Snigaroo

Mod Build Request Thread - KOTOR

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I see it was uploaded, I've approved it and marked that request fulfilled. I'll leave it in the list until I'm able to test it next revision, but I don't expect any problems with integration. Thanks Salk!

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I don't think you need to worry, I've just learned not to test content outside of a full build revision. Last couple times I tried things went... badly.

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I would like to announce that I've been developing the "Hulas has no reason to fight" request and it's about 95% complete.

 

One of the journal entries mentions that you killed Hulas, I just gotta find out how to change this so that a custom journal entry is added in its place mentioning how Senni was the one who was killed.

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On 6/7/2024 at 10:31 PM, DarthParametric said:

Just use HoloPatcher and edit the TLK string directly. Far less effort and it's less intrusive.

Would there be a tutorial or a pre-existing mod that already does this with the HoloPatcher?

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30 minutes ago, N-DReW25 said:

a tutorial

Unfortunately no. The wiki on the PyKotor repo is pretty barebones and only has a few bits and pieces regarding HoloPatcher.

30 minutes ago, N-DReW25 said:

a pre-existing mod that already does this with the HoloPatcher

K1CP is probably the only mod currently that uses the feature. You can see some discussion about it in the "HoloPatcher migration" issue on the repo as the feature was initially being developed/implemented. There's more on the DS Discord as it was being refined/implemented/tested, between October and December 2023 (I'd have to go digging to find specific links).

Probably more useful (and less confusing) would be to just look at the K1CP changes.ini's [TLKList] section. The gist is that you can now specify a TLK in the tslpatchdata folder to be used for overwriting vanilla strings. In this case, K1CP uses the regular append.tlk for double duty, both overwrites and the typical appends. Any appended strings follow the same format they always did. Overwrite strings get listed in a sub-section under the heading of their filename specified at the start of the block. The vanilla StrRef ID is then linked to source TLK ID (i.e. basically the same way the append list works). So in this example, vanilla StrRef 25859 (one of Mission's lines after breaking Zaalbar out of his Gamorrean cell) is being overwritten by string 27 in append.tlk, etc.

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On 6/10/2024 at 7:58 PM, DarthParametric said:

K1CP is probably the only mod currently that uses the feature. You can see some discussion about it in the "HoloPatcher migration" issue on the repo as the feature was initially being developed/implemented. There's more on the DS Discord as it was being refined/implemented/tested, between October and December 2023 (I'd have to go digging to find specific links).

Probably more useful (and less confusing) would be to just look at the K1CP changes.ini's [TLKList] section. The gist is that you can now specify a TLK in the tslpatchdata folder to be used for overwriting vanilla strings. In this case, K1CP uses the regular append.tlk for double duty, both overwrites and the typical appends. Any appended strings follow the same format they always did. Overwrite strings get listed in a sub-section under the heading of their filename specified at the start of the block. The vanilla StrRef ID is then linked to source TLK ID (i.e. basically the same way the append list works). So in this example, vanilla StrRef 25859 (one of Mission's lines after breaking Zaalbar out of his Gamorrean cell) is being overwritten by string 27 in append.tlk, etc.

This method has worked!

 

@Snigaroo The Senni Vek Restoration mod has now become the Senni Vek Mod and includes your fulfilled Senni Vek to Hulas request.

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Snigaroo,

I've packaged a first version of Bastila must hide! yesterday. I checked that the installation was successful and that the files were patched properly, but the modification could not be tested in-game yet and I can't predict when I'll be able to do that due to time constraints.

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On 8/27/2024 at 1:11 AM, Salk said:

Snigaroo,

I've packaged a first version of Bastila must hide! yesterday. I checked that the installation was successful and that the files were patched properly, but the modification could not be tested in-game yet and I can't predict when I'll be able to do that due to time constraints.

I don't know why I didn't get a notification about this, sorry about that Salk--no worries on the timetable. We are looking at next build release for integration anyway, so there is plenty of time.

