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About This File

One of the many threads left hanging by KOTOR 2's incomplete ending is that Bao-Dur mysteriously disappears just before the Battle of Telos with very little indication of what might have happened to him.  This mod attempts to fill the narrative gap with a pair of cutscenes showing Bao-Dur accompanying HK-47 to the Telos underground base and retrieving data from the Republic's database while HK-47 continues alone to the HK factory.  It also adds a brief cutscene after the battle showing him staying behind on Citadel Station as the player departs.  If the player does not rebuild HK-47 or if the HK factory is not located, essentially the same scenes occur but without HK-47.  I have taken some general inspiration from KOTOR 2 writer Chris Avellone's comments on Bao-Dur's intended fate, but I have chosen to go in a different direction with much of it.

Thank you for downloading, and I hope you enjoy this mod!

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INSTALLATION
If you are using any of the mods noted in the "Compatibility" section below, install them first.  Afterwards, run "INSTALL.exe", and select the Main Installation option.  After the installation is complete, if you are using my mod "Equip Party for Malachor, rerun "INSTALL.exe", and select the option for the compatibility patch.  If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307.

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COMPATIBILITY
This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/).  It is also compatible with the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/).

If you are using any of the following mods, they must be installed prior to this mod:
- TSLRCM
- PartySwap by DarthTyren and Leilukin (https://deadlystream.com/files/file/544-partyswap/)
- Equip Party for Malachor by me (https://deadlystream.com/files/file/3128-equip-party-for-malachor/)
- Any other mods which overwrite pcdead2.dlg in the module 003ebo.mod.(*)

This mod is currently incompatible with M4-78.  It is also incompatible with mods other than those mentioned above which edit the following files:
- a_221load.ncs
- a_901jump.ncs
- a_escape_851.ncs
- a_hand_pc_end.ncs
(*)This mod may be incompatible with mods which alter pcdead2.dlg significantly compared to the TSLRCM version.

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CREDITS
KotorBlender by seedhartha
tpcview and tga2tpc by ndix UR
NWNSSCOMP by Torlack and tk102
K-GFF by tk102
DLGEditor by tk102
TSL Patcher by stoffe and Fair Strides
ERFEdit by stoffe and Fair Strides
Kotor Tool by Fred Tetra
Holocron Toolset by Cortisol and th3w1zard1
2DA Editor by VarsityPuppet
SithCodec by JCarter426
Reone Toolkit by seedhartha

Edited vanilla and TSLRCM scripts are based on the K2CP team's repository of unaltered, decompiled vanilla scripts, which may be found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source.

Thanks to N-DReW25 for suggesting that I might try addressing Bao-Dur's fate in some fashion.

Thanks to Leilukin for granting permission to include modified versions of scripts from PartySwap for compatibility.

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VERSION HISTORY
1.0 - Initial Release

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DISCLAIMER AND PERMISSIONS
This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian.  Use at your own risk.  The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod.

This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission.  Scripts from this mod may be modified and redistributed for the purpose of compatibility with this mod as long as credit is given to this mod's author.  Otherwise, assets from this mod shall not be redistributed in other modifications without the author's permission.  Assets containing work by other authors also require the permission of those authors.

Edited by WildKarrde

  • Like 1
  • Influence Gained 3
  • Light Side Points 2

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Recommended Comments

Gaak78

Posted

Perfect timing, I'm on a playthrough showing a modded kotor 2 to the wife for the first time right now. Will download and try it this fall :) Great content as always @WildKarrde!

  • Like 1
DarthErdan

Posted

Hey Wilde Karrde.  Interesting mod! Question: Other than the PartySwap, (the Patch version without the PartySwap item), I have the following mods installed: The Unofficial TSLRCM Tweak Pack, (only components 1, 2, 3, 5, and 6), the KOTOR 2 Community Patch, GenoHaradan Legacy mod, the Extended Enclave mod with the Extended Enclave Tweaks installed along, the TSL Expanded Ending, the Train the Handmaiden mod, the Coruscant Jedi Temple mod, and the "Kreia's Fall Cutscene (In-game)" mod.

Any one of these have the files that you listed are incompatible with your mod here?

N-DReW25

Posted

Fantastic Work!

 

An important thing of note though, some of the Bao-Dur lines that take place "within the Exile's head" actually appear in the Enclave sequences in TSLRCM (I am 90% certain) and the Extended Enclave mod (100% certain).

 

I shall do you a solid though, as I am the developer of the Extended Enclave Tweaks mod I shall remove Bao-Dur's lines from the Enclave sequences for you when I get the chance.

  • Like 1
WildKarrde

Posted

2 hours ago, Erdan5 said:

Any one of these have the files that you listed are incompatible with your mod here?

I haven’t tested all of those, but I don’t see anything in them that would conflict, so I think they should all be safe.

1 hour ago, N-DReW25 said:

Fantastic Work!

Thank you!

