Combat Simulation Arena

Stoffe always brings brilliance and creativity in making mods. This time she gives us a chance to have fun with just staging your own fight...

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Stoffe always brings brilliance and creativity in making mods. This time she gives us a chance to have fun with just staging your own fights by bringing us a Combat Arena.

Ever just wanted to stage a fight just for fun? This mod brings us that opportunity. Let’s say some of you were disappointed that you fight Darth Nihilus with some help from Mandalore and Visas on the Ravager and wished you could stage a way to fight him one on one. This mod makes it possible. Now you can see how well you can stand on your own against the Dark Lord. This mod brings in a new module based off of Visquis’ arena where you go to confront him in the Jekk’Jekk Tarr Tunnels. Perfect type of area to have a combat arena to fight in.

This mod uses the TSL Patcher to merge other .2da files to make it completely compatible with other mods. Please read the readme file named info.rtf to find out how to use this mod so you don’t screw up your game.

Of course, enjoy this great mod.

Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future.

-Shem

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Readme
Combat Simulation Arena (version 3)
(for SWKotOR2:The Sith Lords)

This will install the Combat Simulation Arena version 3 in your TSL game. The Arena is a "mini-game" module where you can practice fighting against a variety of opponents, watch games between AI-controlled combatants, bet on AI matches and compete in the arena for credits.

To get to the Arena, build a Combat Simulator armband at the nearest workbench, equip it on The Exile and activate it. To exit the arena and return to where you came from, activate the armband again while in the Arena area. 

Please see the file CSA-Readme3.txt which will be placed in your game folder for more detailed information about this mod.

Important! Read this before proceeding.
If you have other mods installed that have modified the files appearance.2da, spells.2da, globalcat.2da, itemcreate.2da or itemcreatemira.2da, make sure those files are located directly in your Override folder, and not in any subfolder. This installer will need to add some new lines to those files, and won't find them if they aren't in the override folder directly. If the files can't be found the installer will place new copies of them in your override folder.

When asked, select the folder where your game is installed. This is the folder that contains the Override folder and the swkotor2.exe. Do not select the Override folder itself.

If, for some reason, you get errors during installation, this installer has made unaltered backup copies of the files it has modified in the folder named backup located in the same folder as this installer. Copy those files to your override folder to undo any changes to existing files the installer has done.

If you get a RichEdit line insertion error during installation, open the tslpatchdata folder and find the file changes.ini inside it. Open this file with Notepad and search for PlaintextLog=0. Change the 0 to 1 on this line and save the file, then try installing again.

After installation there should be a file called installog.rtf in the same folder as this installer. This contains a copy of the installer progress log and can be opened with WordPad. Check this file to see which files have been installed. To uninstall the mod, delete those files it says it has copied to your Override and Module folders and move any files from the backup folder into the override folder.

The following files should be installed or altered:
Override: appearance.2da, globalcat.2da, itemcreate.2da, itemcreatemira.2da, spells.2da, st_arenaband.ncs, st_arenaband,uti, st_pitdooropen.ncs and st_arenabeacon.utw.
Modules: st_arena.mod, st_turret1.mod, st_turret2.nod
Game folder: dialog.tlk
Click the Install Mod button below to begin installation.

Combat Simulation Arena for SWKotOR2:TSL
----------------------------------------
2005-08-18 - Version 1
2005-09-22 - Version 2
2005-11-26 - Version 3


TABLE OF CONTENTS:
1. Version history
2. What is this?
3. How do I install it?
4. How do I use it?
5. About Opponent difficulty
6. How do I uninstall it?
7. Troubleshooting
8. Special thanks


1. Version History
------------------
CHANGED IN VERSION 3:
* Fixed Random Loot for the DeathMatch so all Jedi Robe types can be dropped.
* Included two turret minigame simulators in the Hutt's room. They offer a bit more challenge than the standard game turret minigames.
* Fixed arena console problem to make it easier to select and activate with the keyboard.
* Added a "Winged Drexl" monster to fight against with a skin texture made by "General Kenobi" on the StarWarsKnights.com forums. Thanks!
* Added a new "Defend the Holocron" test game type where the player must defend a holcron for 5 minutes while enemies continously spawn in and try to destroy it. I don't know how balanced this game type is for different levels of players. For my lvl 32 test character + party members it was hard but not impossible. Feedback would be appreciated. (Hint: Enemies can be briefly distracted from their objective by damaging them. Use force powers, rockets and grenades to incapacitate them as well.)



