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Posted

AxC's Recover Nemo's Body



In the game, the Council acknowledges they sent a Jedi to investigate the ruins, but he has not returned. They do nothing about it, never mention him again, and simply send you instead and call it a day. Consequently, we can do nothing either, except rob the corpse of his belongings and leave him in his tomb.

This small immersion mod allows you to recover the body of Nemo from the Dantooine ruins. Or not. The choice is yours.

Bring him not to the apathetic Council, but to Deesra, who trains under Master Dorak to one day become Chronicler of the Jedi Order. He will properly document Nemo's fate and attend to his burial.

A short quest begins once you search Nemo's remains and decide to take his body back to the Enclave. You may also choose to deliberately leave him there, as the Council always intended, and the quest will auto-complete, affirming your decision.

Upon completion, you receive a purple crystal that once belonged to Nemo himself. In my opinion, a fitting way to obtain this signature crystal before leaving Dantooine for the first time.

Note:
Due to how the game works, it's best to install this mod before entering the Dantooine Ruins for the first time. Otherwise, the dialogue after interacting with the corpse may not trigger naturally. As a failsafe, I've added an additional dialogue option with the Ancient Droid. After finishing your business in the ruins, ask him questions and a new line will appear: "Did you kill the Jedi over there?". This allows you to investigate the body the same way as after searching him.

Bugs:
Nothing major, but if installed on an existing save and using the failsafe route, the body may only disappear after you revisit the location.


Installation:
Use the HoloPatcher installer included in the archive.



Credits:

Fred Tetra, for KOTOR Tool
TK102, for DLGEditor
Torlack, stoffe & TK102, for NWNSSCOMP
JdNoa & Dashus, for DeNCS
Cortisol, for Holocron Toolset and HoloPatcher


 

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  • 2 weeks later...
Posted (edited)

@AxConsortium, I would like to report something after thanking you for making this interesting small modification that for the most part neatly integrate itself into the original game. I have not yet tested it in-game because I am still verifying the content manually to refine some of the included text.

In the dan15_nemocorpse.dlg file there is Entry 3 and Entry 4 as children to Reply 1. Entry 3 has the conditional script "c_dan_nemof_done" as trigger. The problem is that both Entry 3 and Entry 4 have identical purpose with no text and an active script ("dan15_takenemo") making them two identical entries. What is it you wanted to have different? The way it is now, having two entries that do exactly the same thing does not make any sense. EDIT: My bad, I did not at first notice that the Quest entry is what is different: 10 in one case and 11 in the other!

The only problem I see is that returning Nemo's body to Deesra, rather than the Council, is convenient and smart as it does not require additional voice over acting for the Dantooine Jedi Masters, but is conceptually a bit weak because I don't see why Deesra should be the one to report to.

Cheers!

Edited by Salk
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Posted
11 hours ago, Salk said:

@AxConsortium, I would like to report something after thanking you for making this interesting small modification that for the most part neatly integrate itself into the original game. I have not yet tested it in-game because I am still verifying the content manually to refine some of the included text.

In the dan15_nemocorpse.dlg file there is Entry 3 and Entry 4 as children to Reply 1. Entry 3 has the conditional script "c_dan_nemof_done" as trigger. The problem is that both Entry 3 and Entry 4 have identical purpose with no text and an active script ("dan15_takenemo") making them two identical entries. What is it you wanted to have different? The way it is now, having two entries that do exactly the same thing does not make any sense. EDIT: My bad, I did not at first notice that the Quest entry is what is different: 10 in one case and 11 in the other!

The only problem I see is that returning Nemo's body to Deesra, rather than the Council, is convenient and smart as it does not require additional voice over acting for the Dantooine Jedi Masters, but is conceptually a bit weak because I don't see why Deesra should be the one to report to.

Cheers!

First, thank you for verifying my mod. That is very nice of you!

And yes, your finding is correct. I've set up both in-game dialogues and journal entries to reflect if the player has ever met Nemo in person before, or missed him and hence doesn't know him. That is what the "c_dan_nemof_done" conditional is for.