1 hour ago, N-DReW25 said:

An important thing of note though, some of the Bao-Dur lines that take place "within the Exile's head" actually appear in the Enclave sequences in TSLRCM (I am 90% certain) and the Extended Enclave mod (100% certain).

I actually relocated those lines from the cutscene where you hear the party’s thoughts while traveling to Malachor (and edited that scene accordingly), so there shouldn’t be any overlap with the Enclave sequence, unless they were already duplicates.  Are you maybe thinking of Bao-Dur’s “I need to do this or I will die inside” lines from that cutscene?

  • Like 1
N-DReW25

Posted

1 minute ago, WildKarrde said:

I actually relocated those lines from the cutscene where you hear the party’s thoughts while traveling to Malachor (and edited that scene accordingly), so there shouldn’t be any overlap with the Enclave sequence, unless they were already duplicates.  Are you maybe thinking of Bao-Dur’s “I need to do this or I will die inside” lines from that cutscene?

I was referring to the Party Mind reading scenes after the Enclave scene. After the Jedi Masters die and/or the Exile "die" the party can have their minds read, Bao-Dur included - which the Extended Enclave mod further elaborates on.

 

Regardless, I shall go through and correct the Extended Enclave Tweaks mod. I do believe that mod adds a new module which is where its new vision dialogues have been moved too. I'll remove Bao-Dur's lines and, in the readme, recommend players use this mod in addition to the Extended Enclave mod.

WildKarrde

Posted

1 hour ago, N-DReW25 said:

I was referring to the Party Mind reading scenes after the Enclave scene. After the Jedi Masters die and/or the Exile "die" the party can have their minds read, Bao-Dur included - which the Extended Enclave mod further elaborates on.

Looking at the Extended Enclave DLG for that scene (pcdead_ebo2.dlg in 020EBO), it looks like Bao-Dur's lines there are the same as TSLRCM (krehand1.dlg in 650DAN):

Spoiler

"I know you can hear me. I have always known. It is why I followed you."

"I have destroyed planets for you, General. But now, this once, if we could save something in this galaxy..."

"I need to do this, or I will die inside. Like I died at Malachor V."

For my mod, I repurposed the lines from the scene while reading the party's mind on the way to Malachor (pcdead2.dlg in 003EBO):

Spoiler

"Your command echoes still, General. And I obey, as I did at Malachor V."

"Now Malachor V comes to us. And I wish to face it, this last time."

"You know where you must go. It calls to you still."

"And she must be stopped, there, now, or she will bring the screams of Malachor V to the galaxy - just as we carried the echo all this way."

I edited pcdead2.dlg to remove those lines, so there shouldn't be any duplicates of those lines.  If there are, then they already would have been duplicating pcdead2.dlg.  Please let me know if there's another instance of those lines that I'm missing, though.

  • Like 1
N-DReW25

Posted

So I decided to hop on the band wagon and I've released the work I did on Bao-Dur's sacrifice in the form of an addon to this mod.

 

My mod takes place on Malachor V and it adds the "make my sacrifice" matter line to the end of the hologram sequence, I think it will pair well when installed with this mod.

  • Like 1
  • Light Side Points 1
vault13deathclaw

Posted (edited)

This has a showstopper bug during pcdead2.dlg.

There is no conditional for the Disciple's line after Visas's line, causing the dialogue the stop there if you are playing as a Male Exile. There is no alternative line if you don't have Disciple. I was able to fix it by restoring the orphaned dialogue VIsas used to have the TSLRCM version of that scene "your ship, my prison" then adjusted it so Bao Dur's line comes in at "you know where you must go."

Edited by vault13deathclaw
WildKarrde

Posted (edited)

12 hours ago, vault13deathclaw said:

This has a showstopper bug during pcdead2.dlg.

There is no conditional for the Disciple's line after Visas's line, causing the dialogue the stop there if you are playing as a Male Exile. There is no alternative line if you don't have Disciple. I was able to fix it by restoring the orphaned dialogue VIsas used to have the TSLRCM version of that scene "your ship, my prison" then adjusted it so Bao Dur's line comes in at "you know where you must go."

Just to confirm I’m understanding correctly, is the cutscene abruptly ending after Mira’s line where it would usually go to Handmaiden (or Disciple for a female exile)?  Or is it ending after Visas’ line where it should go to Atton next?  Either way, that’s very strange because I’ve definitely tested it with a male exile, and I haven’t run into an issue like that.  The installer should be editing the DLG so that it skips Bao-Dur’s lines, jumps straight from Mandalore to Kreia, and then ends after Kreia.  It shouldn’t touch anything before that point in the cutscene.  Do you mind if I ask a few troubleshooting questions?

