Snigaroo

Mod Build Request Thread - KOTOR

Recommended Posts

I am lucky enough that I believe most modders are aware of what the mod builds are, and are broadly supportive of them and their objectives. I want to lead with saying I'm extremely grateful for the support that the mod community has consistently shown me; the builds wouldn't be where they are now without the cooperation of so many modders. But I think the builds can be better still, and it's time to start working towards that.

In past updates to the builds, my focus has broadly been on reaching certain quality and feature thresholds. While I would include any new mods which caught my eye, I would focus on, say, textures for one revision, or features for another (like mobile support for Revision 9). I have always felt that there was something more for me to do on the backend, but with Revision 10 I hit my sweet spot. That's not to say that further improvements aren't possible, but the builds finally reached a level of quality and breadth where I felt comfortable sharing them across many platforms. Most of the features that I can add on my own are done, and the builds are about as stable, modular, and user-friendly as I can make them without a whole team of volunteers to help.

Which is, of course, where the mod community can come in. I have been hesitant to directly request mods before, or intervene to offer my opinions in the case of mods which are actively in development. The mod builds have exacting content standards, and I have been brutally cognizant of the dangers of making it seem like I am mandating the creation of content that fits my outlook and smothering content which doesn't. It's never been my intent to try to pidgeonhole modders into making the kinds of things I want, and so I have remained virtually entirely hands-off. But, as mentioned above, the time where I could improve the mod builds solely through spit and polish is beginning to draw to a close. The builds, just by nature of their existing feature base, are beginning to move from a point of refinement to a point of expansion, and I will be the first to admit modding is not something I can do. I need help.

What I have settled on is this thread, and companion thread for KOTOR 2. Listed in these threads are an expansive--but by no means exhaustive--series of mods and patches that I would love to have available for the builds, but which I also think would simply benefit the KOTOR community. I intend to update these threads over time as new ideas for improvements strike me. If something catches your eye you can jump on it, and if nothing does you can move along and not be bothered. I think it's the best compromise state I can reach which will let interested modders know what kinds of things I would like to see without unfairly inserting myself into the development process.

I should, however, stress the annoying part: completion of any of the below does not guarantee inclusion in the mod builds. Which is a bit of a pain in the ass, I know, but if I requested a lightsaber mod and you made one but each lightsaber had +10 STR and +20 ATK, that might be a bit imbalanced. That's an extreme example, but I hope you all follow what I mean: the more complex the mod is the more scrutiny I'll have to put it under to ensure it meets the builds' content standards. That means it might be of benefit to you to communicate with me during the development process, either here or on the Discord, to make sure that the mod as you're producing it fits the build standard, OR that we can setup an alternate install option with a different setup that does.

- - -

A Brief Breakdown:

The mod requests below are split into several categories based on the type of each request, such as Bugfixes and Quest Mods. Within each of these categories, requests are ordered based upon the assumed difficulty-to-complete of each request.

Many of these requests will be discussed in the comments, and I recommend reading through the thread if you're just stumbling on it to get an idea of my discussions with other modders, as there are usually some good ideas circulating around how to implement some of these.

As I mentioned previously, this list is never going to be exhaustive. If you have an idea for a mod that you think would fit into the builds well, feel free to reach out to me and discuss it, as long as you're comfortable with me giving you pre-release feedback. I'm happy to do so, but as I said I don't want to presume and initiate such a conversation on my own.

Whenever a mod request is completed and I have tested and confirmed I would like to use it in the builds, I will remove it from this list. Whenever I come up with a new idea I will edit it into this OP as well as posting a comment talking about the new request.

- - -

Mod Requests:

 

Balance:

Believable Selkath Takeover

  Reveal hidden contents

 

Leviathan Command Deck Difficulty Increase

  Reveal hidden contents

 

Krayt Dragons are Hard to Kill

  Reveal hidden contents

 

Leviathan Bridge Difficulty Increase

  Reveal hidden contents

 

Star Forge Spawn Sanity Module

  Reveal hidden contents

 

Bugs, Oversights & Immersion:

Bastila Needs to Hide - Fulfilled by @Salk, pending testing.

