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This is an early release of a mod that adds the KOTOR 1 planets to KOTOR 2 with quests and content. Around 70 quests are added. Help the Republic retrieve stolen data and medical shipments. Deal with a disturbance in the Force on Tatooine. Fight Sith on Yavin. Fight in the arena on Coruscant. This is just some of what's in store.

This mod adds Manaan, Coruscant (different from Deathdisco's classic mod), Tatooine, Kashyyyk, Yavin, Rakata Prime, and Sleheyron to KOTOR 2. On these planets, you will find over 70 new quests. The general feel of this mod is to add content that largely fits the style of mid 2000s BioWare games. There are quests/scenes/gags that are inspired by those games. SWTOR was also a huge inspiration to the quests. I would guess that this mod adds somewhere in the neighborhood of 8-12 hours (give or take) of gameplay if you do everything.

The mod also features additional banter between companions. Currently, only Visas and Mandalore as a pair are featured. Try taking Visas and Mandalore out adventuring with you. More to come. Mod name still being worked on.


 

IMPORTANT: You must start from a save PRIOR to docking with Citadel Station. Ideally a fresh save. Quests WILL break otherwise.

 

How do I start?
As soon as you finish Telos, you can visit the new planets. This mod does not have any main quest. It adds many side quests that you can choose to do. Much of the quests can be done in any order, though there are some quests that follow others and/or unlocked through doing other quests. A save prior to arriving on Telos is required to play all the content, though currently, starting after Telos will only prevent you from completing a minor delivery side quest to the medical bay. Starting from a save that has already landed on other planets will further complicate things. Korriban, Nar Shadaa, and Dantooine all have content added to them so you definitely need to start from a save prior to going there.

Some of these quests include:
*Bounty Hunting:
-On Coruscant, Tatooine and Manaan, you will find terminals that will automatically update you with bounties that are available (similar to talking to Zax in KoTOR1)
*Deliveries:
-Some people in the galaxy just want someone to act as courier and this is a good way to get some easy credits
*Operations:
-Inspired by SWTOR’s operations and flashpoints, you will find a Republic Trooper milling around by a shuttle on Coruscant. He can tell you more about operations which might be somewhat challenging dungeon style content
*Story driven quests:
Certain NPCs give storyline quests. Lt. Rene on Coruscant can get you started on one particular questline. Sometimes landing on a planet will lead to a storyline. Some storylines can only be done after others (Manaan’s, for example starts after  Coruscant’s and then Manaan’s storyline is one prerequisite to start another questline on Coruscant if you also help a twi’lek at the Coruscant bar obtain an artifact from Yavin). The Hunting Lodge on Tatooine has a  cryptic old man who wants you to do him some favors.
*Korriban additions:
The cave has an addition over in the back leading to several new modules with temples.
*Dantooine addition:
Over by the Kinrath cave is a path that was blocked off in vanilla that will lead you to the Grove. Upon entering the grove, you will start a new quest.
*Companion Quests:
-Visas Marr has a quest if you ask her some questions after getting to know her a bit.
-Mira has a quest if you enter the Manaan docking bay with her and walk around
-Handmaiden has a quest if you talk to her after training her to become a Jedi

*Kreia's vanilla plot hook about about "Tulak Hord's lost holocron where he recorded his techniques" is now something that grants a quest of sorts. Though some things are better left buried...

*On the planet Sleheyron, rumors persist of someone trying to free slaves from a local Hutt's rule.

*There are some "inspired by SMT fiend fights" sort of "super bosses", usually at the end of a quest (though I can think of one who is just chilling in her temple for now). I can't really reveal much about these fights as it would spoil the surprise, but if you think about force "power levels" you might understand why about half a dozen special fights should be hard considering who you are fighting. There are a few legendary galactic figures (or aspects of them) that you can fight and some of them drop pretty good loot so come with buffs and medpacs.

*More to discover

 

This mod was voiced using AI. No other aspects of this mod involves AI.

