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Everything posted by brents742
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Enclave Sublevel as a Functioning Jedi Academy
brents742 replied to brents742's topic in Work In Progress
This will release for K1 first, yes. Then TSL will follow up with relevant changes. -
Enclave Sublevel as a Functioning Jedi Academy
brents742 replied to brents742's topic in Work In Progress
Today the Operations Center of the Jedi Enclave Sublevel began to take shape. Here, the Jedi work in cooperation with Republic aides to track fleet deployments, ongoing missions, and can communicate directly with Republic Command via the holo-table. My thinking here is the holo of Admiral Dodonna could be used as either background detail with republic soldiers talking to her out of earshot, or a quest designed with speaking to her being a part of it. Having issues getting the Jedi to spar like the Mandalorian recruits do on Dxun in TSL. In the meantime they've been set to min 1 hp and to different factions just for displaying the idea Jedi will be sparring and dueling within the sublevel to give the impression they are doing all they can to be prepared for the war. I'd like to set up a dedicated dueling room where the player can practice against other Jedi and even the Masters as there is dialog I found from the main level of the Enclave that indicates at one time we were meant to beat Jedi like Zhar in a duel to progress in the questline -
Enclave Sublevel as a Functioning Jedi Academy
brents742 replied to brents742's topic in Work In Progress
So as far as rubble, any that can be easily removed has been. Ie the placeables. The big structural debris that partially blocks off some hallways are part of the actual model of those hallways and while they appear to be removable it’s beyond my current abilities. The plan is to explain those away as either early efforts of the Laigreks to break in or failed czerka thermal charges that were used to try and expand the sub level by the Jedi. That being said, we would like the large debris cleared out and the the hallways 100% restored. So if anyone has experience changing the actual structure of modules, feel free to take a stab at it! -
Enclave Sublevel as a Functioning Jedi Academy
brents742 replied to brents742's topic in Work In Progress
As an update to this, work on the project has shifted to K1 first in coordination with @EAF97and their NPC Overhaul project. The module has successfuly been ported into K1 thanks to Thor110s tutorials. As work carries on and various scripts and quests get created next, the project will enter a workable state that can be released in a beta format before the end of the year (2021). The goal would be a full release but that depends on my schedule. Here's what got messed with today: Using @InSidiousmodding resource for holocron models, the Jedi Academy sublevel on Dantooine now has actual holocrons! Jedi Initiates have been added to the Academy where the player can witness some of their training. @EAF97has worked hard to get Atris and her Handmaiden's ported over and we are thinking of what quests can be associated with them and the holocrons. Our buddies Rickard and Handon from the murder investigation quest are not happy about their arrangements. -
Enclave Sublevel as a Functioning Jedi Academy
brents742 replied to brents742's topic in Work In Progress
Yeah the double layers made me worry too if it would play nice, or even at all. I can't think of any other areas where this occurs. What interests me is why the developers went to the effort they did to make these rooms to begin with. They either had plans at one point, or were really committed to the common area rooms being able to look down into an empty area. Worst case scenario, One or two of them can be copied and moved over to a different area that has room for them on the main level. Apparently there was a secret cloning facility within the Dantooine Enclave according to 'canon' so that's an option, more likely I'll house Sith and Jedi artifacts here and the like in addition to a large training area. -
Enclave Sublevel as a Functioning Jedi Academy
brents742 replied to brents742's topic in Work In Progress
Yeah, I tried to warp directly to a waypoint I placed where it should show, but no luck of course. Time to learn walkmeshes! The Kotor Level Editor has really helped the process along from a design standpoint, not too hard to use once you iron out how to work with it. -
Enclave Sublevel as a Functioning Jedi Academy
brents742 replied to brents742's topic in Work In Progress
So it seems that every common room area (the rooms with the 4 pillars), has an expansive open area underneath. There are 4 of these areas in total. The possibilities of what to do in these space, if I can figure out how to get down there, are huge. -
If we're talking about the scripts, those are not located in the modules tar_m02aa or tar_m02ac natively, they come from tat_m17ac, with some slight modification for pricing values. An override here can be toggled but it would likely never run across such unless another mod has pulled them from tat_m17ac before this one to my thinking.
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I'm glad you both brought this up because it has been on my mind that using rim doesn't seem like a best practice situation, at the time it is all I knew how to ensure a change took place, but knowing more now, I'll rearrange how this mod works to not be calling critical rim files. Thanks for the help!