  Reveal hidden contents

 

Mission Needs to Pay Attention

  Reveal hidden contents

 

Vorn Has a Pearl

  Reveal hidden contents

 

Twi'lek Don't Disappear

  Reveal hidden contents

 

Why Are We Fighting?

  Reveal hidden contents

 

Tarentatek-Be-Gone

  Reveal hidden contents

 

Less Ridiculous Rakata Temple Entrance Animation

  Reveal hidden contents

 

Going into Shock is Good for You

  Reveal hidden contents

 

Geno'Haradan DS Sanity Patch

  Reveal hidden contents

 

Companions:

Yuthura as a Companion

  Reveal hidden contents

 

Dyanmic Juhani Alignment

  Reveal hidden contents

 

Make T3 An Actual Character

  Reveal hidden contents

 

Being Revan is Kinda a Big Deal

  Reveal hidden contents

 

Miscellaneous:

Sewer Consolidation

  Reveal hidden contents

 

Models, Textures & Visuals:

Mod Build-Aligned Comprehensive AI Upscale

  Reveal hidden contents

 

Dynamic Player Head Use - @N-DReW25's NPC Diversity mod contains this feature, but is not yet tested with the builds

  Reveal hidden contents


Comprehensive Lightsaber Mod

  Reveal hidden contents

 

The Endar Spire is Actually Blowing Up

  Reveal hidden contents

 

Comprehensive Melee Model/Texture Improvement

  Reveal hidden contents

 

Visually Distinct The One

  Reveal hidden contents

 

Unique Player Clothing

  Reveal hidden contents

 

Swoop Racing GUI Fix

  Reveal hidden contents

 

Overhauls & New Planets:

Yavin and The Great Hunt

  Reveal hidden contents

 

Return to Dantooine

  Reveal hidden contents

 

Patches & Submods:

NOTE: Just because I list a mod here for a patch request does not mean that open modification permissions have been given by the author! Some patches can be achieved through standalone patches that require the original mod to function, but some of them might require receiving permission from the original author to proceed!

To the authors of the mods that I am requesting patches for, the presence of any of your mods here is not a snub, please don't take it that way! I request patches in this way because I don't want to ask you to spend your time to make fixes to bugs that might not exist without interference from the mod builds, or changes you might not agree with. If you'd like to personally make these changes by all means I welcome it, but I place these requests here so as not to seem like I'm demanding you make adjustments personally on my behalf.

Finally, please also bear in mind that, though I'm requesting patches, there's nothing that mandates that the requested features have to be accomplished in the form of a patch. If you'd rather rework the entire setup from the ground up in a new mod, go for it!

 

K1CP: Star Maps

  Reveal hidden contents

 

Quests & New Zones:

The Hutt of Dantooine

  Reveal hidden contents

 

Additional Crystal Cave(s)

  Reveal hidden contents

 

Peace on Lehon

  Reveal hidden contents

 

Back-Porting of TSL Areas to K1

  Reveal hidden contents

 

Sneak Into the Sith Base

  Reveal hidden contents

 

Hulas Has No Reason to Fight (fulfilled by @N-DReW25 here, new version not yet tested for integration)

  Reveal hidden contents

 

Saving the Infected Republic Soldier

  Reveal hidden contents

 

Kill/Capture Marlena

  Reveal hidden contents

 

Force-Sensitive Slaves?

  Reveal hidden contents

 

Restored Content:

Tatooine Temple Restoration

  Reveal hidden contents

 

Scripting & Features:

Stealing is Bad, M'kay?

