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Found 3 results

  1. Hello! I officially started on this, so I thought I should post progress in the official WIP channel as opposed to the general help one. This is my first attempt at making a mod, so any advice or callouts would be greatly appreciated. The outline is to bring a version of TSL’s richer companion interactions to K1. I am a big believer that story and gameplay should effect each other as much as possible, in TSL that is fulfilled by lots of real benefits for engaging with party members. The Exile has a huge effect on their companions, which makes sense given the plot. The same should be true for K1...but the features just aren't there. The bones for what we see in TSL exists as the upgrade system for HK-47, so that is the foundation I am building this mod on. The mod would give buffs to party members for finishing their sidequests. It would do this by equipping custom “hide” items to their hidden inventory slot when you finish their relevant quest. The goal is to boost the weaker non-jedi characters, while providing some incentive/satisfaction for pursuing their individual storylines. I have the following basics mapped out: Kotortool + K-GFF Editor - Create new .uti files for the items containing the buffs. Kotortool + Kotor Scripting Tool - Create a script that equips the item in the “hide” slot (or replace an item already there) DLG_Editor - Attach the script to the dialog event associated with completing the relevant quest DLG_Editor - Change/add text to the last dialog entry associated with that quest to explain to players the nature of the boost [ala HK-47’s repair boosts] The relevant characters and quests are: Carth → Finding Dustil Mission → Mission’s brother Canderous → Jagi’s Challenge Zaalbar → Chieftain in Need The boosts would attempt to make each character closer to the utility of jedi in a narrative consistent way (Hidden in case you want to be surprised): Potential Concerns/Questions: I am planning to have the scripts activate on specific dialog entries that only appear when the sidequest is concluding. Would this have compatibility issues with other mods? If so, how can I best avoid that? Are there any limitations to what kind of bonuses work on "hide" items? These don't seem to be limited to just one kind of object, since Juhani just has an Eriadu Stealth Unit in that slot. A property like "Keen" typically only exists on weapons, could a single item give this property to all attacks? Are there any limitations to what feats/bonuses work between classes? As an example, could a non-Jedi wield lightsabers? In testing, just providing the Lightsaber proficiency feat did not 100% work (it unequipped when moving between areas). Progress: After initial testing, I have decided to pivot on one of the characters bonuses. Reasoning below; Details above. [4/29/21] Credits (Will continue to update as I go): Big thanks to @Thor110 for directing me to his video tutorial on Kotor modding! Additional gratitude for @DarthParametric as they talked through the issues I posted in this thread Blue for their Kotor Scripting Tool Fred Tetra for KotOR Tool tk102 for their DLGEditor
  2. 704 downloads

    KotOR I Tatooine Merchant Mod Description: This is the first mod I've ever made - hooray! This is a simple mod which will add in a new merchant to Tatooine and give him a small sidequest. He'll be in the first module of Tatooine (on the wall on the side closest to the door), and for the mod to work it is required you have never been to Tatooine before. The enemies you may face are quite strong, by the way. Oh, and there's also some new poorly skinned robes. They were mainly a test if I could add a new item, and I thought I should at least *try* to make a new skin. Gotta start somewhere though, right? Installation: Put all of the files in to the Override folder. Uninstallation: Remove the files. Compatability: You'll need the JRL Merger for this mod to be compatible with other mods if there is already a global.jrl in your override. This mod also won't be compatible with any mod which alters the dialogue when you first arrive on Tatooine or when you arrive at the Czerka Offices. Thanks to Fair Strides & Kexikus for helping me out with dlg editing and scripts, and thanks to Rece for his great tutorials on his YouTube channel. I've also added a save for anyone who doesn't already have one or doesn't want to play through the game to see the mod. Warning: It's just a save warped from the beginning of the game to use the mod, so DO NOT use it to play the rest of the game.
  3. Tatooine Merchant and Quest View File KotOR I Tatooine Merchant Mod Description: This is the first mod I've ever made - hooray! This is a simple mod which will add in a new merchant to Tatooine and give him a small sidequest. He'll be in the first module of Tatooine (on the wall on the side closest to the door), and for the mod to work it is required you have never been to Tatooine before. The enemies you may face are quite strong, by the way. Oh, and there's also some new poorly skinned robes. They were mainly a test if I could add a new item, and I thought I should at least *try* to make a new skin. Gotta start somewhere though, right? Installation: Put all of the files in to the Override folder. Uninstallation: Remove the files. Compatability: You'll need the JRL Merger for this mod to be compatible with other mods if there is already a global.jrl in your override. This mod also won't be compatible with any mod which alters the dialogue when you first arrive on Tatooine or when you arrive at the Czerka Offices. Thanks to Fair Strides & Kexikus for helping me out with dlg editing and scripts, and thanks to Rece for his great tutorials on his YouTube channel. I've also added a save for anyone who doesn't already have one or doesn't want to play through the game to see the mod. Warning: It's just a save warped from the beginning of the game to use the mod, so DO NOT use it to play the rest of the game. Submitter DarthRevan101 Submitted 10/28/2015 Category Mods K1R Compatible