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Enclave Sublevel as a Functioning Jedi Academy
brents742 replied to brents742's topic in Work In Progress
Main issue right now is finding out how to save changes to the module in KLE. Doesn't seem to be a full guide on such. It isn't finding the module file in Module Out folder. -
Enclave Sublevel as a Functioning Jedi Academy
brents742 replied to brents742's topic in Work In Progress
I've been using the KotOR Toolset to get coordinates and then placing them via the git files. I have not run across the Level Editor before but downloading it now. Toolset has been invaluable but as I'm sure you know it is fairly limited in several areas. These force cage UTPs in particular have not been synced up yet, but normally I ensure placement is precise and in line to the smallest decimal. Hopefully Level Editor will help alleviate some of that work. -
Enclave Sublevel as a Functioning Jedi Academy
brents742 replied to brents742's topic in Work In Progress
Good point! Here's a early look at the Enclave Holding Cells. Plan to add relevant terminals with a droid attendant and large footlockers for their belongings. Our murderous friends from K1 will enjoy their accommodations. -
Enclave Sublevel as a Functioning Jedi Academy
brents742 replied to brents742's topic in Work In Progress
So the dark side option, when I get to that portion of the project, would be restoring the Sith Academy on Korriban. As far as who shows up where, the initial plan is to include all the 'canon' Lost Jedi : Atton, Brianna, Mical, and Mira(?) with Brianna and Mical playing the vital roles and Visas assisting here and there just as 'canon' says she does. If a player actively chose to ignore Atton, he would not appear in the Academy is my initial thought on this. But yes! There will be contingencies for if x happens, y must then happen in the Academy Expansion. I've also considered restoring the Trayus Academy for neutral players but that's a distant distant idea at this point that may or may not take place. -
Enclave Sublevel as a Functioning Jedi Academy
brents742 replied to brents742's topic in Work In Progress
Right now the goal is a mod for both K1 and K2. With the K2 mod tailoring to building a new Order post the end of the main story and K1 being for immersion's sake, which will need to be as unobtrusive as possible so it can mesh well with K1R and the like. Reaching out to RoR team for info on what they're doing Enclave sublevel wise. Thanks for your support! Having these two mods play in tune with one another would definitely help both. Once I have a list of NPCs that I plan to place in the sublevel I will update you on who those are. Immediately, I can say that the Jedi you work with to investigate the murders will be making an appearance as well as the suspects involved in that case will be held within the Enclave's holding cells. -
Enclave Sublevel as a Functioning Jedi Academy
brents742 replied to brents742's topic in Work In Progress
Thanks for the info! Compatibility will be a huge consideration considering the scope of this project and its potential impact on more modules than just the sublevel. Thanks for sending this! using your existing resources will definitely help clear up points of confusion I have had. Looking through your modding tutorial series now to pick up anything I haven't learned yey. -
Enclave Sublevel as a Functioning Jedi Academy
brents742 replied to brents742's topic in Work In Progress
Absolutely! Mical would definitely be included in this. I should clarify that the current work is creating an academy post-malachor on the timeline. But the way the sublevel academy functions and operates could then be ported over to K1 for better immersion there as well. Having Atris in the archives and maybe change up the jedi training on Dantooine to include visiting the sublevel for various tasks would be exciting and I think really tie the two games better more. Especially the inclusion of Atris. It's not clear to me if Atris knew about the Council's decision after Revan's capture so how she reacts would depend on that. Absolutely! Mical would definitely be included in this. I should clarify that the current work is creating an academy post-malachor on the timeline. But the way the sublevel academy functions and operates could then be ported over to K1 for better immersion there as well. Having Atris in the archives and maybe change up the jedi training on Dantooine to include visiting the sublevel for various tasks would be exciting and I think really tie the two games better more. Especially the inclusion of Atris. It's not clear to me if Atris knew about the Council's decision after Revan's capture so how she reacts would depend on that. Yes! Once it is in a workable state I will likely release a beta version and get some feedback on what works and what could use refinement. -