  Reveal hidden contents

 

More Skill Checks

  Reveal hidden contents

 

K2 Loot Bashing Back-Port

  Reveal hidden contents

 

Actually Hard-to-Navigate Shadowlands

  Reveal hidden contents

 

Restored Swoop Upgrade Functionality (Fulfilled by Salk here, not yet tested for integration)

  Reveal hidden contents

 

Malak Knows What's Coming

  Reveal hidden contents

 

Uthar's Room is Off-Limits

  Reveal hidden contents

 

Hukta Jax's Threat

  Reveal hidden contents

 

When I Say Leave, Leave

  Reveal hidden contents

 

Ajuur Medical Supplies Respawn

  Reveal hidden contents

 

Deep Dune Sea Gaffi Drops

  Reveal hidden contents

 

Share this post


Link to post
Share on other sites
  On 5/10/2023 at 11:05 PM, Snigaroo said:

HK-47 STR/CON Flip

This mod already exists!

 

  On 5/10/2023 at 11:05 PM, Snigaroo said:

Comprehensive Lightsaber Mod

Have you seen Kaidon Jorn's KSR? In my last playthrough I played with it and I quite liked it. It also has Crazy34's ambient lighting.

 

Share this post


Link to post
Share on other sites
  On 5/10/2023 at 11:34 PM, Spectrometer said:

This mod already exists!

I figured there was and I just missed it, thanks. I'll take that one out of the list.

 

  On 5/10/2023 at 11:34 PM, Spectrometer said:

Have you seen Kaidon Jorn's KSR? In my last playthrough I played with it and I quite liked it. It also has Crazy34's ambient lighting.

I was very much not a fan of the implementation of SOTOR, which I believe this mod was based off of, so I haven't tried KSR. If it's solely a texture replacement without the additional features of SOTOR it might be worth taking a look at.

  • Like 1

Share this post


Link to post
Share on other sites
  On 5/10/2023 at 11:05 PM, Snigaroo said:

Sewer Consolidation Difficult for limited benefit

I don't think making it would pose any significant challenge. It would require adding the upper level's room models to the lower level's LYT and VIS and adding the appropriate scripts, UTCs, etc. to the lower level's MOD and editing its GIT to add creatures, placeables, triggers, etc. I'm not sure if there are any potential resref or script name clashes, but it's a possibility. There would need to be some minor editing of the room models where the two levels join, since in their current iteration they wouldn't just neatly slot together, which I guess would be the largest technical difficulty for those not accustomed to such things. If you were going to do this, I'd suggest packaging it as an entirely new unique RIM, in the same manner as M4-78 does for the Korriban Sith Academy. That would prevent most potential 3rd party mod clashes, although not anything editing room models unless you made your own uniquely named duplicates (probably unnecessary).

Ultimately though I'm not sure doing all that actually gains you anything, as alluded to. You save yourself a 10 second load screen and not much else unless you radically reworked the entire level to cut out half the content. You might be better off adding Zaalbar's cell and the forcefield to the start of the upper sewers and just skipping the lower level entirely.

  On 5/10/2023 at 11:05 PM, Snigaroo said:

What I would like to see, ideally, is a system which guarantees that enemies will never spawn within the player's scope of vision

Conceptually that's a pretty simple fix, since it's just moving some waypoints. But you might need to also adjust some scripts to ensure the mooks move towards the party after spawning in order to aggro correctly. It has been a while since I last looked at those scripts so I can't recall, but there may already be provision for that.

  On 5/10/2023 at 11:05 PM, Snigaroo said:

caps enemy spawns in given spawn zones to a certain number of waves

I'm pretty sure there's already provision to do this in the existing scripts with minimal adjustment, since it already tracks the spawn count to prevent overwhelming you all at once. You'd just need to add in a few extra globals so you could track each individual spawn point. You could probably have a variable cap determined by the difficulty setting, since there's a script function to check it (GetGameDifficulty), although I have never tested that one myself.

  On 5/10/2023 at 11:05 PM, Snigaroo said:

his mod should be trivially simple, as I'd really just like a retexture of the guy that gives him an appearance differentiated enough that new players can't mistake him for Bandon.

He needs a different head. I'd suggest giving him a helmet/mask (and maybe adding a filter to his VO). You could use one of the TSL ones, or modify them for something a bit more unique. You could also swap the body, although the only real vanilla option would be the Dark Jedi pajamas. Again there are TSL-ported options, perhaps as part of a larger Sith diversity mod.

