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Description:

A tiny mod for KotOR 1 that gives the player the option to avoid becoming a Jedi and remain a Soldier, Scout, or Scoundrel for the entire game.

It adds two new replies towards the end of the second conversation with the Jedi Council. As you can see from the screenshot, the new replies start with "[Refuse Jedi Training]", so there should be no confusion as to what they do or which ones they are.

If you choose not to be a Jedi, that conversation leads directly into the "corruption in the grove" quest, skipping over several parts of the Jedi training quest.

Scripts are included to enable cross-classing as a non-Jedi. So, for example, a Scout can cross-class as a Soldier, etc.

The option to cross-class as a non-Jedi is given through subtitles at the end of that second conversation with the Council.

To avoid cross-classing as a non-Jedi, simply choose "No" when asked if you want to cross-class.

Note that there is no second opportunity to cross-class or become a Jedi. If you change your mind later or you misclick, you'll have to reload or use a save editor.

If you're wondering why anyone would want to do this, some people might want to do a "challenge run" without lightsabers or Force powers. Others might want to roleplay a trooper, smuggler, or bounty hunter-type character who refuses to use the Force.

If you're wondering how this might be explained from a story standpoint, considering that the PC is regularly referred to as Padawan or Jedi, my explanation is that the PC is a "nominal Jedi". The PC is Force Sensitive and the Council considers them a (stubborn, uncooperative, foolish, and possibly evil) member of the Jedi Order, but the PC refuses to cultivate their Force abilities (in any obvious way), to wear robes, or to use lightsabers. Other than the Council and a few others who insist on treating the PC as a Jedi because they "should be a Jedi", NPCs are playing along. Or they don't know any better. They encounter a Force Sensitive or someone who seems like a Jedi, and assume that they must be one.

File Index:

dan13_vandar.dlg

dan13_zhar.dlg

A bunch of custom scripts

Installation:

Open the I Don't Want to Be a Jedi 3.0 archive and extract the loose .dlg files and .ncs scripts into your Override folder. Ignore the "Source Scripts" folder.

Uninstallation:

Remove the .dlg files found in the archive from your Override folder. The scripts won't do anything without the .dlg files, so you can leave them or delete them.

Credits:

Fred Tetra for KotOR Tool

Fair Strides for DLG Editor

Dotalink for the cross-classing as a non-Jedi idea

Bioware for making KotOR in the first place


What's New in Version 3.0.0   See changelog

Released

The edits to Dorak's dialogue have been abandoned. The choice to not be a Jedi is now given during the second conversation with the Council. Rather than during the conversation with Master Dorak.

The option to refuse Jedi training is integrated in a slightly more lore-friendly way, with custom dialogue to match the disposition of a PC who does not want to be a Jedi.

The Jedi training montage, the Jedi Code recitation, and the lightsaber construction are skipped over completely, to reflect the PC's refusal to learn the Jedi ways. When the PC officially refuses to become a Jedi, the Council moves on to the "corruption in the grove" quest.

Since the lightsaber construction and Jedi class choice never happen, the option for non-Jedi to get a second (non-Jedi) class is given through subtitles at the end of that second conversation.

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"It is to surrender yourself, to make yourself a slave to a teaching or belief, that makes it so that belief will always rule you."

/ "Are you prepared to give up all that is a Jedi, entirely? Until then you will always be weak."

/ "To believe in an ideal is to be willing to betray it. It is something no Sith or Jedi has ever truly learned."

/ "Forsake it, deny it, and you will deny power."

"The only power I need is myself."

"Ah... and that is the choice of Malachor V at last. / And know that that is the true lesson of strength - to turn away from strength that is not your own."

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I really like the headcanon explanations for this variation of Revan's story that this mod allows for. Here's a couple of examples I thought of:

1. The reason Carth and the player rescued Bastila on Taris was to get her back to the Fleet so she could use her Battle Meditation to win victories and save lives.  But this is completely forgotten on Dantooine!  A player who is a Republic Soldier or Scout should strongly object to Bastila wasting time training a Jedi apprentice on Dantooine (a peacetime Jedi activity) rather than returning to the Fleet and helping win the war.  Master Vandar never discussed Bastila's future agenda with Admiral Dodonna - I bet the Admiral would have been absolutely horrified and very angry!  How many Republic ships and crews would be lost in battle with the Sith because Bastila was on Dantooine for months?  No other Jedi in this time had her ability.

2. A player who is a Scoundrel would likely take a VERY dim view of committing the rest of their entire life to the Jedi Order, and giving up their freedom permanently.  Even a Republic Soldier or Scout has only signed up for the duration of the war.  Scoundrels would really value their freedom and independence very highly, and should only agree to help the Republic in wartime, to save their home.  Many would only agree to Republic army service as an alternative to being stuck in prison!

3. A player who naturally leans toward the Dark Side would not want the Jedi Order to pry too closely into their feelings and motivations, and the bond with Bastila makes concealment of dark emotions very difficult, if not completely impossible.  Refusing the Jedi training misses out on the massive power gain of learning the ways of the Force, but at least it allows the player a better chance of staying away from Bastila and hopefully escaping from the Jedi Order at the earliest opportunity.

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