When I used to play TSL on the xbox as a kid, I would spend hours in the Enclave Sublevel wondering what it would be like if it was cleaned up and restored to a functioning Academy where Jedi would live and train. Playing Jedi Outcast and seeing Luke's Jedi Academy and all the students training was incredibly amazing to see and helped to inspire my hopes for the Enclave sublevel. After I got my feet wet modding with some recruitment mods, such as getting T3-M4 early and recruiting HK-47 on Taris, and learned my way around the various modding tools available, I began work to restore the Sublevel as a central hub for a resurgent Jedi Order to train a new generation. So far, I have cleaned up all the debris from the sublevel, evicted the Laigreks, placed additional dormitories, created a holo communications room similar in function to what we see in Revenge of the Sith, as well as dedicating one of the rooms as a functioning Medical Bay. Presently, I am working on transferring the scripts that the Mandalorian recruits on Dxun use when sparring to have Jedi Padawans be dueling with lightsabers at set intervals in one of the rooms that I will dedicate as a training area. I plan to place holocrons within the Jedi Archives and training holograms that can either be sparred with directly or used as instructional vids for younglings. My ultimate goal would be for this to be end game content, with a light side player arriving on Dantooine to meet a Twilek who used to maintain the Enclave when the Jedi were around and he offers his help in restoring what he worked for years to maintain before the bombardment. Modules on Dantooine beyond the sublevel could also be changed to reflect the Jedi's presence on the planet again, with training missions to take out Kath Hounds, helping settlers, what have you. I have so many ideas and many may be beyond reality but I wanted to announce this here and see what people's thoughts were and if they had any ideas on what they would be interested in seeing. One thing that is presently beyond my abilities is restoring the Enclave main level to a functioning state via the removal of the large stone debris and changing the module to reflect areas that were present in K1 such as the landing area. It's definitely something I'd like to include, but I will need to learn more as I dive into fulfilling this childhood dream of mine. As a side note, I've begun thinking what a restored Sith Academy would look and function like so its possible this could be all be wrapped into an 'Academy Expansion' mod of some sort.
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So, if you go to your KOTOR directory while in a game you can see a folder called 'gameinprogress.' From there you can delete the file of a module to force the game to reload the entirety of that module. I've only used this for mod testing, and its likely to create issues if its used a lot or even at all depending on the module and the quests involved. As far as the boolean, the boolean just exists to let Yuka Laka know to use the appropriate dialogue when speaking to him. The actual script that fires to recruit HK-47 is the same one that vanilla uses. All I've done here is give the opportunity to purchase early.
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View File Recruit HK-47 on Taris Recruit HK-47 on Taris v2.1 ====================================== By brents742 ============ Description =========== -This mod allows for recruiting HK-47 into your party as early as possible (Taris) in a way that does not interfere with the story arc. -Yuka Laka is trapped on Taris by the Sith Quarantine! Taking refuge in either Kebla Yurt's store or the Alien Apartments of Upper City South depending on what you chose. Yuka needs credits and he needs them fast, so he offers HK-47 for purchase on Taris if the player has enough credits. How will he escape and make it back to Anchorhead??? -Some additional dialog has been added to Yuka Laka on Taris and Tatooine. -HK-47 will appear in your Taris apartment after being recruited. -Nothing has been removed from the game. If you want to wait until Tatooine for HK-47 to enter your party as normal, you can still do that. -This mod simply adds the ability to purchase HK-47 from Yuka Laka on Taris instead of waiting to do so on Tatooine. Version Notes ============= v1.0 - 8/10/2021 - Initial release v2.0 - 9/17/2021 - Reconfigured installer to give options for various installations involving K1 Restoration and K1 Community Patch. Thanks to N-Drew25 and Ebmar for their help with this! - Added options for where the player would like HK-47 to be recruited from (Kebla Yurt's store or the Alien Apartments in Taris Upper City South) - Reduced pricing structure for HK-47 to better reflect an affordable yet not inconsequential price. (2500/2000/1750/1500) v2.1 - 1/31/2022 - Updated compatibility for K1 Community Patch Requirements ============ IMPORTANT: If you plan to use the K1 Restoration or K1 Community Patch, these mods should be installed BEFORE installation of this mod. This mod can be installed to the base game without any additional mods. Installation ============ Run TSLPatcher.exe and select the option that best describes your specific installation. Choosing the wrong one will make the mod not work properly, partially, or at all depending. The patcher will make backups of any existing files you may have that are the same as files this mod uses. Keep track of this backup folder - which will be located wherever you have the TSLPatcher.exe running from. Override Warnings: -k_ptar_opengate.ncs may flag if it is already present due to my Recruit T3-M4 Early mod. This is fine. -tat17_08yuka_01.dlg will flag as being overriden in installations where K1 Restoration is involved. This is fine. There should not be any others, but should you run across any, log them and the mods you are using and please PM me so I can work further on compatibility. Getting Started =============== A new save is required for this mod to work properly. Short of that, a save before