AxC's Kavar's Extended Choices 1.0.2

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About This File

 

Convince, push the blame, or gaslight your favorite Jedi Master to spare him… Or be the one swayed in return!

 

Description:

This mod allows players who take General Vaklu’s route on Onderon to complete the questline without having to kill Master Kavar. This can be achieved (or failed) through various dialogue paths, exploring different topics such as proving General Vaklu to be the best choice for Onderon, convincing Kavar that he is fighting a battle he cannot win, guilt-tripping him, and more. The main focus of the mod is to add more interactions with Kavar, who was a mentor and a friend to the Exile a connection that was scarcely explored in the vanilla game. It also adds complexity to Onderonian politics, allowing the player to shape Onderon's future without the necessity of killing a Jedi. Additionally, this mod allows players who initially sided with Vaklu to betray him and switch sides at the last possible moment.

 

Key Features:

  • Spare Master Kavar and meet him later on Dantooine, without following the “light” path on Onderon.
  • Change sides after sparring with Master Kavar, keeping Queen Talia on the throne.
  • End Kavar’s life prematurely, skipping his third-phase fight.
  • Multiple ways to persuade Kavar, allowing you to roleplay your character in various ways.

 

Notes:

  • The mod is unvoiced. After careful consideration, I decided against using voice cloning or synthesizing due to the controversial attitudes toward such practices.
  • If you decide to join Talia after sparring with Kavar, there will be no reward from the Queen after completing the storyline you did ransack her city, after all!
  • Some dialogue paths will require you to have neutral or light alignment to succeed. Force Persuasion requires you to have the "Dominate Mind" ability; otherwise, it will fail.

 

Bugs:

  • There is a known issue, possibly unrelated to this mod, where during the final fight against Vaklu, the General refuses to defend himself. Many players have reported this problem, which can interfere with the mod’s thematic elements. Unfortunately, I am unsure of the cause or how to fix it, so any help would be appreciated.
  • The Lost Jedi quest will not be updated, and the Master of the Palace quest will still state Kavar died, even if your spared him on Vaklu's path. Will be fixed in the future.
  • Kreia's dialogue does not update accordintly? Will probably fix aswell when I find out what exact dialogue does not update.

 

Credits:

  • Fred Tetra, for KOTOR Tool
  • TK102, for DLGEditor
  • Torlack, stoffe & TK102, for NWNSSCOMP
  • JdNoa & Dashus, for DeNCS
  • Cortisol, for Holocron Toolset

 

Mods on Screenshots:

  • Canonical Jedi Exile, by michaelfung2000
  • The Exile's Robe, by Ellimar

What's New in Version 1.0.1   See changelog

Released

Removed a dialogue choice that allowed skipping the fight entirely, which was resorved for testing purposes only.

Fixed minor typos.

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Zantos_Endar

· Edited by Zantos_Endar

   3 of 3 members found this review helpful 3 / 3 members

Based on my experience, this mod works as advertised, but has some issues. Specifically, I sided with Vaklu on Onderon with the goal of sparing Kavar to avoid the Dark Side path at the enclave. The first thing I noticed was the dialogue option to simply skip his fight, which entails telling him "Wait! there's another way! Get your shit and get the fuck out of here!" I find the choice of words immersion-breaking to say the least. (I also feel that an easy skip option is rather cheap, but that's a me problem.) I feel silly for not thinking that it could be a test option.

The post-fight dialogue convincing him to surrender is very well-written, but a bit wordy. I think it would be more impactful if Persuade checks were required. I was able to spare him with no chance of failure short of a misclick, so it wasn't as satisfying as it could have been. After further study, I now see that this dialogue tree is far more complex than I initially realized. I did find a path that got Kavar to stand down on my first try, but there are many more where he sadly just can't compromise, even though your arguments are equally nuanced and logical. It's genuinely tense. Fine work.

Lastly, the Lost Jedi quest does not update if Kavar is spared this way, and the Master of the Palace quest states that he is dead. Kreia's dialogue also does not update like it normally does. Kavar still appears at the enclave, however, and the scene proceeds as if nothing on Onderon happened.

This mod is one I have wanted for a while since Kreia's endgame dialogue implies that Vaklu actually is better in the long run. It has a couple kinks to iron out, but I'm very glad it finally exists.

Response from the author:

All this time, and only now do I realize I uploaded the test version instead of the final one. Thank you for pointing out this out-of-place dialogue! I tested so many other dialogue paths that I forgot this one was even there.

The quest stages in the journal could easily be fixed, but it would require editing the global.jrl file, which I opted out of for the time being, until I learn how to properly incorporate TSLPatcher. I'll see what I can do with Kreia's dialogue when I have time.

Thanks a lot for such significant feedback!

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