Full Jedi Council 2.0

   (9 reviews)

8 Screenshots

About This File

Have you ever wondered why for something as important as the Exile’s trial, only 5 members of the Jedi Council are present? Well, you no longer have to. This mod adds 7 additional Jedi to the trial scene in order to get a full council. These Jedi are master Vandar from K1, Vima Sunrider from the Tales of the Jedi comics, two Twi’lek, a Devaronian, a Duros and a Wookie.

 

What's new in v2.0:
- Replaced generic human Jedi with Vima Sunrider and a Duros
- Vima sunrider has a custom robe (thanks to DarthParametric)
- Choose between K1 and TSL style robes for all Council members (except for those with unique robes)
- The 7 added Council members are now mentioned in the post-trial scene on the Ebon Hawk

 

Installation:
Run TSLPatcher.exe and choose your version.
IMPORTANT: You have two choices: The type of robe the Council members should wear and a technical choice necessary for compability: Check if you have holorec.dlg in your Override and choose the proper installation method.
TSLPatcher should find your TSL installation automatically. If it doesn't and you have to select it manually, choose the folder that includes swkotor.exe. Do NOT delete the backup folder that is created during the installation, you'll need it if you ever want to uninstall this mod.
For modders: I included the source script in the download in case you're interested. Ignore them if you only want to install and play the mod.

 

Uninstallation:
Delete all files from the tslpatchdata folder of this mod that you can find in your Override (depending on your choice of installation this might not be all of them). Then find the backup of 950COR.mod created during the installation of this mod (it is located in the backup folder that was created in the folder where you ran TSLPatcher.exe) and copy it into the Modules folder of your TSL installation, replacing the one already there. Also copy appearance.2da, heads.2da and if available holorec.dlg from the same folder into your Override folder. Note however, that this might screw up other mods that modified the same file and were installed afterwards!

 

Compabilitiy:
Thanks to TSLPatcher this mod should be compatible with pretty most other mods. I recommend to install this mod as late as possible to ensure compability.
Notable exceptions for compability are mods that edit Vandar's model (texture mods are fine) and for the K1 style robes mods that add new texture variations of the Council Robes as well as mods that edit the .utc's of the vanilla Council members. The latter includes NPCOverhaul, so either install my mod after NPCOverhaul to overwrite its changes or skip NPCOverhaul's changes to 950COR.

 

Credits:
Mod by Kexikus
Vima robe model and head texture by DarthParametric
Duros head model by JCarter426
TSL Patcher by stoffe

 

THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.


What's New in Version 2.0   See changelog

Released

  • 1.0 - Initial release
  • 2.0 - Replaced generic human Jedi with Vima Sunrider and a Duros
  • - Vima sunrider has a custom robe (thanks to DarthParametric)
  • - Choose between K1 and TSL style robes for all Council members (except for those with unique robes)
  • - The 7 added Council members are now mentioned in the post-trial scene on the Ebon Hawk
  • Like 1



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Mine didnt work.

It worked sorry.

 

You forgot my boy Zhar! Haha in all seriousness I like this. It's a nice touch.

Dorak was also forgotten. But the bright side is that we finally have a seated in a chair Vandar.

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None of these were forgotten. Zhar and Dorak simply were never part of the Jedi High Council only of the Dantooine Jedi Council.

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I love the variety; I always wished someone made this type of mod before... surprised it took this long. 5/5 Thanks!

There was a very similar mod before this but  it was incompatiable with TSLRCM

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There's an incompatibility with the "holorec.dlg" in this and Lekulin's Handmaiden/Disciple Swap mod which means if you install this mod the Handmaiden's first appearance won't trigger and she won't be added to the party. 

To solve this, you have to copy the "holorec" from their mod and let it overwrite as installing the mods either way around doesn't make a difference. 

 

I was wondering if you could make a compatibility patch, as now I don't get to ask T3 "What happened to the other Jedi Council members?"

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There's an incompatibility with the "holorec.dlg" in this and Lekulin's Handmaiden/Disciple Swap mod which means if you install this mod the Handmaiden's first appearance won't trigger and she won't be added to the party. 

To solve this, you have to copy the "holorec" from their mod and let it overwrite as installing the mods either way around doesn't make a difference. 