Of course, I originally wanted the player to give the body to the Council. And who is Deesra anyway? He's just the dude who loves to talk about terentateks. In lore, he is also an apprentice to Master Dorak (the one I would have preferred to give the body to) and he eventually succeeds him as Jedi Chronicler after the story of both KOTORs. So I used a bit of my headcanon and decided that during the player's training on Dantooine, they become acquainted with Deesra and his goal to become a Chronicler. In that case, the in-universe decision to give the body to Deesra is that the player character just knows he will want to deal with the body himself as part of his training.

But the meta reason is dialogue voicing, sure.

Posted (edited)

Thanks for your reply, AxConsortium!

I appreciate your time spent to elaborate. I have locally made some small custom adjustments to help a little extra in regards to the player's task of returning Nemo's remains to Deesra. Please don't discount your direction and choice here because while not clearly ideal is really the second best option.

As I said, I have made a few changes, however, which you're very welcome to use in a future version of this modification if you ever wish to. Before telling you about it, I would recommend submitting your work to Snigaroo's KotOR Mod Build because it would fit very well in the immersion section there.

Now, what I did was to polish the already very decent text and swap a few VO choices (I noticed many instances of grts VO when different ones seemed to fit better, particularly in regards to the text's length). But I also rewrote the trigger script for Deesra. This was due to the fact that I wanted the Player to be informed early about Deesra's role in the enclave adding a line of dialogue where he mentions chronicling the enrollments and the passing of the Jedi at the enclave. This gives more solid ground to the decision of bringing Nemo's body to him rather than the Council. But in order to do that I had to initiate the conversation so that it'd trigger as soon as you get past him after arriving in Dantooine. Originally that trigger is only starting the conversation after the Player has advanced the Dantooine plot far enough. Now this happens twice instead.

Again, these minor changes have not yet been tested, but shouldn't present any particular issues.

Cheers!

Edited by Salk
Posted (edited)
15 hours ago, Salk said:

Thanks for your reply, AxConsortium!

I appreciate your time spent to elaborate. I have locally made some small custom adjustments to help a little extra in regards to the player's task of returning Nemo's remains to Deesra. Please don't discount your direction and choice here because while not clearly ideal is really the second best option.

As I said, I have made a few changes, however, which you're very welcome to use in a future version of this modification if you ever wish to. Before telling you about it, I would recommend submitting your work to Snigaroo's KotOR Mod Build because it would fit very well in the immersion section there.

Now, what I did was to polish the already very decent text and swap a few VO choices (I noticed many instances of grts VO when different ones seemed to fit better, particularly in regards to the text's length). But I also rewrote the trigger script for Deesra. This was due to the fact that I wanted the Player to be informed early about Deesra's role in the enclave adding a line of dialogue where he mentions chronicling the enrollments and the passing of the Jedi at the enclave. This gives more solid ground to the decision of bringing Nemo's body to him rather than the Council. But in order to do that I had to initiate the conversation so that it'd trigger as soon as you get past him after arriving in Dantooine. Originally that trigger is only starting the conversation after the Player has advanced the Dantooine plot far enough. Now this happens twice instead.

Again, these minor changes have not yet been tested, but shouldn't present any particular issues.

Cheers!

Salk, I'm genuinely flattered that you're putting this much thought into my little mod. It wasn't meant to be ideal, more like a personal test for myself, which I decided to publish upon completion.

I welcome your changes and additions, especially your idea to rewrite Deesra's greeting trigger. That was a smart and smooth decision, and I hadn't thought of that.

Feel free to share your edited files with me if you'd like. I'd be happy to upload an update with full credit to you. Or I could recreate the changes myself and still credit you either way.

After the update, I may submit this mod to the KOTOR Mod Build if I can get in contact with someone who oversees it. But only after I'm confident about the quality of my mod.

Edited by AxConsortium
  • Like 1
Posted (edited)

At the moment, I'm away and won't be able to check back with you, but of course I'll have you take a look at my changes and let you decide for yourself if anything is of any interest.

But I made my changes straight into the single files rather than updating the installer. Locally, I had no need for that.

Keep up the good work! 😀

Edited by Salk
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