Diversified Jedi Captives on the Star Forge 1.2.4

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16 Screenshots

About This File

Based on this request thread, this mod replaces the Jedi captive placeables used in the final confrontation with Darth Malak aboard the Star Forge. In the vanilla version of the game, these are all identical copies of the same male body using the PMHC04 (“Mullet Man”) head. New male and female versions of this placeable have been made, utilising a variety of heads from all three human races, and Twi’leks. All eight captives in the level are now unique and distinct from one another.

Additionally, the flavour pop-up text for when you interact with the captives has been altered to change the male pronouns into neutral ones, so they work regardless of the subject’s gender.

For those that wish it, an optional extra is included that adds these new Jedi as background NPCs to the Jedi Enclave on Dantooine (N.B. as of v1.1, the pictured sparring circle has been removed due to the placeables.2da row limit bug described below).

Known Issues:

  • WARNING: A critical issue has been discovered with K1's placeables.2da, limiting the number of additional new entires that can be added to around 20 rows. This mod adds 8 rows. If you use multiple mods that add new rows to placeables.2da, you will likely encounter issues. DO NOT REINSTALL THIS MOD OVER A PREVIOUS VERSION! You will create the placeable overflow issue.
  • In order for the Dantooine portion of the optional extra to take effect, you must use a save prior to leaving Taris. The courtyard portion will only take effect for saves prior to being allowed to exit the Academy. These additions are purely cosmetic, so their absence will have no material affect on the primary purpose of the mod.
  • The core content of the mod will only work with a save prior to entering the final room on the Star Forge, but I assume (hope) most people aren't still installing mods that late in proceedings.

Compatibility:

  • The mod is compatible with K1CP. Make sure you install K1CP first.
  • The core content of the mod should be compatible with most other mods, as the changes are restricted to the second-last module in the game (STA_M45AD).
  • The optional content makes changes to the Dantooine Enclave's landing pad (DANM13) and courtyard (DANM14AA) modules. If you are using any mod that overwrites those modules (like Kainzorus Prime's NPC Overhaul Mod), make sure you install that mod first. This mod will patch its changes into pre-existing module files, so should be installed last.
  • Changes in 1.2.1 should mean the Twi'lek master in the optional Dantooine content is now impervious to further hostile robe takeover attempts.
  • If you use @JCarter426's "Fashion Line I - Cloaked Jedi Robes for K1" mod, you can download the supplied compatibility patch to have him wear the TSL robes.
  • If you use @JCarter426's "Fashion Line I - Cloaked Hybrid Robes for K1" mod, you can download the supplied compatibility patch to have him wear the hybrid robes.

Acknowledgements:

  • Thanks to @Kexikus for providing code for the NPC OnHeartbeat scripts.
  • Thanks to @jc2 for the suggestion on how to fix the sparring circle combatant health bars.
  • Thanks to @JCarter426 for suggesting the NotReorienting creature flag and for the TSL ported robe assets.
  • Thanks to @bead-v for KOTORMax and MDLEdit.
  • Thanks to @ndix UR for MDLOps v1.0+ and TGA2TPC.
  • Thanks to @StellarExile for pointing out the issue with VFX targeting the base of the model. I must be blind...
  • Thanks to @todevuch for testing the hybrid robes compatibility patch.
  • Thanks to @olegkuz1997 for pointing out that the placeables didn't use TLK StrRefs for their labels.
  • Thanks to @Alice Reyneke for pointing out that pathfinding for the placeables was broken by a previous update.

What's New in Version 1.2.4   See changelog

Released

  • Corrected an issue with the placeable models having an empty walkmesh, which apparently broke pathfinding when compiled with the most recent version of MDLEdit (thanks to Alice Reyneke for reporting the issue)
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  • Thanks 2
  • Light Side Points 3



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@ADG12311990 if you'd be so kind as to beta test this - https://www.darthparametric.com/files/kotor/k1/[K1]_Diversified_Jedi_Captives_on_the_Star_Forge_JC_Hybrid_Robes_Compatibility_Patch.7z

Edit: I have updated the patch to include a 2DA patcher (thanks to assistance from @VarsityPuppet). It will patch your appearance.2da so that the new model and texture work properly. Read the included readme.txt for further details.

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If you have such an opportunity, please make a patch for compatibility of this modification with the mod JC's Fashion Line I - Cloaked Hybrid Robes for K1.  I myself have made several attempts to create such a patch for personal use, but have failed.  I tried changing the name of the linked tpc file to DPTWMaster, and also tried changing dp_danjedimtw, but apparently the binding to the outfit of the Jedi Master does not leave any alternatives, it will have to be attached to other clothes in this case. The only option is to change the Jedi Master Twilek model itself, but here my options are extremely limited.Thank you in advance!

