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Introducing: Sleheyron Story Mode... 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.

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 mod 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 (The new companion can even do the 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.

The most recent, and presumably final, version of this mod that I have uploaded is called "Sleheyron+." This version of the mod comes with a few useful qualities: It uses Holopatcher for easy installation, it is compatible with other mods, and it has a few improved textures and voice acting.


If you are interested in using other mods, please install them in this order. If you aren't using a certain one, go ahead and skip it.
First the the K1CP, then the Sleheyron first main two folders, then the Restored Content Demo for the Community Patch, then BOSSR, then the Sleheyron Compatibility Patch (included with Sleheyron).
There are also several other small compatibility patches in Sleheyron for other mods. These are optional, but for peak compatibility, drop them into your Override folder last.
 

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:
Of all the people I need to thank, there are two above all others:
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!
And right after SithSpecter is my good friend, The_Chaser_One. Chaser has been an extremely great friend (and a talented new KOTOR modder himself) and is responsible for making this mod compatible. He's talked through many ideas, he was the best beta tester anyone could ask for, and he really did work hard to make this project a better one to share with all of you. Thank you for your help, Chaser- really!

 
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.
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 Th3W1zard1 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! And also Wizard for a pretty fun voice, too. 
 
Voice cast:
LadyWarden, the talented actress that gave us the incredible voice of Vima; giving this long-standing fan-favorite character a perfectly excellent rendition (she was also an excellent audio assistant and helped design the load screens).
 
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!
 
 
...
 
Updates for 3.1!

NEW MINIGAME: The Arena of the Glorious Jewel! Following the events of the main Sleheyron storyline, return to Sleheyron for some of the hardest KOTOR combat you've ever seen! Jump into the arena- with your Hutt sponsorship behind you- and endure as much as you can of INFINITE waves of the worst machines, mercenaries, and monsters the KOTOR games have to offer! The waves keep getting more difficult, and you'll win 100 credits per wave. You can choose to resign whenever you want with your winnings... But surely you want a chance to see if you're the greatest Knight of the Old Republic ever?

INDUSTRIALIZED LIGHT AND MAGIC IN MALRON: Ever felt like Sleheyron should look a bit more... gaudy? With giant neon lights, like we see on Nar Shaddaa? Thanks to the incredible effort of my very good friend Glaspy Lawson, Malron now looks more alive than ever! You'll see great big signs and advertisements across the Malron District. And also new sounds! And NPC variety! And more one-off dialogues with civilians! Glaspy Lawson really went above and beyond to make the world feel more immersive, so please do follow him as he continues his modding career!

An extra thanks to Cortisol, too, for solving the problem of how to make model changes to the Malron District.

BUG FIXES: Sick of T3 disappearing and soft-locking you from the game? This is now fixed, as with some clever dialogue file changes, T3 no longer has required dialogue where he might not appear. Other small bug fixes have also been made! 

NEW COSMETICS AND COMPATIBILITIES: Love the Green Jedi Robe from Sleheyron, but hate how it doesn't texture if you're using a TSL-style robe mod? Now there's a fix for that in the optional files! Want way more elaborate textures for signage on Sleheyron? Glaspy Lawson made some colorful new options also available to you.

NEW COMPANION PORTRAIT: Big thank you to DarthKhrono for replacing the mediocre AI-made portrait for the new companion with a superbly drawn one! I love it and I hope you all love it too!

NEW TEXTURES: Thank you, Sith Holocron, for the really cool animated sign textures!

And probably more that I am forgetting!

And once more: Thank you to everyone's feedback, ideas, and patience as I got this version of Sleheyron out. It's a labor of love, and I hope you enjoy playing it as much as I enjoyed making it. I hope to see you all when my next mod comes out!

 

Edited by SAO1138


What's New in Version 3.2   See changelog

Released

No changelog available for this version.

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Doodmane444

Posted (edited)

On 6/22/2026 at 12:38 PM, The_Chaser_One said:

I don't want to sound rude or anything but people need to be a bit more autonomous when modding. When I started installing mods, not even making them, I spent hours downloading manually and thinking about the install order, organising everything for my custom installations. And I'm not even talking about mods like BOSSR for which we literally need to create a folder to make it work.

So yeah, people read the mod page ? Sure but if we have something called a ReadMe, READ IT !

To answer your question about how I wrote it, it was indeed in the info.rtf file (WHICH PEOPLE ARE SUPPOSED TO READ AS WELL, OR WE WOULDNT WRITE ANYTHING ON IT) as well as the ReadMe itself, but Sao changed it apparently for some reason.

