't find a single working link to a mod that does this. That seems unthinkable to me. Doesn't modding improve with time? I just.. I can't do it. I suck at this minigame and I'm so sick of watching the same cutscenes over and over and over and over. And I know "all the tricks." I've been on Google for an hour. I still die. And I will keep dying and I will never beat this stupid game unless I can find some mod that does something that seems to me to be relatively simple. Given everything PC modding can do, something like "take no damage in a minigame"sounds extremely simple and easy. But I also know nothing about modding so.... If anyone can help me out here, I'd be beyond grateful. If you have a Paypal, I'd even be happy to donate to that in exchange for assistance. I don't bring this up to earn sympathy but I am visually impaired and it's why I love the auto-pause system for real gameplay. I jut can't react to things that quick so it serves me very well. I only beat KOTOR 1 originally because a friend did the turret section for me but I can't jus thope a friend is stopping by whenever I want to replay this game. I need a more permanent solution and a mod is the only solution I can think of. Quote Share this post Link to post Share on other sites
Revanator 60 Posted July 9, 2016 The no turret minigames mod seems perfect for you.... Quote Share this post Link to post Share on other sites
NikkolasKing 1 Posted July 9, 2016 As I said, the only NO Fighters mod I've seen specifically only removes random encounters. It does nothing for leaving Taris or the Leviathan or any of that. Quote Share this post Link to post Share on other sites
134340Goat 116 Posted July 9, 2016 The Taris fighter minigame can be skipped, though As soon as you board the Hawk, move the cursor to the top right of the screen. Click an icon. Go to the map. Click Return to Hawk Not only do you skip the "Destroy this planet" cutscene, but you also skip the turret minigame Quote Share this post Link to post Share on other sites
DarthParametric 3,785 Posted July 9, 2016 There were script edits over at LucasForums which would allow you to skip both the Taris and Leviathan turret sections, but the site appears to be down again. Here it is in the event it comes back up: http://www.lucasforums.com/showthread.php?t=179868 Fortunately you can still see it via a Google cache (Wayback Machine doesn't seem to have it). While tygaran provided source for the Taris script k_ren_taris03: #include "k_inc_debug" #include "k_inc_stunt" void main() { StartNewModule("ebo_m12aa", "K_TARIS_DESTROYED", "11b", "", "", "", "", ""); }allowing a new copy of that to be compiled, unfortunately TK102 only attached a ZIP file of the Leviathan script to his post, without posting the source as text or even mentioning the script filename. I had a brief poke through the Leviathan scripts, but didn't see anything obvious. Perhaps someone else can chime in with an independently created script for that. Quote Share this post Link to post Share on other sites
NikkolasKing 1 Posted July 9, 2016 There were script edits over at LucasForums which would allow you to skip both the Taris and Leviathan turret sections, but the site appears to be down again. Here it is in the event it comes back up: http://www.lucasforums.com/showthread.php?t=179868 Fortunately you can still see it via a Google cache (Wayback Machine doesn't seem to have it). While tygaran provided source for the Taris script k_ren_taris03: #include "k_inc_debug" #include "k_inc_stunt" void main() { StartNewModule("ebo_m12aa", "K_TARIS_DESTROYED", "11b", "", "", "", "", ""); }allowing a new copy of that to be compiled, unfortunately TK102 only attached a ZIP file of the Leviathan script to his post, without posting the source as text or even mentioning the script filename. I had a brief poke through the Leviathan scripts, but didn't see anything obvious. Perhaps someone else can chime in with an independently created script for that. Awesome, thank you. I had no idea LucaForums just "went down" periodically. I thought it might be gone forever for some reason or other. The "skip Tarris turret" script works like a charm. Now just need Leviathan. Thank you again. Quote Share this post Link to post Share on other sites
