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Revises the opening of the game, so that the player may begin as a Jedi Apprentice, in a seamless, lore-friendly manner. Removes all fourth wall breaking tutorial messages from the game.

Description

Upon starting the game, instead of Trask waking the player, you will be presented with new dialogue options to potentially select a Jedi Class.
You may choose to remain as your base class, and become a Jedi on Dantooine as normal, if you wish.

If you choose to become a Jedi, you will immediately level up, and be able to acquire your new feats and powers.
Starting equipment has been adjusted, and will be generated after this level up, allowing your new feats and skills to be accounted for.
Jedi characters are given a crystal in their footlocker, and can build a Lightsaber at the workbench. They choose its style and color there.

You then proceed through the Endar Spire sequence as normal, albeit without Trask. Out of character tutorial messages have all been removed.
Jedi characters will have a new Lightsaber duel, and recieve additional items.

Early dialogues with party members and NPC's have been adjusted to accurately reflect whether the player is a Jedi or not.
Additional Force Persuade checks have been added to many of the characters found throughout Taris.
A new path to purchase T3-M4 before completing the Swoop Race, through a Force Persuade check, has been added. This is available to non-Jedi through Persuade as well.

Upon arriving on Dantooine, the opening dialogue with the council is altered slightly.
The inital training sections, from the Jedi Code to Lightsaber construction is removed, and the player is immediately tasked to Cleanse the Tainted Grove.
After this point the game proceeds as normal, without major alterations.

If the player chooses not to become a Jedi at the start of the game, then very little changes, besides the removal of Trask and tutorial messages.
On Dantooine, a non-Jedi player will be able to construct a Double-bladed or Short Lightsaber, and choose the color of their lightsaber freely.
They will also be given an Apprentice robe after constructing a Lightsaber.

Install/Uninstall

Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream.

If updating from a version from before v4.0.0, you must reinstall your game to properly uninstall the mod. You cannot install this mod on top of an old version.
You must start a new game after updating to this version. The mod has been substantially reworked.

There is a version setup for a manual installation. This version cannot be used with most other mods. It is not recommended. You cannot use this with the Community Patch. Your game will break

See the docs folder for more information.

Compatibility
Most mods should be compatible, unless they make major edits to the Endar Spire, Taris NPC dialogue, or Dantooine Jedi Training.

Recommended Mods

Special Thanks/Acknowledgements

  • Talchia and Achilles for the original Padawan mods that inspired this one.
  • KOTOR Tool – Fred Tetra
  • DeNCS – JdNoa & Dashus
  • DLGEditor – tk102
  • K-GFF – tk102
  • TSL Patcher – stoffe
  • KotOR Scripting Tool - Blue
  • Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1

Credits

  • DarthParametric - Scripts from KOTOR 1 Community Patch
  • JCarter426 - JC's Robe Adjustment

Mirrors

Other Links

Jedi from the Start by darthbdaman is licensed under CC BY-SA 4.0


What's New in Version 4.0.0   See changelog

Released

  • Merged Jedi from the Start and Tutorial Remover. You may now choose not to start as a Jedi. The game will now properly conform to Jedi or Non-Jedi characters on Taris and Dantooine. Characters in save games made without the mod will no longer be prevented from becoming Jedi on Dantooine.Jedi can now choose to create a Double-bladed or Short Lightsaber. If you do not start as a Jedi, then you will be able to make a Double-bladed or Short Lightsaber on Dantooine. The Sabers and Crystal dropped by the Dark Jedi will now depend on what type of Lightsaber you create
  • Overhauled starting equipment.
    • Starting items will now be calculated after leveling up as a Jedi for the first time (or choosing not to become a Jedi), so that skill points and feats from your Jedi level are taken into account.
    • Expanded the range of starting items to account for Jedi Classes, and for more feat and skill combinations. Changed distribution of items to be less class based. For instance any class will now receive an implant in the starting footlocker, if they have taken the appropriate feat, instead of just Scouts.
    • Starting equipment will be split between the footlocker in the players room, and the footlocker that contains the Combat Suit after the second encounter.
  • Added ability to Persuade or Force Persuade Janice to sell T3-M4 early. Most of this functionality is already in the game, and minor fixes have been made to fully accommodate it.
  • Restored Bastila's Unique Lightsaber. It will drop from Brejik
  • All colors of Apprentice robes will now be gained by the player on the Endar Spire
  • Reworked majority of the mod for better compatibility. All relevant community patch fixes have been made compatible or forwarded, and all files have been reviewed manually.
  • Renamed all added files to standardize naming and clean up override
  • Converted installer from TSLPatcher to HoloPatcher
  • Like 3
  • Light Side Points 3



User Feedback

Recommended Comments

This is now updated to match the Nexusmods version.

Thanks for that, may I request a patch for NPC Overhaul or at the very least what makes the two incompatible?

