N-DReW25 1,341 Posted November 19, 2016 Caalin Ette was once a part of the K1 Restoration Mod back in its Demo and 1.0 phases but he was sadly removed in 1.1 because he was custom content and not restored content. This mod aims to add Caalin back into the regular K1R 1.2 game. After 4 hours or so copying files from one file to another and editing the GIT file a lot of times I finally got a finished result though there are a few problems. The first one is something that is most likely done via the new Dialogue.tlk file that was included in 1.2, so the problem is that some of the new things have weird titles or text on them for example the pass card for Caalin's office and strongbox don't say what they’re supposed to say and say something like "Oh, you idiot. Brejik didn't hire any new lab techs. They're probably a Bek spy." And also the Computer Panel in Caalin's room is a bit broken in the same way the items are and the main heating system Computer has a broken bit where after you put in the heating battery it said "Kill them". Another bug is when you do certain things - like kill Caalin, get Caalin’s door key card etc. - your journal updates but when I look at the journal everything is the same, this doesn't break the game in any way but is just weird though. The way this mod adds Caalin Ette back into the game is the Heavy Security Door is locked and you need to find a key to open it, fortunately an NPC called Yrei Yindaru (I don't think that’s his name but it’s close enough) who is in the Vulkar Hangar bit of the restored level has the key, After killing him you can open the door where the normal fully voiced Caalin Ette will play his dialogue were he and his 6 bodyguards will attempt to kill you, after defeating them you can obtain a Sith Energy Shield, a Heavy Battle Armor and his light repeating blaster rifle. He also drops his Strongbox access card used to open his strongbox where you get the heating battery to install into the heating generator to disable the turrets on the first level. CHANGES: In 1.0 you HAD to do a spice side quest to get a Mechanic ID card to go down to the garage but it doesn't work due to drug addicts trading in their cards for spice, so you are to look around the base until you find an inaccessible room where a cutscene plays of two assassins who just assassinated a mechanic named Vik and your character opens the door. Assassins attack you - and after solving a puzzle - you get Caalin’s key where you can then play the normal Caalin scene like normal and get the battery for the generator and go into the garage. In 1.1 and 1.2 I’m not 100% sure but its either the Mechanic ID doesn't work or it does and you go into the garage that way though there is a way were you can go into Caalin’s room that is now inhabited by Vulkar Lieutenants and you kill them and get the battery to go to the garage. The reason for that is because the 1.0 version just confused people on what to do. In this mod the assassins still are cut but the big daddy himself has been restored, also the dialogue about Vik is cut from Caalin’s Dialogue but it makes no difference to the story line. If anyone understood what I just wrote if you can I need people to play around with the mod and see what’s causing the weird bugs I’ve been encountering and to see if there are any more bugs or anything with the game. Thanks in regards to anyone who helps. Caalin Ette Beta.zip 3 Quote Share this post Link to post Share on other sites
Zhaboka 91 Posted November 19, 2016 Yay! First time I've ever had a cut recording of mine brought back to life. 5 Quote Share this post Link to post Share on other sites
superSzym 155 Posted April 21, 2017 Is there any hope of release? It would be a great and interesting addition to sublevel part of Vulkar base and actually make this piece of K1R worth installing and playing. 3 Quote Share this post Link to post Share on other sites
N-DReW25 1,341 Posted April 23, 2017 Is there any hope of release? It would be a great and interesting addition to sublevel part of Vulkar base and actually make this piece of K1R worth installing and playing. Not as of now! There are bugs with the Sub Level I am 90% sure are in K1R 1.2 and not my mod. It appears K1R has put their written info into the Dialogue.tlk and not in the files. The easiest example of this is .dlg files which are the in-game dialogue files, most modders would simply type what they wanted into the dialogue file itself. However, K1R has the written dialogues for the .dlg files into the Dialogue.tlk and then place the value for the new written info and place the value into the dialogue instead. (I bet that made no sense so if you’re a pro modder, you can explain this with much more sense.) The problem starts when I believe the new optional dialogue tlk that now comes with 1.2 doesn't exactly work with K1R so certain values now display the wrong text which means all the dialogues and other things are incorrect. For example, if you remember the spice room where you speak to the Gamorrean Guard his dialogue is now like a computer console and not the spice guard he is supposed to be. There are a few bugs where Vrei Yindaru in the Sublevel updates a sidequest which does nothing. And Caalin Ette doesn't currently have his intended head K1R made for him instead he has a close look alike - as at the time of releasing this I couldn't do 2da's. Those are the issues I came up with from the top of my head. The Caalin Ette Beta isn't all buggy and you can still get to the Garage level and finish the game and the bugs present don't break the game in anyway. If I find time I may be able to work on this some more as I kinda put it on the bottom of my to-do list as I didn't get any real community response until after 6 months. Quote Share this post Link to post Share on other sites
Malkior 476 Posted April 24, 2017 Not as of now! There are bugs with the Sub Level I am 90% sure are in K1R 1.2 and not my mod. It appears K1R has put their written info into the Dialogue.tlk and not in the files. The easiest example of this is .dlg files which are the in-game dialogue files, most modders would simply type what they wanted into the dialogue file itself. However, K1R has the written dialogues for the .dlg files into the Dialogue.tlk and then place the value for the new written info and place the value into the dialogue instead. (I bet that made no sense so if you’re a pro modder, you can explain this with much more sense.) The problem starts when I believe the new optional dialogue tlk that now comes with 1.2 doesn't exactly work with K1R so certain values now display the wrong text which means all the dialogues and other things are incorrect. For example, if you remember the spice room where you speak to the Gamorrean Guard his dialogue is now like a computer console and not the spice guard he is supposed to be. There are a few bugs where Vrei Yindaru in the Sublevel updates a sidequest which does nothing. And Caalin Ette doesn't currently have his intended head K1R made for him instead he has a close look alike - as at the time of releasing this I couldn't do 2da's. Those are the issues I came up with from the top of my head. The Caalin Ette Beta isn't all buggy and you can still get to the Garage level and finish the game and the bugs present don't break the game in anyway. If I find time I may be able to work on this some more as I kinda put it on the bottom of my to-do list as I didn't get any real community response until after 6 months. Fair Strides worked tirelessly on K1R, for the record. I imagine there was a very good reason for the dialogue being what it is, or they were left over from the old mod, and he somehow missed them. Fallen Guardian created and implemented Caalin Ette, so it could be messed up due to his design It's also possible that these many bugs were the reason FS decided to scrap Caalin in the first place, since fixing it would have needlessly extended the time it took to finish K1R for essentially a character that was never in the original story or design. (and thus went against the R in K1R) 1 Quote Share this post Link to post Share on other sites