  • Are you using the latest version of TSLRCM?
  • What other mods (if any) are you using?  Specifically, are you using anything else which edits pcdead2.dlg?
  • If you still have it, could you please post your copy of pcdead2.dlg from before you got it working?  I’m curious to see what its structure looks like.  For reference, I’ve attached my copy of the DLG from a fresh installation of TSLRCM plus this mod.  EDIT: Do you also still have the backup of the original DLG that TSLPatcher would have copied during the installation process?

pcdead2.dlg

Edited by WildKarrde
vault13deathclaw

Posted (edited)

2 hours ago, WildKarrde said:

Just to confirm I’m understanding correctly, is the cutscene abruptly ending after Mira’s line where it would usually go to Handmaiden (or Disciple for a female exile)?  Or is it ending after Visas’ line where it should go to Atton next?  Either way, that’s very strange because I’ve definitely tested it with a male exile, and I haven’t run into an issue like that.  The installer should be editing the DLG so that it skips Bao-Dur’s lines, jumps straight from Mandalore to Kreia, and then ends after Kreia.  It shouldn’t touch anything before that point in the cutscene.  Do you mind if I ask a few troubleshooting questions?

  • Are you using the latest version of TSLRCM?
  • What other mods (if any) are you using?  Specifically, are you using anything else which edits pcdead2.dlg?
  • If you still have it, could you please post your copy of pcdead2.dlg from before you got it working?  I’m curious to see what its structure looks like.  For reference, I’ve attached my copy of the DLG from a fresh installation of TSLRCM plus this mod.  EDIT: Do you also still have the backup of the original DLG that TSLPatcher would have copied during the installation process?

pcdead2.dlg 51.65 kB · 1 download

The only mod that I installed that modifies pcdead2.dlg was the Extended Enclave mod. I am using 1.8.6 RCM.

I have two pcdead2.dlgs here. The "original" is the the backup made from this mod's TSLPatcher.

The second, the "old" is the one that this mod's patcher made.

The third is the modified one I made to fix this issue.original pcdead2.dlgold pcdead2.dlgpcdead2.dlg

Edit: I just tried installing it again a separate install.

TSLRCM 1.8.6. + M4-78 1.5

Then Extended Enclave 2.52 (standalone then M4-78 as per installation instructions).

Then this mod. Reproduces this problem.

Edited by vault13deathclaw
  • Thanks 1
WildKarrde

Posted

1 hour ago, vault13deathclaw said:

Edit: I just tried installing it again a separate install.

TSLRCM 1.8.6. + M4-78 1.5

Then Extended Enclave 2.52 (standalone then M4-78 as per installation instructions).

Then this mod. Reproduces this problem.

Ah-hah—M4-78 is the culprit.  According to K-GFF, TSLRCM's version of pcdead2.dlg has 25 entries in its EntryList, while M4-78 has 39.  Its structure must be different enough from TSLRCM's that my installer links dialog nodes that it shouldn’t and wrecks the DLG.  Never occurred to me that M4-78 might alter that same file.

Thank you for the detailed information to help identify this glitch.  I will work on an M4-78-compatible install option, and in the meantime, I will note that this is not compatible with M4-78.

N-DReW25

Posted

3 hours ago, WildKarrde said:

Ah-hah—M4-78 is the culprit.  According to K-GFF, TSLRCM's version of pcdead2.dlg has 25 entries in its EntryList, while M4-78 has 39.  Its structure must be different enough from TSLRCM's that my installer links dialog nodes that it shouldn’t and wrecks the DLG.  Never occurred to me that M4-78 might alter that same file.

Thank you for the detailed information to help identify this glitch.  I will work on an M4-78-compatible install option, and in the meantime, I will note that this is not compatible with M4-78.

On a similar, but maybe not so similar, note to what has been discussed here - I have gone through my Extended Enclave Tweaks mod and can confirm that, in the last update a year or so ago, I removed Bao-Dur's lines which were used in this mod.


The problem, however, is that the Extended Enclave mod has some of Bao-Dur's lines in its 020EBO.MOD module file. The exact scene is even shown on the mod page.

d2770e3a2c3d32bf4ea11c9630ad3d44-post-90

WildKarrde

Posted

3 hours ago, N-DReW25 said:

On a similar, but maybe not so similar, note to what has been discussed here - I have gone through my Extended Enclave Tweaks mod and can confirm that, in the last update a year or so ago, I removed Bao-Dur's lines which were used in this mod.


The problem, however, is that the Extended Enclave mod has some of Bao-Dur's lines in its 020EBO.MOD module file. The exact scene is even shown on the mod page.

Can you please identify which specific lines are duplicated between my mod and Extended Enclave?  As I previously outlined, the lines used for that post-Enclave cutscene in both Extended Enclave and TSLRCM are similar to but distinct from the lines in the “travelling to Malachor” cutscene, which is where I sourced my lines from.  For reference, below is a link to Xuul’s recording of Extended Enclave.  Bao-Dur has three lines (including the one in the screenshot you posted), and I have not reused any of them in my mod.  That said, if I am mistaken, I would appreciate it if you could please tell me which specific lines overlap so that I may remove them.

Xuul’s Extended Enclave video:  https://youtu.be/wi3bXK9yCgs?si=bCP_hslT7TjXG2y6&t=493

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