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Knights of the Old Republic Downloads > Mods > Added Content:
Challenging Insane selkath at Manaan (1.0)
Filename: ff_challenging_insane_selkaths_at_manaan.zip


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25.77 KB
1.0
FrantFire
809
09-15-2010
KotOR
Mods > Added Content


Average User Rating: 8.4
Number of Votes: 10
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Challenging Insane selkath at Manaan (1.0) - File Description  


Description:
Challenging Insane Selkath at Manaan

This pretty short mod will add few additional Insane Selkath to Manaan's Hrakert Station (in the submersible module only) as well as few extra corpses there. Idea is to make the level slightly more challenging and give you something new to do there.

Also, some of the pre-existing Insane selkath will be harder to defeat, as well as a single patrol droid which has been boosted too. If you once thought playing through the Hrakert Station was quite easy, maybe this will worth downloading for you.

that's it, enjoy!



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Challenging Insane selkath at Manaan (1.0) - Readme  
Readme File:
******************************************
KNIGHTS OF THE OLD REPUBLIC
******************************************
Name: Challenging Insane Selkaths at Manaan
Author: FrantFire (GeorgNihilus)

Date released: sep 08, 2010

Contact: jorgeagost@hotmail.com; jolamg@yahoo.com.ar
as GeorgNihilus at the lucasforums.com
as FrantFire at knightsoftheoldrepublic.filefront.com

1. Idea
=======
Once while in my 3rd or 4th playthrough in Hrakert Station at Manaan, I wondered why the twi'lek mercenary you met right after leaving
the submersible insists in the fact that the whole station went crazy and they were "swarmed out" by insane selkath. But if we look closely,
we don't find probably enough selkath to consider the place infested. So I decided to fix this and -according to "my" interpretation of the
"swarmed out" expression- I decided to spawn here and there few more insane fishes at Hrakert Station.
Additionally, you should expect to find more republic soldier and mercenaries corpses according to this, right?

2. Info
=======
a) This mod will spawn several Insane Selkaths at Hrakert Rift station (only in manm28aa module) but don't expect to encounter 20 or 25
additional creatures, just a bunch of them. They will be more challenging than most of the regular Insane selkath of the vanilla game.
b)
2 new republic soldiers corpses will be found in the station.
c) as the mod name suggests, about half of the vanilla Insane selkath utc files have been edited to increase their statistics, also adding
different weapons and items ocassionally (some utc CAN'T be edited without messing something). Sonic weapons WILL be there still,
anyway. So, you've been warned ...
d) finally, a single Patrol Droid from the first long corridor has been boosted a lot as well.


3. How to play
============
Just play as you always do ... the 'new' selkath will be inserted in the game when you talk to the twi'lek mercenary at Hrakert Station, right
after getting off the sumersible. Of course the 'challenging' Selkath as well as the new spawns won't work if you load a savegame once in
Hrakert Station already, you need to load a savegame before travelling in the submersible.


4. Installation/Uninstallation
=====================
Read the compatibility section before dropping everything to your Kotor Override folder. To uninstall, just remove the files from Override.
If you don't have an Override folder create one at C:Program filesLucasArtsSWKotOR or the like.

These are the files:

man28_ff_insel.utc
ff_spawnfishes.ncs
ff_spawnfishes.nss
man28_deadsol.utc
man28_merc.dlg

(these are the vanilla boosted files)
man28_inssel003.utc
man28_inssel002.utc
man28_inssel02.utc
man28_inssel004.utc
man28_inssel04.utc
man28_pdroid2.utc (one of the patrol droids)
Readme Challenging Insane Selkath's at Manaan.txt (this readme)


5. Compatibility
==============
This mod is compatible with any mod, except those which use the man28_merc.dlg file or any of the man28_inssel*.utc files. Just check your
Override folder to see if any of this files are there before installing. If there are, backup your man28_merc.dlg and/or your man28_inssel*.utc files
and install this mod, and contact me to fix them for compatibility.
If any other filename 'oddly' matches one of my filenames while installing don't overwrite the files, backup first and then contact me or edit
for compatibility.

Note: for modders who want to tweak with this, script ff_spawnfishes.ncs that spawns the extra selkath is fired in the
"No! No! We have no time, we have to leave now! I managed to close the door ..." line within the man28_merc.dlg.


6. Bugs
==============
None of importance as far as I have tested. Contact me if you find one.


7. New items or equipments
=====================
None.


8. Credits:
=========
Special thanks to:

Prime - for allowing me to use his mod, he did the hard job! :)
Stoffe - Being a guide so many times with scripting through the Holowan Labs.
and anyone else at the Holowan Laboratories - For all the great resources!

and all tool makers of course, we are nothing without them ;)


9. Experience won
==============
You will gain about 2600 XP points once you have killed all the additional Selkath and the improved ones.
Edit through KSE your savegame to subtract this additional XP if you want.


10. Permissions
==============
Modify this mod/files if you like, just give me the correspondent credits if you do it including a link to this mod.


11. 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 Odyysey Engine are trademarks of Bioware Corp.

Obsidian are trademarks of Obsidian Entertainment.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.


Challenging Insane selkath at Manaan (1.0) - User Comments  
The following comments are owned by the user that posted them. KOTOR 2 Files is not responsible for their content.

Total comments: 3 | Last comment: 10-11-2010 at 07:54

 #1 - 09-15-2010 at 08:12
nea200pl
From:
Joined: January 16th, 2008
Posts: 57
Thank you - a definite download for me. I was also wondering why game only generated only few insane Selkath where station should be overrun by them.

 #2 - Zombies - 09-27-2010 at 22:20
Darth_Galen
Joined: May 21st, 2009
Posts: 50
Once i learn how to mod, ima make the insane selkath dudes zombies! Idk why, just... y'know.... the selkath have gone insane.... Instead of going insane.... a virus? xDDDD

 #3 - Zombies? - 10-11-2010 at 07:54
FrantFire
From: (Mendoza)
Joined: December 12th, 2005
Posts: 249
I don't believe there's an animation for that ... meaning to walk like zombies but I'm not an animation expert so who knows ... wink



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