 

Installation instructions
1. Install TSLRCM
2. Install M4-78 EP
3. Copy the contents of this mod into your install folder, ensuring that you overwrite when prompted.

 

A few aspects to be aware of in this mod:
1. It doesn't take into account a dark side Revan. It was specifically written to take into account both Male and Female Revan, but some characters appear in this that couldn't otherwise.
2. The mod is intended for a Male Exile, however I did make some modifications that allow a Fem Exile to experience all the content. The training holocrons for Handmaiden currently do not work with Disciple, however.
3. There aren't a lot of moral choices at this time.
4. This mod is in English.
5. Currently the NPCs milling standing around the settlements don't serve much purpose. Their little flavor blurbs haven't been implemented yet. That will be done soon.
6. This mod SHOULD be compatible with mods that replace textures except for the ebon hawk cockpit skyboxes. Reskin away other than that.

7. This mod is still being developed. The difficulty especially is being worked on. All content should be playable though.

------------------------------

INCOMPATIBILITIES:

This mod, out of the box is incompatible with Newbiemodder's Korriban Expansion and Deathdisco's Jedi Temple. The mod was designed for future compatibility with Deathdisco's Jedi Temple, however. This can be addressed by a simple drag and drop optional compatibility fix in the future. This mod includes (with permission) a modified version of NewbieModder's Korriban Expansion.

Party Swap is incompatible at this time.

Any mod that gives Visas Marr a prestige class is incompatible as this mod grants her one at the end of her personal quest.

Ebon Hawk cockpit skyboxes are currently incompatible.

Schematic Lightsaber Mod is VERY incompatible due to edits to companion dlg files and an edit to Nar Shaddaa's refuge quad module. Additional testing seems to indicate that the incompatibilities are much more serious than a cursory glance indicated. Apparently in concert with this mod, it breaks Korriban in several places due to some changes in utc files.

Content Pack- Feats and Powers has been reported to be incompatible

-------------------------------

Known to be compatible:
Extended Enclave by danil-ch
Expanded Ending by WildKarrde
Genoharadan Legacy by N-DReW25

Just the those installers after you install this mod. I personally use those mods in my own build and I recommend them.

--------------------------------

KNOWN ISSUES:

There are some issues that may cause you some minor annoyance, but they have no effect on the actual mod.

The imported modules have mini maps that are off. They still serve a purpose to let you see where you are going.

The .vis files going from KOTOR 1 to 2 seem to not work all that well and have usually been omitted. This has the unfortunately annoyance of disabling some visual effects (shadows/force speed/stealth field effect) within that particular module. Certain modules have been modified so their .vis file works. These specific modules are usually because I needed a visual effect for a cutscene.

Balance is being worked on and my response to reports on balance is to try and get a new version out ASAP. So if you find something to be egregiously difficult, then let me know and I will immediately try and address this.

