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JuniorModder last won the day on July 16
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About JuniorModder
- Birthday 03/09/1996
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Texas
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Modding KotOR 1 and 2!!
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[WIP] TATOOINE - THE LOST TEMPLE EXPANDED
JuniorModder replied to JuniorModder's topic in Work In Progress
This may come as a disappointment to some, and good news to others, but I've decided to leave this project and let other modders use the module to make their own versions and tell their own stories. I had a lot of fun working on it and learned a lot from it, and I am grateful for the positive reception and enthusiasm from the KotOR community, and it will be exciting to see what other modders can create with it. Hopefully the walkmesh and cave models can be repaired. Anyone is free to use all of the files in the mod however they wish, the only things I really added to it aside from the bare bones level design were the minimap and loading screen. I hope that my words and ideas expressed in this thread and the original mod can serve as inspiration and guidance to the ones who will pick up where I left off. Thank you for downloading! JM -
[WIP] TATOOINE - THE LOST TEMPLE EXPANDED
JuniorModder replied to JuniorModder's topic in Work In Progress
The idea of using a voice impressionist for HK was brought up, that could be a viable option. Out of respect for the original voice actors, I will not be using AI voices in any of my projects, however cool and tempting the prospect might be. And I agree that putting the Star Map inside the Temple would be a better option, but only if it doesn't create bigger issues that would require significant reworking of quests, encounters, triggers. I mean, if its something within the realms of what we can accomplish, then we should do it. But I don't think the story would suffer if we decided it was too much trouble and chose to leave it in its original location. For me, the most important goal for this project is preserving player immersion in KotOR and extending the storytelling framework BioWare created, allowing players to form their own interpretations about the story rather than providing definitive answers. For example, my theory is that the Rakata came to Tatooine because they were drawn to the Sarlacc through the Force. They enslaved the Sand People who worshipped it and used them to build the temple around it in an attempt to study and harness its unique connection to the Force for their own ambitions. This ultimately led to the Sarlacc to retaliate, using it's own force abilities to infect the Rakata with the plague, and abandoning the pit of it's own accord. That is only my interpretation, however. I don't think the mod should force players to accept any one theory as canon. One of KotOR's greatest strengths is that it provides enough negative space for players to think and choose the direction of the story themselves. I think expanding the Sand People storyline is important, but I would prefer it to support the larger Rakatan storyline rather than become its primary focus. To me, the temple works best when it complements Revan's search for the Star Maps. And the last thing I wanted to mention is creating a new name for the Sarlacc. One name that came to me was "Shlaa-Kalek", to be the Rakatan name for Sarlacc, that eventually was simplified to just "Sarlacc" in Galactic Basic. Translating into "cursed bride" in-universe But I see that there is another name "Bar'baloth", which appears to come from a Gnostic divine entity known as the Mother of Creation, and The Immortal Womb. (greatly oversimplified explanation lol) I like both options and think both are interesting and fitting. But I also think that creating a new name for the Sarlacc might feel a bit too "fan-fictiony", and that explicitly naming it isn't necessary for the story we are trying to tell. Ultimately, I think the strongest version of the story is one that answers just enough questions to deepen the mystery, while still leaving room for players to come up with their own explanations. JM -
[WIP] TATOOINE - THE LOST TEMPLE EXPANDED
JuniorModder replied to JuniorModder's topic in Work In Progress
Personally I think keeping the Star Map in the Krayt Dragon cave is the best choice, for multiple reasons: 1. It will be easier on us to mod, not having to worry about the Calo Nord encounter in module m18ac, a new force vision cutscene and any other things connected to the Star Map triggers. 2. It bookends the mod: once the player completes The Lost Temple, they return to the Krayt Dragon Cave and complete the quest as usual, and are left feeling accomplished and intrigued for what's ahead in the story (with the Sandpeople, and Rakata on the Unknown Planet), instead of sad, detached, accepting that the new level is over. 3. It maintains the original location of the Star Map, which is faithful to what we got in the final version of the original game. But we are still deciding on what the best course of action is. -
[WIP] TATOOINE - THE LOST TEMPLE EXPANDED
JuniorModder replied to JuniorModder's topic in Work In Progress
Currently I've updated his weapon to Rakatan Battle Wand, but I think there is a real possibility that his character will be cut from the final version. There might be a force ghost or hologram instead to replace him, but I'm leaning towards cutting him entirely, and focusing instead on adding new dialogue for the Rakata Elders on the Unknown World. What's really important to me is deepening the lore and providing new context for the player regarding the Rakatan's motivations and history, while maintaining a distinct ambiguity to it. While I want to provide more answers and shed new light on the history of the Rakata and Revan's interactions with them, I think it's important to preserve a sense of unknowable mystery to the origins of the Star Wars universe. That's why I created this character in the first place. However, as others have communicated to me, it doesn't make much sense for this character to have survived imprisoned in the temple for thousands of years, even if they were some sort of unimaginably powerful Sith Lord. So there is definitely still much room for development in regards to the story!! I love Revan (and the Exile) and I am passionate about further developing and resolving their storylines! lol (soy mucho mega kotor nerd) JM -
[WIP] TATOOINE - THE LOST TEMPLE EXPANDED
JuniorModder replied to JuniorModder's topic in Work In Progress
*Edited main topic -
