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About This File

The opening act of The Sith Lords gets a bad rap. It's actually very atmospheric and gives a great introduction to the themes of the game (especially if you install a skin like A Darker Peragus). It only has one real problem: it's too long and repetitive. Especially since TSL rewards replaying to try different paths, it can be a chore to get through at the beginning of a new game.

This cuts out about a quarter of the length without sacrificing any plot points, by removing a large section that doesn't reveal anything new, and changing some frustrating level design decisions that add delays and backtracking without adding meaningful choices. This should give new players a better opening experience to the game, as well as letting experienced players get through the first segment faster. The full list of changes is below, if you want spoilers:

Spoiler

1. Removes the Dormitory level, and updates dialogue and console output to stop implying that it can be reached. The spacewalk section now connects to the Admin level, and the turbolift is fully locked down. The player's goal is now to get back to the Admin level, instead of to get to the Dormitory level.

  • Why? Ultimately the Dormitory is a big shaggy dog story. The motivation to go there is to get a code to unlock the turbolift to get to other levels. But once you reach the Dormitory, you only use the code to get back to the Admin level - which was reachable just fine, until you cut yourself from it by going to the Dormitory. The only thing you find in the Dormitory is confirmation of how the miners died, which was pretty obvious before that. (Also, the additional Light Side motivation - to rescue any miners that are still alive - makes a Light Side PC seem naive, since it's very clear by that point that they're all dead.)

 

  • Locking down all the turbolifts is just simpler. The original has a confusing explanation that the turbolifts are locked down to prevent escape, EXCEPT to the Admin level for complicated reasons. But this also muddies the motivation for going to the Dormitory, which becomes circular: going to the Dormitory will "unlock the turbolifts", but is counter-productive because it cuts off access to the Admin level, which can only be restored by... unlocking the turbolifts. This only makes sense if there are other levels to unlock, but it turns out there aren't. The only actual reason to go to the Dormitory level is to fix a problem caused by going to the Dormitory level. (True, in character the PC doesn't know that until afterwards, but it's still frustrating to be led around by the nose.)

 

  • In both the original and streamlined version, the real benefit of going outside to try to get to the Dormitory (original) or Admin level (streamlined) is to trigger the Harbinger's arrival, which isn't actually related to anything the PC does in-character. From that point of view I find the streamlined storyline more satisfying - the PC goes into the Mining Tunnels HOPING to find a way to escape (they don't, just a dead end in the Fuel Depot), and then they return to the Admin level HOPING to find another way out now that they know more about the situation - and that hope is rewarded, because they witness the Harbinger docking and see that it opens another way forward. In the original, after their first hope in the Mining Tunnels dead-ends, they go to the Dormitory HOPING to find a turbolift to somewhere useful, but witness the Harbinger docking and realize that another way off the Admin level has just opened up BEHIND them, which they can no longer reach until they slog through the Dormitory's fights and puzzles. The streamlined version has a setback and then a success, while the original has several similar failures in a row, which gets tedious.

2. Adds items to the Admin level security locker to let the player to solve the "med bay murders" side quest without going back and forth between the Fuel Depot and the Admin Level.

  • As a side effect, requires 2 computer spikes for T3-M4 to open the Fuel Depot doors. This prevents the player from skipping T3's spike-finding quest by keeping one from the Admin level. (The quest now gives out 2 spikes to match the requirement.)

 

3. Adds a new commconsole to the Fuel Depot level, in the room with a broken door. This holds a log of a conversation from the Admin level (from the other participant's point-of-view), which lets the player get a voiceprint without backtracking there.

  • The console also has some logs from the Dormitory level that give extra backstory.

4. A few cosmetic additions:

  • While tweaking dialogue options that formerly gave Light Side and Dark Side reasons to go to the Dormitory (now giving reasons to return to the Admin level), adds a third, neutral option that doesn't give Light Side or Dark Side points.
  • Updates the logs recorded by the Maintenance Officer to show him standing in front of the Maintenance Console instead of in the turbolift. (Since that's the way the new Break Room Console works, I added the same effect to the Maintenance Console, since I think it looks better.)

