Jedi Diversity on the Star Forge 1.0.0

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About This File

This mod changes the appearances of the Jedi that appear on the Star Forge, since the majority of them are clones. Now every Jedi has a unique appearance, including the addition of some extra alien races with models taken from TOR.

Installation:

Run INSTALL.exe.

It is recommended that you use this mod in conjunction with my Diversified Jedi Captives on the Star Forge mod, since this mod doesn’t alter the appearances of the captives on Deck 4. The use of my Dark Jedi Wear Robes mod is also recommended. It is also highly recommended that you use the K1 Community Patch, which makes a number of small edits to the Star Forge cutscenes (amongst a whole host of other fixes).  Just be sure to install that first.

Warning: This mod requires that at least one of the following mods be installed in order to function:

JC's Fashion Line I: Cloaked Jedi Robes for K1

JC's Fashion Line I: Cloaked Hybrid Robes for K1

JC's Fashion Line I: Cloaked Party Robes for K1

This is non-negotiable! JC’s added TSL supermodels from one of those mods must be present for the models in this mod to work.

To Do List:

The two Jedi that Malak toys with when you first encounter him at the end of Deck 3 are being choked, but don't have any SFX for it. I may add in some SFX for those at some point in the future, possibly in conjunction with/derived from a K1CP update.

Credits/Acknowledgements:

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tenor.gif&f=1&nofb=1

 

Are the new alien NPCs a single model? I don't see a heads.2da file and your requirement to use one of three Jedi Robe mods leads me to believe you've merged JC's Robe models with the TOR alien heads.

 

If this is the case, would there be a way to possibly make a compatibility patch between Jedi Diversity and the K1 Movie Style Robes by DeadMan? (Even if the end result is that every other NPC wears Movie Style Robes whilst the aliens keep their JC Robes?)

 

Other than that, great work!

Any chance of a total Rodian overhaul utilizing the TOR Rodian? I know you've had some experimentation with putting Rodian hands on different NPC body models in the past.

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Yeah I will eventually get around to releasing the aliens as standalone modders resource packs (including replacing my own Kel Dor with the TOR version).

The aliens are all full body models. They'd all need custom bodies anyway, because of the hand meshes, and the Nautolans need body weights for their lekku. The humans are added appearance rows, but regular part bodies using vanilla player heads (just like the vanilla Jedi rows). They do have custom bodies for the bare hand skin colours (using my own vanilla hand meshes remapped to TOR hand texture UVs). I'm not in any rush to do a compatibility patch right at the moment. Which ones are you even talking about? The HapSlash JKO/JKA ones?

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3 hours ago, DarthParametric said:

Yeah I will eventually get around to releasing the aliens as standalone modders resource packs (including replacing my own Kel Dor with the TOR version).

Oh nice... a surprise to be sure, but a welcomed one!

 

Where does the new alien audio in the mod come from? By any chance could there be additional alien audio so that we may use these aliens like other alien NPCs? (Like how in TSL there are 3 long, medium and small dialogues with each size containing 3 audio files etc?)

 

3 hours ago, DarthParametric said:

The aliens are all full body models. They'd all need custom bodies anyway, because of the hand meshes, and the Nautolans need body weights for their lekku. The humans are added appearance rows, but regular part bodies using vanilla player heads (just like the vanilla Jedi rows). They do have custom bodies for the bare hand skin colours (using my own vanilla hand meshes remapped to TOR hand texture UVs).

Hypothetically, Kel-Dor and Rodian heads don't have to be full body models? Either way, I can fully understand why you probably wouldn't want to make separate heads for all the heads... all the work you'd need to do on ALL those hands, and then of course you have those players who'll come and ask "Can you make this mod compatible with {Insert out of date mod from 2008 which adds in new body models}".

 

3 hours ago, DarthParametric said:

I'm not in any rush to do a compatibility patch right at the moment. Which ones are you even talking about? The HapSlash JKO/JKA ones?

