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Introducing: Sleheyron Story Mod.

A brand new planet expansion to add to your next KOTOR play-through: Sleheyron!

Built upon the Sleheyron demo mod by the legendary SithSpecter (with his permission), this new mod adds a huge new story that brings this lost-absent planet back to KOTOR.

This mod contains the following new content: 

I was inspired by SithSpecter’s work, and I’m hoping in the future my mod will be compatible with his. It would be a worthy venture for me to undertake to make our Sleheyron stories co-exist. After all, I owe him a HUGE debt of thanks for permitting other modders to build off his Sleheyron demo!

This new mod is my first ever project, and I’m quite excited to share it with you. Sleheyron will feature:
 
1: A roughly 5 hours long story, voice-acted (no AI voices either).
2: A fully-voice acted new party member, complete with a post-Sleheyron story and romance (A future update will include a Leviathan rescue).
3: 25 new modules of various shapes and sizes (including the four published by SithSpecter, which are amazing and I owe him a huge thanks!)
4: New weapons and armor.
5: Lots of connections to Tales of the Jedi, as I am a big fan of those comics.

This is the 1.0 release of the mod. After thorough testing, it appears there are no major bugs plaguing either Sleheyron or the rest of the game. However, please don't be afraid to contact me if you do find any glitches that you need resolved urgently. Or give me feedback for future updates! Or tell me if you're using Sleheyron: Story Mode for your own mods (Which I encourage!) Contact me here or on Discord (sao1138 is also my Discord handle).

Regarding compatibility: This first version of the mod was NOT designed with compatibility in mind. There will be a later release this summer of "Sleheyron+" that will use HoloPatcher to create a mod-compatible version of Sleheyron. But that being said: Several testers in the team have found a very surprisingly high degree compatibility with other KOTOR mods. A happy accident so far, but use whatever mods you like at your own risk (but I can say now it is definitely not yet compatible with BOSSR, unfortunately!)

Because compatibility was not a goal for the 1.0 version of the mod, this mod does not yet use a Patcher program. There is a detailed and simple ReadMe with installation instructions within the zipped folder, however.

If you are interested in using other mods, my tester has found that you can install the entire of the most recent Neocities Mod Build with Sleheyron; just be sure to download Neocities first, then Sleheyron (he also said this caused an animation glitch with Selkath, but that can be resolved by then installing the Custom Selkath Animations and NPC Overhaul Mods to fix it. But, again, these were not intended when developing the mod- it's just an interesting solution to an unforeseen problem.

The story for Sleheyron: Story Mode starts shortly after the player gets their main mission from the Jedi Council on Dantooine. There is a save file in this mod that will allow players to skip right to that moment with a pre-built character. Then you just need to fly to Sleheyron... But I also encourage players to make their own characters, too!

Sleheyron can be visited at any time between Dantooine and the Unknown World. I, of course, recommend going early to enjoy the new companion as long as you would like.

Some acknowledgements!
 
Modders:
First and foremost, the absolute biggest thanks to SithSpecter: Not just for creating the Sleheyron Demo that this mod is built off of, but for granting permission to use that Demo. When the day comes your Sleheyron Restoration Mod is complete, I know that it will be the very best Sleheyron mod out there!
 
Thor110, for helping me out with the basics of module design, as well as introduced me to some cut modules to use.
DarthParametric, for teaching me to retexture NPCs as well as two "larger creature" mods that became resources for Sleheyron (is there a single KOTOR mod out there that he hasn't been credited on?).
SithHolocron, who early on helped teach me how to retexture modules.
ZobiZob, for amazing YouTube tutorials for how to use Holocron Toolset and solving my problem with playing movies.
GlaspyLawson, who learned modding at the same time as me, and shared his knowledge; and for contributing a side quest to Sleheyron!
JC for just answering so many of my questions through the entire modding process.
Really, the whole Mod Development KOTOR Discord Group! Thank you for either offering advice or tolerating my simplistic questions!
 
Testers:
Mikael, the absolute most enthusiastic alpha tester anyone could ask for.
The_Chaser_One, a painstakingly thorough beta tester that made sure this mod was ready for launch (and also providing the cover art).
StellarExile, who helped me out with learning how to use the patcher.
MistahJayGarrick for his high praise of the story content (and occasional blunt, but necessary, advice).
 
Tool Developers: 
Cortisol and W1z4rd designed and kept updated the incredible Holocron Toolset, that was instrumental in this mod's design. I owe them a massive thanks for their work, and the hours they spent helping me out with bug-fixing!
 
Voice cast:
LadyandSaoRS, the talented actress that gave us the incredible voice of Vima; giving this long-standing fan-favorite character a perfectly excellent rendition.  
Mikael, for various voiceovers around Sleheyron that made the planet feel alive (including the dulcet tones of an exhausted Hutt).
C4 for the excellent performance as Commander Forcay, praised by a tester as "Sounds exactly like a NPC from KOTOR!"
PuckShadows for his Sith Lt. Savage.
Juice Phanta for a pitch-perfect protocol droid.
Black Rose for literally hundreds of Iridorian mercenary lines, giving me an impressively huge range of pitches to work with.
Schofield-HD for an officer of vice and virtue (and more roles to come in Sleheyron 1.1!)
Gwoopp and MerakiSky for two fun little roles in the Sleheyron cantina.
 
