yavin_4_full.zip —
The first time we saw Yavin IV was in the first ever Star Wars movie back in 1977. Luke Skywalker, Han Solo, Chewbacca, and Princess Leia escaped the Death Star and retreated to the Rebel Base on Yavin IV, a moon of the planet Yavin. The Empire put a tracking device on Han Solo’s ship, the Millennium Falcon and the Death Star went there to destroy Yavin IV in hopes to stop the Rebellion permanently.
Yavin IV has since become a Jedi Academy hub in the Expanded Universe after George Lucas’ original trilogy and has even been touched on by the game, Knights of the Old Republic. The thing about that is you get to go to a space station just outside of Yavin itself. This is where Mod Squad and Master Zionosis come in.
This huge mod give you the opportunity to go to Yavin IV and explore the area. There is however some familiar modules from the other planets that have been used in the Knights of the Old Republic game. However they do serve a purpose and they seem to blend in well together.
There is a tomb to explore and some Dark Jedi to fight. There is also one big surprise; might as well talk about that since it’s not much of a surprise in the screenshots if you check those out. Trask Ulgo is there which means he wasn’t killed by Darth Bandon. Well, the canon version of the game he was, but this mod changes that plot point. If you enjoy twists in the story such as this and love new areas, this mod is definitely something to play. There is also a new launcher that comes with this mod!
Make sure you read the readme about installing this mod! Enjoy! :D
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
Name: [K1] Yavin IV Planet Mod Author: MotOR Squad + Master Zionosis Translator: ÐeceptiKain Date: 05/03/08 E-Mail: [email protected] Contents: 1 Description 2 Installation 3 Uninstallation 4 Future Releases 5 Bugs 6 Adknowledgements 7 Permissions 8 Website 9 Spoilers -------------------------------------------------------- 1 Description --------------- This mod will add an entire new planet to KotOR I, Yavin IV. They're are 10 new modules in total and a great new storyline. 2 Installation ----------------- Place all the files in the Modules folder into the Modules folder in your KotOR directory, and then place all the files in the Override folder into the Override folder in your KotOR directory. If you also want the MotOR Yavin launcher copy the Launcher folder to your KotOR directory. 3 Uninstallation ----------------- Just remove all these files from the relevent folder in your K1 directory. 4 Future Releases -------------------- -Voice Overs for non alien species Of course if there is any bugs or errors these will be assessed as well. 5 Bugs ------ None that i know of, if you find any PM me at Holowan Labs please. 6 Adknowledgements ------------------ A massive thanks to the original creators of the Yavin mod (MotOR) and allowing me to translate the mod. A boatload of thanks to Fred Tetra for creating the awesome and simple to use kotor editing tool. Also thank you ÐeceptiKain for your excellent work on the translations, without you this wouldn't have happened. And a very appreciative thanks to the many friendly and informative people at the Lucasforums Holowan Laboratories board who have shown and or helped me to learn how to do stuff like this. 7 Permissions ------------------- This mod may only be used/modified with my consent. 8 Website ------------------- Visit my website to see what other mods I have created and what I will be doing in the future. http://masterzionosiskotorsite.com 9 Spoilers ------------------- There are quite a few puzzles, riddles and secrets in the mod, many that made me even think that the mod was 'broken', well I have play tested the entire mod and after going through the messy process of decompiling certain scripts I found out that the mod does work properly. To complete certain things you will have to concentrate considerably on what you have recently done or aquired. If you do get completely stuck consult this table below -The door that does not open in Exar Kun's Tomb in the Chamber Of Spirits is actually a mirage, you can walk through it after you have aquired the crystal of darkness. -The most tricky part of the mod is the door puzzle, it is completeable but quite tricky to get your head round, it took me about 30 mins to figure it out, so if you figure it out straight away then maybe I'm just stupid. But here is the combination if you get stuck: Open door 5, then open door 3, kill the spirits, then go back and open door 4, then door 1 will be open. These are the only tricky parts I can remember, if you find any more don't hesitate to ask in the project thread at Lucasforums.
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