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SLM 2.0
-------------
for TSLRCM 1.8.4/M4-78EP 1.2

 

For mod compatibilty with TSLRCM and M4-78EP using the STEAM VERSION of the game, you will need to install this mod into the directory of the base game, just as you would with TSLRCM. Do not use the workshop version of TSLRCM!!

C:/Program Files(x86)/Steam/SteamApps/common/Knights Of The Old Republic II

IMPORTANT: Upon installation of this mod you must also open the file called "swkotor.ini" found in the main swkotor folder and under graphics options, you must edit the line "DisableVertexBufferObjects=1" to read "Disable Vertex Buffer Options=1", simply putting spaces between words. If this is not done you will see lightsaber hilt textures disappear depending on camera angle. 


Author: Kaidon Jorn (formerly Qui-Don Jorn)
Date: Summer 2015

 

This is a large scale lightsaber mod which was designed to work with TSLRCM 1.8.4 with the option for M4-78EP compatibilty (1.2). This lightsaber mod will not work properly without the latest version of TSLRCM (1.8.4) installed.
In this mod, each party member that is trainable as Jedi will have a lightsaber to build on the workbench through new dialog options after they have become a Jedi. These initial dialogs will require color crystals to access but will then unlock that specific lightsaber to be built as many times as you like, as long as you have the crystals. These lightsabers can be used by anyone.
In version 2.0, lightsaber schematics have been redesigned so that they are usable items that you click on to learn. They are destroyed upon use and will open the workbench dialog option to create them. You will still need to have at least one color crystal in your inventory and you must have completed your lightsaber quest in order to open the workbench options for them, since completing your lightsaber quest grants you the power to learn a schematic.
There are now NINE additional lightsabers rewarded as 'boss loot' drops depending on the planet you are on, and perhaps multiple ones on the same planet. These lightsabers have very small bonus stats tied to them and most have unique TOR inspired blade colors.
The training sabers from the TOR Saber Mod I did have been integrated and are buildable on the workbench and come in three types for three models - ion, electrical and energy damage. There are minor skill checks to create them.
With the M4-78 compatibilty files installed, Master Vash and Kaah Otohk will brandish thier own unique lightsabers which are not available in normal SLM gameplay.
This is the final lightsaber mod I will make and it uses lightsaber models from different mods I've made over the last several years, though most come from what was going to be HotOR 1.7 before that mod was abandoned.

 

Install by running the .exe file called "SLM 2.0"
If also using M4-78EP, apply the compatibilty patch.
Removal:
1.) Open SLM's BACKUP folder - copy and paste all .MOD files into game's MODULES folder and let overwrite.
2.) Copy and paste party member .DLG files (including workbnch.dlg) and any .2DA files found in SLM's BACKUP folder into game's OVERRIDE folder and let overwrite.
3.) Copy and paste the dialog.tlk found in SLM's BACKUP folder into KotOR2's main folder. Let overwrite.
4.) Delete all saber files from the game's OVERRIDE folder. (tga's, .mdl's, .mdx's, uti's, and also Zez.utc)

 

Notes:
*Not compatible with any other saber mods (i.e. Varsity Puppet's Duplisaber, USM, HotOR, etc, etc) UNLESS it only changes the default hilt models. This mod uses (almost) every lightsaber model slot available (13 thru 255).
*As always, do not try to put a crystal that was made for a double-bladed saber into a single-bladed saber (except Apostle's) or vice versa because it will crash your game.
*Kaah's lightsaber will be the standard yellow, not "gold" as originally planned. Although yellow blades look a little more "gold" now.
*As previously stated, you will not find Vash's or Kaah's hilts unless you have M4-78EP (1.2) and the SLM compatibilty patch installed.
*For companions like Visas, Mira, and Kreia, it's probabaly a good idea to stand off to one side of them when starting their saber making dialogs. They may get stuck trying to pathfind.
*All 13 schematics should be in your possession after helping Talia or Vaklu on Onderon. All dropped saber loot should be in your possession after the Nihilus fight.
*If you want Nihilus' lightsaber you must ask Visas for it. It will come with the mask.
*Kreia's Peragus saber is lost after Sion cuts her hand off. Don't expect it back.
* Do not try to disassemble a hilt that is already equipped by a party member. If you want to switch a party member's saber, make the new one first, then equip it on them before disassembling the one they had (or be controlling the one you want to disassemble on). No clue why this happens but it will crash the game.
* At time of release, there may be a small bug in 903MAL where Sion dosen't walk to his spot where the assassins circle around him directly after the Atton fight. (903Kreia.dlg)