I don't think I edited him in my Dark Jedi Hooded Robes mod. I could probably look at that one day, since I want to replace my existing versions of those three Masters on the Star Forge at some point anyway.

Share this post


Link to post
Share on other sites
  On 5/11/2023 at 8:17 AM, DarthParametric said:

Ultimately though I'm not sure doing all that actually gains you anything, as alluded to. You save yourself a 10 second load screen and not much else unless you radically reworked the entire level to cut out half the content. You might be better off adding Zaalbar's cell and the forcefield to the start of the upper sewers and just skipping the lower level entirely.

Well that's not exactly how I envisioned it, but I did say that ideally the change would result in the force field door opening and leading straight down that ramp to the Rancor room, ideally cutting the entire lower sewer area except for the Rancor encounter. That would remove the better part of a full module, for time savings of probably closer to 10-15 minutes for those who are completionists. Still probably not worth the work to do it, but better than 10 seconds.

Share this post


Link to post
Share on other sites
  On 5/10/2023 at 11:05 PM, Snigaroo said:

Back-Porting of TSL Areas to K1

I have a few ideas for this one you could consider:

 

1) In Kotor 1, the Korriban Sith Academy has two blocked off rooms the player never visits. In Kotor 2, you realize that these two blocked off rooms contain the Library and a storage room. If it's possible to port these rooms and attach them to the Kotor 1 Academy, we could have these rooms function in-game... maybe we can use the Academy terminal to gain hints for the Sith Code and little snippets of Sith history like you do in Kotor 2, except this time the info you get from the terminal can help you learn the Sith Code.

 

The existence of the Yavin Hangar mod proves that we can add new areas to already existing modules.

 

2) Nar Shaddaa is the only planet from Kotor 2 that is both practical to make and would make sense to travel to in K1. It's "the Smuggler's moon", it's an infamous location that Davik would no doubt have connections to. It'd make sense for Davik to have left the coordinates to Nar Shaddaa in the Galaxy Map (like he did with the Yavin station) and could serve as a nice hub for the player with new NPCs, K2 NPCs, Merchants, minor sidequests and the like... it would be similar to Yavin in the base game, it's entirely optional and can serve to benefit the player in their journey... whilst Yavin is a single merchant hub for overpowered expensive items with a small plotline to it the planet of Nar Shaddaa is a bigger hub with more NPC interactions and more opportunities to obtain/buy rare items players don't usually use in the vanilla game.

 

  8 hours ago, Snigaroo said:

Retexture/Model of Sith Governor on Taris

I have a mod idea for this, however, the issue with this mod is that it wasn't going to redo the Sith Govenor on his own... it was meant to be part of a much bigger mod that would affect a lot of the Sith NPCs in the game.

 

I could just take my Sith Governor edit and make it a stand alone mod, it would do exactly what you've requested: a new unique appearances that won't get players mixed up with Darth Bandon.

  • Like 1

Share this post


Link to post
Share on other sites
  On 5/11/2023 at 12:41 PM, N-DReW25 said:

I have a few ideas for this one you could consider:

1) In Kotor 1, the Korriban Sith Academy has two blocked off rooms the player never visits. In Kotor 2, you realize that these two blocked off rooms contain the Library and a storage room. If it's possible to port these rooms and attach them to the Kotor 1 Academy, we could have these rooms function in-game... maybe we can use the Academy terminal to gain hints for the Sith Code and little snippets of Sith history like you do in Kotor 2, except this time the info you get from the terminal can help you learn the Sith Code.

The existence of the Yavin Hangar mod proves that we can add new areas to already existing modules.

I think the restoration of those rooms would be great, but I'm not sure about using the library to learn the Code, necessarily, because Yuthura is already there for that. Perhaps rather than learning the Code, the terminals in the library could give historical examples of it. Like, for instance, the deeds of the ancient Sith and how they correspond to the ideologies of the Code. So rather than just teaching you the words or the basic principles, they could provide historical examples of the Code in practice.