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On 5/10/2023 at 4:05 PM, Snigaroo said:

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.

Back-Porting of TSL Areas to K1

  Hide contents

This is an extremely general category because I don't necessarily have amazing ideas for it myself, and is included at least partly for brainstorming purposes. There are areas in KOTOR 2 (such as the Enclave sublevel, or Ludo Kressh's tomb on Korriban) which are inaccessible in the original game but could be ported over, potentially with great benefit. Revan entering Kressh's tomb could, for instance, force the player to confront jumbled and amorphous threats from their past, both as Revan and as the programmed identity the Jedi gave them--a hint that not all is what it seems. And, while the player wouldn't be able to take loot from the same containers the Exile can loot in K2 (unless the Star Wars universe comes with spontaneous item genesis), Revan could at least get to Kressh's actual burial chamber and do something there to leave an echo of themselves, something that would--implicitly--explain the vision of Revan the Exile encounters there years later.

That's just one suggestion, but I think reusing these areas in careful and intentional ways would be a great way to expand the game's content while keeping the quality high.

 

Not sure how relevant this would be to your request here but I am currently working on a mod which ports the closed off areas of Korriban into K1 for Revan to access. The rooms in the academy are ported in (thanks to @Thor110) and I will be adding Sith holocrons and possible info into the computers on Sith history, as well as a couple of side quests--one involving retrieving holocrons that were stolen by Jorak Uln after he was ousted (which means you'd have to kill him to get them) and one that involves hunting the hssiss lizards for a reward which appear on Korriban in K2 and which will be ported in. Ludo Kressh's tomb might be open as well (although it hasn't been ported yet) and I'm planning for Revan to probably run into a "vision" of Kreia/Arren Kae (who [SPOILER ALERT] is Revan's former master) that he'll end up fighting. There will also be a clothing overhaul and all the Sith students and teachers at the academy will be wearing robes ported in from K2 that the Sith at Trayus Academy on Malachor V wear. All the NPCs who the player has actual conversations with will also be given unique heads ported in from K2 and/or re-using existing player heads. There will also be at least three "cameos" from K2: Jana Lorso, the female Mirialan Czerka rep from Telos in K2, will replace the Czerka rep at the desk in their office (I've already used ElevenLabs to generate replacement VO lines what were converted from the original; the Twin Suns from Nar Shadaa will be there and are shown as having come as prospective students but they got "bored" and decided to pursue a life of crime instead and will be in Czerka's office. Also, the Sith trooper guard outside will be replaced with Azkul and have his head (I'll be using a modder's resource that has a non-helmeted Sith trooper suit for him). 

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I have considered porting the caves and ludo kresh's tomb over to K1, or rather using it in my port of K1, but I don't think it makes sense because then the tomb would have been looted by the second game and would have to be empty.

I also looked at just using the caves and leaving it locked, but there is a slight difference between the two caves models, in KotOR1 there is a small opening at the end of the caves, just across the bridge, in KotOR2 there is not.

So I couldn't decide on what the best approach was for the port.

As for KotOR1 itself, it's very easy to port levels over to the first game, you're more than welcome to use the files from my K2 to K1 port of all the levels which is still available on ModDB.

https://www.moddb.com/mods/expanded-galaxy-project-kotor-12/downloads/revans-eternal-empire-k1-beta-v0-2-9

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12 hours ago, Thor110 said:

I have considered porting the caves and ludo kresh's tomb over to K1, or rather using it in my port of K1, but I don't think it makes sense because then the tomb would have been looted by the second game and would have to be empty.

I also looked at just using the caves and leaving it locked, but there is a slight difference between the two caves models, in KotOR1 there is a small opening at the end of the caves, just across the bridge, in KotOR2 there is not.

So I couldn't decide on what the best approach was for the port.