leaving the Endar Spire. IMPORTANT: Loading an existing save will have the game call up cached information for the module Yuka Laka and HK-47 appear in (tar_m02ac or tar_m02aa depending on your installation) and they will not appear. Timing ====== If you do not purchase HK-47 before going to Davik's estate, your next available opportunity will be on Tatooine as normal. Compatibility ============= IMPORTANT - This mod makes changes/adds the following modules to the game: tar_m02aa.mod tar_m02ac.mod tar_m02af.mod tat_m17ac.mod Both K1 Restoration and K1 Commmunity Patch were specifically in mind when designing this mod as they also make changes to some of the above modules. If you run across a mod that this mod seems to conflict with, please let me know and I will work to update this mod to address it. What Specifically does this mod do? =================================== -k_ptar_opengate.ncs (found in your override folder after installation of this mod, or already existing if you have my Recruit T3-M4 early mod, allows for three party members to exit the Outcast camp, as vanilla only included MoveTo instructions for the Hendar scene to two party members as that is all you were meant to have at that point in the game. -m02aa.git was modified (within tar_m02aa.mod) to spawn Yuka Laka and HK-47 to spawn in the Alien Apartments via UTC. -m02ac.git was modified (within tar_m02ac.mod) to spawn Yuka Laka and HK-47 to spawn in Kebla Yurt's shop via UTC. -m02af.git was modified (within tar_m02af.mod) to place a waypoint for HK-47 to appear in your Taris apartment like the rest of your party members. -m17ac.git was modified (within tat_m17ac.mod) to reflect the location of a trigger that will remove the HK-47 UTC from Yuka Laka's shop if and only if he has already been purchased on Taris. -tar_m02ac.mod & tar_m02aa.mod -Modified to include the necessary scripts present within tat_m17ac (Yuka Laka's Anchorhead shop) to allow for the proper recruitment of HK-47. -Modified to include dlg files (tar17_08hk57_01 and tar17_08yuka_01 respectively) that mimic the same dlg files in tat_m17ac but changed where needed to reflect the Sith Occupation of Taris. -Modified to include utc files (tar17_08hk57_01 and tar17_08yuka_01 respectively) that mimic the same utc files in tat_m17ac. -k_act_hk47bought.ncs is a script that was created to set boolean KES_HK1 to indicate HK-47 has been purchased on Taris. -Added scripts to check if the player has the needed credits for the new purchase options as well as for taking those credits off the player once purchased. Check the source folder for specifics on this if needed. -tat_m17ac.mod -Modified Yuka Laka's dlg file (tat17_08yuka_01) to give Taris specific dialog if HK-47 was purchased on Taris. Otherwise, regular dialog will trigger. -New trigger UTT file created that will fire script k_ptat_killhk47.ncs that removes the HK-47 UTC from Yuka Laka's shop if and only if he has already been purchased on Taris. -k_con_hk47join.ncs checks to see if KES_HK1 boolean is true, and ensures Taris specific dialog only fires the first time the player speaks with Yuka Laka on Tatooine. -k_act_hk47join2.ncs flags HK-47 as having been purchased locally so Yuka Laka (Tatooine version) does not mistakenly believe he still has an HK-47 unit to sell you. Also sets Yuka Laka as having been talked to for the first time to prohibit Taris conversation every time you speak to him. -Created the following Booleans: KES_HK1 boolean - flags when HK-47 has been purchased on Taris. This is reflected in globalcat.2da changes that TSLPatcher makes during install. Permissions and Disclaimers =========================== I, brents742, reserve the right as author of this mod for sole permission to upload some or all of this mod anywhere for any reason. If you would like to include any part of this mod in anything, then please contact me for permission. The user of the mod is responsible for any damage to their game that may result from using this mod. Users are encouraged to make relevant backups and do their research on existing mods they have installed to double check compatibility. All efforts have been made to ensure this mod is as unobtrusive as possible but ultimate responsibility lies with the end user to check for possible conflicts before installing. Special Thanks ============== N-Drew25 and Ebmar for their assistance in reorganizing the installer for best practice installation methods. Fred Tetra - KOTOR Tool TK102 - DLG Editor Stoffe and Fair Strides - TSLPatcher Prydeless for their pink lightsaber mod that inspired me to begin modding to begin with. The entirety of the DeadlyStream modding forums for their inexhaustible resources and information that allows anyone with a computer and an idea to sit down and learn how to make their first mod. Lucasarts, Bioware, and Obsidian for making a game I am still funneling dozens of hours into nearly two decades after its initial release. Contact ======= PM me on Nexus or DeadlyStream or alternatively post on the mod itself and I will get back to you. Submitter brents742 Submitted 08/10/2021 Category Mods K1R Compatible Yes
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@therealkotor2player it sounds like you did not install correctly. The hk50.dlg file cannot be thrown into override. That will ruin every HK-50 in the game. Follow the TSLPatcher instructions which will place the file in the correct module file; which keeps the other HK-50s working.