Regarding how I communicated with Sao himself, we talked about it several times on Discord. We've been planning the install order to be K1CP, RC-K1CP, Sleheyron. Of course installing Sleheyron first is stupid and I never would've advised that, DUH. Ik what I'm doing. That being said, ig installing Sleheyron before RC-K1CP would be fine but for the sake of simplicity I prefer the other way around.

Edit : actually, I think you're right, RC-K1CP last is better because from what Sao told me, we didn't do the 2DAMemories for the placeables in the ini file. Although I was almost sure we did. Does RC-K1CP add any placeables in the 2DA ? If not, then I'm pretty sure the install order between these 2 doesn't matter.

It's just that Sao forgot that K1CP wasn't included in RC-K1CP, somehow.

When we did tests for 3.1 and 3.2, it was discovered that installing the community patch first causes issues with some npc appearance changes. I believe it was causing one of the Twilek's in Bogga's cantina to disappear entirely.

The other factor is BOSSR. If you install the community patch first, then Sleheyron, then BOSSR, it also causes a few placeables to disappear in certain areas of BOSSR's modules. 

Because of this, the best order/option right now for compatibility we found was Sleheyron first, K1CP, RC-K1CP, K1CP compatibility patch, then BOSSR. This ensures there are no missing placeables or changed appearances (Besides now hearing about the gizka/orange twilek issue).

There's likely a way to fix the red Twilek from disappearing, so that K1CP can be installed first before Sleheyron. I just wasn't able to figure it out, but that is the reason for why it's currently recommened/wrote for Sleheyron to be installed first. Apologies for the misunderstanding.

Edited by Doodmane444
The_Chaser_One

Posted (edited)

58 minutes ago, Doodmane444 said:

Yeah so when we did tests for 3.1 and 3.2, it was discovered that installing the community patch first causes issues with some npc appearance changes. I believe it was causing one of the Twilek's in Bogga's cantina to disappear entirely.

The other factor is BOSSR. If you install the community patch first, then Sleheyron, then BOSSR, it also causes a few placeables to disappear in certain areas of BOSSR's modules. 

Because of this, the best order/option right now for compatibility we found was Sleheyron first, K1CP, RC-K1CP, K1CP compatibility patch, then BOSSR. This ensures there are no missing placeables or changed appearances (Besides now hearing about the gizka/orange twilek issue).

There's likely a way to fix the red Twilek from disappearing, so that K1CP can be installed first before Sleheyron. I just wasn't able to figure it out, but that is the reason for why it's currently recommened/wrote for Sleheyron to be installed first. 

First of all, BOSSR is and has always been incompatible with K1CP. Btw @SAO1138 I just read the description and you'll want to delete BOSSR from your recommendations or at least warn users about this. This particular mod has been designed to work with the vanilla game and that's it. Although I didnt try myself so no idea if it only brings small issues or game breaking bugs but I've seen testimonies of people who couldn't even complete the game with both installed. And that's not even talking about Sleheyron which brings a lot of new placeables. Even with K1R it breaks some placeables. BOSSR should be a mod played once, and if it were me I'd just advise to play from the savegame the author gave. And Sleheyron would've been the same if I didnt insist to Sao that we should make it compatibility friendly with an installer such as Holopatcher.

Second, Sleheyron first brings many issues such as the ones you described but also others, like some of K1CP improvements not being taken into account, or even overriden by Sleheyron.

Third, a compatibility patch is NOT needed if we do things right. And as Ndrew said very clearly, people are stupid so might as well do things smartly and in the simplest way possible for end users.

58 minutes ago, Doodmane444 said:

There's likely a way to fix the red Twilek from disappearing, so that K1CP can be installed first before Sleheyron. I just wasn't able to figure it out, but that is the reason for why it's currently recommened/wrote for Sleheyron to be installed first.

Hm that's not what Sao told me. It's mostly because we didnt yet fix an issue with the Patcher regarding the 2DAMemories for the placeables.

Edited by The_Chaser_One
gubo

Posted

When I go to the Sheriff that then redirects me to the cantina to progress the story and get the new party member, once I click on the dialogue to go to the party selection screen, it crashes (CTD) and I never get to the point to select the party.

Saw that you read comments on file page more often than file support page.

JCarter426

Posted

51 minutes ago, Doodmane444 said:

When we did tests for 3.1 and 3.2, it was discovered that installing the community patch first causes issues with some npc appearance changes. I believe it was causing one of the Twilek's in Bogga's cantina to disappear entirely.

This sounds like an issue with Sleheyron's installer. The installer should be configured to store new appearance rows as 2DAMEMORY tokens so they can be reused for NPC appearances, rather than hard-coding specific appearance rows for NPCs.

