SAO1138

Announcing my new expansion mod: “Sleheyron: Story Mode” will be launching this month.

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@N-DReW25 Thanks for explaining the veterans point of view. Really appreciated. Thanks for the tip aswell, and yeah I was indeed quoting FairStrides.

I have to disagree with you on one point : "The sale of mods in the Kotor Modding Community is prohibited, hence why that part is moot." Still, why ? Obviously it's prohibited, but it's not what I meant. What I meant is SAO is doing a great job, and as I said, "Even if it's supposed to be free, it's still a lot of work. Work that's not paid in any way, which can make the schedule change (everyone has a life 😅). So he's giving something to us. I don't feel like we can expect anything in a severe way." I also said that I agree with you on that he probably shouldn't have shared a deadline. But again, he didn't know it would be that much of an issue and is very ambitious for his mod.

2 hours ago, N-DReW25 said:

She means you're not the team leader of the mod. The team leader would usually be the one to upload the mod when it's ready, and Sao hasn't publicly announced that you're on the Sleheyron: Story Mode dev team - hence her skepticism.

I think I understand now. Well yeah obviously I'm not the team leader 😅

"Sao hasn't publicly announced that you're on the Sleheyron: Story Mode dev team" : Obviously, he basically hasn't announced anything publicly, except for some Screenshots, the mod idea and the "deadline". And the "dev team" idea is pretty big. I'm helping and beta testing as much as I can, but if you mean "dev team" in a professional way, I don't think we can say there's one.

Last point : imo, he underestimates quite a lot the "last details" steps (last bug fixes, setting up Holopatcher, testing it and fixing it).

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Good news! The mod is done!

I just finished a play test of the whole game with the new companion. Everything seems to work well!

I’m sure there will be bugs discovered, and other mod compatibility is currently nonexistent, so more work will be needed in the future… but I’m really excited that tomorrow I’ll be able to get online this mod!

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4 minutes ago, SAO1138 said:

Good news! The mod is done!

I just finished a play test of the whole game with the new companion. Everything seems to work well!

I’m sure there will be bugs discovered, and other mod compatibility is currently nonexistent, so more work will be needed in the future… but I’m really excited that tomorrow I’ll be able to get online this mod!

Fantastic :) Sorry i did not playtest it atm... Hopefully in the following weeks :x

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Looking forward to seeing all your (and your team)’s hard work paying off. Cant wait to give it a try.

So what is the issue with compatibility? Is it something like the placeable limit in KoTOR1? I know that at least at some point that was considered a huge problem when considering compatibility with big mods like Brotherhood of Shadow, for example.

On 6/7/2025 at 1:01 AM, SAO1138 said:

Good news! The mod is done!

I just finished a play test of the whole game with the new companion. Everything seems to work well!

I’m sure there will be bugs discovered, and other mod compatibility is currently nonexistent, so more work will be needed in the future… but I’m really excited that tomorrow I’ll be able to get online this mod!

 

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6 hours ago, DarthTycho said:

Looking forward to seeing all your (and your team)’s hard work paying off. Cant wait to give it a try.

So what is the issue with compatibility? Is it something like the placeable limit in KoTOR1? I know that at least at some point that was considered a huge problem when considering compatibility with big mods like Brotherhood of Shadow, for example.

 

Hello there!

Sleheyron Story mode is out on here and on NexusMods. You can already play it if you install it manually.

About compatibility :

Placeables are indeed an issue. However, for Sao's Sleheyron Story mode, it is actually a relatively small one, as it doesn't add half of what was added by BOSSR. Which means it could theoretically even be completely compatible with K1R. At any rate, this shouldn't cause any incompatibility with neither K1CP nor RC-K1CP.

However, the main issue is patching existing modules, 2da files, dialog.tlk and global.jrl. Idk how much you know about KOTOR modding, but these files are very annoying : either you replace them, or you patch them (meaning adding new files and modifying others for modules, and adding/modifying rows in the tlk/jrl/2da, all of that inside the said files) with TSLPatcher or HoloPatcher (more modern and efficient so this mod will use the second one). Setting up the Patcher thus takes some time, which is why he said some additional work will be needed in the future.

FYI, I am currently working on setting up Holopatcher to help players install the mod. This does not mean that I'll fix every compatibility issue right now, but that you'll be able to install the mod with the Patcher, for Sleheyron Story mode 1.1. As it is already out, we might make Holopatcher patch everything. I'll see with Sao about it. Anyway, more compatibility will be added in the relatively near future.

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