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Amazing mod! It's been great to walk in Taris as a Jedi or Dark Jedi and don't worrying in hold back levels for Dantooine.

  • Like 2

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Hi there, i have a problem with the mod.

when i start the Game the first thing i do is choose between Guardian, Sentinel and Consular

but after that every dialog shows the same question, how do i enable the normal dialogs after i choose my class?

thanks

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Hi there, i have a problem with the mod.

when i start the Game the first thing i do is choose between Guardian, Sentinel and Consular

but after that every dialog shows the same question, how do i enable the normal dialogs after i choose my class?

thanks

it works now, comment can be deleted, thanks anyway :)

Great Mod!

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I know SWTOR Training Sabers will overwrite some of your changes. Could I instead install yours after SWTOR Trainign Sabers?

 

Thanks!

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Begin the game not as a Jedi is something that always bothered me (it makes sense with the story, but...) moreover loosing that precius levels -and powers- just as a simple fighter.

Maybe, even at lower levels, the PC is a lttle OP. With the PC at level 3(!!!) and the game at Normal difficulty, the only little problem that I have encountered has been the combat in Taris Cantina with Bendak Starkiller.

Anyway a fine and useful MOD that give new ways and new life to KotOR1.

Congrats!! :cheers:

  • Light Side Points 1

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I'm most concerned about the story aspects of this mod. Bastila's whole dialogue on Taris and the early part of Dantooine wouldn't make sense now. 

  • Like 2

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15 minutes ago, JasonRyder said:

I'm most concerned about the story aspects of this mod. Bastila's whole dialogue on Taris and the early part of Dantooine wouldn't make sense now. 

I agree. I say "it makes sense with the story" not becoming a Jedi from the start. I'd never recommand this MOD to anyone that hasn't played KotOR yet.

But if you already know the game and can overpass the story a little this MOD is a new way to affront the challenges of the early part of the game, nothing else. 


Well... not empirical tested yet but I suposse a most powerful Jedi too at the later part of the game... :)

  • Like 1

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On 7/23/2018 at 2:53 PM, JasonRyder said:

I'm most concerned about the story aspects of this mod. Bastila's whole dialogue on Taris and the early part of Dantooine wouldn't make sense now. 

This stuff was edited or removed as appropriate if anyone is wondering. Bastila's dialogue specifically is removed, and the early part of Dantooine is abridged with appropriate dialogue

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6 hours ago, EvanBotSkull said:

Always results in exactly 15 errors. Doesn't matter if it's a clean install or a patched one.

errorlog.txt 175.62 kB · 1 download

HoloPatcher mods can't install properly if the swkotor directory is in the C drive.

 

From the K1CP page:

Quote

N.B.: With the advent of version 1.10.0, K1CP has migrated away from the use of TSLPatcher and switched to HoloPatcher. This allows for additional patching functionality and resolves some bugs encountered with TSLPatcher. HoloPatcher is also multi-platform. The bundled installer is the Windows version, but Mac and Linux users can download the appropriate installer for their system here.

It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam.

 

You'll need to look up how to change your game's directory from "c:\games\steam\steamapps\common\swkotor" to "D:\SteamLibrary\steamapps\common\swkotor" for it to work properly.

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2 hours ago, N-DReW25 said:

HoloPatcher mods can't install properly if the swkotor directory is in the C drive.

 

From the K1CP page:

 

You'll need to look up how to change your game's directory from "c:\games\steam\steamapps\common\swkotor" to "D:\SteamLibrary\steamapps\common\swkotor" for it to work properly.

Is there any reason this mod in particular requires this? None of the others I've installed that use HP have this issue.

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2 hours ago, EvanBotSkull said:

Is there any reason this mod in particular requires this? None of the others I've installed that use HP have this issue.

HP was made to replace the TSLPatcher, it has far more capabilities and fixes various bugs present in the TSLPatcher that forced modder's to use convoluted workarounds to implement certain features. But these new features that make installation faster for players and easier for modders requires certain permissions which chokes Windows Systems if the directory is in the C Drive.

 

If you want to install Jedi from the Start without the HP errors, you have to try what the HP developers have explicitly recommended. If you change your game directory to the D Drive and you're still getting errors, that means Jedi from the Start is the problem and darthbdaman needs to release a fix patch update. If it ends up working after changing the directory, it was the HP's inherent flaw.

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More than 1000 other people have downloaded it, and no one else has reported this problem. It is probably some sort of windows permissions issue on your end, like N-DReW said.

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This is an awesome mod! The only thing that bothers me a little is the restoration of bastila's lightsaber: am I missing something or is it basically just a non-upgreadable double bladed lightsaber? If so, could this change be reverted? It doesn't feel right to me having to give her another lightsaber just to upgrade it 😕

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