[CLASS] Sith Lord

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[CLASS] Sith Lord

Postby Phanjam » Sun Jul 31, 2011 8:17 am

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This mod places a new class, the Sith Lord, into TL1. The class comes with custom character selection screen components, custom class intro sequence, custom body skin (of course!) and custom wardrobe. It uses the skills, weapons and sounds of the Jedi mod (you can just select more of the darkside ones :twisted: !)

To run properly, this mod requires that you have the Jedi class mod installed. It also requires TL1 game engine version 1.15.

Sith Lord Download Link

Installation
1. If you haven't done so yet, download and install the Jedi mod first.
2. Then install this mod. Doing a cache-clear is optional at this point.
3. Run the game. Enjoy :)


Version History
1. Version 1.0 released July 31, 2011


Version Notes
Version 1.0
1. The custom sound for the class intro screen is buggy; sometimes it works, sometimes not :(


Acknowledgements
1. Runic Games for making such a great and moddable game.
2. The modder team that put together the Jedi Mod: Spunedagr, RobCallis, Attack Gorilla, Soulcommando, Jarcho, CCCenturion, Jojoz (and me :) )
3. The Star Wars universe and lore.
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Re: [CLASS] Sith Lord

Postby Chehalden » Mon Aug 01, 2011 1:59 pm

is it possible to have this mod AND the jedi mod working at the same time, or is it one or the other?
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Re: [CLASS] Sith Lord

Postby Phanjam » Mon Aug 01, 2011 9:30 pm

Hi Chehalden. I'm (very) happy to tell you that you can have both mods installed at the same time and they will run fine :D
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Re: [CLASS] Sith Lord v1.1

Postby Phanjam » Wed Aug 03, 2011 8:25 am

The Sith Lord Mod has been updated to version 1.1

Some players complained of the Sith Lord not showing on the character selection screen. If the Jedi class is loading first (which is likely since "J" comes before "S") then the game is using the control file from the Jedi mod, which doesn't contain the layout instruction for the Sith Lord class, so the Sith Lord doesn't show.

To solve that, I updated the charactercreate.layout file in the mod to contain the layout instructions for both the Jedi and the Sith Lord and released the update as version 1.1.

You can still use the DL link in the OP to get the updated mod. If you don't feel like downloading the whole thing again, you can just get the updated charactercreate.layout here.

It has a .txt extension on it but just remove that so it reads "charactercreate.layout", then drop it into the "media/UI" folder of the Jedi mod (assuming it's the Jedi mod which loads first; if not, put it in the Sith mod instead). When asked if you want to replace the existing file, say yes.

Both classes should now show up on the character creation screen.

Now if you have more classes than just the Jedi and Sith Lord installed, you'll have to get your hands dirty doing this.
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Re: [CLASS] Sith Lord

Postby Phanjam » Wed Aug 03, 2011 8:30 am

DarthSlim wrote:Also, I installed the Sith mod, but I'm not seeing it as an option on the new character menu.

Hi DarthSlim! The class not showing up is a glitch with the character creation layout control (which I should have foreseen - sorry about that).

If the Jedi class is loading first then the game is using the control file from that mod, which doesn't contain the layout instruction for the Sith Lord class, so it doesn't show.

To solve that, I've made a new charactercreate.layout file that contains the layout instructions for both the Jedi and the Sith Lord. Get the file here.

Remove the .txt extension so that it reads "charactercreate.layout", then drop it into the "media/UI" folder of the Jedi mod (assuming it's the Jedi mod which loads first; if not, put it in the Sith mod instead). When asked if you want to replace the existing file, say yes.

Both classes should now show up on the character creation screen.

Now if you have more classes than just the Jedi and Sith Lord installed, you'll have to get your hands dirty doing this.

Let me know how it goes k?
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Re: [CLASS] Sith Lord

Postby DarthSlim » Wed Aug 03, 2011 5:12 pm

That didn't entirely work, because now the Sith shows up as a playable character but the Jedi doesn't. I already created a Jedi character though, so this is fine for now.
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Re: [CLASS] Sith Lord

Postby Phanjam » Thu Aug 04, 2011 3:05 am

Aaargh... do you have any other class mods installed? Some pet mods can modify the charactercreate.layout file as well. Have you got any pet mods installed?
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Re: [CLASS] Sith Lord

Postby DarthSlim » Mon Aug 15, 2011 9:37 pm

I don't have any other class mods installed. I think the problem is that I deleted the .txt extension on the layout file, but my computer still thinks it's a text file.
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Re: [CLASS] Sith Lord

Postby Phanjam » Tue Aug 16, 2011 2:15 am

No other classes installed, okay - in your TL mods folder, what are the folder names for the Jedi mod and for the Sith mod?
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Re: [CLASS] Sith Lord

Postby DarthSlim » Sat Aug 20, 2011 11:55 pm

Jedi Mod and Sith Lord (Jedi Patch)
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Re: [CLASS] Sith Lord

Postby Phanjam » Sun Aug 21, 2011 12:23 am

Okay, if you're running version 1.1 of the SIth Lord mod, copy it's charactercreate.layout file (in the "media/UI" folder) and paste it into the Jedi mod's "media/UI" folder (allow it to overwrite).

If you're still on Sith Lord v1.0, you can download and use this charactercreate.layout file )it's from the 1.1 version).

Pls let me know how it goes...
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Re: [CLASS] Sith Lord

Postby DarthSlim » Sun Aug 21, 2011 3:41 pm

Awesome, that did the trick!
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Re: [CLASS] Sith Lord

Postby Phanjam » Mon Aug 22, 2011 2:13 am

DarthSlim wrote:Awesome, that did the trick!

whew, i am relieved :)
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Re: [CLASS] Sith Lord

Postby Phanjam » Mon Aug 22, 2011 6:20 am

I've updated this patch-mod to version 1.2. You can get it from the same DL link in the OP.

