great_exkaiser103

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Everything posted by great_exkaiser103

  1. I just wanted to let everyone know that I whipped up a script that managed to fix the Read Schematic feat not being given to the player character after lightsaber creation. I took the script the Peragus Administration Level uses to give the player the Force Chain feat, and replaced Force Chain's Row Label number (205) with Read Schematic (245). Let me know if anyone encounters any issues with it! I'd like to publish this script as my own mod if Kaidon Jorn would be okay with it (it doesn't use any code provided above or in any other places from the mod, but I'd love to gain his endorsement if this helps people!) a_lrn_sch.ncs
  2. Just tried to level up my character after building my lightsaber, and I don't see the feat as selectable anywhere. How exactly did you implement it without a script?
  3. Thanks for posting the script! I'm using 2024 currently, but I did go to my old installation (which uses the 2021 version of the mod) and it did have a a_lrn_sch script. I tested it in my override just to test it and it was obviously buggy as Sith spit, but at least I can confirm that Bao-Dur does indeed fire the script. EDIT: Compiled this script, got the same result that the 2021 version of the script gave me. To be clear, I'm using the 2024 version of the mod itself. Is there a way to make the script call to give the player a specific feat (since it's instead calling for a line in dlg.tlk, which other mods can replace)? I know Handmaiden's dialogue in the base game uses a script to give the player the Battle Precognition feat. I'm very new to scripting, I'm just brainstorming tbh
  4. I think I may have found the cause of the missing Learn Schematic feat. I looked in baodur.dlg, and noticed that the dialogue for when you construct your lightsaber called for a script called "a_lrn_sch". However, I looked in both the override folder and the tslpatch data folder that the mod's installer uses, and the script wasn't present in either of them. Is there a chance I could get my hands on that script so I can test it out? If I'm wrong please let me know, I love modding this game but I'm only human.
  5. Yeah I was being dumb. I usually just skip the pre-menu cutscenes so I didn't expect to have missed something.
  6. I should have mentioned this WAY earlier, but this mod replaces "Legal.bik" in the "movies" folder. Are there plans for a custom legal screen (similar to M4-78 EP) or was this simply a mistake?
  7. That explains why my solution worked, as I found Deesra's .dlg file in the Override folder, and I know it was this mod's version as I also found it in the .zip's "tslpatchdata" folder. It should, however, be noted that I switched out the version of danm13 from Sleheyron with a backup of my original version of the module as I still wanted to use JC's Jedi Tailor. Pretty sure JC's mod should be compatible with Sleheyron though, provided players install it AFTER Sleheyron. This series of events led me to a theory that danm13 might not be necessary for future Sleheyron installations, but I could very well be wrong. Just wanted to decrease compatibility issues if possible.
  8. Just tried it out and it looks like post-Sleheyron dialogue for the tournament start works! I'll playtest some more tomorrow and let you know if anything comes up. Sorry if I was difficult earlier, I don't know how I read that so wrong lol.
  9. Sorry, I was looking through the installer and for some reason assumed RC-K1CP was something else. Does it matter if I install the Pazaak Tournament mod after Sleheyron?
  10. Speaking of modules, I just remembered that I was having trouble getting the quest-giving npc on Dantooine to spawn, so I simply extracted the necessary scripts using Holocron Toolset to the Override folder. From what I understand about dialogue/scripting, these shouldn't need to be in the module itself in order to work, so if those scripts could be placed in Override instead of the module, it will make mods that modify Danm13 more compatible (unless I missed something, I still have a lot to learn about scripting/dialogue).
  11. Posted some pics of Juhani wearing it, I'd value your feedback if you'd like to take a look EDIT: The mod is live now for anyone who wants to download it
  12. View File Green Robe Patch for Kainzorus Prime's Prequel Robes This is a retexture of the Green Robe from SAO's Sleheyron planet mod to make it compatible with Kainzorus Prime's Prequel Robes mod. I hope you guys enjoy it! Submitter great_exkaiser103 Submitted 10/05/2025 Category Skins K1R Compatible Yes  
  13. Version 1.0.0

    4 downloads

    This is a retexture of the Green Robe from SAO's Sleheyron planet mod to make it compatible with Kainzorus Prime's Prequel Robes mod. I hope you guys enjoy it!
  14. Oh I guess Bogga reacts if you win the tournament or something? That's a really nice touch, but sadly I didn't install it for my playthrough of Sleheyron as I had a bad experience with the K1R version of the tournament back in the day. I'll give it a try on the next build of Sleheyron that comes out so I can supply the most accurate information. EDIT: Just read that your mod requires K1R, sorry my game's too heavily modded to test it sadly
  15. Thanks, I thought the robe was missing something! Added a bit of brown to the belt and cleared away some green-ness from the boots. New pictures, updated the belt texture.
  16. Posted some pics of Juhani wearing it, I'd value your feedback if you'd like to take a look
  17. Yesterday I finished work on a retexture of one of Kainzorus Prime's Prequel Robes to make the Green Robe from SAO's Sleheyron mod compatible with it. I've asked Kainzorus for permission, but I wanted to give the community a look at it in the meantime and see what people think. This is my first major retexture job, so I hope it looks somewhat presentable!
  18. Thanks, anytime man! I also made a new texture for the Green Robe included in this mod so that users of Kainzorus Prime's Prequel Robe mod can use it. I've tried reaching out to him but he hasn't responded yet. I hope I can publish it soon!
  19. I think it had something to do with picking up the quest item you get after the Yuuzhan Vong boss fight (not the armor, also nice surprise!), since after looting one of the droids I got a quest item that triggered the Enforcer in Need quest. I did Czerka Medical first after chatting up Vima and Bogga to start the planet questline. Hope this helped!
  20. Just wanted to compile a list of bugs that I personally experienced in the hope that they can be addressed in future updates. This is NOT intended to nitpick the amazing work this team has done with Sleheyron. I've loved well over 99% of what this mod did, and I hope I can be of some assistance to the dev team. Bugs: -Can confirm that the Enforcer quest is still broken as of update 2.01. Got the quest before even meeting the enforcer, and didn't have the faintest idea what to do with it. When I did finally meet him, I only had the option to kill him or say I didn't have the quest item yet. -The warp trigger in Sleheyron's opening dock module is too far in front of the door itself, resulting in the player getting warped back to Malron District if they move in any direction. - The Czerka Biomedical maps crash without fail upon load unless Windows 8 compatibility mode settings are used - While on Sleheyron, the Ebon Hawk uses Yavin's skybox instead of a custom one - Xor's face texture is bugged -Also noticed that Vogga's Vault has some major module breakage going on, as well as most of the arena modules -Vima as a companion is slightly bugged in 2 ways (that I've noticed thus far): A: She has the Improved Rapid Shot feat, but not Rapid Shot B: I got the Iconic "I'm Broken, So Very Very Broken" error after joining her on the Ebon Hawk for the first time.
  21. This has been very helpful, I'll test it out! BTW how do I use the Model Viewer? This has been very helpful, I'll test it out! BTW how do I use the Model Viewer? Edit: I've tested it in-game, but Bastila's come up with a terrible case of Invisible Head Syndrome, even though she shows up fine in Holocron Toolset.
  22. I know there have been some forums covering porting K2 to K1, but I haven't seen a lot of forums discussing porting from K1 to K2 since most of K1's models are in K2's game files. I'm trying to port this Bastila head to K2, but I haven't gotten any useful prototype out of it. I have MDLEdit and MDLOps, but I'm pretty new to both, although I've had success porting K2 weapon models to K1.
  23. I'd like to get permission to publish a TSL port of this mod.