Companies:
Of course, BioWare and Lucasfilm, for making this game that we all enjoy so much.
NexusMods and Deadly Stream for being the places to discuss and host mods.
Discord for enabling communication that made this mod a collaborative effort.
 
Final Dedications: 
My wife, who tolerated me spending nearly six months isolated to make this.
To a relative who isn't around anymore to enjoy Sleheyron. I think this mod would make you proud! (even if you did spoil this game for me)

My apologies if I missed anyone else; but I appreciate all of your hard work!


I hope you all enjoy Sleheyron: Story Mode!
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134340Goat

   5 of 5 members found this review helpful 5 / 5 members

When SAO set out to make this mod, he mentioned hoping that it would feel like if Bioware themselves made a DLC for the game. Suffice to say, he succeeded

There is a little jank here and there, mainly to do with the (Bioware-made) incomplete Sleheyron modules, and the occasional oddity I'm sure will be ironed out over time, but these are all small things I very readily overlook. The writing is fantastic, the scenarios and possible outcomes are great, the design philosophy feels very much in line with how Kotor generally does things, and most of all - you've got replayability, and not just on Sleheyron itself since the mod includes a new custom companion

You're definitely going to want to try this one

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The_Chaser_One

   4 of 4 members found this review helpful 4 / 4 members

This is really good. Really really good. The best Sleheyron story yet, and a great hope for SithSpecter's ! As Sao explained, a more compatible version will come out soon. We're currently working on it. I can't wait to have Sleheyron integrated into my modded installation, and I'm sure you can't either !

PS : He said 5 hours of new gameplay, but if you do everything in details and explore every dialog it can be way more than that ;)

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Mephiles550

  

I beat the mod. Or at least whats on the planet itself.
That was great. Not perfect, but great which is pretty dang close. I seriously haven't had this much fun with a Kotor mod since I was a little kid playing BOSSR or the old Yavin 4 mod when those mods first came out. This was a blast from the past. And the writing was way better than I expected. Well, It would take me a looooong time to explain what I loved most about this mod, so I'll just focus this review on the few things I think could benefit from some improvement.
 

-consider populating Sleheyron with various types of citizens even with the Iridonians walking around from start to finish. It feels weird without them, regardless of story.

-make the one-text dialogue with characters like Sith and Iridonians not transition into full dialogue sequences, but just react like other simple NPCs with a text bubble only

-Having a lot of areas look just like Taris again, even if it wasn't the exact same module, was still slightly immersion breaking. Please consider reskinning these areas in any way you like, just make it different. You already did this half the time with these modules and it worked well. 

-this might just be me, I'm not sure, but Rudos shop module is completely broken. The walls and floor are missing. I am running a clean install of the game, outside a resolution mod and some icon texture mods. I even reinstalled the resolution several times to see if that made a difference, the room is still bugged. If this is just me, I'm at a loss as to what could be the cause of this. 

-Some enemies give way too little experience for what they're worth. The (very neat) reference to the special NPC you fight in the Czerka lab is worth like 30XP which is a joke considering how tough he is.

-Try to see if you can make a custom Sleheyron-themed door for all these modules. Having the doors not fully cover the entry/exit just feels kinda odd

-Although I think the splicing of modules was really cool to see, it sometimes leaves holes in level geometry. Some weren't so noticable, others glaringly bad. 

-My biggest gripe with the mod, A few of the modules have absolutely terrible level transition boxes. I think it would be best to just edit the module so that you add an extra hallway that connects to these transition areas instead. This was most noticable in the Czerka lab area. This was frustrating and confusing at times.

I'd give it 4.9/5 if possible but we don't have that so I'll settle with 5/5 

Oh and what you did with Vanasseus, you're insane man lmao that was too funny

 

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Lewok2007

  

Mod is amazing. Some things were a little janky, but overall the mod was really great.
- I didnt encounter any major bugs, and the minor bugs I encountered weren't too frustrating.
- The new campanion is interesting, and fills the spot of an existing campanion that's already pretty useless in a base game.
- The story feels pretty authentic to the first kotor, having that tiny goofy factor but being solid enough.
- I haven't completed all of the side quests but from what I've seen of the quests I didn't do, they're pretty interesting.
- I really like the new modules. SAO used a technique in the new modules that uses pre-existing models but the module layouts are all new. 

and of course, I can't forget:

Spoiler

GIANT GIZKA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
It was so goofy and definitely out of place, but it's the kind of silly that makes no sense but is so good you can't hate it.

Did I mention they were the hardest boss in the mod? I had to restart 30 times to get the right build! /s

 

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