Recommended Posts

Jedi From The Start


This is a mirror. The main file can be found on Nexusmods. Updates will be found, and feedback should be directed, there.

Summary
This mod will allow you to start the game as a Jedi Apprentice. All of the dialogue on the Endar Spire has been rewritten, and shortened significantly, to make it a quicker, more fun opening to the game.

The primary goal of the mod was to reduce the horrid boredom that sets in during the Taris section of the game (by letting the player hit things with a lightsaber), and allowing the player to get more Jedi abilities throughout the game, without the limits that waiting until Dantooine enforced on the player. This is the common element between this mods, and all other padawan mods and Jedi start mods.

The secondary aim was to make the story mesh with the players newfound Jedi status. Dialogues have been edited to reflect the player's class (to the best of my ability, I can't record new VO). Conversations have been reordered, and pieces removed, in an attempt to preserve the illusion that the player is a Jedi. This was done very extensively in the dialogue of NPC's on the Endar Spire, Taris, and Dantooine. Party Member dialogues have also been edited, though not as extensively, in order to maintain compatibility.

Finally, and most successfully, this mod removes all of the fourth wall breaks and tutorial sections that crop up at the beginning of the game. If you turn off tutorial pop-ups, you will not receive a single tutorial message or informative instruction, designed to take you out of the game, and teach you something that you already found out in your other dozen playthroughs of the Endar Spire. Trask is completely gone (though you might find the aftermath of his fight with Darth Bandon), and the player now escapes the Endar Spire without his nagging instructions. You can now power through the intro of the game if you like. Doors have been unlocked, allowing the player to progress through the level without being forced to using battle droids or melee weapons to approach combat situations. These features are also available in my Tutorial Remover mod.

Features

  • All tutorial elements removed from the Endar Spire
  • Start the game as a Jedi, at second level
  • Adjusts dialogue throughout the game to conform to the new story


Requirements & Compatibility

  • Installation
    • Start the Installer.exe file (The tslpatchdata folder must stay in the same folder as the Installer.exe). You install the mod by clicking the Install Mod button. The mod is now installed
    • There is a "Manual Installation" option available for anyone who cannot use the Installer for whatever reason. This is not recommended, and will be incompatible with most other mods. Copy both (The Module and the Override) folders in the Manual Installation folder into your SWKotOR folder. The mod is now installed
    • You must uninstall all version older than 3.0.0 before installing version 3.0.0. Jedi from the Start should be installed on a new installation, with KotOR 1 Community Patch or KotOR 1 Restoration already installed if you plan to use them
  • Compatibility


Recommended Mods


Other Links

If you would like to know what else I am working on, you can follow me on my Twitter. If you want to see more of my mods, you can view all of them on my Nexus profile.

If you would like to see more, you can subscribe to my YouTube channel, or follow me on Twitch, where I play a variety of games and showcase a variety of mods.

If you want to discuss any of my work, or just want to hang out, you can join my Discord. If you want to directly contact me, my email address is darth@darthbdaman.com.

Thank you for reading, enjoy!


  • Submitter
  • Submitted
    06/19/2012
  • Category
  • K1R Compatible
    Yes

 

Share this post


Link to post
Share on other sites

I watched your YouTube demo of this mod. It looks interesting and the Endar Spire section is very streamlined. Just out of curiosity, do you plan on releasing a starting feats list for each Jedi class? I imagine that each set of starting feats is going to be a little different for each class, right?

Share this post


Link to post
Share on other sites

They're the same as the vanilla game? You have to start as a Solider, Scout, or Scoundrel, it's not possible to change this (nor desirable, it would create quite a few issues). You then chose your Jedi class after. I didn't change any of the actual class starting stats, those are the same

 

That videos also quite outdated. I'll make a new one at some point

Share this post


Link to post
Share on other sites

They're the same as the vanilla game? You have to start as a Solider, Scout, or Scoundrel, it's not possible to change this (nor desirable, it would create quite a few issues). You then chose your Jedi class after. I didn't change any of the actual class starting stats, those are the same

 

That videos also quite outdated. I'll make a new one at some point

So the non-Jedi class starting feats are the same for their corresponding Jedi Classes then?

Share this post


Link to post
Share on other sites

Their starting feats are basically just Jedi stuff. There aren't any corresponding classes.

 

Let me reiterate. You pick your basic class as normal and get there feats and skills and everything. You then pick a Jedi class in the exact same manner as the vanilla game, except at level 1 (advancing to level 2). Your feats aren't any different from the vanilla game.

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.