I believe so, it's the one DeadMan ported from JKO/JKA for TSL which I, in turn, ported to K1.

 

 

 

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7 minutes ago, N-DReW25 said:

Hypothetically, Kel-Dor and Rodian heads don't have to be full body models?

They don't have to be, no. It was just less work not having to deal with adding heads.2da stuff for single UTCs.

8 minutes ago, N-DReW25 said:

Where does the new alien audio in the mod come from?

The Kel Dor and Nautolan male have new soundsets that I created from TOR audio. They also have VO for their ambient dialogue also created from TOR audio. The Rodian just uses vanilla KOTOR audio, with a custom named VO line that is just a renamed vanilla global line. The Nautolan female just uses one of the the vanilla female soundsets.

11 minutes ago, N-DReW25 said:

By any chance could there be additional alien audio so that we may use these aliens like other alien NPCs?

TOR has about 300 separate lines each for the Nautolan and Kel Dor, with additional duplicate sets for high/low/medium pitch. There's no way I am sifting through all that lot to categorise them, but if someone else wants to take a crack it I can pass along the extracted audio files for them to play with. Since the source is WWise audio, they just have numeric strings, no sensible naming schemes. I think that the numerical order is probably the same for every set though, so if someone can create a spreadsheet of what each file is roughly supposed to be, it would be easy to create a batch renaming script that can be used for every available race.

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A continuation from the comment section of Dark Jedi Wear Robes mod, I'd like to announce here that the K1 Movie-Style Jedi Master Robes port "kinda" works with Jedi Diversity on the Star Forge.

 

20220118172646_1.thumb.jpg.6bfb09eeda8042b6360c5a2b52c86b34.jpg

 

As you can see, the K1 Movie-Style Master Robes mod has no effect on the Jedi Diversity on the Star Forge mod but more importantly it doesn't break either mod meaning you could hyperthetically play both just fine.

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To be clear do you recommend installing this before or after the community patch? It would seem installing this after the community patch doesn't allow this mod to work.

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Did you read the description? It says right there that K1CP is recommended and to install it first. You should always install K1CP before pretty much anything else, aside from a handful of mods that do hard overwrites.

If it isn't working for you then the problem is user error. It works perfectly fine with K1CP. It was developed and tested on top of a K1CP install.

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4 hours ago, DarthParametric said:

Did you read the description? It says right there that K1CP is recommended and to install it first. You should always install K1CP before pretty much anything else, aside from a handful of mods that do hard overwrites.

If it isn't working for you then the problem is user error. It works perfectly fine with K1CP. It was developed and tested on top of a K1CP install.

Thanks for the quick response, I managed to solved the issue. It wasn't so much "User error" as it was mod incompatibility. You were right it wasn't K1CP, but still tested it for myself, took about 5 mins to check.  The mod in question was a minor mod called "Kill Starforge Jedi" it allowed you to kill the jedi on the star forge and gain some DS points.

Deleting all UTC files that came with "Kill Starforge Jedi" resolved the issue.

Edit: Nvm just removing UTC made them unkillable, I will have to try to edit it myself.

 

I did read it, but I wanted a clarification as mod compatibility may change for different reasons and some don't edit the description to reflect that.

 

------ Addendum -----

Finally managed to get both working together, I only had to edit the TSLPatchData change.ini file to include "Min1HP= 0". Tried a few other things before that didn't stick properly. Now the Jedi can fall if you let them fight/fend off the Dark Jedi on your arrival on the Star Forge.

I'm not used to these modding programs so it took me a while to correctly edit and correctly apply the changes I wanted.

The only files needed from "Kill StarForge Jedi" mod for DS players kill the Jedi team that meet them as they exit the Ebon Hawk is "k_JedAttack.ncs", "k_JedAttack.nss" and "k_sta_jedifem.dlg"

changes.ini

 

 

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