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Version 2.1.0
705 downloads
Recruit HK-47 on Taris v2.1 ====================================== By brents742 ============ Description =========== -This mod allows for recruiting HK-47 into your party as early as possible (Taris) in a way that does not interfere with the story arc. -Yuka Laka is trapped on Taris by the Sith Quarantine! Taking refuge in either Kebla Yurt's store or the Alien Apartments of Upper City South depending on what you chose. Yuka needs credits and he needs them fast, so he offers HK-47 for purchase on Taris if the player has enough credits. How will he escape and make it back to Anchorhead??? -Some additional dialog has been added to Yuka Laka on Taris and Tatooine. -HK-47 will appear in your Taris apartment after being recruited. -Nothing has been removed from the game. If you want to wait until Tatooine for HK-47 to enter your party as normal, you can still do that. -This mod simply adds the ability to purchase HK-47 from Yuka Laka on Taris instead of waiting to do so on Tatooine. Version Notes ============= v1.0 - 8/10/2021 - Initial release v2.0 - 9/17/2021 - Reconfigured installer to give options for various installations involving K1 Restoration and K1 Community Patch. Thanks to N-Drew25 and Ebmar for their help with this! - Added options for where the player would like HK-47 to be recruited from (Kebla Yurt's store or the Alien Apartments in Taris Upper City South) - Reduced pricing structure for HK-47 to better reflect an affordable yet not inconsequential price. (2500/2000/1750/1500) v2.1 - 1/31/2022 - Updated compatibility for K1 Community Patch Requirements ============ IMPORTANT: If you plan to use the K1 Restoration or K1 Community Patch, these mods should be installed BEFORE installation of this mod. This mod can be installed to the base game without any additional mods. Installation ============ Run TSLPatcher.exe and select the option that best describes your specific installation. Choosing the wrong one will make the mod not work properly, partially, or at all depending. The patcher will make backups of any existing files you may have that are the same as files this mod uses. Keep track of this backup folder - which will be located wherever you have the TSLPatcher.exe running from. Override Warnings: -k_ptar_opengate.ncs may flag if it is already present due to my Recruit T3-M4 Early mod. This is fine. -tat17_08yuka_01.dlg will flag as being overriden in installations where K1 Restoration is involved. This is fine. There should not be any others, but should you run across any, log them and the mods you are using and please PM me so I can work further on compatibility. Getting Started =============== A new save is required for this mod to work properly. Short of that, a save before leaving the Endar Spire. IMPORTANT: Loading an existing save will have the game call up cached information for the module Yuka Laka and HK-47 appear in (tar_m02ac or tar_m02aa depending on your installation) and they will not appear. Timing ====== If you do not purchase HK-47 before going to Davik's estate, your next available opportunity will be on Tatooine as normal. Compatibility ============= IMPORTANT - This mod makes changes/adds the following modules to the game: tar_m02aa.mod tar_m02ac.mod tar_m02af.mod tat_m17ac.mod Both K1 Restoration and K1 Commmunity Patch were specifically in mind when designing this mod as they also make changes to some of the above modules. If you run across a mod that this mod seems to conflict with, please let me know and I will work to update this mod to address it. What Specifically does this mod do? =================================== -k_ptar_opengate.ncs (found in your override folder after installation of this mod, or already existing if you have my Recruit T3-M4 early mod, allows for three party members to exit the Outcast camp, as vanilla only included MoveTo instructions for the Hendar scene to two party members as that is all you were meant to have at that point in the game. -m02aa.git was modified (within tar_m02aa.mod) to spawn Yuka Laka and HK-47 to spawn in the Alien Apartments via UTC. -m02ac.git was modified (within tar_m02ac.mod) to spawn Yuka Laka and HK-47 to spawn in Kebla Yurt's shop via UTC. -m02af.git was modified (within tar_m02af.mod) to place a waypoint for HK-47 to appear in your Taris apartment like the rest of your party members. -m17ac.git was modified (within tat_m17ac.mod) to reflect the location of a trigger that will remove the HK-47 UTC from Yuka Laka's shop if and only if he has already been purchased on Taris. -tar_m02ac.mod & tar_m02aa.mod -Modified to include the necessary scripts present within tat_m17ac (Yuka Laka's Anchorhead shop) to allow for the proper recruitment of HK-47. -Modified to include dlg files (tar17_08hk57_01 and tar17_08yuka_01 respectively) that mimic the same dlg files in tat_m17ac but changed where needed to reflect the Sith Occupation of Taris. -Modified to include utc files (tar17_08hk57_01 and tar17_08yuka_01 respectively) that mimic the same