 

  On 5/11/2023 at 12:41 PM, N-DReW25 said:

2) Nar Shaddaa is the only planet from Kotor 2 that is both practical to make and would make sense to travel to in K1. It's "the Smuggler's moon", it's an infamous location that Davik would no doubt have connections to. It'd make sense for Davik to have left the coordinates to Nar Shaddaa in the Galaxy Map (like he did with the Yavin station) and could serve as a nice hub for the player with new NPCs, K2 NPCs, Merchants, minor sidequests and the like... it would be similar to Yavin in the base game, it's entirely optional and can serve to benefit the player in their journey... whilst Yavin is a single merchant hub for overpowered expensive items with a small plotline to it the planet of Nar Shaddaa is a bigger hub with more NPC interactions and more opportunities to obtain/buy rare items players don't usually use in the vanilla game.

I think it has potential as a mod, but I don't think that I would personally be interested in including something like that. I've spoken before about the "illusion of urgency" and its importance to KOTOR's plot, keeping the player feeling like they have a galaxy to save and that any waste of time is abhorrent. BioWare kind of spoils this themselves at times with things like Yavin, or cross-planetary quests like the Rakata puzzle box and, especially, the Geno'Haradan, but I don't want to further contribute to the problem through the inclusion of any completely new planets without there being a rationale tied directly to the core plot of the game for their inclusion; new areas on existing planets are fine, but it's harder to justify a days- or weeks-long hyperspace journey which isn't mandatory. Sleheyron would probably be the only one I would consider, once @Sithspecter gets it all finished up, simply because it would be mandatory to complete due to the Star Map there.

 

  On 5/11/2023 at 12:41 PM, N-DReW25 said:

I have a mod idea for this, however, the issue with this mod is that it wasn't going to redo the Sith Govenor on his own... it was meant to be part of a much bigger mod that would affect a lot of the Sith NPCs in the game.

I could just take my Sith Governor edit and make it a stand alone mod, it would do exactly what you've requested: a new unique appearances that won't get players mixed up with Darth Bandon.

That would be great, yeah.

Share this post


Link to post
Share on other sites
  On 5/11/2023 at 2:14 PM, darthbdaman said:

Personally I really like Weapon Model Overhaul Texture Rework for the melee weapons (while letting HQ Blasters overwrite it), why doesn't it work?

Doesn't that require WMO? I seem to remember there was a project to do texture enhancements without model change requirements, but if it does require WMO I recall that I was not super fond of WMO's changes.

Share this post


Link to post
Share on other sites
  On 5/11/2023 at 3:49 PM, Snigaroo said:

Doesn't that require WMO? I seem to remember there was a project to do texture enhancements without model change requirements, but if it does require WMO I recall that I was not super fond of WMO's changes.

Yes it requires it. I don't find the melee weapon model changes that drastic, they match the aesthetic quite well, maybe give it a try (but make sure to install HQ Blasters after

Share this post


Link to post
Share on other sites
  On 5/11/2023 at 4:20 PM, darthbdaman said:

Yes it requires it. I don't find the melee weapon model changes that drastic, they match the aesthetic quite well, maybe give it a try (but make sure to install HQ Blasters after

I'll give it a shot, it's possible I'm thinking of a different mod. Lord knows I've tried a lot of them over the years, they blur together sometimes.

Share this post


Link to post
Share on other sites
  On 5/10/2023 at 11:05 PM, Snigaroo said:

Dyanmic Juhani Alignment

I've had some ideas for how to implement an influence system in KOTOR 1 for a long time now that I think might help here. I'm going to try to implement it over the summer. "Hardening" NPCs à la Dragon Age is a mod I'd really like to see as well, for both games.

  On 5/10/2023 at 11:05 PM, Snigaroo said:

Tatooine Temple Restoration

I am going to controversially add "or something."

