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KotOR Saber Replacement 2022 (KSR)
===========================
Author: Kaidon Jorn
July 2022

This saber mod was built using the K1CP mod. It is mandatory that it be installed before this mod. 
You must also upon installation open up the swkotor.ini and under [Graphics Options]change the line "DisableVertexBufferObjects=1" to read "Disable Vertex Buffer Objects=1" putting spaces between words.

So here's a little thing I whipped up....
In this mod for Knights of the Old Republic, all Jedi party members and force wielding NPC's will come with their own unique lightsaber models. 
These hilt models from my stash have been updated with Crazy34's new lightsaber blade models with ambient lighting. There are also several unique lightsabers that will drop from enemy npc's or come as rewards for quests on each planet in the game. All saber textures have been redone to some extent in an attempt to update this mod from the old SotOR mod. 

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Installation: Run the .exe file after installing K1CP.

Removal: A backup folder was created in the KSR main folder on installation, just replace all files into their relevant folders.
Then delete all lightsaber files and dialog files that came with this mod within the Override folder.


Thanks to: Crazy34 for his great work on new lightsaber blade models, and allowing me to convert my hilts to use his blades. Thanks to SithSpectre for the use of his Unstable Blade texture.
JDub96 for helping out with *most* of the saber descriptions and giving me ideas on where to place them.
FairStrides and Darth Parametric for all the scripting help and suggestions.

     
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.
    
     
     


  

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18 minutes ago, darthbdaman said:

Why would they not be compatible? Not sure what he's talking about

If I remember correctly, if this Mod works like the old SotOR Mod, the PC gets their own Unique hilt at the end of Jedi training, which JFTS kinda bypasses...

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3 minutes ago, ConansHair said:

If I remember correctly, if this Mod works like the old SotOR Mod, the PC gets their own Unique hilt at the end of Jedi training, which JFTS kinda bypasses...

Probably not. Making it compatible would be a pain, and it would probably conflict with Extra Saber Colors which I prefer and recommend

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23 hours ago, ConansHair said:

If I remember correctly, if this Mod works like the old SotOR Mod, the PC gets their own Unique hilt at the end of Jedi training, which JFTS kinda bypasses...

You could just use KSE to give yourself the pc lightsaber. 

3 hours ago, gua543 said:

Hello, I have a question. Will this mod interfere with https://deadlystream.com/files/file/2037-sith-lightsaber-replacement/?

No it shouldn't. I don't have any model numbers in that range. (050-059)

Mine all run from 150-174 and a few between 009-016 

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15 hours ago, Kaidon Jorn said:

No it shouldn't. I don't have any model numbers in that range. (050-059)

Mine all run from 150-174 and a few between 009-016 

I take it from this, that this Mod will insert itself in between Crazy34's original full installation?? Is that correct??

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3 hours ago, ElvenLace said:

Does this mod touch any of Sherruk's Lightsabers, or his drops?

It will replace the default red and blue single sabers he drops with new red and blue ones.

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20 minutes ago, ElvenLace said:

Okay, thank you. Would I be able to install this mod https://deadlystream.com/files/file/2054-sherruks-lightsaber-collection after your mod in order to have it function?

I'd wait, I spoke with the Author of that mod, and getting the models updated to the new environmental/ambient lightsaber system is definitely on the to-do list...if it does happen to be compatible with this mod, it would be standard vanilla blades...

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1 hour ago, ConansHair said:

I'd wait, I spoke with the Author of that mod, and getting the models updated to the new environmental/ambient lightsaber system is definitely on the to-do list...if it does happen to be compatible with this mod, it would be standard vanilla blades...

Ah okay, that is excellent to hear. Thank you for letting me know. I'm also not too picky on which blades are used but, I will happily wait with patience for a better quality blade.

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1 minute ago, ElvenLace said:

Ah okay, that is excellent to hear. Thank you for letting me know. I'm also not too picky on which blades are used but, I will happily wait with patience for a better quality blade.

Anytime...I am now very picky on blade models now, after Crazy34's new ones vanilla blades are ecchhh🤢🤮...lol

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12 minutes ago, ConansHair said:

Anytime...I am now very picky on blade models now, after Crazy34's new ones vanilla blades are ecchhh🤢🤮...lol

I completely agree! Crazy34 did absolutely amazing and made such a god-send of a mod. I'm just not all that picky because, I'm used to whatever and don't worry too much about stuff.

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Sherruk's Lightsaber Collection wouldn't be compatible with KSR. Both mods affect Sherruk. It's one or the other. 

 

 

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On 7/19/2022 at 12:35 PM, Kaidon Jorn said:

Sherruk's Lightsaber Collection wouldn't be compatible with KSR. Both mods affect Sherruk. It's one or the other.

Hmm, okay well, I just figured I could install the other mod over your mod without consequences?

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On 7/21/2022 at 12:40 AM, ElvenLace said:

Hmm, okay well, I just figured I could install the other mod over your mod without consequences?

Yeah you can do that. Install his mod after KSR and it should work. But if there is a hard module replace then it will definitely mess with KSR.

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This is probably a stupid question, but do i need to install Crazy34's new replacement blades mod separately, or is it included with this one?

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This is a fantastic mod, but since installing it, I've had a couple quest bugs I've never experienced before.  I don't know for certain this mod is the culprit, but the only other changes to my mod installation were some NPC reskins and ones that replace some item stats.  This is the only one that actually touches the origina in-game content, so it makes sense it would be this. 

Both bugs have been the same:  dialogue is not advancing with the appropriate quest stage.  The first one was Rickard on Dantooine.  I couldn't get the option to ask him about his relationshp with Calder Netter during the investigation quest.  Next, I was on Tatooine, and I couldn't get the option to ask the Czerka Rep about Griff (and yes, Mission is asking me to talk to her, the journal has the appropriate update, and I've not been to the Sand People Enclave yet, so I've not trigged the OG Griff bug).   This mod has a file called "tat_17_10czerk_01.dlg" which further reinforces my suspicion its the culprit.  

To get past the glitches, I had to temporarily revert to a module file from K1CP for Dantooine and Tatooine.  There may be other quest glitches, as I go.  Just want to keep the author udpated, as this is a fantastic mod, and I hope any kinks can be worked out because I want this to be a staple of my future playthroughs.

EDIT:  The modules that had to be temporarily swapped out were "dan14aa.mod" and "tat_m17aa.mod"

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I got some feedback on this on the kotor subreddit, and one possible theory tossed out by JC, was that the tslpatcher executable is outdated and known for not doing something with modules correctly.  We tried swapping it out with the one from the K1CP install and the at least one of the issues disappeared.  

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I will start working on updating the TSLpatcher executable swapping probably in the spring (2023) as there is no way I can do it now. Sorry for the inconvenience.

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