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Schematic Lightsaber Mod 2021
(SLM 2021)

===============================================================================================================
for TSLRCM 1.8.5/1.8.6

Author: Kaidon Jorn 
Date: Autumn 2020-Summer 2021

  This is a large scale lightsaber mod which was built using TSLRCM 1.8.5. This lightsaber mod will not work properly without TSLRCM installed. It should be installed directly after the **DeadlySteam version** of TSLRCM 1.8.5 and on the **LEGACYPC version** of the game from Steam (NOT THE ASPYR VERSION).  

IMPORTANT: Upon installation of this mod you must also open the file called "swkotor.ini" found in the main swkotor folder and under graphics options, you must edit the line "DisableVertexBufferObjects=1" to read "Disable Vertex Buffer Options=1", simply putting spaces between words. If this is not done you will see lightsaber hilt textures disappear depending on camera angle. 


  In this mod every party member that is trainable as Jedi will have a uniquely named lightsaber to build on the workbench through new dialog options after they have become Jedi. These initial dialogs will require color crystals to access but will then unlock that specific lightsaber to be built as many times as you like, as long as you have color crystals. These dialogs have been expanded quite a bit to offer a bit more immersion. Huge thanks to Fair Strides for his wonderful scripting help.
   In version 2021, lightsaber schematics have been redesigned so that you must equip it on your forearm and activate it like a forearm shield. They are destroyed once you are able to use them (they have a one minute cooldown), but will open the workbench dialog option to create them. You will still need to have at least one color crystal in your inventory and you must have completed your lightsaber quest in order to open the workbench options for them, since completing your lightsaber quest grants you the power to learn a schematic. 
  Both the Jedi Masters and Sith Lords have their own unique lightsabers to wield. These have upgraded stats, weathered and worn textures, and are collectible by the player. There are also two new quests to find the parts of two different lightsabers which you can then build on the workbench, one begins in the Telos military base and the other somewhere on Dxun. 
 

2.0 ----------> 2021 Changes List
================================================================================================================

  • All SLM Lightsaber's now use Crazy34's New Lightsaber Blade Models with ambient lighting! Thanks very much to him.
  • All lightsaber schematics are now forearm equippable items that have a one minute cooldown before you can attempt to learn another schematic. 
  • The Workbench dialog file has been expanded bigly to be able to deconstruct all SLM and vanilla game sabers.
  • Sion's Pain and the Infernal Warrior's Lightsaber now use SithSpecter's Unstable Blade Textures with ambient lighting.
  • The tank droid boss in the military base on Telos no longer drops the Telos Defender's Crystal. It now drops the first part that starts a quest to build that lightsaber model on the workbench. The saber itself is now called "Honorable Duelist Lightsaber", and has a gold blade and glow.
  • A new (old) lightsaber model has returned and uses SithSpecter's Unstable Blade Textures. "Acheron's Frost" can now be aquired through a new quest that starts somewhere in the first visit of Dxun.
  • Now compatible with Markus Ramiken's Workbench Crystal Attunement Mod. <<Only drop the .ncs script file into your Override folder, the workbench dialog file is already compatible.>>
  • Training Sabers are now fully upgradeable and come with a 1-8 damage by themselves.
  • Mandalorian War Leader's Lightsaber has been removed permanently and replaced by Redeemed Revan's Lightsaber. The schematic now drops in the tomb on Korriban.
  • All of the looted lightsabers have been touched up in the texture department, giving them a weathered and/or worn look, and gave them all various stats.
  • Eloquence now has a silvery blue blade and glow. Upgraded stats.
  • All party member lightsaber building dialogs have all been rebuilt with excitingly new and fancy scripts from FairStrides of DeadlyStream fame and glory. They will all meditate on their crystals after building their lightsabers.
  • Visas Marr now builds an old RandomSabers model I named "Miralukan Seer's Lightsaber". The Omen is held by her on the first meeting in the Ebon Hawk.
  • Freedon Nadd's Lightsaber is now fully upgradeable standard blade saber.
  • Bao-Dur's Liberator no longer uses the "chrome1" texture.
  • Alderaanian Battle Saber had a model switch and now uses the old RandomSabers "Quillian" hilt.
  • Master Vash's Redemption had a model switch, and now uses the old RandomSabers "Schism" hilt. 
  • The Solace sabers now have a "pale gold" blade and glow.
  • Freedon Nadd now has a seperate standard bladed hilt that you can find in the Sith tomb on Dxun.
  • The crystal cave on Dantooine has extra crystals to aquire, it is tied to the "Weapon of the Jedi" questline.
  • Compatibilty for M4-78 has not yet happened, but I will get to it eventually. (I hope...)
  • Many other improvements I don't remember since I began rebuilding the mod back in October of 2020.