This version...
1. fixes a bug in the .dat file of the Sith Lord unit. It had the same GUID as the Jedi unit which was causing the game to crash,
2. makes minor changes to the Force Skills tree: moves Force Push to the Dark Side tab and Force Bubble to the Light Side.

I also discovered that the Froce Bubble skill is incomplete. It advertises freezing characteristics in its description box, but it doesn't actually have any. I'll fix that from the Jedi mod, since that's where all the skills actually are.
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Re: [CLASS] Sith Lord

Postby Phanjam » Sat Aug 27, 2011 4:49 am

Force Skills Revision 1.0 has just been released.

It's a mod which revises some of the force skills for the Jedi mod (so it will also revise the same skills for the Sith Lord patch-mod).

Change Descriptions

1. The Force Bubble skill has been completed by adding freezing ability as advertised (the original version didn't have any freezing ability beyond level 1 of the skill).

2. The "Stance" skills have been revised as follows:

a) Name changes:
- Shien Stance is now called Lightsaber Style Shien
- Juyo Stance is now called Lightsaber Style Juyo
- Ataru Stance is now called Lightsaber Style Ataru

b) All these lightsaber styles now REQUIRE that your character is using a lightsaber otherwise the skill does not activate. I couldn't make them stop if you switch to a non-lightsaber weapon though, so instead they have a fixed 60 second duration (except for the Ataru "speed" style which reaches 70 seconds at the higher levels).

c) The levels of the affixes of these style skills also ramp up more sharply, and the skill levels have increasing mana costs too (the original skills had 0 mana cost).

I haven't played these skills yet at their higher levels, but the idea is to make the lightsaber your PREFERRED weapon even as you encounter increasingly powerful non-lightsaber weapons in the dungeons.

It would be great if you could let me know what you think of the revisions!
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Re: [CLASS] Sith Lord

Postby Phanjam » Sat Aug 27, 2011 11:54 am

[CLASS] Sith Lord has been updated to version 1.3.

This version incorporates a new set of items (in media/units) which make the mod use the custom wardrobe textures for Sith armor correctly.

Image

You just need to make sure that the Sith Lord mod loads BEFORE the Jedi mod for it to work properly.

If you'd rather not DL the whole thing again, you can just download the items as an add-on mod.
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Re: [CLASS] Sith Lord

Postby Phanjam » Sun Aug 28, 2011 9:50 pm

I've uploaded v1.0 of the Light and Dark Sabers mod to RGF.

This is a patch-mod meaning it will only work if you already have the Jedi mod installed.

Basically what it does is add "Sith sabers" to the game. They are just clones of the lightsabers from the Jedi mod, but they will ONLY use the red glow effect around the blade. In parallel, the lightsabers have been modified to only use either the blue or the green glow effect.

I made this basically for the Sith Lord mod, so that a Sith character could have properly colored sabers.

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Re: [CLASS] Sith Lord

Postby Brixtan » Tue Sep 06, 2011 6:14 am

Wow - Phanjam this is freaking awesome! Sorry, I've been a bit remiss in frequenting the mod forums lately. But this definitely has me wanting to download the mod and your sith lord patch and take it for a test drive. Very cool my friend! ;)
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Re: [CLASS] Sith Lord

Postby Phanjam » Tue Sep 06, 2011 8:39 am

LOL! Coming from someone as awesome as yourself Brixtan, I am very flattered :lol:

If you do get around to playing it, and have any issues with this and/or the related mods, you let me know y'hear?
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Re: [CLASS] Sith Lord

Postby belgarathmth » Sun Sep 11, 2011 12:28 pm

Dear Phanjam, first, let me say again that I love these mods!

Now, I have a couple of bugs to report that maybe you could help with, or perhaps, should I be posting in the original Jedi mod thread?

Here are the problems:

1) Force Push stops working after defeating Brink. It works perfectly until dungeon level 4 and the defeat of Brink. After that, neither the percent weapon damage nor the knockback work, at all. It makes a pretty little light show for the monsters while they whale on you.

2) The blade animations do not work for any weapon with a blue "rare" background. Weird, I know. The green "minor enchantment" lightsabers all work perfectly with their animations, while the plain "junk" lightsabers are inconsistent; some work properly, some don't. I have also equipped several lightsabers that do not have the correct soundset associated with their files, only the regular sword soundset.

3) (This one is IMPORTANT) In the attempt to make lightsaber skills work only with lightsabers, you have unfortunately negated the "reduction to martial weapons requirements" benefit of the Lightsaber Training skill. For example, I have a lightsaber with a minimum level requirement of 11. My level is 9. I have two skill points in Lightsaber Training. I should be able to equip the level 11 lightsaber, but what happens is that, when I equip a lower level lightsaber, the level requirement of the higher one appears as "level 9", which is correct. However, as soon as I attempt to switch weapons, the skill program reads that a lightsaber is not equipped and reverts the level requirement back to "level 11". I then cannot equip the lightsaber.

This is very frustrating, since while I have a lightsaber equipped, the level requirements of lightsabers everywhere in the game read incorrectly. I have to remember to add my ranks in LIghtsaber Training to whatever the level requirement of lightsabers reads - a very serious bug for a shield-user or single-wielder, although you can still dual-wield and get the correct bonus.

4) (This one's pretty bad, too.) The Star Wars mods appear to be incompatible with the Total Skills Revision mod. The attribute adjustment potions all work just fine, but the game crashes if you attempt to drink a Total Respec Potion.

I'd love to see these issues fixed in patches or new mod versions. Thanks again for creating and working on these great mods.
Last edited by belgarathmth on Mon Sep 12, 2011 12:01 pm, edited 3 times in total.
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