N-DReW25 1,337 Posted November 14 View File Complete Sith Academy [BETA] A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 14.11.2024 Installation: Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic. Description: In the first Kotor game, the Korriban Sith Academy had two inaccessible rooms that were locked behind static doors (meaning you can't interact with them). Throughout the Kotor games, there are many static doors that lead nowhere. These doors exist to imply that the levels are bigger than what they actually are... you just don't get to see the full area. If you were to use mods to open these statics doors, in most cases you will find that there is no room behind these doors as the developers didn't intend for those doors to be opened, the same is true for the Sith Academy's two hidden rooms. In the second Kotor game, you revisit Korriban and get to see the areas you travelled through five years after the first game. Obsidian added two new rooms behind the previously inaccessible doors that led nowhere in the first game, a Library and a Teacher's Dormitory. For over 15 years, player's have known that a Library and Teacher's Dormitory canonically existed behind the static doors of the Sith Academy in the first game but couldn't do anything about it... until now. At the end of 2024, the modder Thor110 ported the Library and Teacher's Dormitory from the second game to the first and released it as a modder's resource. And using this modder's resource, I have made the Complete Sith Academy mod for K1. The Library and the Teacher's Dormitory from the second game has been populated with objects and NPCs to make these areas "fit in" with the visual aesthetics and the environment of the first game. The NPC Tamlen has been moved into the Library whilst the Sith Teacher with Tamlen has also been moved to the Teacher's Dormitory, the dueling Sith Students and the Sith Teacher overseeing them have also been moved to the room outside the Academy to prevent a bug where you can hear the clashing of Lightsabers from inside the Library if they kept in their original location. Sith Students have been added to the Library who study on the computers there, making them inaccessible to the player, and Sith Students have also been added to the Teacher's Dormitory alongside the Sith Teacher already in there. The Footlockers you find in the second game CANNOT be opened, but I have added new Footlockers and other objects you can open to the Teacher's Dormitory alongside a Workbench. You can expect to leave the Korriban Academy with some rare, albeit weak, items you wouldn't have received otherwise. There are no custom made NPCs or side quests added in this mod, I wanted the new rooms to "fit in" with the rest of the game. I know other modders DO intend to make mods that adds the new Academy rooms like this mod, except their mods will have some form of side quest content. If they do develop and release these mods then those mods will probably be incompatible with this mod - when that time comes, you may have to choose between their mod & this mod. Known Bugs: If you click on the Sith Students on the computers too much, they stop doing their "typing" animations. This mod shouldn't have any bugs but if you find any please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Please speak with me if you wish to use this mod in your mod. Alternatively, you can download Thor110's modder's resource and use Holocron Toolset to add your own placeables to the module thus bypassing needing to use my mod as a base. Thanks to: Thor110: For making the amazing Sith Academy Missing Rooms modder's resource to begin with, without you this mod wouldn't exist! Obsidian Entertainment: For adding these new rooms to the second game! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! th3w1zard1: For HoloPatcher and the Holocron Toolset! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 11/14/2024 Category Mods K1R Compatible No 1 Quote Share this post Link to post Share on other sites
Salk 374 Posted November 16 Hey, N-DReW25! Congratulations on yet another release. A couple of questions and a request: 1) In the Known Bugs section you wrote: "If you click on the Sith Students on the computers too much, they stop doing their "typing" animations." There are several animations of NPC typing on computers in the game and now I wonder if the problem you reported here is a global one? If not, then I think it'd be worth investigating why this won't happen elsewhere. 2) Do the Sith Patrols in the academy extend their patrol route to the new rooms? If not, do you think they should? The request would be about providing the script source, if you'd not mind sharing. As a side note, some people (me included) use Korriban Academy Workbench 2.0 and wouldn't really want to have two workbenches in the academy. I guess it could be mentioned in the Compatibility section of your read me. 😉 Cheers! Quote Share this post Link to post Share on other sites