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I'm honored to do it!

Thank you from the bottom of my heart!  Your compatibility patch really works! Ignore the fact that there are many clones in the images - this is my oversight, most likely caused by the incorrect installation sequence of your modification and the JC's Jedi Tailor for K1 v1.4 mod

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Would it be possible to have a compatibility patch for  https://deadlystream.com/files/file/1430-k1-better-twilek-male-heads/??

EDIT: Let me rephrase...I'm not a modeler, so how difficult would it be for one to recompile the male twilek heads, so that this Mod uses the thin neck male head models from https://deadlystream.com/files/file/1430-k1-better-twilek-male-heads/??

 

Edited by ConansHair

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thanks DarthParametric but I believe it has compatibility issues with bos:sr mod (even if installed after bos:sr) as the female captives remain invisible (as shown in a video posted here), I verified the placebles and I think this happened due to placeable overflow as it has 258 lines, is there a way to fix this issue?

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2 hours ago, nonchetos said:

is there a way to fix this issue?

Yes, since placeables.2da has a number of unused vanilla rows you could manually edit it and reassign this mod's placeables to those rows. Since your 2DA is borked anyway you'd want to start with a fresh install, so you could just edit the mod's changes.ini to switch it from adding new rows to editing existing rows. Rows 47, 62, 78, 90, 94, 97, 115 all have no models assigned and so can be replaced. Rows 8 and 9 are probably also ok to replace.

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10 hours ago, DarthParametric said:

Yes, since placeables.2da has a number of unused vanilla rows you could manually edit it and reassign this mod's placeables to those rows. Since your 2DA is borked anyway you'd want to start with a fresh install, so you could just edit the mod's changes.ini to switch it from adding new rows to editing existing rows. Rows 47, 62, 78, 90, 94, 97, 115 all have no models assigned and so can be replaced. Rows 8 and 9 are probably also ok to replace.

well, it seems manual editing the lines doesn't work (at least not without a few bugs) can you tell me what exactly do I need to change in the changes.ini to replace the lines properly, I'm not a TLSpatcher expert I'm afraid 😢

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On 12/26/2022 at 1:47 PM, DarthParametric said:

Yes, since placeables.2da has a number of unused vanilla rows you could manually edit it and reassign this mod's placeables to those rows. Since your 2DA is borked anyway you'd want to start with a fresh install, so you could just edit the mod's changes.ini to switch it from adding new rows to editing existing rows. Rows 47, 62, 78, 90, 94, 97, 115 all have no models assigned and so can be replaced. Rows 8 and 9 are probably also ok to replace.

as a matter of fact I also have the exaclty same problem, DarthParametric can you explain to me exacly how to make these changes and make the mod work with bos:sr

Edited by xtremusgames

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Hi,

I went to use the compatibility patch for the cloaked jedi robes, placed a copy of appearance.2da in the PATCH_FOR_v1.2 folder, and the patcher is telling me "Warning! The Dantooine Master Appearance row was not found! Patch process aborted." Not sure what the cause of this is nor how to fix it?

image.png

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It didn't find the added appearance row for the Master. Did you actually install the optional Dantooine content from the main mod? The patch is only for that.

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On 4/14/2023 at 6:29 AM, DarthParametric said:

It didn't find the added appearance row for the Master. Did you actually install the optional Dantooine content from the main mod? The patch is only for that.

Same issue, installed the Jedi captives on dantooine, yet Twi'lek Jedi Master wears default robes still, even though I have installed everything properly... 

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Hello! As always, a great mod, bringing a touch of realism and meaning to the great game. However, I have a question. The thing is that I play the game, localized in Russian. And some of the messages and names from this mod in English, made by you, a little "do not fit" into the overall canvas. For example,  "Captive Jedi". I'm used to bring everything to a common denominator, so could you tell me how to localize these individual lines of code? I would be very grateful. If anything, I'm an average user of Kotor Tool, GFFEditor, etc., so I think I can manage with your help. I know it's a small thing, but still.

swkotor 2023-06-22 00-58-15-04.jpg

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8 hours ago, olegkuz1997 said:

some of the messages and names from this mod in English

That one is a mistake/laziness on my part. I used KOTOR Tool instead of KGFF, so the name got converted to a local string instead of using the TLK reference. I'll make an updated version of the mod that addresses it at some point, thanks for pointing it out.

If you want to fix it on your end, you'll first need a couple of tools - KGFF and ERFEdit.

Go to the game's install folder and look in the Modules folder. Find sta_m45ad.mod and open it with ERFEdit. You should see something like this:

DJSF_PLC_Name_Fix_05.png.f51f3e619290266ffabf76e6450b0563.png

Select the eight files dp_plc_jedifuel1.utp through to dp_plc_jedifuel8.utp and simply drag and drop them outside the ERFEdit window (for example, onto your Desktop). You can now close ERFEdit.