utc files in tat_m17ac. -k_act_hk47bought.ncs is a script that was created to set boolean KES_HK1 to indicate HK-47 has been purchased on Taris. -Added scripts to check if the player has the needed credits for the new purchase options as well as for taking those credits off the player once purchased. Check the source folder for specifics on this if needed. -tat_m17ac.mod -Modified Yuka Laka's dlg file (tat17_08yuka_01) to give Taris specific dialog if HK-47 was purchased on Taris. Otherwise, regular dialog will trigger. -New trigger UTT file created that will fire script k_ptat_killhk47.ncs that removes the HK-47 UTC from Yuka Laka's shop if and only if he has already been purchased on Taris. -k_con_hk47join.ncs checks to see if KES_HK1 boolean is true, and ensures Taris specific dialog only fires the first time the player speaks with Yuka Laka on Tatooine. -k_act_hk47join2.ncs flags HK-47 as having been purchased locally so Yuka Laka (Tatooine version) does not mistakenly believe he still has an HK-47 unit to sell you. Also sets Yuka Laka as having been talked to for the first time to prohibit Taris conversation every time you speak to him. -Created the following Booleans: KES_HK1 boolean - flags when HK-47 has been purchased on Taris. This is reflected in globalcat.2da changes that TSLPatcher makes during install. Permissions and Disclaimers =========================== I, brents742, reserve the right as author of this mod for sole permission to upload some or all of this mod anywhere for any reason. If you would like to include any part of this mod in anything, then please contact me for permission. The user of the mod is responsible for any damage to their game that may result from using this mod. Users are encouraged to make relevant backups and do their research on existing mods they have installed to double check compatibility. All efforts have been made to ensure this mod is as unobtrusive as possible but ultimate responsibility lies with the end user to check for possible conflicts before installing. Special Thanks ============== N-Drew25 and Ebmar for their assistance in reorganizing the installer for best practice installation methods. Fred Tetra - KOTOR Tool TK102 - DLG Editor Stoffe and Fair Strides - TSLPatcher Prydeless for their pink lightsaber mod that inspired me to begin modding to begin with. The entirety of the DeadlyStream modding forums for their inexhaustible resources and information that allows anyone with a computer and an idea to sit down and learn how to make their first mod. Lucasarts, Bioware, and Obsidian for making a game I am still funneling dozens of hours into nearly two decades after its initial release. Contact ======= PM me on Nexus or DeadlyStream or alternatively post on the mod itself and I will get back to you. -
View File Recruit HK-47 Early Recruit HK-47 Early v1.0 ====================================== By brents742 ============ Version Notes ============= v1.0 - 4/9/2021 - Initial release Description =========== -This mod allows for recruiting HK-47 into your party as quick as possible in a way that lines up with the story arc. -By scrapping the damaged HK-50 unit inside the Telos Military Base, the player can pick up two additional HK parts (HK Droid Processor and HK Chassis). These, in combination with the parts received by the Peragus and Polar Mesa HK-50 encounters, will allow HK-47 to be rebuilt the moment the player returns to the Ebon Hawk after leaving the Telos Polar Academy. -Nothing has changed beyond what you are able to do with the damaged HK-50 droid in the Telos Military Base. If you want him to follow you and explode near the HK-50 Factory door as normal, you can still do that. -This mod simply adds a dialog option for scrapping the damaged HK-50 unit instead of programming it to follow you. Background ========== -I wanted to create a mod that allows you access to HK-47 early but in a way that makes sense. I toyed with giving the player every HK part on Peragus but ran into the question of where is HK-47 on Citadel Station? Was he taken with the Ebon Hawk? He wouldn't have allowed the Handmaiden to just walk in and steal the ship. If he is abducted, why is he nowhere in the Polar Academy? -These are all questions I may solve in a different, admittedly much harder to create, mod later on down the road. -For the meantime, this mod exists to give him to you as early as the story allows. -This, like all my mods, takes things that I usually cheat into the game and makes them part of the game. One could easily open up the cheat console and give all the hkparts the moment they leave Peragus if they wanted. But my vision with every mod I make is to render the cheat console as obsolete as possible. Requirements ============ TSLRCM 1.8.5 or above Installation ============ STEAM TSLRCM VERSION USERS: When installing with TSLPatcher, you MUST select your Steam workshop TSLRCM directory. Not the main KOTOR 2 directory. When asked by TSLPatcher to browse for a folder, go to your main Steam folder, then steamapps. Then workshop. Then content. Then 208580 (This is