 

Credits:
Thanks to Fair Strides for all the scripting help, he basically came up with the force power script that allows you to learn a schematic. I just modified it to what I needed.
Thanks to VP (and all the Holowan Labs modders) for coding and general modding help over the years.
Thanks to Deadman for making the training sabers power on and off.
Thanks to DeadlyStream for hosting my mods.

 

Permissions: This mod and all my mods here on Deadlystream are all now up for grabs. Change them, fix them, do what you want. You do not need my permission nor consent and you may rerelease it whereever/however you like. I do however, expect to be credited as the original author in the readme.

 

THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES.


What's New in Version 2.0   See changelog

Released

  • 1.0 - 2.0 changes list
  • ======================
  • *Redesigned lightsaber schematics into usable items that you "learn". Learning the schematic sets the boolean to "true" so it is memorized in the workbench dialog file, and the schematics are no longer cluttering up your inventory.
  • *It is no longer possible for Disciple to get stuck on the MedBay wall inside the Ebon Hawk since I made him jump to the workbench like Atton does. He will still walk back to the MedBay.
  • *Further developed party member saber building dialogs of all party members so alignment will matter. Added new scenes so that Kreia and Visas will now meditate on their crystals.
  • *Adjusted hit points or stats on some of the added bosses.
  • *Updated the dialog for Atris' Telos Academy schematic crate.
  • *Integrated Apostle Saber Addon patch and renamed them to "Solace", gave them unique blade color, made a new encounter for them in Dantooine Enclave sub-level. Returned them to the original chrome texture (baremetal didn't look right). Updated icons.
  • *Integrated Training Sabers from my TOR Sabers Mod. Credit to Darth Deadman for adding the energy fields that power on and off like a lightsaber on those.
  • *Added new double-bladed saber "Elite Assassin's Saberstaff".
  • *Made assassins in Sith Academy on Korriban wield double-bladed lightsabers.
  • *Remade alot of lightsaber icons. Updated textures on several saber hilts.
  • *Cut down on the use of chrome hilts alot. Reshaded most of the ones that still use it.
  • *Eloquence now has a cerulean blade. The cyan core/blue one from 1.0 was not up to par with the rest so I got rid of it.
  • *Master Vash now has an entirely new model from the archives, she now wields the 'Aggressor'. Updated all necessary files.
  • *Renamed Vrook's saber to 'Vigilance'. Updated all necessary files.
  • *Fixed Saquesh not giving the Alderaanian Battle Saber schematic as he should have been if you help the Exchange.
  • *Fixed Kreia taking the long way around to the workbench.
  • *Finally retired my beautiful 4900 poly Acheron Saber and gave Sion an old RandomSabers model ("the Banshee") with a "scratched up" texture, a much larger scaling and a deeper red blade/pinker core.
  • *Added new powerup and powerdown sounds for sabers.
  • *Renamed the old 'Warrior's Lightsaber' found in the Korriban Tomb to 'Fury'.
  • *Rewrote and rescripted the dialog for the Sith Ghost encounter in the Korriban Tomb.
  • *Added 'Infernal Warrior's Lightsaber' with a dark orange blade and a new boss in the late game Citadel Station to beat you over the head with it.
  • *Rescaled and reskinned Revan's TOR saber. Made a new saber mod (Revan's Canonical TOR Sabers) as a seperate add-on that is compatible with this one as the way to get that saber model - *though it will replace 'Mandalorian War Leader's'*.
  • *Readjusted stats on a few of the dropped sabers.
  • *Wrote descriptions for Master's sabers.
  • *Buffed Darth Traya (Atris) for Telos Academy fight and Darth Nihilus just a little.
  • Like 3
  • Light Side Points 1



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A few things.
Whenever I try to deconstruct a Green Consular Battle Saber, the game crashes. I'm not sure if any other color crashes it, but I could check if needed.
My understanding is that this mod is compatible with the Dustil Restoration and the NPC Overhaul with a few caveats (They need to be installed in a certain order, one or two of the schematics can't be gotten), but do you know if this mod is compatible with Party Swap?