I recommend also installing my Harbinger Arrival: Free Cam mod, which speeds up a long unskippable animation sequence. It's separate so that it can be installed on its own for people who don't want the more drastic changes in Streamlined Peragus.

Compatibility

  • Requires TSLRCM.
  • Tested with the Full Mod Build and the Spoiler-Free Mod Build. Install this after them.
  • Also compatible with my Harbinger Arrival Tweaks. Install them in any order.
  • Modifies the map of 103PER (Fuel Depot), so this will conflict with any other mod that replaces 103per.lyt or 103per.vis.

Known Bugs (spoilers)

Spoiler
  • In the cutscene on the waterlogged datapad, the door isn't rendered.
  • HK-50's recorded lines still say that the player can reach the Dormitory. I tried to paper over this by making the player's responses and journal entries skeptical that anyone could be alive there and that the trip would be worth it.

Links


What's New in Version 1.2.0   See changelog

Released

Fixed bugs with the Full Mod Build: sometimes crashed when T3-M4 first entered the Fuel Depot, and the new menu entry on the Admin security console had the wrong text.
 

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Doesn't seem to be working for me. I tried installing this after using the KotorModSync tool to install the Full Mod Build, and it crashes whenever I enter the Peragus Fuel Depot as T3M4 before even booting up the loading screen, with no error message. Anyone have a fix?

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On 10/19/2024 at 7:25 PM, HiIAmMeAndIExist said:

Doesn't seem to be working for me. I tried installing this after using the KotorModSync tool to install the Full Mod Build, and it crashes whenever I enter the Peragus Fuel Depot as T3M4 before even booting up the loading screen, with no error message. Anyone have a fix?

I haven't tested with the full modbuild, only the "spoiler free" one. I'm not sure what the exact difference is, though. Can you try the "spoiler free" modbuild to see if it still crashes? (I also wonder if the modbuild's been updated since I tested.)

I tested with the Steam version of KOTOR2, without any workshop mods installed, on Windows and Steamdeck. What OS and KOTOR2 version are you using?

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On 10/26/2024 at 1:46 PM, JoeNotCharles said:

I haven't tested with the full modbuild, only the "spoiler free" one. I'm not sure what the exact difference is, though. Can you try the "spoiler free" modbuild to see if it still crashes? (I also wonder if the modbuild's been updated since I tested.)

I tested with the Steam version of KOTOR2, without any workshop mods installed, on Windows and Steamdeck. What OS and KOTOR2 version are you using?

I'll give it a try with the spoiler free one sometime, but if you did it with steam on windows then it's probably a compatibility issue rather than a system issue. I'm on Windows 10 with the Aspyr Steam version and obviously no workshop mods. Also I know the modbuild was updated when transitioning from Reddit to neocities and I think it's also been updated further since, so very possible

Edited by HiIAmMeAndIExist

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On 10/31/2024 at 7:00 PM, HiIAmMeAndIExist said:

I'll give it a try with the spoiler free one sometime, but if you did it with steam on windows then it's probably a compatibility issue rather than a system issue. I'm on Windows 10 with the Aspyr Steam version and obviously no workshop mods. Also I know the modbuild was updated when transitioning from Reddit to neocities and I think it's also been updated further since, so very possible

Ok, I just reinstalled and tested with the latest full modbuild, and I get the same crash. Also one of the dialog entries I added on the Admin level doesn't show up. I'll try to fix it.

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On 10/19/2024 at 7:25 PM, HiIAmMeAndIExist said:

Doesn't seem to be working for me. I tried installing this after using the KotorModSync tool to install the Full Mod Build, and it crashes whenever I enter the Peragus Fuel Depot as T3M4 before even booting up the loading screen, with no error message. Anyone have a fix?

Fixed in version 1.2. Thanks for reporting it!

(Sorry for the delay, I didn't have time to look into it until this weekend.)

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On 11/11/2024 at 1:41 AM, JoeNotCharles said:

Fixed in version 1.2. Thanks for reporting it!

(Sorry for the delay, I didn't have time to look into it until this weekend.)

No worries, my bad as well for not testing it with the other build like you suggested. Thanks for fixing it, you're awesome!

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