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Schematic Lightsaber Mod 2024
(SLM 2024)
===============================================================================================================
for TSLRCM 1.8.6

Author: Kaidon Jorn 
Date: Summer 2024

  This is a large scale lightsaber mod which was built using TSLRCM 1.8.6. This lightsaber mod will not work properly without TSLRCM installed. It should be installed directly after the **DeadlySteam version** of TSLRCM 1.8.6 and on the **LEGACYPC version** of the game from Steam (NOT THE ASPYR VERSION). 
  
  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. 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. 

In this version I went back to the schematics being simple datapads that you must keep in your inventory to be able to build the lightsaber on the workbench. You won't be able to destroy these datapads since they are quest items that will show up in the quest items inventory. 
All saber hilt textures and their icons have been remade. There is also one quest to find the parts of a lightsaber with a uniquely colored blade which you can then build on the workbench. It begins in the Telos military base and ends in the Refugee Sector on Nar Shaddaa. The quest for the Acheron lightsaber has been removed.
The rancor on Dantooine has been removed and the Eloquence saber has been moved to Dxun and you can fight Bralor in the Mandalorian Battle Circle for it. 

Huge thanks to Fair Strides and Darth Parametric for all their scripting help.
Also thanks to Sith Holocron for providing all brand new crystal icons.
        
Install by running the .exe file called "SLM 2024"


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: Version 2024
*Some older hilt models have been replaced with some different ones.
*All saber hilt textures have been redone to look a bit more realistic. 
*All blade textures have been remade into thick core blades with slightly colored cores for a more movie/tv show look.
*All saber icons have been remade from scratch.
*All new crystal icons have been provided by Sith Holocron - huge thanks!
*Greatly expanded workbench dialog to include the breaking down of vanilla game lightsabers and retrieving their crystals.

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*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 probably 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 doesn'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.
Special thanks to SithSpecter for use of his unstable blade textures.
Thanks to Darth Parametric, Varsity Puppet and Fair Strides (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.


Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my undeniably expressed 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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Hi

Is the a version of this mod or equivilant mod that works with the Aspyr version (don't ask why but I prefer the Aspyr version and playing with a controller)

Edited by sajp16

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Hello. I want to ask how are you doing.

I'm also asking about the mod and it's progress for an update. Given i played it, as of no matter either it's installed first or last in the game.

The findable schematics are not allowing, crafting lightsabers regardless of the player character or companions. Given they already have the read schematics feat, they can't build any other than their first lightsaber. 

The mod currently is like 50%, than of it last version.

I await your reply for the status of the mod and thank you.

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Kaidorn jorn hey I'm new to the kotor modding community and I need help putting in the slm 2024 mod on android and idk where to put any at so can u please reach out to me if you can help me out

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I installed this mod after the Movie Style Replacement Lightsaber Hilts (TSL) mod, which affects default lightsaber hilts, and now the cyan/turquoise default (g_w_lghtsbr10) is showing a different model than the expected A New Hope movie-style Luke hilt. I really want to see how this mod fleshes out since it looks pretty cool so I'll be keeping it, but it'd be great to recover the high quality movie hilt by removing the conflicting piece from this one.

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I really love this mod and have been playing with it for 4 years now. But I have the same problem as many others here: when I complete the quest for my lightsaber, the “read schematic” feat does not appear, so I cannot create hilts. I am really looking forward to a fix.

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Im going to try to finish the new version soon if anyone is still interested. Maybr have it before december but i dunno

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I'm always up for a new version of the best lightsaber mod for Kotor 2. I'm looking forward to it.

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On 10/12/2025 at 6:53 PM, great_exkaiser103 said:

Where is the M4-78 patch?

Haven't made one yet. I'll maybe get to that when I post the final version of SLM.