 

I was wondering if you could make a compatibility patch, as now I don't get to ask T3 "What happened to the other Jedi Council members?"

 

I'll have a look but I can't make any promises on when I get to it.

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Nice mod btw,

Would Full Jedi Council work with Extended Enclave ? 

I'm wondering, cause i have Lekulin's Handmaiden/Disciple - and i would like to use, Full Jedi Council with Extended Enclave. 

Thanks...

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10 hours ago, MetaBee said:

Nice mod btw,

Would Full Jedi Council work with Extended Enclave ? 

I'm wondering, cause i have Lekulin's Handmaiden/Disciple - and i would like to use, Full Jedi Council with Extended Enclave. 

Thanks...

I don't think that Extended Enclave makes any changes to the Council scene so you should be able to use it with my mod.

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On 4/19/2019 at 7:13 AM, MetaBee said:

Would Full Jedi Council work with Extended Enclave ? 

Yes. I have used these two mods together without issues. Extended Enclave doesn't change anything in the Coruscant Council scene.

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It's not working for me. I'm still investigating if it's just a conflict of the mods on my end, but Vrook refuses to load. This has the effect of crashing the game when I get to the first line of the trial where it is a close-up of an empty chair speaking Vrook's lines and the game then stops responding.

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I like this mod. I thought the same about empty chairs when I first played TSL. I watched it in-game, the scene became better. I also noticed a few things:

1. The camera mainly uses either shots from long distance or close-ups of main council members (Vrook & Co) that prevents taking a good look at the additional masters. Only rare shots from a medium distance allow to see in detail jedi on the left and right of speaker.
2. Added jedi-statists give off a feeling like they unconcerned about the meeting (or aren't allowed to talk). I understand that they play no role in the story, and you probably didn't want to add anything that may break the impression of such important moment, but still it turned out to be a little weird to me.

I think both issues can be solved, while only slightly affecting the scene:
Have a council member with an alien VO say one short neutral line, for example, "Is anyone want to add something?" and then zoom in camera on every added jedi-statist for a second when they stay silent, blink or shake their head (if they have such an animation). Vandar can use some very short one-liner like "Hmm...". The scene can then continue as usual.

I hope you 'll address these issues to make the scene even more immersive if you decide to release v3.0 of this mod.

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1 hour ago, N-DReW25 said:

It does.

Well compatibility said no, I thought it wasn't...

Thanks for the reply.

 

Just asking, how can I know the mod is truly incompatiable with TSLRCM when it says it needs TSLRCM in discript but compatible check says no...

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1 hour ago, deltametal141 said:

Well compatibility said no, I thought it wasn't...

Thanks for the reply.

 

Just asking, how can I know the mod is truly incompatiable with TSLRCM when it says it needs TSLRCM in discript but compatible check says no...

It’s a mistake, for some reason most of these mods say TSLRCM incompatible when they shouldn’t. Not sure why though.

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The compatibility flag got reset the last time the forum backend got updated. So any mod that wasn't manually edited by the author since will say it is incompatible with TSLRCM, regardless of whether that is actually the case or not. The same presumably applies to the K1R compatibility flag for K1 mods.

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13 hours ago, DarthParametric said:

The compatibility flag got reset the last time the forum backend got updated. So any mod that wasn't manually edited by the author since will say it is incompatible with TSLRCM, regardless of whether that is actually the case or not. The same presumably applies to the K1R compatibility flag for K1 mods.

If I understand correctly the authors must change manually the compatibility flag when a MOD is updated, so, why they don't do it? (oh, well, it can be a rhetorical question...)

That works against the authors since the wrong flag can be a handicap for those users which Playthrough is based in TSLRCM and skip interesting work just seeing the non compatibility flag. IMO.

I'd pray to the authors check their download pages and correct the flag if necessary (or write a visible explanative note if change the flag is some dificult).

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I didn't know about the issue, so I haven't changed the flag before and I assume that's the case for many authors just like DarthParametric said. It's certainly not to confuse users out of malicious intent or something like that.

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30 minutes ago, Kexikus said:

I didn't know about the issue, so I haven't changed the flag before and I assume that's the case for many authors just like DarthParametric said. It's certainly not to confuse users out of malicious intent or something like that.

Thanks for the change. Though I already downloaded and implemented this, future mod lovers won't gonna be confused anymore!

  • Like 1

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