KOTOR 2's game code) then find the TSLRCM file. For TSLRCM + M4-78 it will be called 1402798020. For regular TSLRCM it will be called 485537937. Choose which of these folders you have for TSLPatcher to install to and let it work. If you are using other than English TSLRCM your folder code will be a little different. !!!IF YOU DO NOT FOLLOW THE ABOVE INSTRUCTIONS AND ARE USING THE STEAM VERSION OF 1.8.5 THE MOD WILL NOT WORK!!! NON STEAM TSLRCM VERSION USERS: Run TSLPatcher.exe and follow the prompts. The patcher will make backups of any existing files you may have that are the same as files this mod uses. Keep track of this backup folder - which will be located wherever you have the TSLPatcher.exe running from. Uninstalling ============ Copy and paste the original backed up files of 232tel.mod and 232TEL_dlg.erf that the TSLPacther made during installation into the Modules folder within your KOTOR II directory. Getting Started =============== This mod works best from a save before entering the Telos Military Base. You can use a save from within the Telos Military Base you may need to head back to the surface and reenter the Military Base to force the game to load the module again. Simply speak to the Damaged HK-50 droid and select the option that reads '[Repair] Scavenge the droid for HK series parts.' Important - Timing ================== You only get one shot to scrap the Damaged HK-50 droid. If you program it to follow you instead of scrapping it, you'll need to load up a different save and try again. Compatibility ============= IMPORTANT - This mod relies upon the hk50.dlg file located in the 232tel.mod and 232TEL_dlg.erf files. Any mod that changes the hk50.dlg file located within the previously mentioned files will not be compatible with this mod. A mod that modifies 232tel.mod and 232TEL_dlg.erf should be compatible so long as the hk50.dlg located within these files is not touched. If you run across a mod that this mod seems to conflict with, please let me know and I will work to update this mod to address it. What Specifically does this mod do? =================================== -hk50.dlg was modified within 232tel.mod and 232TEL_dlg.erf to give the player the option to scrap the damaged HK50 unit in the Telos Military Base. This new dialog option gives the player two HK parts. Specifically, hkpart01 and hkpart02 which are HK Droid Processor and HK Chassis -Created the following Booleans: KES_HK1 boolean - flags when the damaged HK-50 droid has been scrapped, preventing any further actions with the droid. Permissions and Disclaimers =========================== I, brents742, reserve the right as author of this mod for sole permission to upload some or all of this mod anywhere for any reason. If you would like to include any part of this mod in anything, then please contact me for permission. The user of the mod is responsible for any damage to their game that may result from using this mod. Users are encouraged to make relevant backups and do their research on existing mods they have installed to double check compatibility. All efforts have been made to ensure this mod is as unobtrusive as possible but ultimate responsibility lies with the end user to check for possible conflicts before installing. Special Thanks ============== Fred Tetra - KOTOR Tool TK102 - DLG Editor Stoffe and Fair Strides - TSLPatcher Prydeless for their pink lightsaber mod that inspired me to begin modding to begin with. The entirety of the DeadlyStream modding forums for their inexhaustible resources and information that allows anyone with a computer and an idea to sit down and learn how to make their first mod. Lucasarts, Bioware, and Obsidian for making a game I'm still funneling dozens of hours into nearly two decades after its initial release. Contact ======= PM me on Nexus or DeadlyStream or alternatively post on the mod itself and I will get back to you. Submitter brents742 Submitted 04/10/2021 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
1,056 downloads
Recruit HK-47 Early v1.0 ====================================== By brents742 ============ Version Notes ============= v1.0 - 4/9/2021 - Initial release Description =========== -This mod allows for recruiting HK-47 into your party as quick as possible in a way that lines up with the story arc. -By scrapping the damaged HK-50 unit inside the Telos Military Base, the player can pick up two additional HK parts (HK Droid Processor and HK Chassis). These, in combination with the parts received by the Peragus and Polar Mesa HK-50 encounters, will allow HK-47 to be rebuilt the moment the player returns to the Ebon Hawk after leaving the Telos Polar Academy. -Nothing has changed beyond what you are able to do with the damaged HK-50 droid in the Telos Military Base. If you want him to follow you and explode near the HK-50 Factory door as normal, you can still do that. -This mod simply adds a dialog option for scrapping the damaged HK-50 unit instead of programming it to follow you. Background ========== -I wanted to create a mod that allows you access to HK-47 early but in