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I think I may have found the cause of the missing Learn Schematic feat. I looked in baodur.dlg, and noticed that the dialogue for when you construct your lightsaber called for a script called "a_lrn_sch". However, I looked in both the override folder and the tslpatch data folder that the mod's installer uses, and the script wasn't present in either of them.

Is there a chance I could get my hands on that script so I can test it out?

If I'm wrong please let me know, I love modding this game but I'm only human.

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Ok so you're using SLM 2021?

The thing is the script compiles when you install the mod with certain string refs from the dialog TLK file ( there's the chance I did that wrong), so the corresponding string refs in the uncompiled script match what's in the DLG TLK. (Also 2da Memory tokens)

But I can post a debug version here...

void main() 
{
    
	int int1 = 282;
   
	int int2 = 136393; 
	string string1 = "ip_scheme";

		if ((GetIsInConversation(GetFirstPC()) == 0)) {
			GrantSpell(int1, GetFirstPC() );
			DelayCommand(1.5, DisplayMessageBox(int2, string1));
		}
		if ((GetIsInConversation(GetFirstPC()) == 1)) {
			DelayCommand(0.5, ExecuteScript("a_lrn_sch", OBJECT_SELF));
        			return;
		}
		
	}
	

Wow. Yeah I really did make that version more complicated than necessary.

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7 hours ago, Kaidon Jorn said:

Ok so you're using SLM 2021?

The thing is the script compiles when you install the mod with certain string refs from the dialog TLK file ( there's the chance I did that wrong), so the corresponding string refs in the uncompiled script match what's in the DLG TLK. (Also 2da Memory tokens)

But I can post a debug version here...


void main() 
{
    
	int int1 = 282;
   
	int int2 = 136393; 
	string string1 = "ip_scheme";

		if ((GetIsInConversation(GetFirstPC()) == 0)) {
			GrantSpell(int1, GetFirstPC() );
			DelayCommand(1.5, DisplayMessageBox(int2, string1));
		}
		if ((GetIsInConversation(GetFirstPC()) == 1)) {
			DelayCommand(0.5, ExecuteScript("a_lrn_sch", OBJECT_SELF));
        			return;
		}
		
	}
	

Wow. Yeah I really did make that version more complicated than necessary.

Thanks for posting the script! I'm using 2024 currently, but I did go to my old installation (which uses the 2021 version of the mod) and it did have a a_lrn_sch script. I tested it in my override just to test it and it was obviously buggy as Sith spit, but at least I can confirm that Bao-Dur does indeed fire the script.

 

EDIT: Compiled this script, got the same result that the 2021 version of the script gave me. To be clear, I'm using the 2024 version of the mod itself. Is there a way to make the script call to give the player a specific feat (since it's instead calling for a line in dlg.tlk, which other mods can replace)? I know Handmaiden's dialogue in the base game uses a script to give the player the Battle Precognition feat. I'm very new to scripting, I'm just brainstorming tbh

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2021 and 2024 are obviously completely incompatible. There's no need for the script in 2024.

Anyway, the new version lets you select the feat at level up for the player and whatever companions you wish except non-jedi.

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7 hours ago, Kaidon Jorn said:

2021 and 2024 are obviously completely incompatible. There's no need for the script in 2024.

Anyway, the new version lets you select the feat at level up for the player and whatever companions you wish except non-jedi.

Just tried to level up my character after building my lightsaber, and I don't see the feat as selectable anywhere. How exactly did you implement it without a script?

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I just wanted to let everyone know that I whipped up a script that managed to fix the Read Schematic feat not being given to the player character after lightsaber creation. I took the script the Peragus Administration Level uses to give the player the Force Chain feat, and replaced Force Chain's Row Label number (205) with Read Schematic (245).

Let me know if anyone encounters any issues with it! I'd like to publish this script as my own mod if Kaidon Jorn would be okay with it (it doesn't use any code provided above or in any other places from the mod, but I'd love to gain his endorsement if this helps people!)

a_lrn_sch.ncs

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