One at a time, open the UTPs in KGFF. Scroll down until you see the "LocName" field and click on it to select it. It should look like this:

DJSF_PLC_Name_Fix_01.png.cfeef9b1a464c11127a6729c38bd2ec4.png

With LocName selected, look over to the side panel on the right:

DJSF_PLC_Name_Fix_02.png.617e74449aca166cb027dd46c8cb666b.png

In the StringRef field where it says -1, click in that field and delete the -1, then enter 35430, like so:

DJSF_PLC_Name_Fix_03.png.50453b398eb9c5c884d4170dccd903c0.png

Now back on the left, select the LocalString line underneath the LocName line, right click on it and choose Delete String:

DJSF_PLC_Name_Fix_04.png.ce2304e888a0dc2b92489e66edb1f3d6.png

After it is deleted you can save the file from the menu up the top (File -> Save). Close the file and repeat the process for the other seven UTPs. Once all the UTPs are edited and saved, cut and paste them into the game's Override folder. Note that in order for this to show up in-game, you'll need to load a save before entering the final Star Forge level with Malak. Any save already inside there will have stored the UTP data in the save itself.

The pop-up messages that show when you click on them should also be in English, but it seems like you already changed those? Those ones are added TLK strings. Since those are custom strings, other people would need to supply translated TLK strings for other languages. If you are interested in doing this for Russian, you can look at editing append.tlk in the mod's tslpatchdata folder and sending it to me.

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Just got home and felt like an idiot, so reinstalled the mod, and following your guide, got to the place where you have to localize the string, but only after some time I realized that you have already introduced these changes personally. By updating the mod file. Which I hadn't noticed.
I am very grateful for your participation, attention, and such detailed instructions.
Of course, I will send you the Russian-edited file of those 4 lines about the state of the Jedi prisoners. Thank you again.

append.tlk

However, for some reason, some of the messages are now not displayed. Even after I translated the extra lines entered into dialog.tlk. Actually, it was much better for me if these extra edits weren't entered into the game's text file, because in Russian the pronouns (his, him) for the Jedi work well, since the word "jedi" (джедай) in Russian is masculine. However, it doesn't matter, it's just a little thing. You have created a great and very useful mod that plays to the atmosphere.

Edited by olegkuz1997

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On 6/23/2023 at 4:27 AM, olegkuz1997 said:

I will send you the Russian-edited file of those 4 lines about the state of the Jedi prisoners

Seems like the TLK wasn't saved correctly. For example - Ýòà ñïîñîáíîñòü Ñèëû íå ïîäåéñòâîâàëà íè íà ïëåííîãî äæåäàÿ, íè íà ñêîâûâàþùóþ åãî ìàøèíó. Try saving the lines as a simple text file.

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I guess it's all about the encoding of the text, not the incorrect save. Since I'm mostly more of a native Russian speaker, I use the Cyrillic windows 1251 encoding. I use notepad++, and the symbol  fragments you forwarded correspond to the Western European iso8859-1 encoding. So I think that's the main issue.

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16 hours ago, olegkuz1997 said:

Western European iso8859-1 encoding

Ah, ok then. I'll try switching it to something like UTF-8 and see what Xoreos makes of it. Hopefully it can convert it to the correct encoding.

Edit: Hrm, not having much luck trying to change the encoding. Would be helpful if you could attach a text file with the lines in whatever encoding you use on your end (or switch it to UTF-8).

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On 6/30/2023 at 7:36 AM, DarthParametric said:

Ah, ok then. I'll try switching it to something like UTF-8 and see what Xoreos makes of it. Hopefully it can convert it to the correct encoding.

Edit: Hrm, not having much luck trying to change the encoding. Would be helpful if you could attach a text file with the lines in whatever encoding you use on your end (or switch it to UTF-8).

On 6/30/2023 at 7:36 AM, DarthParametric said:

Here we go. I hope it works out now.

 

append.tlk append.txt

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Unfortunately neither TLKEd nor Xoreos Tools can read your TLK, and trying to create a new TLK with Xoreos Tools with either a UTF-8 or Windows-1251 encoded XML also causes an error. Interestingly the Xoreos wiki page on TLK encodings doesn't have an entry for Russian for NWN/NWN2/K1/TSL/JE. What are you using to manually edit your dialog.tlk like you mentioned above and create that append.tlk?

Edit: Ah, TLK2XML/XML2TLK has a --cp1251 switch. I was running it via batch file so it was using the defaults. Guess I'll try again with that.

Edit 2: Nope, Xoreos still doesn't like my input XML when using the --cp1251 switch. Using the --utf8 switch to convert your attached TLK to XML works - is that what you saved your TLK as?

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