        
Install by running the .exe file called "SLM 2021"


Removal: 
1.) Open SLM's BACKUP folder - copy and paste all .MOD files into game's MODULES folder and let overwrite. 
2.) Copy and paste party member .DLG files (including workbnch.dlg) and any .2DA files found in SLM's BACKUP folder into game's OVERRIDE folder and let overwrite.
3.) Copy and paste the dialog.tlk found in SLM's BACKUP folder into KotOR2's main folder. Let overwrite.
4.) Delete all saber files from the game's OVERRIDE folder. (tga's, .txi's, .mdl's, .mdx's, uti's)


Notes:
*Not compatible with any other saber mods (i.e. Varsity Puppet's Duplisaber, USM, HotOR, etc, etc) UNLESS it only changes the default hilt models. This mod uses (almost) every lightsaber model slot available (13 thru 255).
*As always, do not try to put a crystal that was made for a double-bladed saber into a single-bladed saber (except Solace or the personal quest saber) or vice versa because it will crash your game.
*As previously stated, you will not find Vash's or Kaah's hilts unless you have M4-78EP (1.2) and the SLM compatibility patch installed.
*For companions like Visas, Mira, and Kreia, it's probabaly a good idea to stand off to one side of them when starting their saber making dialogs. They may get stuck trying to path find.
*All 13 schematics should be in your possession after helping Talia or Vaklu on Onderon. All dropped saber loot should be in your possession after the Nihilus fight, except Sion's.
*If you want Nihilus' lightsaber you must ask Visas for it. It will come with the mask.
*Kreia's Peragus saber is lost after Sion cuts her hand off. Don't expect it back.
* Do not try to disassemble a hilt that is already equipped by a party member. If you want to switch a party member's saber, make the new one first, then equip it on them before disassembling the one they had (or be controlling the character you want to disassemble on). No clue why this happens but it will crash the game.
* At time of release, there may be a small bug in 903MAL where Sion dosen't walk to his spot where the assassins circle around him directly after the Atton fight. (903Kreia.dlg) (((UPDATE:7/7/2021 It works fine)))

 

Credits:
Special thanks to Crazy34 for releasing his new saber blade models and letting me convert all my lightsabers to his blade models.
Thanks to Fair Strides for all the scripting help, he basically came up with the force power script that allows you to learn a schematic. I just modified it to what I needed.
Thanks to SithSpecter for use of his unstable blade textures.
Thanks to VP (and all the Holowan Labs modders) for coding and general modding help over the years.
Thanks to Deadman for making the training sabers power on and off and providing the textures.
Thanks to DeadlyStream for hosting my mods.