I am working with a couple of other members of this community to expand the scope of this project. We are currently discussing several new ideas for the main quest, along with changes to the story, characters, and gameplay, and I am interested in hearing what is most important to you. My personal philosophy for the mod is this: 1. Authenticity (feeling as close to the original game as possible) 2. Fun / Player Experience 3. Lore Accuracy and Fan Expectations Current Plans Keep the Star Map in the Krayt Dragon cave to preserve the original KotOR story, Force vision, and existing quest progression. (Still being decided) Make the Lost Temple an important supporting location that expands on the history of the Builders (Rakata) and gives greater context to the Star Map. Expand the roles of the Sand People and Jawas without allowing either to overshadow the Rakatan storyline. Main Quest Progression Player discovers the Lost Temple through the Sand People questline. Player learns about the Builders through: Sand People oral history (Storyteller/Chieftain) Rakatan droid records Archaeological discoveries Ancient runed obelisks Player must combine information from different sources to solve the Runed Obelisk puzzle. Solving the puzzle unlocks access to the Star Map. Multiple Outcomes to Sand People Quest Light Side: Warn the Jawas of the Sand People's plan to reinhabit the Temple Present the Sarlaac Tooth as a sacred relic (alongside the Krayt Dragon Pearl) earning the tribe's respect. Earn the Sand People's trust and strengthen the peace between the tribe and the settlers of Anchorhead. Dark Side: Withhold information from the Jawas and encourage the Sand People to reclaim the Temple by force. Exploit the tribe's fear and hostility toward outsiders for personal gain. JM
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View File HD Canon Exile Tweak Tweak of anakinnzz's epic "Canon Exile (Meetra Surik)" mod with vanilla style portraits Shout out to anakinnzz and his incredible skins, I do not want to take credit for his original work! If you have not seen them you should check it out! I only tweaked the color balance and created new dark side transitions. I did majorly edit the portraits however to make the vanilla portrait resemble the new skin. Hope you like it! JM Submitter JuniorModder Submitted 07/11/2026 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
32 downloads
Tweak of anakinnzz's epic "Canon Exile (Meetra Surik)" mod with vanilla style portraits Shout out to anakinnzz and their incredible skins, I do not want to take credit for their original work! If you have not seen them you should check it out! I only tweaked the color balance and created new dark side transitions. I did majorly edit the portraits however to make the vanilla portrait resemble the new skin. Hope you like it! JM -
v1.1 is now live! V1.1 update This version has been tested and ensured for compatibility for the following mods: K1R v1.2 K1CP v1.10.0 K1CP+RP Demo v0.13.0 Sleheyron Story Mode and Battle Arena v3.3
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I want to open up the conversation about potential changes and fixes for later versions of this mod here! I've actually already started working on the next version. Right now I'm focusing on compatibility with popular mods. Currently I have a version of the mod that does the following to improve compatiblity: -reverts unique NPC appearances (Gammorean_Desert and Rakata_Darkside) to vanilla versions, removing all changes to the appearance.2da file -rewrites the dialogue for the Jawa and terminals to function without T3-M4 in the party My next task is testing this version of the mod with the following mods: K1R (already tested, compatible) K1 Community Patch + Restored Content Demo Sleheyron Story Mode Brotherhood of Shadow: Solomon's Revenge Version 1.1 will be purely a compatibility patch, but I plan for more changes and additions for gameplay to be added in future versions. Here is a list of planned changes and restorations: - Repair walkmesh, model geometry and skybox - Restore Desert Swoop Race Track (m45mg) (as a means of returning to Anchorhead after completing the main quest) - Restore Bantha Corpse placeable - Create cutscene camera and ambient audio for the central pit chamber - Create new archeologist datapad placed inside the Sandpeople Territory - Create new dialogue for Rakatan Elders on the Unknown Planet JM
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I am open (eager even) to hearing everyone's thoughts and ideas regarding the story, lore details, any opinions they have for the mod. My #1 goal and wish for this project is for it to be something that feels like it is authentic to the original game and further expands the Kotor universe. And I have heard some people mention compatibility with Sleheyron in regards to the requirement of T3-M4 for the main quest. I originally wanted the player to be forced to use T3 because it would up the difficulty of the combat and prevent them from using higher power characters like Bastila. But I think it is a minor change that wouldn't affect the experience much and compatibility with the main benchmark mods should be a priority. So just keep all that mind, knowing this is the first version that will eventually be updated, but don't hesitate to tell me what you think ought be changed. I hadn't considered that the Rakata character shouldn't be using a lightsaber, I am neutral about that, I do want him to be a high level force user and challenging boss. And I want his actual identity and backstory to remain ambiguous and up to interpretation. So excited to see the comments! Thank you JM EDIT: I just installed KR1 and then Lost Temple afterwards and I can confirm that they are not fully compatible. Almost everything works but the changes made to appearance.2da conflict, resulting in some strange appearances for some of the NPCs. But thankfully I think there is a simple workaround for that.
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@The_Chaser_One I made it from the textures of the Krayt Dragon cave, you can use it. I know everyone views their mod and ownership differently but for me I only really care about the integrity of the story, dlgs, for this mod. I'm open to sharing and collaboration @N-DReW25 Yes if anyone gets stumped about the Ancient Terminal , you need T3-M4 in your party AND the Power Cell item in your inventory. I'm all ears! I will be returning to work on an update for this project again in a few weeks. And having help from the community would be great! I am likely going to create a thread in the forums for us to discuss the features and fixes we want to implement, and I also joined the OpenKotor discord.
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@vault13deathclaw I did increase the fog a bit, I didn't find the blank skybox too distracting in most areas, however I did add a texture for the cave entrance to make it feel more connected to the Krayt Dragon cave. As for the walkmesh it is still a bit glitchy, I don't currently have the knowledge and skillset to try and repair it, the room with the large fallen pillar in the cave is I think the most broken room in the module, along with the actual pit chamber, both of which being the main areas where the player can easily fall through the floor and get stuck. But even with those issues I am still able to play through the whole mod and get through every room without it being a game breaking issue. But after a short break from the project I am going to start reaching out to other modders and see if anyone else would be interested in trying to patch up the walkmesh and fix some of the cave geometry.