As for KotOR1 itself, it's very easy to port levels over to the first game, you're more than welcome to use the files from my K2 to K1 port of all the levels which is still available on ModDB.

https://www.moddb.com/mods/expanded-galaxy-project-kotor-12/downloads/revans-eternal-empire-k1-beta-v0-2-9

I have thought about the best reasoning for how a port of the TSL caves to K1 on Korriban would work. My idea is that, after the Sith students escape, you plant charges to blow up the cave exit and cover it up in the new rubble. The idea is that you're essentially covering their tracks to prevent further searches for them by the Sith. The new TSL module variant showing the end of the bridge without the opening will load in right after quick cutscene/animation showing a bunch of explosions at the entrance. The tomb of Ludo Kresh suddenly appearing can be explained with a simple text pop-up saying something along the lines of how the explosion that destroyed the exit and shook/quaked up the cave area so much that the rocks covering the hidden tomb were forced away. If you rescue the students, the Twilek student gives you instructions to plant explosives at the exit with a remote detonator afterwards, rewarding you with additional XP and ligthside points. If you just kill the students, youll find the detonator parts on their bodies and the same idea can be done anyway.

This is just a really crude idea of how it could be done, but I think this was allows for a natural transition from one module to another without causing any conflicts. It really is convenient how the rest of the cave is entirely the same besides this. 

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2 minutes ago, Mephiles550 said:

This is just a really crude idea of how it could be done, but I think this was allows for a natural transition from one module to another without causing any conflicts. 

It's been a long time since I did that quest, I guess that's why the area at the end is caved in in the second game, but it doesn't really explain how the tomb comes out of nowhere.

You would have to make a room animation to transition cleanly I think.

Not sure it's something I could manage.

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14 minutes ago, Thor110 said:

It's been a long time since I did that quest, I guess that's why the area at the end is caved in in the second game, but it doesn't really explain how the tomb comes out of nowhere.

You would have to make a room animation to transition cleanly I think.

Not sure it's something I could manage.

Basically I'm using the Brotherhood of Shadow approach where the solution is just loads of explosions and fade to black mid-way through the explosions, just like Hollywood would want. Then when the fade to black is done, the new module loads, you're at the same spot you detonated the charges. Now we have a newly blocked cave and a new tomb that was now "exposed" offscreen, i.e the TSL cave module instead of the Kotor 1 module. 
I don't think it needs to be that complicated, Kotor was never really creative about stuff like this in the first place, TBH. 

You could have the Sith students tell you there's a hidden tomb with all types of artifacts and goodies and stuff hidden near the cave exit. They could provide you additional explosives to blow up that area directly as well along with the cave exit. This would be a nice reference to the Thorium charges from TSLs Korriban. You would need to plant explosives at both the cave exit and the area where the tomb would be in TSL, then detonate both at once (and not only one at a time due to obvious reasons). Why both at the same time? lol idk make up a story reason in-game. The actually reason is because there's no module with only one change, it has to be the two new ones (no cave exit, new tomb area)

The idea might not be the best, but it's simple and I think it could work. 

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Just now, Mephiles550 said:

Basically I'm using the Brotherhood of Shadow approach where the solution is just loads of explosions and fade to black mid-way through the explosions, just like Hollywood would want. Then when the fade to black is done, the new module loads, you're at the same spot you detonated the charges.

That could work for sure, you would also have to set a variable and have a script ensure to check that when entering the cave so that you don't get sent to the original module.

2 minutes ago, Mephiles550 said:

The idea might not be the best, but it's simple and I think it could work. 

Feel free to try and make it happen, I don't have time for it that's for sure.

