
SAO1138
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Everything posted by SAO1138
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Thank you! I had the same user write to me and I was going to reach out to you to see if you could guess what caused the incompatibility between our mods… you found me before I could contact you, so I really appreciate that. I’ll get this fixed today. It’s just another rookie mistake on my part. I do apologize for nuking your modded content, even if it was just on a handful of modules. Ruining the work of fellow modders is definitely the exact opposite of what I wanted. And yes, I can remove the old versions. I guess nostalgia for them was blinding me.
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Hi there. First of all: very sorry for taking so long to respond to this. I usually have discussion on the download page and I just forget to check this announcement page. To your point: if you’re talking about the start of the mod, did you try talking to Vima first? And after that, did you then talk to Bogga the Hutt? That should proceed Forcay’s quest.
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Oh good! Glad you figured out what caused the glitch. You are probably right about danm13.mod not being strictly necessary, but a rule of thumb in the modding community of this game I learned is to use a .mod instead of the vanilla game’s .rim when you’re making any major changes to the .git. But given the way you’ve explained it, I think you’re right. If there’s already a danm13.mod in your game because of a different mod, and the Jara spawn files are in Override, theoretically there’s nothing wrong with just omitting my own danm13.mod altogether. Probably not worth the complicated explanation it would require in a ReadMe, but still a good point I hadn’t thought of.
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So that's not exactly how the Override folder works. The scripts should be in whatever folder that includes the file that calls for the script. So, if you're using a dialogue file, and a certain line of dialogue should trigger a script, that script needs to be in the same folder as that dialogue file. That could be either the module or the Override folder, as long as both are correct and are together. I actually have the habit of over-saving to the Override folder, so with Sleheyron+ I've tried to get more things just localized into their specific modules. However, if you're having trouble spawning Jara, that's definitely a problem. My best guess is that she isn't spawning properly because the script that spawns her is in the module but the dialogue file that calls that script is in Override. Could you elaborate any more on the situation that made you "have trouble" getting her to spawn? Did she spawn sometimes, or never? edit: just tested it on my end with the patcher version. Jara seems to be spawning fine. So while I will investigate this further I can at least be confident it’s not entirely broken.
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Patch for Sleheyron and Kainzorus Prime's Prequel Robes
SAO1138 replied to great_exkaiser103's topic in Work In Progress
Looks incredible! Only thing I’d change is to make her belt just a bit browner. But even if it was released just as it is, I’d definitely put it in my game. -
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That does indeed help, and I found and fixed the bug just now. Funnily enough, this is one that I solved at least a week ago on my copy of the mod, but evidently forgot to drop the updated files into the mod package. I'll get a fix published tomorrow. For now, I'm attaching into this comment a fixed module file so that this won't happen again. Although I'm not sure anyone will actually use it, I'd prefer this mini-patch be published somewhere in the ultra short term. It just needs to be thrown in a KOTOR Modules folder to work. Thank you so much for getting back to me so quickly! Dedicated players keep me focused. slem34.mod
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I’ll take a look at all of these, but one glitch stands out amongst them: Darn, I really thought I covered everything in the Enforcer quest. There must be another trigger somewhere that I didn’t find. Any chance you remember where or how you started the quest? Given it sounded like an accident I’m assuming not, but I thought I’d ask anyway.
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Hey there. Glad the mod was (mostly) enjoyable! First a quick question: Did you install the 2.0.1 version of the mod? That's the update that came out a few hours ago, and to my knowledge has fixes for the Enforcer quest... and I am about 99% certain it includes fixes for spicepacs. If that was the version you installed, I must still have something bugged (still) that I'll go ahead and fix now. Regarding "A Matter of Spice and Virtue," this is admittedly a bit of a strange part of the mod. It's a side quest I made with replayability in mind. It adds relatively little to the mod, but you discover a new story "under the surface" if you choose to play this mission. But to make matters complicated, I wrote the quest that you need to choose certain dialogue options and visit locations on Sleheyron in a certain order. Doing so gets you the full story and a chunk of XP as your reward- but it was meant to be relatively hard to achieve. You really don't lose anything for leaving it open-ended. Regarding the 2nd Krayt Dragon Pearl shard and Vanessus: Keep playing! Installing this mod adds some new features to the rest of the game.
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Thanks for reaching out promptly. Yeah, you aren't the only one who has reported this issue. I haven't been able to reproduce it on my end yet, so I'm having trouble finding out what has caused the glitch. I think I'm going to take down the mod for the weekend until I can make a solid fix. If you have Discord and would be interested in testing some fixes with me, could you kindly message me there? Username is sao1138. If not, I do understand, and I'll try to find a different volunteer.
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- 82 comments
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- 82 comments
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- 82 comments
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- 82 comments
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- 82 comments
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- 82 comments
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So when I first heard of this mod, I was pretty interested in it. I like Pazaak, so having some more Pazaak to play was going to get me to download it. It sounded like fun. But after playing it: I was really, REALLY impressed with the extra story content involving Bogga the Hutt. The reward is great. You get tons of credits (plus something special). I love that Bogga's story ties into Sleheyron. Strong recommendation.
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Just to check: have you tried loading it up in a save without neocities? Because I had a tester that says that the mods worked together surprisingly well. If you could let me know if it crashes without the mod build it would give me an idea if it’s something to fix on my end for the compatibility update.