CHANGES IN VERSION 2:
* Added a "Death Match" game type. Similar to Pit Fight, but you can actually be killed in the Arena, ending the game if your whole party goes down. Defeated opponents in this game form may drop loot when they die, unlike the other, "safer" match forms, to make up for the risk.
* Adjusted strength and feats/force powers of several combatants and adjusted team compositions for Pit Fight and spectate matches.
* Added support for the Ultimate Saber Mod. If you have it installed, many "bosses" will use their own USM Sabers in the Arena.
* Added a handful of new opponents to the Arena Console initiated matches and rearranged teams a bit.
* Made the Twin Suns use their shields until they run out of charges rather than just once, and gave them some Stims to buff up with. Should make them put up a bit more of a fight.
* Gave Darth Nihilus a new special ability he may use at most twice during a fight to make him thouger.
* Equipped the Military Tank Droid with Rocket Launchers. Watch out.
* Jedi/Sith opponents will now use the various saber/force forms as appropriate.
* Added a "Jedi Council vs. Sith Lords" team makeup for Spectate matches, as requested.
* Added a new "Allies" category to the Duel match menu.
* Added a "special" opponent team to try a Team Pit Fight against...
* Added "Onslaught" option to Gauntlet matches which will pick enemies from all opponent categories randomly, and an "I feel lucky" option that will pick an opponent category randomly.
* Made various further enhancements and tweaks to the creature combat AI. 
* Added a few more cameras to the arena spectator terminal.
* Fixed potential crash problem if a controlled non-Exile party member leaves the Arena without starting the fight when a Duel Match has been initiated.
* Moved the Arena Exit trigger a bit further up the ramp to eliminate problem with accidentally tripping it and ending an initiated match prematurely.
* Fixed AI problem with the Wookiee combatants not using their Wookiee Rage/Fury/Frenzy abilities.
* Tried to balance the opposing teams in the Hutt betting matches a bit better. (MI)
* Lots of other smaller bugfixes, corrections and adjustments too small and numerous to mention.
* Fixed a bunch of bugs/problems where certain force powers wouldn't work as they should when used by non-partymembers. (Note that if you already have a k_sp1_generic.ncs file in your override those fixes will not happen.)



2. What is this?
----------------
The Arena is a "mini-game" module where you can practice fighting against a variety of opponents, watch games between AI-controlled combatants, bet on AI matches and compete in the arena for credits.

This module will only work as intended with the English-language version of the game. If you use a foreign language version, the dialogs will contain no text. I will try to make the next version compatible with all language versions of the game.



3. How do I install it?
-----------------------
If you haven't already (since you are reading this file), unpack the archive this mod came in. Make sure the "Install Arena.exe" file and the "tslpatchdata" folder are located in the same folder, which should NOT be inside the game's override folder. Then run the "Install Arena.exe" file to install the mod. Just copying the content of the "tslpatchdata" folder to your override folder will NOT work. PLEASE READ THE INSTALLATION INSTRUCTIONS IN THE INSTALLER WINDOW!

Optionally, if you have the file "k_sp1_generic.ncs" In your override folder, move it out of there, otherwise the fixes to a bunch of force power related problems won't take effect. (Things like enemy Jedi opponents buffing YOU with their Valor etc...)  This is not necessary to use the mod, but some force using enemies may be too easy or seem to behave in rather idiotic ways if you don't.


4. How do I use it?
-------------------
To get to the Arena in a game, build a "Combat Simulator" armband at the nearest workbench, it should be under the Other/Misc category. Equip it on The Exile and activate it, and you will be teleported to the Arena. Please exercise common sense as to in what areas you use the armband. The game may not react in a good way if you warp out of an area that is normally unescapable and only can be entered and left once. Any area you can leave and return to by foot should be safe to use it in.

Talk to the Hutt to bet on fights or fight for credits. There are 5 matches to fight and 5 matches to bet on with him. For the matches that allow you to bring party members, select your desired group before speaking to the Hutt to start a fight, you won't be able to change your party once a match is on. The fights can be fairly hard, so it might be a good idea to do some training matches first to get a feel for how things work.

Use the terminal next to the Force Field to set up the arena for "training" matches. You will not get any credits for those, but you'll still earn XP for defeating the opponents. Unlike the Hutt-arranged fights, the terminal allows you to choose game type and opponents freely. There are a lot more opponents available than those the Hutt lets you fight. This is where most of the Arena content is accessed from. 

Note: When fighting duel matches you can only pick who should do the fighting among your active party members. Make sure the desired character you wish to use is in the active party before you use the console.

If you get injured in a fight or deplete your force pool, visit the healer in one of the side rooms to get yourself and all party members fully restored for free. 

To exit the arena and return to where you came from, activate the armband again while in the Arena area. 



5. About Opponent difficulty
----------------------------
The opponents are made to present more of a challenge than most opponents you meet in the game, often requiring use of buff and protection Force powers or items to be beatable. Pay attention to what party members and equipment you use against which opponents. Almost all opponents have some kind of weakness you may exploit to make the fight easier.

The toughness of the opponents vary a lot, so if you get constantly beat up by some, try fighting something else to gain more experience. 