52 minutes ago, Doodmane444 said:

The other factor is BOSSR. If you install the community patch first, then Sleheyron, then BOSSR, it also causes a few placeables to disappear in certain areas of BOSSR's modules. 

Because of this, the best order/option right now for compatibility we found was Sleheyron first, K1CP, RC-K1CP, K1CP compatibility patch, then BOSSR. This ensures there are no missing placeables or changed appearances (Besides now hearing about the gizka/orange twilek issue).

Brotherhood of Shadow is not compatible with K1CP, and changing the installation order will not resolve the placeables issue. Brotherhood of Shadow uses up almost all remaining placeable rows, making it incompatible with other mods which add placeables. The only way to resolve this is to patch the executable to increase the limit.

On top of that, Brotherhood of Shadow just has a large scope and nobody maintaining it anymore so it is incompatible with a lot of mods in general.

The_Chaser_One

Posted

4 minutes ago, JCarter426 said:

This sounds like an issue with Sleheyron's installer. The installer should be configured to store new appearance rows as 2DAMEMORY tokens so they can be reused for NPC appearances, rather than hard-coding specific appearance rows for NPCs.

You're very much right and that must be an oversight on our part during Holopatcher's configuration. I'd just taught Sao about 2DAMEMORies so it wouldn't surprise me.

SAO1138

Posted

16 minutes ago, gubo said:

When I go to the Sheriff that then redirects me to the cantina to progress the story and get the new party member, once I click on the dialogue to go to the party selection screen, it crashes (CTD) and I never get to the point to select the party.

Saw that you read comments on file page more often than file support page.

There might be something wrong with the Vima portrait if it’s causing a crash. There are three different options to use across the mod’s files. Which one did you try?

Doodmane444

Posted (edited)

2 hours ago, The_Chaser_One said:

First of all, BOSSR is and has always been incompatible with K1CP. Btw @SAO1138 I just read the description and you'll want to delete BOSSR from your recommendations or at least warn users about this. This particular mod has been designed to work with the vanilla game and that's it. Although I didnt try myself so no idea if it only brings small issues or game breaking bugs but I've seen testimonies of people who couldn't even complete the game with both installed. Even with K1R it breaks some placeables. BOSSR should be a mod played once, and if it were me I'd just advise to play from the savegame the author gave. And Sleheyron would've been the same if I didnt insist to Sao that we should make it compatibility friendly with an installer such as Holopatcher.

Second, Sleheyron first brings many issues such as the ones you described but also others, like some of K1CP improvements not being taken into account, or even overriden by Sleheyron.

Third, a compatibility patch is NOT needed if we do things right. And as Ndrew said very clearly, people are stupid so might as well do things smartly and in the simplest way possible for end users.

Hm that's not what Sao told me. It's mostly because we didnt yet fix an issue with the Patcher regarding the 2DAMemories for the placeables.

I agree that BOSSR shouldn't even be installed with Sleheyron anyways. I haven't tested the entirety of BOSSR with Sleheyron installed, but from what I could tell, when we had added rows to the placeables.2da (Have now been built into the .mdl instead since the lastest update), there were some missing trees and rocks for placeables in one of the BOSSR modules. That was just a small factor, since I would think most people wouldn't be playing with both Sleheyron and BOSSR. I just know if anyone does decide to install BOSSR, it should be after Sleheyron, theoretically. 

 

Any idea which improvements from K1CP aren't taken into account or become overridden with Sleheyron installed first? I would think other than the missing cantina & orange twilek issues, there may not be anymore 2da or 2damemory conflicts between Sleheyron and K1CP, so it should be okay to install it first. 

If there are other 2da conflicts between k1cp and sleheyron, then those could be have been tested previously. At this point though, I would think the only things affected would be anything from the Sleheyron patcher that hasn't had its 2damemory set properly, if there are any left. 

As for the placeables 2da, there shouldn't be anymore issues with that since no placeables were added. Just changed rows. Unless there's other issues with the established rows that I'm not aware of. 

 

Edit: After just testing the most recent version again with installing K1CP first, and then sleheyron second, it seems the red twilek appears just fine. So yeah it should be okay to install K1CP and  the compatibility patch before Sleheyron, as originally intended. Again I apologize for the confusion. I just know that twilek issue must have been fixed since then (either a 2da or .utc thing). At this point, i'm not aware of any other .2da issues that could cause any conflicts. 

 

 

 

Edited by Doodmane444
gubo

Posted

33 minutes ago, SAO1138 said:

There might be something wrong with the Vima portrait if it’s causing a crash. There are three different options to use across the mod’s files. Which one did you try?

I believe I did the Optional alternative \Optional alternative textures\Stylized new companion portrait (Drawn by DarthKhrono)optional > po_pvima.tga


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