---------------------------------

The following mods and modders resources were used in this mod.
Sithspectre's Sleyheyron Demo for modules and planetary icons.
[K1/TSL] Modder's Resource - Holocrons by InSidious/Darth InSidious (also enclosed with this mod is a copy of that mod's readme, per the requirements of usage)
Jolee's hut resource by djh269 
Sleyheyron Arena modder's resource by Thor110
Expanded Galaxy v0.4.0 [MODDERS RESOURCE] 0.4.0 version by Thor110
Specialized Combat Suits for Kotor & TSL by RedRob41
Modder's Resource: Dejarik Table by: newbiemodder
Dahnis Unique Look by Leilukin
SpaceAlex for textures in Dahnis Unique Look
Droid models animations fix By Zobizob
Kashyyk cut module restoration v1.0 By Zobizob
Czerka Depot Restoration v1.0 By Zobizob
Terentateks in TSL by LDR
Tulak Hord's lore accurate mask by The_Chaser_One
Quanon gave permission for his Sith Temple mod for KOTOR 1, as well as provided the modder's resource for their Yavin modules.
Modder's Resource: SpaceAlex's Unfinished K1 Enhancement Pack 1.0.0 by SpaceAlex
Yavin Station Hangar 1.5 by WildKarrde is here with permission.
Permission granted from Quanon for modules Ancient Cave, Temple Main Chamber, and Canyon from Silveredge9's Brotherhood of Shadow's Solomon's Revenge. 
Silveredge9 has given a blanket permission that their mods are free for people to utlize in mods now.
InSidious/Darth InSidious granted permission to utilize their K1 Lost Modules mod (Tatooine Temple module).
TOR Ports: Pureblood Sith Male Player Head for TSL 1.0.0 By DarthParametric
TOR Ports: Pureblood Sith Female Player Head for TSL 1.1 By DarthParametric
Effix for K2 Effixian's PMHC04 Gray Reskin 1.0.0 (texture file used)
Quanon for Korriban Canyon/Lost City modder's resource modules
Quanon for modders resource modules used in Coruscant Arena (scrapyard games modders resource from Quanons Big Sell out)
EwokKotor for Playable Ewok mdl
BioWare/Disney/LucasFilm for assets from KOTOR 1
Obsidian/Disney/LucasFilm for assets from KOTOR 2
Pandemic/Disney/LucasFilm for assets from Battlefront 2
Newbiemodder for his Korriban Expansion mod, implemented here in a modified form with permission. Said modifcations do not reflect the original artistic vision of the original mod author.
Sith Holocron for the 2018 version of his mod: Coruscant Hi-Resolution Pack, here with permission.
90SK for Realistic Skybox for Deathdisco's Coruscant mod, here with permission.

Specific to KOTOR tools and plugins used include KOTOR blender, Holocron Toolset, KoTOR TOOL, mdlops, kgff, dlgeditor, kotor scripting tool, reone_tools, mdledit, Probably others as well, at some point.

 

Shout outs:

I have to say,  all of the modders who gave permission for using non-modders resources assets were extremely kind and nice. Shout out to  Quanon, WildKarrde, InSidious/Darth InSidious, DarthParametric, Newbiemodder, Sith Holocron, and 90SK. You were very kind!

The KOTOR modding community in general for largely being so accommodating and kind. This mod wouldn't be possible without you. 
Nexus user BlackWind1909 was very good about providing a lot of feedback regarding difficulty.

Edited by vault13deathclaw


What's New in Version .90   See changelog

Released

Initial Release of the modified version of Korriban Expansion implementation. For those of you familiar with NewbieModder's original version, this is pretty heavily modified, but it follows the same story. Some features were gutted and changed because of inconsistent bugs I encountered with them. This may be disappointing to some that one of the main features of the mod (the temporary companion) was reworked and stripped down significantly. The temporary companion now follows you around and aids you in some modules during the quest, but never replaces Kreia's party slot. This choice was made after a long battle with the related scripts and their inconsistent occasional bugginess. 

The Korriban Expansion mod was largely rewritten to better fit with the tone of Echoes of the Republic as a whole. It was also completely redubbed using AI. The additional powers and feats have been removed and the rewards in their place are now permanent stat boosts. The ending is different from NewbieModder's original version and should be a little more satisfying for those seeking a more conclusive battle at the end.

Known issues with Korriban Expansion:

Lightmaps on the Valley Floor are wonky as are the lightmaps on some of the placeables on the Valley Floor.

Some .lip files have not yet been redone.

You shouldn't enter the Secret Academy until you met a familiar face in his cave home in the Valley Floor. In a future release I'll probably just put a script blocking you from entering the Academy without meeting with him first, but I'm getting busy right now and I wanted to release some form of this soon.

The addition was tested and ran through several times in order to ensure that these scripts are firing off like they're supposed to, but let me know if you see any issues and I'll try to get on it.

Thanks again to NewbieModder for giving me permission. I hope you like my take on your original mod, modified to better fit in with Echoes of the Republic.

  • Like 5
  • Thanks 2
  • Influence Gained 4
  • Light Side Points 1

User Feedback

Recommended Comments

The_Chaser_One

Posted (edited)

5 hours ago, Sith Holocron said:

I'd like to see a trailer for this.