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View File Sleheyron- Story Mode Introducing: Sleheyron Story Mod. A brand new planet expansion to add to your next KOTOR play-through: Sleheyron! Built upon the Sleheyron demo mod by the legendary SithSpecter (with his permission), this new mod adds a huge new story that brings this lost-absent planet back to KOTOR. This mod contains the following new content: I was inspired by SithSpecter’s work, and I’m hoping in the future my mod will be compatible with his. It would be a worthy venture for me to undertake to make our Sleheyron stories co-exist. After all, I owe him a HUGE debt of thanks for permitting other modders to build off his Sleheyron demo! This new mod is my first ever project, and I’m quite excited to share it with you. Sleheyron will feature: 1: A roughly 5 hours long story, voice-acted (no AI voices either). 2: A fully-voice acted new party member, complete with a post-Sleheyron story and romance (The new companion can even do the Leviathan rescue!). 3: 25 new modules of various shapes and sizes (including the four published by SithSpecter, which are amazing and I owe him a huge thanks!) 4: New weapons and armor. 5: Lots of connections to Tales of the Jedi, as I am a big fan of those comics. The most recent, and presumably final, version of this mod that I have uploaded is called "Sleheyron+." This version of the mod comes with a few useful qualities: It uses Holopatcher for easy installation, it is compatible with other mods, and it has a few improved textures and voice acting. If you are interested in using other mods, please follow these instructions: 1: If you are using the KOTOR 1 Community Patch, or the KOTOR 1 Restored Content Mod, or the KOTOR 1 Community Patch with Restored Content, download that mod FIRST BEFORE SLEHEYRON! 2: If you are going to try BOSSR (reminder: this has not yet been tested by me), download it AFTER Sleheyron. The story for Sleheyron: Story Mode starts shortly after the player gets their main mission from the Jedi Council on Dantooine. There is a save file in this mod that will allow players to skip right to that moment with a pre-built character. Then you just need to fly to Sleheyron... But I also encourage players to make their own characters, too! Sleheyron can be visited at any time between Dantooine and the Unknown World. I, of course, recommend going early to enjoy the new companion as long as you would like. Some acknowledgements! Modders: Of all the people I need to thank, there are two above all others: First and foremost, the absolute biggest thanks to SithSpecter: Not just for creating the Sleheyron Demo that this mod is built off of, but for granting permission to use that Demo. When the day comes your Sleheyron Restoration Mod is complete, I know that it will be the very best Sleheyron mod out there! And right after SithSpecter is my good friend, The_Chaser_One. Chaser has been an extremely great friend (and a talented new KOTOR modder himself) and is responsible for making this mod compatible. He's talked through many ideas, he was the best beta tester anyone could ask for, and he really did work hard to make this project a better one to share with all of you. Thank you for your help, Chaser- really! Thor110, for helping me out with the basics of module design, as well as introduced me to some cut modules to use. DarthParametric, for teaching me to retexture NPCs as well as two "larger creature" mods that became resources for Sleheyron (is there a single KOTOR mod out there that he hasn't been credited on?). SithHolocron, who early on helped teach me how to retexture modules. ZobiZob, for amazing YouTube tutorials for how to use Holocron Toolset and solving my problem with playing movies. GlaspyLawson, who learned modding at the same time as me, and shared his knowledge; and for contributing a side quest to Sleheyron! JC for just answering so many of my questions through the entire modding process. Really, the whole Mod Development KOTOR Discord Group! Thank you for either offering advice or tolerating my simplistic questions! Testers: Mikael, the absolute most enthusiastic alpha tester anyone could ask for. StellarExile, who helped me out with learning how to use the patcher. MistahJayGarrick for his high praise of the story content (and occasional blunt, but necessary, advice). Tool Developers: Cortisol and W1z4rd designed and kept updated the incredible Holocron Toolset, that was instrumental in this mod's design. I owe them a massive thanks for their work, and the hours they spent helping me out with bug-fixing! And also Wizard for a pretty fun voice, too. Voice cast: LadyWarden, the talented actress that gave us the incredible voice of Vima; giving this long-standing fan-favorite character a perfectly excellent rendition (she was also an excellent audio assistant and helped design the load screens). Mikael, for various voiceovers around Sleheyron that made the planet feel alive (including the dulcet tones of an exhausted Hutt). C4 for the excellent performance as Commander Forcay, praised by a tester as "Sounds exactly like a NPC from KOTOR!" PuckShadows for his Sith Lt. Savage. Juice Phanta for a pitch-perfect protocol droid. Black Rose for literally hundreds of Iridorian mercenary lines, giving me an impressively huge range of pitches to work with. Schofield-HD for an officer of vice and virtue (and more roles to come in Sleheyron 1.1!) Gwoopp and MerakiSky for two fun little roles in the Sleheyron cantina. Companies: Of course, BioWare and Lucasfilm, for making this game that we all enjoy so much. NexusMods and Deadly Stream for being the places to discuss and host mods. Discord for enabling communication that made this mod a collaborative effort. Final Dedications: My wife, who tolerated me spending nearly six months isolated to make this. To a relative who isn't around anymore to enjoy Sleheyron. I think this mod would make you proud! (even if you did spoil this game for me) My apologies if I missed anyone else; but I appreciate all of your hard work! I hope you all enjoy Sleheyron: Story Mode! Submitter SAO1138 Submitted 06/08/2025 Category Mods K1R Compatible Yes
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