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23 hours ago, EAF97 said:

Not sure how relevant this would be to your request here but I am currently working on a mod which ports the closed off areas of Korriban into K1 for Revan to access. The rooms in the academy are ported in (thanks to @Thor110) and I will be adding Sith holocrons and possible info into the computers on Sith history, as well as a couple of side quests--one involving retrieving holocrons that were stolen by Jorak Uln after he was ousted (which means you'd have to kill him to get them) and one that involves hunting the hssiss lizards for a reward which appear on Korriban in K2 and which will be ported in. Ludo Kressh's tomb might be open as well (although it hasn't been ported yet) and I'm planning for Revan to probably run into a "vision" of Kreia/Arren Kae (who [SPOILER ALERT] is Revan's former master) that he'll end up fighting. There will also be a clothing overhaul and all the Sith students and teachers at the academy will be wearing robes ported in from K2 that the Sith at Trayus Academy on Malachor V wear. All the NPCs who the player has actual conversations with will also be given unique heads ported in from K2 and/or re-using existing player heads. There will also be at least three "cameos" from K2: Jana Lorso, the female Mirialan Czerka rep from Telos in K2, will replace the Czerka rep at the desk in their office (I've already used ElevenLabs to generate replacement VO lines what were converted from the original; the Twin Suns from Nar Shadaa will be there and are shown as having come as prospective students but they got "bored" and decided to pursue a life of crime instead and will be in Czerka's office. Also, the Sith trooper guard outside will be replaced with Azkul and have his head (I'll be using a modder's resource that has a non-helmeted Sith trooper suit for him). 

The underlying concept sounds of interest to me (though obviously I'd need to see how it appeared ingame), but with no intent to insult I don't like many of the ancillary ideas--I prefer the Sith students in the robes used from JC's Back in Black and I especially don't like the idea of the cameos, both of the more commonplace NPCs but especially of Kreia. One of those (Lorso, given that she was after all Czerka) would be fine, but all of them together stretches coincidence past the breaking point and shatters the suspension of disbelief, in my view.

Modders don't (and shouldn't) make mods for me, outside the times when a modder deliberately takes on a request here to do so--that's both expected and how I prefer it, so I'm not asking you to change your vision in any way. This is just to let you know that it sounds like the kind of project I probably wouldn't include in the builds.

 

21 hours ago, Thor110 said:

I have considered porting the caves and ludo kresh's tomb over to K1, or rather using it in my port of K1, but I don't think it makes sense because then the tomb would have been looted by the second game and would have to be empty.

Well, that is indeed the problem as I mentioned in the original sting for the use of the Tomb. I'm in no way attached to using the tomb specifically, but at the same time I don't think that just because it still has loot in it in KOTOR 2 there's no way to use it in the original. If the PC enters the tomb and it's established that his visions are much stronger than the ones the Exile experienced because of Revan's much stronger connection to the Force, the entry to the tomb could be treated like a sort of bad trip where the PC is almost completely out of it through the entire tomb, and only regains sense when they leave, never taking anything significant with them.

Though I reiterate, this is mainly just a thought exercise on my part to argue that even seemingly-unusable modules can probably have the gap bridged with some creative concept for their use. I think not using Kressh's tomb would probably be better.

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14 hours ago, Thor110 said:

It's been a long time since I did that quest, I guess that's why the area at the end is caved in in the second game, but it doesn't really explain how the tomb comes out of nowhere.

It is somewhat implied that a group of Jedi excavated the tomb, these Jedi would turn on each other due to the visions with Nebelish being the last survivor before starving to death. Why they excavated the tomb? Unknown - the only explanation as to why Korriban makes little sense is cut content, Master Vash wasn't supposed to be on Korriban after all. A better way to explain the Tomb of Ludo Kresh would be to make a mod for K2 that explains it rather than shoe-horning it into the first game.

 

14 hours ago, Thor110 said:

You would have to make a room animation to transition cleanly I think.

Not sure it's something I could manage.

A room animation would be the only way, you can't blow up the cave exit and have the player warp to a copy of the K2 cave. Any unlooted placeables from the old module would be gone, any landmines placed by the player would be gone, any enemies you didn't kill would be gone, and it'd be very difficult to setup the cave entrance in the Valley of the Dark Lords to account for this change.