a way that makes sense. I toyed with giving the player every HK part on Peragus but ran into the question of where is HK-47 on Citadel Station? Was he taken with the Ebon Hawk? He wouldn't have allowed the Handmaiden to just walk in and steal the ship. If he is abducted, why is he nowhere in the Polar Academy? -These are all questions I may solve in a different, admittedly much harder to create, mod later on down the road. -For the meantime, this mod exists to give him to you as early as the story allows. -This, like all my mods, takes things that I usually cheat into the game and makes them part of the game. One could easily open up the cheat console and give all the hkparts the moment they leave Peragus if they wanted. But my vision with every mod I make is to render the cheat console as obsolete as possible. Requirements ============ TSLRCM 1.8.5 or above Installation ============ STEAM TSLRCM VERSION USERS: When installing with TSLPatcher, you MUST select your Steam workshop TSLRCM directory. Not the main KOTOR 2 directory. When asked by TSLPatcher to browse for a folder, go to your main Steam folder, then steamapps. Then workshop. Then content. Then 208580 (This is KOTOR 2's game code) then find the TSLRCM file. For TSLRCM + M4-78 it will be called 1402798020. For regular TSLRCM it will be called 485537937. Choose which of these folders you have for TSLPatcher to install to and let it work. If you are using other than English TSLRCM your folder code will be a little different. !!!IF YOU DO NOT FOLLOW THE ABOVE INSTRUCTIONS AND ARE USING THE STEAM VERSION OF 1.8.5 THE MOD WILL NOT WORK!!! NON STEAM TSLRCM VERSION USERS: Run TSLPatcher.exe and follow the prompts. The patcher will make backups of any existing files you may have that are the same as files this mod uses. Keep track of this backup folder - which will be located wherever you have the TSLPatcher.exe running from. Uninstalling ============ Copy and paste the original backed up files of 232tel.mod and 232TEL_dlg.erf that the TSLPacther made during installation into the Modules folder within your KOTOR II directory. Getting Started =============== This mod works best from a save before entering the Telos Military Base. You can use a save from within the Telos Military Base you may need to head back to the surface and reenter the Military Base to force the game to load the module again. Simply speak to the Damaged HK-50 droid and select the option that reads '[Repair] Scavenge the droid for HK series parts.' Important - Timing ================== You only get one shot to scrap the Damaged HK-50 droid. If you program it to follow you instead of scrapping it, you'll need to load up a different save and try again. Compatibility ============= IMPORTANT - This mod relies upon the hk50.dlg file located in the 232tel.mod and 232TEL_dlg.erf files. Any mod that changes the hk50.dlg file located within the previously mentioned files will not be compatible with this mod. A mod that modifies 232tel.mod and 232TEL_dlg.erf should be compatible so long as the hk50.dlg located within these files is not touched. If you run across a mod that this mod seems to conflict with, please let me know and I will work to update this mod to address it. What Specifically does this mod do? =================================== -hk50.dlg was modified within 232tel.mod and 232TEL_dlg.erf to give the player the option to scrap the damaged HK50 unit in the Telos Military Base. This new dialog option gives the player two HK parts. Specifically, hkpart01 and hkpart02 which are HK Droid Processor and HK Chassis -Created the following Booleans: KES_HK1 boolean - flags when the damaged HK-50 droid has been scrapped, preventing any further actions with the droid. Permissions and Disclaimers =========================== I, brents742, reserve the right as author of this mod for sole permission to upload some or all of this mod anywhere for any reason. If you would like to include any part of this mod in anything, then please contact me for permission. The user of the mod is responsible for any damage to their game that may result from using this mod. Users are encouraged to make relevant backups and do their research on existing mods they have installed to double check compatibility. All efforts have been made to ensure this mod is as unobtrusive as possible but ultimate responsibility lies with the end user to check for possible conflicts before installing. Special Thanks ============== Fred Tetra - KOTOR Tool TK102 - DLG Editor Stoffe and Fair Strides - TSLPatcher Prydeless for their pink lightsaber mod that inspired me to begin modding to begin with. The entirety of the DeadlyStream modding forums for their inexhaustible resources and information that allows anyone with a computer and an idea to sit down and learn how to make their first mod. Lucasarts, Bioware, and Obsidian for making a game I'm still funneling dozens of hours into nearly two decades after its initial release. Contact ======= PM me on Nexus or DeadlyStream or alternatively post on the mod itself and I will get back to you.