The arena is mostly designed for fairly high level characters (20+), though the difficulty of the opponents scale with the level of your character. The opponents are balanced against the default autobalance settings of the game. If you don't know what this means there shouldn't be any trouble. If, however, you have a custom autobalance.2da file originating from another Mod in your Override folder it's possible that the opponents may become too difficult to beat. 

Since the Arena combatants use a custom modified variant of the combat AI scripts, the "Hardcore mod" or similar scripted approaches to increasing enemy difficulty has no effect on anyone you fight in the arena. Hopefully they will be tough enough anyway to offer a challenge even without such a boost.



6. How do I uninstall it?
-------------------------
The this mod will either install or modify the following files:

OVERRIDE FOLDER - 
appearance.2da, globalcat.2da, itemcreate.2da, itemcreatemira.2da, spells.2da, st_arenaband.ncs, st_arenaband,uti, st_pitdooropen.ncs and st_arenabeacon.utw.

MODULES FOLDER - 
st_arena.mod, st_turret1.mod, st_turret2.mod

GAME FOLDER - 
CSA-Readme3.txt (this file)

If any existing files were modified, the Installer application you ran when you installed the mod will have made backup copies of those files before modifying them, placed in a folder called "backup" in the same folder as the installer was run from.  Delete the above listed files, then copy the content of the Backup folder back into your Override folder.


7. Troubleshooting
------------------
7.1. Armband problem:
Q: The Combat Simulator Armband says it has lost track of where I came from when I try to leave the arena?
A: This is most likely caused by either:
   1. You didn't use the installer application to install the mod. 
   2. You have installed another mod after installing the arena mod which overwrites (rather than modifies) the "globalcat.2da" file. The modification the Mod Installer does to this file is essential for the Armband to work correctly. To fix this, reinstall the Arena Mod after having installed your other mod.


7.2. Crashes when certain opponents spawn:
Q: When some opponents in the arena spawn the game crashes! Why?
A: This is most likely caused by either:
   1. You didn't use the installer application to install the mod. 
   2. You have installed another mod after installing the arena mod which overwrites (rather than modifies) the "appearance.2da" file. The Mod installer makes some changes to this file to allow some combatants to appear properly. To fix this, reinstall the Arena Mod after having installed your other mod.


7.3. Bad StrRef problem:
Q: A box with the text "Bad StrRef" appears on screen when playing the Defend the Holocron game type. Why?
A: This is most likely caused by either:
   1. You didn't use the installer application to install the mod. 
   2. You have installed another mod after installing the arena mod which overwrites (rather than modifies) the "dialog.tlk" file. The Mod installer makes some changes to this file to allow the countdown timer to display properly. To fix this, reinstall the Arena Mod after having installed your other mod.


(Do you see a pattern here? :))

7.4. Getting your cold dead head served on a plate:
Q: The Arena opponents utterly crush my hapless party into a fine powder every match. Is this intentional?
A: Maybe, depending on which of these possibilities is the reason:
   1. You are too low level. Most arena enemies, while scaling to meet your level, are intended for level 15+ characters. Either pick easier opponents at first, or level up though other means and try again.
   2. You are too high level. :) The enemies get tougher the higher the level of your main character is. If your Exile is level 50, the opponents won't be far behind.
   3. You have installed a mod containing a tweaked "autobalance.2da" file. The combatants have been balanced against the normal game settings. Mods that boost the enemy difficulty by altering this file may shoot their level and bonuses through the roof.
   4. You did not prepare properly before battle. The merchant selling combat-related supplies (grenades, stims) are there for a reason. Use the resources at your disposal, use the force powers that protects, buffs and defends your characters. The arena combatants are intended to put up more of a fight than most normal encounters in the game.
   5. You didn't bring the right party members (for game forms allowing you to use a party). Explore the strengths and weaknesses of your party members against the different types of opponents. Most enemies have weaknesses as well as strengths that different party members should be better suited to deal with.
   

7.5. The best defense...
Q: The "Defend the Holocron" games are impossible! No matter what they destroy the Holocron!
A: It is hard, but not impossible. The thing to be aware of is that unless you distract or incapacitate them most of the enemies will go straight for the Holocron, ignoring your party. If you damage them, it may distract them from their task and they will go after you for a while instead. If you have them, mass-incapacitating force powers like Stasis Field and Insanity are handy to stop the attackers. Force Wave is very useful as well. If you have no offensive force powers, grenades and rockets will do fine. Remember that you gain little more than XP by killing enemies in this game form, more will just teleport in to fill out the ranks. Sometimes it's more effective to keep a group of packed-together enemies incapacitated rather than kill them.






8. Special thanks
-----------------
Special thanks goes to TheOssusKeeper and Tupac Amaru for taking their time to help me test this Mod and make it more bug-free before release, as well as offer some suggestions for improvements. Thanks, I appreciate your help and input a lot. Also thanks to General Kenobi for making the texture for the previously untextured Flying Drexl model in version 3.

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Stoffe (RevanAnt)


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Registered 28th April 2005

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