We talked about the "or something" part before which evolved into a cross-planet quest in which a Jedi archaeologist on Dantooine sends you to look for a crystal cave on Tatooine. You would meet with the Jedi's contact in Anchorhead, whom you would find dead. You'd chase the bounty hunter who killed your contact and get back the stolen map to the caves. We talked about maybe incorporating the Sand People as guides or as an alternate path to get to the caves, too. From there, you'd take a swoop bike to a new module in the desert and descend into the caves, where you'd fight some kell dragons and find the crystals. A Sith who is also after the crystals would follow you, and then there would be various choices to resolve the conflict. You'd then have to find an alternate path out of the caves since the Sith cut the line, something like using the Force or explosives to clear a new tunnel.

Apart from the creation of a new area for the caves, I don't think it's a huge undertaking. It's something I'd be interested in doing eventually, but I'm not great at modeling, so I've been waiting until I have more time to practice or someone who wants to make some caves comes along.

  On 5/10/2023 at 11:05 PM, Snigaroo said:

Sewer Consolidation

Rather than changing the area layout and combining the two modules, I would suggest removing a lot of the combat encounters in the first area and replacing them with the cut Gamorrean village. There's nothing left of the village in the game files, so this would have to be original content. There could be a non-violent option to free Zaalbar and some new side quests, maybe a restoration of the trash compactor puzzle too.

  On 5/10/2023 at 11:05 PM, Snigaroo said:

Back-Porting of TSL Areas to K1

I was working on a port of the enclave sublevel for a while. Again, this is a case in which I don't want to fuss around with the area model. This one is easier to fix up, but it's tedious work, so I put off working on it. However, I did get pretty far along with filling the area with content for five side quests:

  1. A sparring tournament similar to the Taris dueling arena. This would include the two cut Jedi (the guy who has a dinky sword and his master).
  2. A quest that serves as a prequel to the "Meet and Greet" droids in the second game. You would help the technician diagnose why the protocol droids keep blowing up by play-acting different scenarios to test their behavioral programs, like pretending to be a visiting delegate or that the enclave is under attack.
  3. A puzzle involving the power grid that would have you overload power conduits in a certain order. This would be an environmental puzzle because you would go around figuring out which devices in each room need to be turned on or off.
  4. A quest do discover and repair Darth Revan's robes, giving you a lesser version of the ones you can craft on the Star Forge and without alignment restriction.
  5. A puzzle in the library that leads you to discover a Sith holocron. There would be data glitches in texts about the history of the Jedi and Sith which, when arranged in the correct order, reveal an access code to the enclaves mainframe. After finding the holocron, you could accept or reject its offer for power.
  On 5/10/2023 at 11:05 PM, Snigaroo said:

Malak Knows What's Coming

I remember we talked about this one before too. You suggested that the Sith ambush you outside the gates on Tatooine, which I liked. I was also thinking that if you visit Korriban last, there would be a new Sith Master in the academy who seems like just another instructor there, but then they lie in wait for you in the Tomb of Naga Sadow. And for Manaan, I thought it might be interesting if the Sith board your ship, like the two combat sequences on the Ebon Hawk in the second game.

  On 5/10/2023 at 11:05 PM, Snigaroo said:

Comprehensive Lightsaber Mod

@JCarter426 is cooking something here and could use help, but with no disrespect intended to my co-author I'm not fully wedded to his concept. I think there are multiple ways to do a good saber mod, and whether in the form of assistance to JC or a standalone shot at it I would love to see some attempts made.

I have a thread about it here, but it hasn't been updated in five years and my ideas have evolved since then. The gist of it is that lightsaber color crystals as they function now would be replaced with items that include both a hilt and a color crystal, which you can assemble with different hilts and colors to change the final model that is rendered in the game. This is a design a few other mods have executed, although I think what makes my implementation different is that I figured out how to do it with minimal computer terminal dialogue.

There would be hilts for the player classes and all party members which would come with each character, as well as the Heart of the Guardian and Mantle of the Force. There would also be ten "material" hilts that could be crafted by finding rare items throughout the game. For example, the beskar lightsaber could be crafted after you loot some of the metal from Mandalorian enemies and the dragonbone hilt could be crafted after you slay the krayt dragon on Tatooine. Notable NPCs such as Belaya and Yuthura would also have unique hilts, and there would other unique lightsabers that you could loot, such as Shaela Nuur's and Nemo's.

