Diversified Jedi Captives on the Star Forge 1.2.4

   (13 reviews)

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)
  • Like 9
  • Thanks 2
  • Light Side Points 3



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9 hours ago, DarthParametric said:

What are you using to manually edit your dialog.tlk like you mentioned above and create that append.tlk?

Since I discovered Kotor about 15 years ago, I have been using this program:

I don't remember where and when I downloaded it, but it has never let me down. I changed the language and created a localization in Russian from scratch for my needs, just converted the tlk file to text, there and back again. It handles the encodings perfectly and the games reads the language like a miracle. I didn't even know there were other programs like you mentioned above. It's probably almost the same thing though. Just take it out somewhere and try it.

Converter tlk.rar

Edited by olegkuz1997

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The mod is cool, especially the hot blue twi'lek, but I have a question - why can't I talk to them anymore? Last time I played, I distinctly remember being able to talk to them - kinda like jedi free, jedi dry, etc. Now my MC is dribbling when interacting with them.

It's more like moonwalk, though.

swkotor 2024-03-11 14-00-19-13(1).gif

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You were never able to talk to them as such, but there should be a bark bubble that pops up when you click on them, as shown in the screenshots.

K1_Diversified_Jedi_Captives_on_the_Star

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2 hours ago, Alice Reyneke said:

The bubble doesn't appear

OK I have confirmed that is the case, but I'm not actually sure why. There doesn't appear to be anything amiss.

Edit: Seems like it must be a walkmesh issue. The player can't get close enough to trigger the DLG. Hence the "jerks around". He's freaking out trying to path to the placeable but can't reach it. But I'm not sure why that would suddenly be the case, since it worked fine previously.

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6 hours ago, DarthParametric said:

OK I have confirmed that is the case, but I'm not actually sure why. There doesn't appear to be anything amiss.

Edit: Seems like it must be a walkmesh issue. The player can't get close enough to trigger the DLG. Hence the "jerks around". He's freaking out trying to path to the placeable but can't reach it. But I'm not sure why that would suddenly be the case, since it worked fine previously.

If anything, no other mods, your mod is installed on a pure vanilla version. Except for the wide screen.

There were no errors or warnings during installation either.

Edited by Alice Reyneke

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14 hours ago, Alice Reyneke said:

There were no errors or warnings during installation either.

It's not a problem with how the mod is installed. Seems like something changed in MDLEdit the last time I revised the models to fix the VFX which broke the walkmesh. Thus the player wasn't able to path to them. Extract the attached into your Override (overwrite when asked) and see if that fixes the problem.

DJCSF_Revised_Models.7z

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5 hours ago, DarthParametric said:

It's not a problem with how the mod is installed. Seems like something changed in MDLEdit the last time I revised the models to fix the VFX which broke the walkmesh. Thus the player wasn't able to path to them. Extract the attached into your Override (overwrite when asked) and see if that fixes the problem.

DJCSF_Revised_Models.7z 978.97 kB · 1 download

Putting my hand on my heart, I don't know the first thing about modding or what mdl is, but as far as I can tell it fixed everything for all 8 dead jedi carcasses.

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