Exactly ! Seems big but it's like it got out of nowhere !

Edited by The_Chaser_One
vault13deathclaw

Posted

2 minutes ago, The_Chaser_One said:

Exactly ! Seems big but it's like it got out of nowhere !

Its the culmination of around two years of learning how to mod KOTOR2 thanks to some fantastic youtube guides, old lucasforum posts, decompiling/examining scripts, and some tutorials here (also Holocron is probably the most noob friendly modding kit I’ve seen, even if its not great for some specific instances). It also helps that kotor blender makes porting maps between 1 and 2 to be a breeze (most of the time). Also, a lot of fantastic modders resources and incredibly kind people here on deadlystream let me use their stuff when I asked them. 

 

The mod has actually been out on nexus in early alpha for a while now (a few months), I just decided to release it here because I think most of the major bugs have been worked out.

 

As for a trailer, I’m not really sure what I would put in it, the focus is on standalone stories for your Exile to experience, its eclectic, but fitting for KOTOR 2 with the desire to not overshadow the main game. I could certainly put up more screenshots of conversations, locations, and encounters.

  • Like 3
Untold Prophecy

Posted

I will definitely bookmark this for a future playthrough!

Are you open to some questions ideas from odd musings I've had over the years? I've had some fun scenarios in my head like: what if Jorak Uln wasn't killed in K1 and stayed on Korriban to become even more insane? What if Goto sent you into the abandoned Sith Base on Mannan to get information on Sith holdouts? 

  • Like 1
vault13deathclaw

Posted

2 minutes ago, Untold Prophecy said:

I will definitely bookmark this for a future playthrough!

Are you open to some questions ideas from odd musings I've had over the years? I've had some fun scenarios in my head like: what if Jorak Uln wasn't killed in K1 and stayed on Korriban to become even more insane? What if Goto sent you into the abandoned Sith Base on Mannan to get information on Sith holdouts? 

I can say that much of this mod is about the aftermath of the events of K1. There are a few characters that show up, including some potential surprises. Some of your ideas here remind me of some of the quests in the mod, though I can't say I have used Goto for anything, yet...

I am certainly open to ideas to expand upon in the mod. I only added on to Dantooine after a user made the suggestion that I do so. 

  • Like 2
Sith Holocron

Posted

14 hours ago, vault13deathclaw said:

As for a trailer, I’m not really sure what I would put in it, the focus is on standalone stories for your Exile to experience, its eclectic, but fitting for KOTOR 2 with the desire to not overshadow the main game. I could certainly put up more screenshots of conversations, locations, and encounters.

Show off some of the dialogue, the AI voice acting, any new areas?

Sith Holocron

Posted

I suppose a trailer would make most sense for the eventual 1.0 release. 

  • Influence Gained 1
vault13deathclaw

Posted

1 hour ago, Sith Holocron said:

I suppose a trailer would make most sense for the eventual 1.0 release. 

I don’t disagree, I think you have an excellent point, especially when one is talking about something as finicky and wildly variable as “ai voice” in a mod. 

Installing something like this is absolutely a big ask on blind faith.

  • Like 1
Jims

Posted (edited)

Hi, I've been trying to get this mod working but keep running into issues. I can visit all the new planets but quests there don't seem to be working, and all their entries are blank in the journal. For instance:  I got 10 tach glands for the merchant on Kashyyk, but my only option when I speak to him is to say goodbye and end the conversation, or when going on the raid with the republic soldier on Coruscant I end up stuck in a republic ship with no way out and no prompt to start the mission from the NPCs. Additionally none of the new content for Dantooine, Korriban, or Nar Shadaa appears at all. In the case of Dantooine the barrier by the crystal cave is gone but there is no transition to the grove. I was wondering if you knew what might be going wrong?  I only have TSLRCM, M4-78, and this mod installed. This mod looks really cool so I'd love to get it working if I can!

Edited by Jims

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