While I've gotten better at modeling lightsabers since I started the project, it still takes me a long time to make one. I'd welcome any contribution, although I should get around to updating my thread with the new plans so things can be discussed properly.

Share this post


Link to post
Share on other sites

We've talked about a lot of these ideas before and I generally agree with your ideas (or at least giving a shot to your concepts), except this:

  On 5/12/2023 at 2:33 PM, JCarter426 said:

Rather than changing the area layout and combining the two modules, I would suggest removing a lot of the combat encounters in the first area and replacing them the cut Gamorrean village. There's nothing left of the village in the game files, so this would have to be original content. There could be a non-violent option to free Zaalbar and some new side quests, maybe a restoration of the trash compactor puzzle too.

This one's not for me, chief. There are probably users out there that would love that, and that means there's going to be demand for it and if anyone wants to make it I'm sure it'll get used, but for me personally, I'm firmly of the opinion that Taris is already too long. The idea of making it longer frightens me on a primal level. Nixing half of the sewers is just the closest thing I can think of to a 0-content cost way of making the planet shorter, and thereby a little bit more bearable.

Share this post


Link to post
Share on other sites

For me the issue is not that Taris is long, but that it has repetitive combat sequences back to back. I don't think replacing some of it with non-combat will make the planet longer. However, restoration mods to date have typically added the restored content on top of the combat sequences that replaced them, rather than providing it as an alternative to the combat as BioWare likely intended in the original plan, so I understand your apprehension.

Share this post


Link to post
Share on other sites
  On 5/12/2023 at 2:33 PM, JCarter426 said:

"Hardening" NPCs à la Dragon Age is a mod I'd really like to see as well, for both games.

Mission already has 95% of this in place with her existing dialogue and quest. All it lacks is a few extra lines from the player to nudge her outlook a little more and the ability to side with a DS Revan during the beach showdown. It was a mod I was planning on once VO generation became viable.

  • Like 1

Share this post


Link to post
Share on other sites
  On 5/12/2023 at 3:49 PM, DarthParametric said:

Mission already has 95% of this in place with her existing dialogue and quest. All it lacks is a few extra lines from the player to nudge her outlook a little more and the ability to side with a DS Revan during the beach showdown. It was a mod I was planning on once VO generation became viable.

I would welcome it, and if it came about it could maybe even be a wedge in the door for @EpicStoffer's Mission project. If the ability to harden her was intended and could be restored, it would make the Sith route in his mod a little more justifiable, although I do still have some reservations about Mission being a Force Sensitive to begin with.

  • Like 1

Share this post


Link to post
Share on other sites
  On 5/12/2023 at 4:37 PM, Snigaroo said:

If the ability to harden her was intended and could be restored

I don't know whether they had any additional plans for her beyond what is in the final game. There's nothing to restore that I am aware of at least, although I suppose it's possible there could be something in the Xbox files. Regardless, since you can so easily push her towards a darker opinion of Griff and his ultimate fate, it doesn't seem like a stretch to get her to extend that a little more broadly and be more open to a new change in galaxy management.

  On 5/12/2023 at 2:33 PM, JCarter426 said:

I'd welcome any contribution

As I have said before, I'm happy to pitch in with saber modelling. That's the best/most fun part. Actually turning it into a mod is the boring/slog part, so I'm happy if someone else is dealing with that end of things. You just need a list breaking down the specifics of what you want design-wise, the more details the better.

  • Like 1

Share this post


Link to post
Share on other sites

@Snigaroo

Thanks for keeping me in mind, it would definitely help with motivation for the project, if I thought that I'd get on your modlist (as I'm understanding that most people only go as far as your list, to look for mods for Kotor).

Regarding Mission being force sensitive, she's a 14 year old kid holding her own with the likes of Revan, Bastilla, Carth, etc. If that isn't an indication of potential force sensitivity, idk what is :P Also fairly impressive that she taught herself to speak fluent Wookie with Zalbar. considering that Big Z hardly seems like a teacher or someone prone to linguistics (all the while navigating the dangerous lower and under cities better than most hardened adults, as a freaking kid) :P 
If I'm not mistaken, these are things that would typically be something you'd see in a force sensitive person. :) Particularly when there's no specific foundation given to the character, that would justify these things happening "naturally" to the point of how it is in the game.