N-DReW25 1,337 Posted November 17 On 11/16/2024 at 5:50 PM, Salk said: 1) In the Known Bugs section you wrote: "If you click on the Sith Students on the computers too much, they stop doing their "typing" animations." There are several animations of NPC typing on computers in the game and now I wonder if the problem you reported here is a global one? If not, then I think it'd be worth investigating why this won't happen elsewhere. It could very well be a global problem as I got the animation script from the Sith in the Manaan Hangar modules, the one you meet Ithorak in. On 11/16/2024 at 5:50 PM, Salk said: 2) Do the Sith Patrols in the academy extend their patrol route to the new rooms? Not right now. On 11/16/2024 at 5:50 PM, Salk said: If not, do you think they should? I think there should be one for the Library, the hall is long enough to have a proper patrol go through it. On 11/16/2024 at 5:50 PM, Salk said: The request would be about providing the script source, if you'd not mind sharing. These should be the decompiled scripts from the mod, the first one controls animations and the second one directs the NPC to face the computers. k_pkor_ambient01.nss k_pkor_ambient02.nss On 11/16/2024 at 5:50 PM, Salk said: As a side note, some people (me included) use Korriban Academy Workbench 2.0 and wouldn't really want to have two workbenches in the academy. I guess it could be mentioned in the Compatibility section of your read me. 😉 I could add that in, yes. Thank you for reminding me of that mod. 1 Quote Share this post Link to post Share on other sites
DarthParametric 3,785 Posted November 17 16 minutes ago, N-DReW25 said: It could very well be a global problem as I got the animation script from the Sith in the Manaan Hangar modules, the one you meet Ithorak in. I thought we addressed flaky animation resumption in K1CP at some point, at least for specific instances anyway. Quote Share this post Link to post Share on other sites
Salk 374 Posted November 17 Those scripts are not right, so I'm not surprised that Tamlen is not actually doing anything. There are several other critical issues with this modification in the current state, including a pletheora of missing references in the modified .git file. Resources need importing from K2. On top of that, the original m35aa.vis file needs to be edited to account for the added rooms. With some extra polishing, this will be a great addition to the game. 1 Quote Share this post Link to post Share on other sites
Thor110 501 Posted November 18 On 11/17/2024 at 4:53 PM, Salk said: There are several other critical issues with this modification in the current state, including a pletheora of missing references in the modified .git file. Resources need importing from K2. On top of that, the original m35aa.vis file needs to be edited to account for the added rooms. I included an updated m35aa.vis file with my release of these levels and it seems N-Drew25 included the ExpandedVIS file I made, what exactly is wrong with it? Not sure why N-Drew25 has m35aa.git in the release, it isn't necessary as HoloPatcher is updating the references in the .git file directly, so if that is the .git file you are referring to, there is no issue. What resources are required from K2? Everything is included with my modders resource release and appears to be included with this release as well. Quote Share this post Link to post Share on other sites
Salk 374 Posted November 18 N-DReW25 didn't include the.vis file in the initial version. I'm not accustomed to Holopatcher so I have no idea how it works but the .ini file modified the m35aa.git file referring to K2 resources and many of them weren't included in version 1.0. They were added later, too. Quote Share this post Link to post Share on other sites
Thor110 501 Posted November 18 2 hours ago, Salk said: N-DReW25 didn't include the.vis file in the initial version. I'm not accustomed to Holopatcher so I have no idea how it works but the .ini file modified the m35aa.git file referring to K2 resources and many of them weren't included in version 1.0. They were added later, too. Ah, I guess that's probably been fixed now then! My bad. It could all use a little more work but I was unsure on how to handle some things, such as the Arch which I didn't repair as there was no rubble from it, so I figured that it is possible that it was damaged prior to the events of K1. 1 Quote Share this post Link to post Share on other sites
N-DReW25 1,337 Posted November 19 5 hours ago, Thor110 said: Not sure why N-Drew25 has m35aa.git in the release, it isn't necessary as HoloPatcher is updating the references in the .git file directly, so if that is the .git file you are referring to, there is no issue. It's 100% something I forgot to remove, though the HoloPatcher doesn't do anything with it so all it's doing is occupying space in the zip file. 1 Quote Share this post Link to post Share on other sites
Salk 374 Posted November 19 Well, for my own purpose (installing of the mod manually) I was very grateful for the presence of the m35aa.git changes in the .ini file. Would you mind terribly telling me how Holopatcher can do the associations without . ini instructions? Thanks! EDIT: Oh and one more question: is it just my impression or the added rooms have a bit of a darker atmosphere? I'm mostly talking about illumination. When moving into those rooms I literally see a little less well. I added a couple of pictures to illustrate. The situation is particularly evident in two of them. Notice how there is a clear and abrupt passage from practically no illumination and light on surface under the archway in the second picture on the path into the last room (the blue arrow indicates it). 1 Quote Share this post Link to post Share on other sites
DarthParametric 3,785 Posted November 19 That's all pure lightmap. Quote Share this post Link to post Share on other sites
Thor110 501 Posted November 19 Yeah, I didn't do anything with the lightmaps. Someone was going to take a look at them for me but they haven't got around to it, it might be possible for me to paste parts of the lightmaps from the K1 levels, but figuring out which tiny blotch of pixels to copy across would take a while. 1 Quote Share this post Link to post Share on other sites
Salk 374 Posted November 19 I can appreciate that updating the lightmaps to better ones is a pain. I was merely pointing out that I had the impression the perhaps the original work was not that good. 1 Quote Share this post Link to post Share on other sites