1.0 - 2.0 changes list
==================================================================================================================

  • Redesigned lightsaber schematics into usable items that you "learn". Learning the schematic sets the boolean to "true" so it is memorized in the workbench dialog file, and the schematics are no longer cluttering up your inventory.
  • It is no longer possible for Disciple to get stuck on the MedBay wall inside the Ebon Hawk since I made him jump to the workbench like Atton does. He will still walk back to the MedBay.
  • Further developed party member saber building dialogs of all party members so alignment will matter. Added new scenes so that Kreia and Visas will now meditate on their crystals.
  • Adjusted hit points or stats on some of the added bosses.
  • Updated the dialog for Atris' Telos Academy schematic crate.
  • Integrated Apostle Saber Addon patch and renamed them to "Solace", gave them unique blade color, made a new encounter for them in Dantooine Enclave sub-level. Returned them to the original chrome texture (baremetal didn't look right). Updated icons.
  • Integrated Training Sabers from my TOR Sabers Mod. Credit to Darth Deadman for adding the energy fields that power on and off like a lightsaber on those.
  • Added new double-bladed saber "Elite Assassin's Saberstaff". 
  • Made assassins in Sith Academy on Korriban wield double-bladed lightsabers.
  • Remade alot of lightsaber icons. Updated textures on several saber hilts.
  • Cut down on the use of chrome hilts alot. Reshaded most of the ones that still use it.
  • Eloquence now has a cerulean blade. The cyan core/blue one from 1.0 was not up to par with the rest so I got rid of it.
  • Master Vash now has an entirely new model from the archives, she now wields the 'Aggressor'. Updated all necessary files.
  • Renamed Vrook's saber to 'Vigilance'. Updated all necessary files.
  • Fixed Saquesh not giving the Alderaanian Battle Saber schematic as he should have been if you help the Exchange.
  • Fixed Kreia taking the long way around to the workbench.
  • Finally retired my beautiful 4900 poly Acheron Saber and gave Sion an old RandomSabers model ("the Banshee") with a "scratched up" texture, a much larger scaling and a deeper red blade/pinker core.
  • Added new powerup and powerdown sounds for sabers.
  • Renamed the old 'Warrior's Lightsaber' found in the Korriban Tomb to 'Fury'.
  • Rewrote and rescripted the dialog for the Sith Ghost encounter in the Korriban Tomb.
  • Added 'Infernal Warrior's Lightsaber' with a dark orange blade and a new boss in the late game Citadel Station to beat you over the head with it. 
  • Rescaled and reskinned Revan's TOR saber. Made a new saber mod (Revan's Canonical TOR Sabers) as a seperate add-on that is compatible with this one as the way to get that saber model - *though it will replace 'Mandalorian War Leader's'*.
  • Readjusted stats on a few of the dropped sabers.
  • Wrote descriptions for Master's sabers.
  • Buffed Darth Traya (Atris) for Telos Academy fight and Darth Nihilus just a little.

 

Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my consent.


THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES.
 


What's New in Version 1.0b   See changelog

Released

Fixed a script that had a wrong item tag for the "Weapon of the Jedi" quest.  

 

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I'm assuming there's no way to install this over a previous version of SLM? I have to use a fresh install of the game?

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1 hour ago, JDub96 said:

I'm assuming there's no way to install this over a previous version of SLM? I have to use a fresh install of the game?

Correct.

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Hey. I just defeated the tank droid in the Telos Underground Base and it only dropped a droid molten cannon, not whatever the first part of the Honorable Duelist Lightsaber is, so then when I got the second part in Atris' Academy, I got a new quest log entry with an error in it. I've got the Reddit KOTOR 2 mod build with a few extras like 90SK's Jedi Master, Jedi Padawan and JS/ZS robe mods, which are the only other mods I can think of that would affect the loot distribution but IDK if any of those would affect the tank droid's loot drop specifically. Any fixes? Perhaps since I've already defeated the droid I could just cheat in or use KSE to add the part to my inventory, but would that also start the quest? Thanks and sorry for the long message.