Above are just my own musings, but in my PoV that's always been an indication of it to some extent, even if never explicitly touched upon in the game.

With all of that being said, what you described is pretty much what my mod is doing. I haven't actually looked at the Lehon part yet, as I wanted to finish up my triggers on all planets first, but as I mentioned last time, the plan is to allow a DS Mission to join Revan, and create some more content for her post the place where a DS MC would no longer have Mission with them.

I could re-write a more elaborate explanation as to what I've done, how far I am, and what's in the process of being worked on/planned, but I think I covered that fairly well last time I wrote to you over in the Mod Development channel in Discord.

If you feel like there's something I should keep an eye out for beyond what I've already shared, do @ me either here or on discord and let me know, and I'll most likely be happy to incorporate it into the mod. :)

Ps. Just to be explicit about it, my mod allows you either push her towards becoming more light sided, or more dark sided, and it's reflected in the available dialogue that the PC will be able to get during a playthrough, based on her alignment. Her aligntment is initially chosen by you through dialogue choices when you turn her into a Jedi on Dantoine, and the available dialogue is split around roughly 60% universal dialogue with 40% alignment restricted dialogue, depending on whether you've turned Mission towards the DS or LS (might be closer to a 50/50 split, but roughly there about).


PsPs:

I also think DarthParemtric raises some good points about Mission's PoV, and if you throw in the destruction of near everything she's ever known as well (Read: Taris), where the only person that truly stood by her was ultimately Big Z and Revan, it's really not that hard to see how she could be pushed to joining a DS Revan, and generally begin viewing the world in a more DS oriented "light".

  • Like 1

Share this post


Link to post
Share on other sites

i would love to see a Kotor 1 and 2 version of the Shadow Guard with their Lightsaber Pikes from Force Unleashed for a boss battles at Key Sith Locations

Share this post


Link to post
Share on other sites
  On 6/12/2023 at 9:44 PM, DeathScepter said:

i would love to see a Kotor 1 and 2 version of the Shadow Guard with their Lightsaber Pikes from Force Unleashed for a boss battles at Key Sith Locations

That isn't anything that I would want to include in the mod builds.

  • Like 1

Share this post


Link to post
Share on other sites

I have just added what I believe are almost forty mod requests. Quite a lot. I took notes during my most recent replay, which just finished, and put up everything I could think of which I'd like to see altered. Of course this is not an exhaustive list, but it is at least a list of things I know for sure I'd like.

There are quite a few relatively simple mods I think would be easy enough to make, but also quite a few big projects I'm mostly listing my interest in in the hopes that it might inspire some ideas in others.

Revision 11 of the mod builds is currently in testing and I expect to begin the K2 test in days, which means that the K2 request thread will probably see a similar explosion of requests soon. Bear in mind: I don't add mods to the builds outside of Revisions, so any requests that were just put up here, or will be put up shortly for K2, will not be tested for inclusion until the next Revision period. There's plenty of time to complete any of these if anybody's got a mind to, but also bear in mind that if you complete a mod request, I might not be firsthand reviewing it for a year or more.

Share this post


Link to post
Share on other sites
  On 5/10/2023 at 11:05 PM, Snigaroo said:

Presently, on widescreen resolutions the GUI for your swoop bike--that is, the HUD which shows the borders of your swoop cockpit, your boost level, and so on--doesn't extend to the borders of the screen, but cuts off awkwardly. This video is a good example of what I mean. A small mod to fix this would be much-appreciated.

Aspyr already fixed this for the Switch version. You just need to steal it. Although from what I can tell, they used a kind of hacky (hardcoded) approach rather than fixing it properly, so it would need some additional work to port it across. Aspyr gonna Aspyr I guess.

  Reveal hidden contents

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.