DarthParametric 3,785 Posted July 9, 2016 Well there was a period where they were still using their own colocated server hardware which would regularly fall over, but supposedly they transitioned to proper virtual server hosting some time back. I don't know what the current issue is, or how long it will last, but the site was up only a few days ago. Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted July 9, 2016 From what I can tell this won't affect anything besides skipping the Leviathan turret session: k_ren_levescape.nss: //:: k_ren_levescape /* Runs the Leviathan Escape into the Mini-Game */ //:: Created By: Preston Watamaniuk //:: Copyright (c) 2002 Bioware Corp. #include "k_inc_debug" #include "k_inc_stunt" void main() { PlayMovie("17a"); // ST_PlayLeviathanEscape01(); } The commented-out code looks like this, so I checked the movies it's playing and used the post-shooting movie: //Goes to the Leviathan Mini-Game covered by the Escape Render void ST_PlayLeviathanEscape01() { SetGlobalNumber("K_TURRET_SKYBOX", 10); StartNewModule("m12ab", "", "17a", "11a"); } Quote Share this post Link to post Share on other sites
NikkolasKing 1 Posted July 9, 2016 From what I can tell this won't affect anything besides skipping the Leviathan turret session: k_ren_levescape.nss: //:: k_ren_levescape /* Runs the Leviathan Escape into the Mini-Game */ //:: Created By: Preston Watamaniuk //:: Copyright (c) 2002 Bioware Corp. #include "k_inc_debug" #include "k_inc_stunt" void main() { PlayMovie("17a"); // ST_PlayLeviathanEscape01(); } The commented-out code looks like this, so I checked the movies it's playing and used the post-shooting movie: //Goes to the Leviathan Mini-Game covered by the Escape Render void ST_PlayLeviathanEscape01() { SetGlobalNumber("K_TURRET_SKYBOX", 10); StartNewModule("m12ab", "", "17a", "11a"); } Is there something I can do with all this? Truth be told, I didn't even really understand what DarthParametric listed. I just was fortunate enough to find this link someone had "compiled" from the script he found on LF. It might be absurdly simple but I've never done anything like this before so I wouldn't even know where to begin. Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted July 11, 2016 Ah. Well, the easiest way for you to do this would be to download these. You might already have the Taris one, so ignore that if you want. k_ren_levescape.ncs k_ren_taris03.ncs 1 Quote Share this post Link to post Share on other sites
NikkolasKing 1 Posted July 12, 2016 Thank you so much! My KOTOR experience just got a lot more enjoyable. Quote Share this post Link to post Share on other sites
Salk 374 Posted July 18, 2016 Sorry for hijacking this topic but it is related. Where do I find the function that decides whether or not the Ebon Hawk is reaching destination or being met by enemy fighters in space? I kind of like the "NO_Fighters" mod but perhaps it is a bit extreme and I'd rather tweak the odds (originally, way too high). Anyone who knows? Thanks! EDIT: I think I found it. void sub14() { sub8(" Start: ST_PlayPlanetToPlanet()"); int nRandom = d100(1); if ((sub15() == 1)) { if ((nRandom > 50)) { sub8(" Start: Random Mini-Game Attack"); SetGlobalBoolean("K_RANDOM_MINI_GAME", 1); StartNewModule("m12ab", "", sub9(), "11a", "", "", "", ""); } else { StartNewModule("ebo_m12aa", "", sub9(), "08", sub16(), "", "", ""); SetGlobalNumber("K_CURRENT_PLANET", GetGlobalNumber("K_FUTURE_PLANET")); } } else { sub17(); } } Quote Share this post Link to post Share on other sites
TorreyH 0 Posted June 1, 2017 Ah. Well, the easiest way for you to do this would be to download these. You might already have the Taris one, so ignore that if you want. k_ren_levescape.ncs k_ren_taris03.ncs Thank you, thank you! I really love this game, but I really hate that turret gun. Quote Share this post Link to post Share on other sites
TorreyH 0 Posted June 9, 2017 Hmm, the script worked great for Taris, but when leaving the Leviathan the game bugs out right before the turret gun mini-game. The movie plays showing the escape from Malak, and you see the ship fly off, but then the screen goes black, and Carth and Revan are back in the Hangar Bay by the Hawk, unable to board the ship or leave the room. I know it's common to have problems at this point, and I've tried every remedy I could find. Removing the k_ren_levescape.ncs file solves the problem, but throws me into the turret gun, which did I mention drives me insane? Is there another mod for this? Any ideas? Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted June 10, 2017 Hmm, the script worked great for Taris, but when leaving the Leviathan the game bugs out right before the turret gun mini-game. The movie plays showing the escape from Malak, and you see the ship fly off, but then the screen goes black, and Carth and Revan are back in the Hangar Bay by the Hawk, unable to board the ship or leave the room. I know it's common to have problems at this point, and I've tried every remedy I could find. Removing the k_ren_levescape.ncs file solves the problem, but throws me into the turret gun, which did I mention drives me insane? Is there another mod for this? Any ideas? Try this: k_ren_levescape.ncs 1 Quote Share this post Link to post Share on other sites
TorreyH 0 Posted June 11, 2017 Try this: k_ren_levescape.ncs Thank you for responding. It worked! Back to saving the galaxy. Posted 13 June 2017 - 11:06 PMThere's ANOTHER mandatory turret gun sequence as you approach the Star Forge, near the end of the game. Seems to be a little easier than Taris or the Leviathan ones, but a simple mod to bypass ALL the turret gun mini-games would be great. At least for some of us. Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted June 22, 2017 Been a while, so I apologize, but here's a file to skip that turret as well. k_ren_unkturret.ncs 1 Quote Share this post Link to post Share on other sites
witch 0 Posted November 17, 2017 wait i remeber the EZ turret mod! still have it too! and a fe others that seem to be no were anymore! just need to find my lime green jump drive! Quote Share this post Link to post Share on other sites
pot bouille 1 Posted February 13, 2018 Hello all, And Fairstrides in particular. Sorry but it seems we can't download anymore the last file you provided to skip the turret minigame. Could you re-upload it? Thanks Quote Share this post Link to post Share on other sites
DarthParametric 3,785 Posted February 13, 2018 Just so there is a permanent record to allow people to compile themselves if needs be, here is the source for the scripts required to remove the forced turret sequences: Taris Escape k_ren_taris03 void main() { StartNewModule("ebo_m12aa", "K_TARIS_DESTROYED", "11b", "", "", "", "", ""); } Leviathan Escapek_ren_levescape void main() { PlayMovie("17a"); StartNewModule("ebo_m40ad", "", "11b", "", "", "", "", ""); } Unknown Worldk_ren_unkturret void main() { StartNewModule("STUNT_35", "", "07_2", "", "", "", "", ""); } You can remove the random turret sequences that pop up when travelling between planets with Kitty Kitty's No Fighters mod. Quote Share this post Link to post Share on other sites
pot bouille 1 Posted February 13, 2018 Just so there is a permanent record to allow people to compile themselves if needs be, here is the source for the scripts required to remove the forced turret sequences: Taris Escape k_ren_taris03 void main() { StartNewModule("ebo_m12aa", "K_TARIS_DESTROYED", "11b", "", "", "", "", ""); } Leviathan Escapek_ren_levescape void main() { PlayMovie("17a"); StartNewModule("ebo_m40ad", "", "11b", "", "", "", "", ""); } Unknown Worldk_ren_unkturret void main() { StartNewModule("STUNT_35", "", "07_2", "", "", "", "", ""); } You can remove the random turret sequences that pop up when travelling between planets with Kitty Kitty's No Fighters mod. Thanks a lot for the answer. I have just found another mod which makes the minigames easier. https://www.nexusmods.com/kotor/mods/1179 I chose this one because the Kitty Kitty's mod didn't work for me. Quote Share this post Link to post Share on other sites
Extreme 0 Posted April 2, 2018 Can someone reupload k_ren_taris03, k_ren_levescape and k_ren_unkturret ? I dont know how make scripts Quote Share this post Link to post Share on other sites
Sith Holocron 2,478 Posted April 2, 2018 Can someone reupload k_ren_taris03, k_ren_levescape and k_ren_unkturret ? I dont know how make scripts Why not just use the mod listed in the post right above yours? Quote Share this post Link to post Share on other sites
DarthParametric 3,785 Posted April 2, 2018 That mod packages the scripts as MOD files but with no TSLPatcher installer. Not a particularly compatible approach. Not to mention it doesn't appear to address all the turret sequences. Here are the compiled scripts. As mentioned, you'll still need Kitty Kitty's No Fighters mod for the random turret sequences. 2 1 Quote Share this post Link to post Share on other sites