27 Screenshots

About This File

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 (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 follow these instructions:
1: If you are using the KOTOR 1 Community Patch, or the KOTOR 1 Restored Content Mod, or the KOTOR 1 Community Patch with Restored Content, download that mod FIRST BEFORE SLEHEYRON!
2: If you are going to try BOSSR (reminder: this has not yet been tested by me), download it AFTER Sleheyron.

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 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! 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!

What's New in Version 2.0.3   See changelog

Released

Introducing "Sleheyron+," a 2.0 version of the mod! Introduced in this last major update for Sleheyron is:

  • HoloPatcher integration.
  • Compatibility with K1CP and K1CP-Restored (and, theoretically, BOSSR- but this is untested!).
  • A few optional very nice load screens and character textures.
  • A soundset for the new companion!

I hope you all enjoy playing the mod! Please keep me posted if there are any new glitches, though!

Current known issue: The Eastern Dune Sea module on Tatooine is restarting every time the player enters it. As a short-term fix for this issue, I've moved the corpse related to Bastila's side quest to outside the Krayt cave. This allows the quest to be progressed.

  • Like 16
  • Thanks 2
  • Light Side Points 2



User Feedback

Recommended Comments



@SAO1138 I've been chasing a bug report for the RC-K1CP mod and I've discovered that the cause of their problem is due to the current HoloPatcher installer setup for your own mod.

 

Here is the following text I fished out of the changes.ini file that is the culprit here.

Spoiler

Replace0=sle_m30aa.mod
Replace1=sle1.mod
Replace2=sle30aa.mod
Replace3=slef02.mod
Replace4=slem11.mod
Replace5=slem19.mod
Replace6=slem21.mod
Replace7=slem22.mod
Replace8=slem23.mod
Replace9=slem24.mod
Replace10=slem25.mod
Replace11=slem31aa.mod
Replace12=slem31ad.mod
Replace13=slem34.mod
Replace14=slem41.mod
Replace15=slem42.mod
Replace16=slem43.mod
Replace17=slem44.mod
Replace18=slem49.mod
Replace19=slem60.mod
Replace20=slem68.mod
Replace21=slem73b.mod
Replace22=slem81.mod
Replace23=slem82.mod
Replace24=slem91.mod
Replace25=slem2187.mod
Replace26=slemf1.mod
Replace27=slemf3.mod
Replace28=slemf99.mod
Replace29=liv_m99ab.mod
Replace30=liv_m99ac.mod
Replace31=yav04.mod
Replace32=tar_m02af.mod
Replace33=danm13.mod
Replace34=ebo_m12aa.mod
Replace35=ebo_m40aa.mod
Replace36=ebo_m40ad.mod
Replace37=ebo_m41aa.mod
Replace38=lev_m40aa.mod
Replace39=liv_m99aa.mod
Replace40=stunt_57.mod
Replace41=unk_m41ad.mod
Replace42=sta_m45ac.mod

Everything that is a module for Sleheyron is fine, it's the fact that you have vanilla module .MOD files alongside the Replace= function.

 

Assuming those are the vanilla module files compiled into the .MOD files, this exact setup is literally nuking the K1CP and RC-K1CP mods that are installed before Sleheyron as your modules are hard overwriting our modded .MOD files with unmodded .MOD files and are undoing all of the work these two mods have done for these modules. The user I was helping claimed that all of my restored content in danm13 didn't show up, no arguing master and apprentice, no Shuma etc.

 

It's late at night so I can't explain it in full detail now, though another modder might be able to help you if I'm unavailable, but you'll want to use the File= function instead of Replace= function.

 

Replace= will hard overwrite the .MOD file if it is already in the Modules folder whereas File= (File0=, File1=, File2= etc) will skip the .MOD file if a .MOD file of the same name is already present.

 

The correct way to have your setup is to use the File= function to check whether or not the .MOD is present. If it is present it will skip and if it isn't present it copies the vanilla, unmodified .MOD file into the Modules folder. After that, it injects files in like the .DLG files and/or patches files inside that .MOD file such as the .GIT file and such.

 

What I instead do is, because I'm lazy, force players to download the K1CP mod before all of my other mods. This way I can skip the whole File= function for the .MOD files as the .MOD files will already be present in the Modules folder via K1CP and I can instead inject and/or patch my files into the K1CP's .MOD files. As that mod is immensely popular and is a bug fix mod pack there isn't much reasons for players not to use it. You don't have to follow my method, but this is a possibility if you want an easy way out.

 

And can you also remove the old versions from the main download page? If you delete it from there, players can still download old versions by going to the "What's New in" section on the bottom, clicking on the "See Changelog" button, and for example if I press version 1.0.0 then a download button appears on the bottom.

  • Like 1

Share this comment


Link to comment
Share on other sites
2 hours ago, N-DReW25 said:

it's the fact that you have vanilla module .MOD files alongside the Replace= function

This is VERY weird. While setting up the Patcher, I especially paid attention to this and made the modules changes myself. I'm 99% sure the changes.ini I handed to Sao was indeed with Replace for the new modules but File for the existing ones.

Anyway, if you're right and it really is like this, @SAO1138 can change it himself indeed, considering how easy it is.

Again, if this is genuinely what's in the ini, it's really odd.

Share this comment


Link to comment
Share on other sites
2 hours ago, N-DReW25 said:

@SAO1138 I've been chasing a bug report for the RC-K1CP mod and I've discovered that the cause of their problem is due to the current HoloPatcher installer setup for your own mod.

 

 

Thank you! I had the same user write to me and I was going to reach out to you to see if you could guess what caused the incompatibility between our mods… you found me before I could contact you, so I really appreciate that.

I’ll get this fixed today. It’s just another rookie mistake on my part. 

I do apologize for nuking your modded content, even if it was just on a handful of modules. Ruining the work of fellow modders is definitely the exact opposite of what I wanted.
 

And yes, I can remove the old versions. I guess nostalgia for them was blinding me.

Share this comment


Link to comment
Share on other sites

I should have mentioned this WAY earlier, but this mod replaces "Legal.bik" in the "movies" folder. Are there plans for a custom legal screen (similar to M4-78 EP) or was this simply a mistake?

Share this comment


Link to comment
Share on other sites
6 hours ago, great_exkaiser103 said:

I should have mentioned this WAY earlier, but this mod replaces "Legal.bik" in the "movies" folder. Are there plans for a custom legal screen (similar to M4-78 EP) or was this simply a mistake?

If you had a bit more patience, you would have seen that it is actually a custom one. Although I have no idea why Sao kept the OG legal screen. Just wait until the basic one is done and you'll get a nice video.

Share this comment


Link to comment
Share on other sites
7 hours ago, The_Chaser_One said:

If you had a bit more patience, you would have seen that it is actually a custom one. Although I have no idea why Sao kept the OG legal screen. Just wait until the basic one is done and you'll get a nice video.

Be nice lol

 

 But yeah Great_Exkaiser; I just combined the vanilla legal screens with a Sleheyron-specific cutscene.

  • Like 1
  • Haha 1

Share this comment


Link to comment
Share on other sites
1 hour ago, SAO1138 said:

Be nice lol

 

 But yeah Great_Exkaiser; I just combined the vanilla legal screens with a Sleheyron-specific cutscene.

Yeah I was being dumb. I usually just skip the pre-menu cutscenes so I didn't expect to have missed something.

  • Like 1

Share this comment


Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.