JC's Jedi Tailor for K1 1.4

   (2 reviews)

14 Screenshots

About This File

Summary

This mod adds a Trandoshan named Garassk who will tailor robes for the player and Jedi party members. He can change the color your robes to any of four options: brown, black, red, and blue. The items retain their stats, with only the appearance of the robes changed.

The tailor also runs a clothing store with infinite amounts of some generic outfits, plus a select set of armor, gloves, belts, and headgear in smaller amounts. Some of the armor he sells is new; files for the items already existed, but they were inaccessible in the regular game.

I've also given Garassk an extensive dialogue tree, so you can ask him the usual questions about the planet, and he will react to certain quest states.

To start, Garassk may be found in the hangar of the Jedi enclave on Dantooine. Later in the game, he moves to Anchorhead on Tatooine, down the street from the Czerka office.

You will need to start a new game or load a save from before you first arrive on Dantooine for the mod to take effect.

Installation

  1. Run Jedi_Tailor_K1.exe.
  2. Click "Install Mod" and select your game directory (default name SWKOTOR).

Uninstallation

  1. Remove the installed files or replace from backups if necessary.

Compatibility

This mod patches the modules danm13 and tat_m17aa and may not be compatible with other mods that affect those areas.

This mod includes an icon fix from my Mandalorian Armor mod. If you use both mods, or some other mod that fixes that icon, then you can ignore the warning about that file being skipped.

This mod is compatible with my Robe Adjustment mod, allowing you to change the color of the Apprentice Robes, but you must update the Robe Adjustment mod to version 1.1 or later.

This mod is compatible with my Cloaked Jedi Robes, Cloaked Hybrid Robes, and Cloaked Party Robes mods and includes a compatibility patch for the 100% Brown color option of those mods. It adjusts the tailor's dialogue to make all references to robe color consistent with the brown shades in that option (brown, black, buff, and grey).

The tailor will only recognize the original game robe items plus the variants the mod adds in the four standard colors. This mod may be compatible with other mods that add new robe items, but the tailor will only be able to swap around the old kinds.

The tailor will only perform for the player and standard Jedi party members (Bastila, Jolee, and Juhani).

Credits

KOTOR Tool – Fred Tetra
TSL Patcher – stoffe, with updates by Fair Strides
CSLU Toolkit – Center for Spoken Language Understanding, license courtesy Jenko Jenks
DeNCS – JdNoa & Dashus
DLGEditor – tk102
ERFEdit – stoffe, with updates by Fair Strides
K-GFF – tk102
LipSynchEditor – JdNoa

Permissions

I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.

If you would like to include any part of this mod in anything, then please contact me for permission.

Disclaimers

OBSIDIAN IS THE NEW BLACK. DON'T WEAR BIOWARE AFTER LABOR DAY.

Donations

If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.

For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.

I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.


What's New in Version 1.4   See changelog

Released

  • Added an alternative line of dialogue to account for one possible ending of the Sandral-Matale feud.
  • Like 9



User Feedback

Recommended Comments



On 10/11/2021 at 9:35 PM, EAF97 said:

For the record, this mod seems to be incompatible with the Dantooine Patch for DarthParametric's 'Diversified Jedi Captives on the Star Forge' mod. Once one is installed, the other disappears. This happened both when I installed DP's mod after installing this one, and also when I installed this mod after DP's mod. The danm13 module ends up only having one or the other depending on what was installed last. Please let me know how this can be fixed, as I really liked this mod and wanted it in my playthrough.

They should be compatible if they are both installed with TSLPatcher. I don't know why that would happen unless you are copying files manually or using some sort of mod manager that isn't compatible with TSLPatcher.

On 11/15/2021 at 5:25 PM, Grumpykoi said:

will this work in tatooine even if i havent restarted i dont wanna go back a re play the taris again

If you haven't been to Tatooine at all, he should appear.

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3 hours ago, JCarter426 said:

They should be compatible if they are both installed with TSLPatcher. I don't know why that would happen unless you are copying files manually or using some sort of mod manager that isn't compatible with TSLPatcher.

If you haven't been to Tatooine at all, he should appear.

He appears only if nothing else modifying the danm13 module is installed so it is incompatible with any mod that adds things to that module, such as djh269's Crystal Cave redux and upgradeable crystal - Mods - Deadly Stream.

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I'm not able to check in the game at the moment, but I ran DP's installer and mine, and it looks like all the files in that module are where they supposed to be.

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On 1/18/2022 at 12:47 PM, JCarter426 said:

I'm not able to check in the game at the moment, but I ran DP's installer and mine, and it looks like all the files in that module are where they supposed to be.

The files work correctly for installing it, but for some reason I am unable to have that mod installed at the same time as any other mod that adds new things or NPCs to that particular module (I think it's "danm13aa" or something like that). If I install it first and then install DP's mod that puts in those extra Jedi who are training and also appear on the Star Forge, for example, his copy of the module overwrites the one for this mod and vice-versa. The same is true for djh269's Crystal Cave Redux mod which adds a new NPC there as well. 

Is there a way to edit the file or installer so that the components for the mod can be installed in alongside other mods that edit the module?

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I just tested with both mods, and both mods are there:

F5dVN0Q.png

I'm not sure why you're having a problem, but I don't believe there is anything I can do on my end. Both mods are already set up for compatibility through TSLPatcher.

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It is compatible with the Community Patch. I am not familiar with the other mods you are using, so I can't say what the issue is, but it should be compatible with any mods that affect the enclave area so long as it is installed after them.

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20 hours ago, JCarter426 said:

It is compatible with the Community Patch. I am not familiar with the other mods you are using, so I can't say what the issue is, but it should be compatible with any mods that affect the enclave area so long as it is installed after them.

Also installed KSE 2022, but that shouldn't affect it either. Neither should the Revan's Hoodless, Maskless, Flowing robes. I didn't install the fabricator on Dantooine. Still, I installed lots of mods, so any one of them could be causing an incompatibility. 
 

EDIT: I think I found the problem. I didn't install the "JC's Jedi Tailor for K1 - Basic Installation." I only installed the "100% Brown Compatibility Patch." 

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