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A very nice and a very good work. Great Job!!

 

Only one (large) thing, I think it would not hurt to improve the sabers stats. I've found it somewhat meager. Understand me, I'm not questioning your work, it's amazing, but maybe the excitement of your friends building their first Lightsabers, the thrill of find and learn a new scheme, is disappointed for the resulting saber. Most of them with any stats or very meager stats, leaving them almost like any other simple lightsaber of the game except the hilt.

 

Yes, well... I dont suppose that any padawan will construct a super-very-powerful lightsaber, but... at least the schemes of the new ones...

Thanks for this great work

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A very nice and a very good work. Great Job!!
 
Only one (large) thing, I think it would not hurt to improve the sabers stats. I've found it somewhat meager. Understand me, I'm not questioning your work, it's amazing, but maybe the excitement of your friends building their first Lightsabers, the thrill of find and learn a new scheme, is disappointed for the resulting saber. Most of them with any stats or very meager stats, leaving them almost like any other simple lightsaber of the game except the hilt.
 
Yes, well... I dont suppose that any padawan will construct a super-very-powerful lightsaber, but... at least the schemes of the new ones...
Thanks for this great work

 

 

I've found that making sabers overpowered at all is generally frowned upon in the community for balance reasons, so shyed away from it. Just tried to keep them unnoticeable.

But thanks!

  • Thanks 1

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Guest taigus

Posted

Greetings.
Seems like SLM just dont wanna work with my game. No clues at all why - I've got the steam's versions of the game, RCM and M4-78(which is, I believe, the latest ones). Also I used some HK retexture, though doubt it could affect SLM in any way.
Both installogs says "all changes have been applied".

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Guest taigus

Posted

Greetings.

Seems like SLM just dont wanna work with my game. No clues at all why - I've got the steam's versions of the game, RCM and M4-78(which is, I believe, the latest ones). Also I used some HK retexture, though doubt it could affect SLM in any way.

Both installogs says "all changes have been applied".

Sorry, couldn't find an "edit" button, so:

By "doesn't work" I meant that I can't craft even the training blades, though I've managed to add them in my inventory through save editor. Tried to do the same with the schems... didn't worked the way I wanted. Used them after adding, but no effect whatsoever.

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Amazing mod, I am having some problems with the textures though, depending on the angle they seem to disappear into a bland state but pop up again when moving around a bit. Any suggestions so I can fully enjoy it? I've tried reinstalling it and the same keeps happening. I am not using other saber mods with this one.

 

Again, amazing job!

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Amazing mod, I am having some problems with the textures though, depending on the angle they seem to disappear into a bland state but pop up again when moving around a bit. Any suggestions so I can fully enjoy it? I've tried reinstalling it and the same keeps happening. I am not using other saber mods with this one.

 

Again, amazing job!

did you install the mod into the correct folder?

There was a guy that fixed it by editing the swkotor.ini file but I cant seem to find that post again now

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Sorry, couldn't find an "edit" button, so:

By "doesn't work" I meant that I can't craft even the training blades, though I've managed to add them in my inventory through save editor. Tried to do the same with the schems... didn't worked the way I wanted. Used them after adding, but no effect whatsoever.

Sounds like you didnt install the mod into the correct folder. Needs to go in the TSLRCM Workshop folder

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Is it possible that this mod needs to be updated to work with the current version of TSLRCM that was updated in november? I noticed Zybl said that he updated it with Suulru's new dialogue back in, but I'm wondering if this mod changes it back.

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Yeah it might.

Therefore, I am relinquishing control of my mod to the general public. I will make changes in the notes to that effect.

I really no longer have the desire to work on or support these mods anymore. Really should have forseen this a long time ago and just never released it, but ya know,..things change - life changes and we end up in completely different places then we were just a short while ago. Therefore anyone who wants to take control of this mod can do whatever they want/need to it and rerelease it without my consent or permission.