EDIT: I am using the GOG version of a game but I'm using a patch I found that implements the Aspyr updates (other than achievements and DRM of course) so I can have Frame Buffer Effects on my AMD laptop, but from what I could tell on Peragus, the hilts are rendering in without issue and everything else in the game is working fine. I'm also using 2 other quest restoration mods which are Genoharadan Legacy and Dustil Restoration but I doubt there would be any conflicts with them in this specific way and the same thing was happening with and without these mods. I'm also not using any other mods that add any lightsabers, just your Default Hilts Replacement Mod as far as lightsabers go. As for the error in the quest log, the journal entry title is "ERROR: EQUALITY TEST HAS INVALID OPERANDS", and the description says "ERROR: NON INTEGER EXPRESSION WHERE INTEGER REQUIRED". Now I'm not exactly an expert when it comes to KOTOR modding as I've never done it before, but I've done enough coding to see that it's possible that you may have made a typo in whichever file manages the quest entry and perhaps the one that places the lightsaber part in the tank droid's remains. Correct me if I'm wrong though, but it is possible since these are new changes you have made from SLM 2.0 and this version is relatively new. Thanks for any help though.

Edited by DarkLordStewart

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Yeah you could just use KSE to get the part (the energy cell) and then also use KSE to set the "weapon of the jedi" quest to 10.

Or if you've already gotten the emitter, put the entry for the global.jrl to 20.

Could've been an error with writing my global.jrl entries. idk

Quote

 I'm also using 2 other quest restoration mods which are Genoharadan Legacy and Dustil Restoration but I doubt there would be any conflicts with them in this specific way and the same thing was happening with and without these mods

Did either of these two mods do a hard overwrite of the global.jrl? 

 

I'd have to see your build to know exactly what happened, which I can't, so....

Just try that with KSE and see if there's any more problems.

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I also am having the same issue with the Duelist's lightsaber, just got the emitter and the cell, and I have a blank quest long in my game and have no idea how to fix this and make the quest continue as normal

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7 hours ago, Kaidon Jorn said:

Did either of these two mods do a hard overwrite of the global.jrl? 

 

No, they only modify it. I installed SLM after those two anyway so it shouldn't matter right?

Quote

I'd have to see your build to know exactly what happened, which I can't, so....

Actually you can. It's mostly this: https://www.reddit.com/r/kotor/wiki/kotor2modbuildfull 

The only differences from that are the two quest restoration mods that I mentioned which I installed after the TSLRCM Tweaks, this mod and DHRM instead of the lightsaber replacement mods this build uses, Hanharr's Jedi Training after Choose Mira or Hanharr, Train the Handmaiden and Train the Disciple after PartySwap, Extended Enclave Patch after Extended Enclave, then after Extended Korriban Arrival I added Extended Carth Meeting and Extended Ending, and some different graphical mods to the ones the Reddit build uses as well as Content Pack: Feats and Powers and High Level Force Powers near the end instead of Improved AI as well as some sound mods and those 90SK mods I mentioned. I think that just about covers it.

Edited by DarkLordStewart

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OK!

Welp, yeah that was me. I don't think I fixed something after I went back and added a new entry that should be writing to the global.jrl.

So, let's have both of you post your dialog.tlk files as well as your global.jrl's and I'll have to rebuild them and post them back here. 

I can probably maybe fix them here and get them back to you.

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Here's my dialog.tlk. Is it ok if I dm you the global.jrl? I can't seem to upload them both here due to a file size limit.

 

dialog.tlk

NVM here's the global.jrl. I guess I had to wait to be able to post this?

global.jrl

Edited by DarkLordStewart

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Ok I need to lock this download until I can fix what I think I definitely know is wrong with my patcher.

 

Awww man.

 

i will get a new version up asap

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New fixed version is up.

Sorry to everyone who's tried to play it already. 

That was a dumb rookie mistake. 

Fixing what you already have installed is as simple as opening up your dialog.tlk file with TSLPatcher's TalkEd tool and matching the string ref numbers to the fields in the global.jrl file found in your override folder with the Kgff tool. 

Ehhhehehe....simple right??

