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About This File

Introduction

This mod adds a new holocron to the game, which can be found on a corpse on Dxun.
In addition to giving the player bonuses to their maximum Force Points, which unlock at
levels 12, 14, and 16, the mod also gives the player the opportunity to learn three
new Lightsaber forms: Sokan (Form VIII), Shi'en (Form IX), and Niman/Jar'Kai (Form X),
which can be activated as non-medical abilities. (The vanilla lightsaber forms are
hard-coded in the game). This derives from an unreleased mod of mine made in 2005, in
which I made these three Lightsaber Forms work as passive Force Powers. These Lightsaber
Forms become available at levels 13, 15, and 17.

Their stats are as follows:
Sokan:
Attack +3
Damage Bonus +1
Reflex Saves +3
Defence Bonus 2
Defence Bonus vs. Piercing -2 (net bonus: 0)

Shi'en:
Attack +3
Damage Bonus +3
Defence Bonus -2
Blaster Deflect -2
Reflex Saves -2

Niman/Jar'Kai:
Attack +2
Offhand attack bonus +3
Defence Bonus 1
Fortitude Saves -1

Installation
Double click 'Install Dxun Holocron', and hit the 'Install mod' button.

 

Uninstallation

Remove the following files from your Override folder:
di_d_gk1.ncs
di_g_lf8.ncs
di_g_lf9.ncs
di_g_lf10.ncs
di_gk1.utc
di_jh_01.dlg
di_jh_01.ncs
di_jh_01.uti
di_jhc.utp
di_k2s_lf8.ncs
di_k2s_lf9.ncs
di_k2s_lf10.ncs
di_k2s_lf8.uti
di_k2s_lf9.uti
di_k2s_lf10.uti
di_s_gk1.ncs
di_s_jhc.ncs
ii_datapad_063.tga
ii_datapad_064.tga
ii_datapad_065.tga
ii_datapad_066.tga

Copy the files 'spells.2da' and 'globalcat.2da' from the backup folder created
by TSLPatcher on installation into your Override folder. If no such folder was created
on install by the game, you can (probably) safely delete these two files as well.

 

Known Bugs

The new Lightsaber Forms won't appear in the same place as the vanilla forms do
on the GUI, but in the non-medical items slot (with the shields, basically).
There's not a lot I can do about this; the Lightsaber forms appear to be hard-coded.

Credits

Thanks are to deathdisco, whose original KotOR I lightsaber forms mod inspired this one;
to Darth333, stoffe, jmac7142/Det. Bart Lasiter, glovemaster, and everyone else who taught me and continues to teach me to script;
to Darkkender, for his "Recruit Darkkender" mod, which I used to work out how to make the lightsaber forms work;
to Holowan Labs, which was by far the best place to work on KotOR mods on the internet;
and to Obsidian, Bioware, and LucasArts, for making both KotOR games.

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interesting mod idea. on a quick look at the files, seems you spawned a new corpse for this correct? 

should be compatible with my stuff if that's the case.... ;) 

what about these new lightsaber forms? they just cant come with new animations i suppose, they are hard.coded too right?? 

P.S. good you gave some different (and better than passive Force Powers IMO) use to those 2005 files .... 

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Thanks! Yes, it's spawned on a new corpse. I added the script to cs_tob_1.dlg (cutscene of Colonel Tobin on board his ship), so it should be OK.

Unfortunately, the animations for lightsaber forms are probably unrestoreable, and these don't come with any new animations, no. So far as I know, the lightsaber and force forms in TSL are entirely hard-coded.

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I LOVE the idea for this mod, and I'm absolutely going to pick it up once I finish my Kotor 1 Playthrough. 

Out of curiosity, would you be able to add in Djem So as a passive Saber form as well in an update to this? Would love to see it finally get recognized in the game, as Shien is kind of meh. 

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6 hours ago, InSidious said:

Thanks! Yes, it's spawned on a new corpse. I added the script to cs_tob_1.dlg (cutscene of Colonel Tobin on board his ship), so it should be OK.

Unfortunately, the animations for lightsaber forms are probably unrestoreable, and these don't come with any new animations, no. So far as I know, the lightsaber and force forms in TSL are entirely hard-coded.

great. good to hear, seems compatible with my stuff thanks for quick feeback   :)  

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17 hours ago, Untold Prophecy said:

I LOVE the idea for this mod, and I'm absolutely going to pick it up once I finish my Kotor 1 Playthrough. 

Out of curiosity, would you be able to add in Djem So as a passive Saber form as well in an update to this? Would love to see it finally get recognized in the game, as Shien is kind of meh. 

Thanks, UP!

 

I could probably add Djem So as a separate form, but I don't really know what distinguishes it particularly; also I'm not clear what you mean by a passive saber form. However, I'm not sure I'm going to update this again for a while - it was only possible to do something over Christmas, unfortunately.

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I've had a few ideas for stat modifiers for Djem So, if you want any suggestions. 

Sorry, I used passive form interchangeably with the non medical item. As for timescale, don't worry about it! I'm only able to really play Kotor over the holidays, so I understand the time constraints. I hope we'll see more mods like this in the future!

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