If y'all want to keep it going so be it. If you don't - oh well.

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Hi! Amazing mod, and I'm super in love. But I am curious, I have five schematics that i can't learn. I'm on Korriban and just after beating dxun, Onderron is my last planet once Kavaar contacts me. I have TSLRCM and installed your mod via the steam workshop TSLRCM override folder. Is there a certain level you have to be to learn these? 

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Hi! Amazing mod, and I'm super in love. But I am curious, I have five schematics that i can't learn. I'm on Korriban and just after beating dxun, Onderron is my last planet once Kavaar contacts me. I have TSLRCM and installed your mod via the steam workshop TSLRCM override folder. Is there a certain level you have to be to learn these? 

No level requirement, all that is required is that you complete the lightsaber quest through Bao-Dur. Once that is completed, any schematics that you already had in your inventory will be learnable by clicking on them.

You should have gotten a pop-up message after the Bao-Dur conversation telling you you had recieved the ability "Learn Schematic". If you got that, it would be listed in your force power ability screen.

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No level requirement, all that is required is that you complete the lightsaber quest through Bao-Dur. Once that is completed, any schematics that you already had in your inventory will be learnable by clicking on them.

You should have gotten a pop-up message after the Bao-Dur conversation telling you you had recieved the ability "Learn Schematic". If you got that, it would be listed in your force power ability screen.

 

Yes, learned that this is NOT compatible with the "No Lightsaber Quest" mod... :-) Simply just a matter of reinstalling this Mod and it was fixed.

 

This mod is REALLY cool - imagine my surprise when I was attacked by a rancor in a place where I was NOT expecting one... :-)

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Hey, guys. I'm new here. I only now just discovered the numerous mods for this game and they're making the game fresh for me again. I'm dying to use this one but I'm having a problem with installing it. I'm using the Wine app to run the tslpatcher on my mac and it keeps hitting me with an UNHANDLED EXCEPTION ERROR. The installer runs fine for a few seconds but when it gets to the mira.dlg file the error pops up saying "access denied". I'm not using Steam, I got the game from the App Store. I did a clean install of the game, deleted my other mods, checked to see if any folders/files were locked but nothing helps. I've downloaded the file from here a couple times incase something was corrupted but no luck. The other mods I'm using are for Movie Style Jedi Master Robes, No Dark Side Corruption, Kreia Assorted Robes, TSLRCM 1.8.4 and this would be my 5th. Hope this is enough info. I'd appreciate any help I could get. Thanks!

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For those that have asked, this still seems compatible with the latest version of TSLRCM and I recently finished a run using it.
I remember posting before that I had problems with it, but I'm fairly certain that was a fluke or the result of me using a number of incompatible and unfinished mods that playthrough.

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For those that have asked, this still seems compatible with the latest version of TSLRCM and I recently finished a run using it.

I remember posting before that I had problems with it, but I'm fairly certain that was a fluke or the result of me using a number of incompatible and unfinished mods that playthrough.

Ok I am pretty far in the game and I got my prestige class, but it still does not let me learn schematics please help

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Just curious, i wanted to try this mod out with a new save game but I know that the 2015 update has caused custom hilt mods to be untextured. Since the last update for SLM is 2016 i was wondering if the hilts are properly textured now.

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edit: never mind, fixed it, just talk to disciple outside the medbay room in the ebon hawk

 

another one, cannot learn new schematic with the TSL Hak Pad. Instead of learning the schematic it opens the HAK Pad

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On 10/24/2015 at 1:50 AM, Kaidon Jorn said:

 

I've found that making sabers overpowered at all is generally frowned upon in the community for balance reasons, so shyed away from it. Just tried to keep them unnoticeable.

But thanks!

I see your point. You are right about the opinion of the community and to a large extent I agree with them. I'm not talking about super OP LS's but... since they are not "normal" sabers, perhaps a little over normal LS's stats?

It would make more attractive the search of new schemes and the excitement building them.

Anyway, thanks again

P.S.: (Perhaps now I'm complicating things too much). Some of the new LS's limited until get certain character level (or feat)? or (not only) limited by the Light or Dark Side but by a certain gradation to one or the other? Maybe this would "return" some of the balance lost with the new sabers.

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