 

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Not sure if something else is wrong with the patcher itself, but the way of the jedi quest was not present, not even in the KSE, not until I just the global file you sent me back. also the Enclave Guardian Lightsaber has this weird bug where the texture on the model will simply disappear depending on the camera angle.  Not sure if this is something to do with the game engine itself or what.  The model stays in place, nor does it disappear.   I will let you know what happens after I get to Telos since I got about 8 hours of game to play to get to that once agin.

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So, is it just the interface that's different to duplisaber? Or are the models different too? I'm currently doing a big reinstall and I'll admit my head is struggling to parse a lot of the detail differences.

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6 minutes ago, Kaidon Jorn said:

Uum, what?

Duplisaber uses a few of my models, yes. I honestly don't even remember which ones.

 

Sorry if I wasn't very clear - haven't been super involved in modding for a while so I was suffering from a bit of information overload. Think I'm sorted out now though.

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I dont know just what is wrong with my game, but the tank boss in the Telos Military base is still not dropping the first lightsaber part.  I also cant seem to get my party members to make their own lightsabers, use the workbench to make lightsabers either.

Edited by rubimalone

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On 8/16/2021 at 11:50 AM, rubimalone said:

I dont know just what is wrong with my game, but the tank boss in the Telos Military base is still not dropping the first lightsaber part

Yeah I went back to replay this part just to check if this was fixed in the new version and I also didn't get the energy cell again. Also when I got the duelist's lens from Nar Shaddaa the next stage in the quest didn't activate for me

Edit: Second time around the next quest stage activated for me upon picking up the lens so that's not a problem for me anymore.

Edited by DarkLordStewart
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Here, both of you try this. Put this in your Modules folder and let it overwrite then test it again.

I may have left an old version of kj_drd_death01.ncs in place of the revised one.

232TEL.mod

Then drop this kj_drd_death01.ncs in SLM's tslpatchdata folder and that should fix subsequent installs.

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I will try this fix, but my real question is will this mod needed to be installed after TSLRCM or M4-78? I want to use both mods.

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Also I am using the Steam version of this game, do I need to use the Legacy Beta version or what?  I did as instructed and the patcher finished with one warning. something about legal.tga file already present. Skipping file.

Edited by rubimalone

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Yes. Yes you do. 

 Legal.tga is just the splash screen. You can have it overwrite the one in override if you want but it doesn't matter.

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ok.  is there a way to get this game to run at 2560 x 1440p with the legacy pc version then?  I have gotten up to Nar Shadda, I chose it as my first planet.  I did nottice that Vissas Mar will not create a lightsaber if you have only a read crystal in your inventory and I am wondering if this is a bug or is a design choice?  Otherwise, no issues have came up as of yet.

Edited by rubimalone

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On 8/17/2021 at 8:24 PM, rubimalone said:

ok.  is there a way to get this game to run at 2560 x 1440p with the legacy pc version then?  I have gotten up to Nar Shadda, I chose it as my first planet.  I did notice that Vissas Mar will not create a lightsaber if you have only a read crystal in your inventory and I am wondering if this is a bug or is a design choice?  Otherwise, no issues have came up as of yet.

1. Not that I know of. Someone else would have better knowledge of that though.

2. No somethings wrong with that.

 

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Why do you overwrite .dlg files (e.g. Kreia.dlg) instead of having tslpatcher modify them? It won't cause issues if its installed first, assuming other mods being used modify instead of overwriting (for example, partyswap), but in cases like mine where your mods are already installed it makes it impossible to properly install the mod.

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9 hours ago, SithLordRevan said:

Why do you overwrite .dlg files (e.g. Kreia.dlg) instead of having tslpatcher modify them? It won't cause issues if its installed first, assuming other mods being used modify instead of overwriting (for example, partyswap), but in cases like mine where your mods are already installed it makes it impossible to properly install the mod.

Yeah I kinda figured that out the hard way. Hopefully the install is improved in the future. That said, this mod is one heck of a huge undertaking so yaknow, understandable there'll be suboptimal elements to smoothen out.

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