 

If there's even a chance the warping method could work, all of the above would have to be figured out for it to work.

 

5 hours ago, Snigaroo said:

If the PC enters the tomb and it's established that his visions are much stronger than the ones the Exile experienced because of Revan's much stronger connection to the Force, the entry to the tomb could be treated like a sort of bad trip where the PC is almost completely out of it through the entire tomb, and only regains sense when they leave, never taking anything significant with them.

Though I reiterate, this is mainly just a thought exercise on my part to argue that even seemingly-unusable modules can probably have the gap bridged with some creative concept for their use. I think not using Kressh's tomb would probably be better.

What would Revan's visions even be (especially if this happens before the Revelation scene on the Leviathan)? If the vision acts anything like it did for the Exile then it'd be logical for Emperor Vitiate to be one of the vision characters (even if Revan doesn't realize who it is at the time), so if you include, or exclude, characters such as Vitiate from the vision either way I can see that being controversial for some players.

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3 hours ago, N-DReW25 said:

A room animation would be the only way, you can't blow up the cave exit and have the player warp to a copy of the K2 cave. Any unlooted placeables from the old module would be gone, any landmines placed by the player would be gone, any enemies you didn't kill would be gone, and it'd be very difficult to setup the cave entrance in the Valley of the Dark Lords to account for this change.

I completely agree, warping across to a new module would be too jarring and could have unforeseen consequences such as unlooted placeables like you mentioned.

 

3 hours ago, N-DReW25 said:

If there's even a chance the warping method could work, all of the above would have to be figured out for it to work.

Short of having variables tied to every item / placeable / creature, I don't think there would be an easy way to do it through warping.

 

Personally I think I will leave this to anyone else that wants to tackle it, it makes the most sense that the cave is blown up which over the next few years causes the tomb to be revealed.

 

That aside though, there is something I have been working on these past few days that might be of use to the mod builds when I am done.

trophy-wraid.png.eaa08d51831da4c7c173ff487b912859.png

Remaking the trophy textures in Davik's room on Taris using the creature textures, I also wrote more details about it in my Texture Analysis tutorial thread.

Edit : Just finished the Kataarn, Tukata and Iriaz.

kataarn-compare.png.f9fb875851273b4c2f8bf6be4fdde7a7.png

The Tukata.

trophy-tukata.png.65db97f31f01a6cdb924777b8f347c13.png

And the Iriaz.

trophy-iriaz.png.f49fea37ec108b8b689750b7316a1cff.png

Finally the Ronto.

trophy-ronto.png.9f14b47757e0307ad1bbd205c2b922ea.png

As for the Dewback, it is at the same resolution as the creature version and the Rancor, well, I can't make heads or tails of the Rancor texture, it appears to be a completely different texture.

Edited by Thor110
Ronto
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On 10/24/2024 at 3:21 AM, N-DReW25 said:

What would Revan's visions even be (especially if this happens before the Revelation scene on the Leviathan)? If the vision acts anything like it did for the Exile then it'd be logical for Emperor Vitiate to be one of the vision characters (even if Revan doesn't realize who it is at the time), so if you include, or exclude, characters such as Vitiate from the vision either way I can see that being controversial for some players.

Well, definitely wouldn't like to see Vitiate. I was thinking that it would be visions which were confused and inconsistent, such that you wouldn't even understand what you were seeing without the context of K2. In other words, it wouldn't be obvious that the tomb was even supposed to be showing you your past, present and future--it would seem like it was only showing strange relevatory visions, at least to those without knowledge that you are Revan. A battle scene from the Mandalorian Wars, a dialogue between a phantom figure and Malak, two mirror NPCs using your face, one LS and one DS, arguing wordlessly with one another; vague visions which don't mean anything on their own, but which imply something isn't quite right.

Reiterating, though, that this is still a thought experiment. If somebody made this I'd test it, but I still think Kressh's tomb is best-served as a K2 exclusive.

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