N-DReW25

GenoHaradan Legacy

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There is no need for such patch, the GenoHaradan Legacy Mod is meant to be used with TSLRCM and not without it, so it doesn't need a TSLRCM patch. It probably needs to be patched for either Loot and Immersion Upgrade or NPC Overhaul. Maybe you should also try using that mod with TSLRCM and one of the two of mods, so that N-Drew would know which of the mods causes the problems and where to look for the conflicting file.

 

Anyways, it's a demo. You shouldn't expect full compatibility with big mods on that stage of work.

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There is no need for such patch, the GenoHaradan Legacy Mod is meant to be used with TSLRCM and not without it, so it doesn't need a TSLRCM patch. It probably needs to be patched for either Loot and Immersion Upgrade or NPC Overhaul. Maybe you should also try using that mod with TSLRCM and one of the two of mods, so that N-Drew would know which of the mods causes the problems and where to look for the conflicting file.

 

Anyways, it's a demo. You shouldn't expect full compatibility with big mods on that stage of work.

As he has reported the crash was during the Ithorian Protocol Droid quest where the Czerka Assassins try to steal it I highly doubt it was even my mod as my mod doesn't modify that scene at all. If anyone would like to test out these mods with Legacy to check if there compatible I would welcome that. superSzym is 100% correct about "you shouldn't expect a demo to be compatible with everything" (GenoHaradan Legacy may even have an extremely mild incompatibly with M4-78EP due to the Grenn dialogue being modified). 

 

On a more random note, will there be a mod update every time there's a new piece of content added into the mod?

Yes, things that are quick and easy will to make will almost instantly be put into the mod though things that are "big" that add in sidequests, for example, will likely require people privately Beta the content first...Would anyone be willing to do this?

 

If a big bug in the Demo was found, a bug fix patch would be released - though there have been no bugs so far (which is good.)

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Yes, things that are quick and easy will to make will almost instantly be put into the mod though things that are "big" that add in sidequests, for example, will likely require people privately Beta the content first...Would anyone be willing to do this?

 

If a big bug in the Demo was found, a bug fix patch would be released - though there have been no bugs so far (which is good.)

Isn't the mod an open beta already? In terms of the big sidequests that get added in, should we just PM you?

 

Regarding bugs for the mod's current state, do we just post them here?

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Isn't the mod an open beta already? In terms of the big sidequests that get added in, should we just PM you?

 

Regarding bugs for the mod's current state, do we just post them here?

if the mod was in open beta, all the contents would be implemented and would be release to the public for testing and feedback. I doubt that will be a thing so we'll have to wait :[

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Been trying out the mod so far and everything has been seamless on Telos. The VOs for Batu and Atton were put together really well.

 

There is one small thing: the Duros Assassin attacks my character unarmed like in the regular TSLRCM mod. He admits he is part of the GenoHaradan, and his NPC title is GenoHaradan Assassin. He also doesn't drop the GenoHaradan survival pistol either. Not a big loss, as I have a fully modded scout enforcer anyway. Just thought you'd like to know. 

 

A quick question too- did you add Benok's Alternate lines in this mod? His lines sounded very similar to your Benok's alternate lines mod video on Youtube. (And no I don't have it installed).

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Been trying out the mod so far and everything has been seamless on Telos. The VOs for Batu and Atton were put together really well.

 

There is one small thing: the Duros Assassin attacks my character unarmed like in the regular TSLRCM mod. He admits he is part of the GenoHaradan, and his NPC title is GenoHaradan Assassin. He also doesn't drop the GenoHaradan survival pistol either. Not a big loss, as I have a fully modded scout enforcer anyway. Just thought you'd like to know. 

 

A quick question too- did you add Benok's Alternate lines in this mod? His lines sounded very similar to your Benok's alternate lines mod video on Youtube. (And no I don't have it installed).

I believe that was a TSLPatcher error: The installer forgets to move the Hold Out Blaster file into the game. Try copying "geno_hold.uti" into your override folder and it should work

 

I did not add Benok's Alternate Lines mod into this one as that sort of restoration would be pointless. If he does sound like Benok there is a good chance that you've installed it and you've forgotten about it.

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I believe that was a TSLPatcher error: The installer forgets to move the Hold Out Blaster file into the game. Try copying "geno_hold.uti" into your override folder and it should work

 

Thanks!

 

However, I did reload an early save before I put the blaster uti back in the override and the assassin had disappeared entirely. I had not messed with the mod's files nor had I pulled anything out. I tested the save again and the same thing happened.

 

So after your response yesterday, I added the blaster uti and copied the g_201thug001.utc into the override and then reinstalled the mod. Reloading an earlier save before Citadel Station, everything went fine until the docking bay confrontation over the Ithorian droid. The assassin appeared as a friendly NPC that attacked the thugs, but couldn't be spoken to. This in turn blocked out dialogue with the Ithorian Droid, TSF Officer and Ithorian and I couldn't continue with the droid retrieval quest. 

 

So I went back and deleted the g_201thug001.utc out of the override folder... everything worked fine, but the Assassin still isn't showing up near the shuttle bay. Any advice?

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Thanks!

 

However, I did reload an early save before I put the blaster uti back in the override and the assassin had disappeared entirely. I had not messed with the mod's files nor had I pulled anything out. I tested the save again and the same thing happened.

 

So after your response yesterday, I added the blaster uti and copied the g_201thug001.utc into the override and then reinstalled the mod. Reloading an earlier save before Citadel Station, everything went fine until the docking bay confrontation over the Ithorian droid. The assassin appeared as a friendly NPC that attacked the thugs, but couldn't be spoken to. This in turn blocked out dialogue with the Ithorian Droid, TSF Officer and Ithorian and I couldn't continue with the droid retrieval quest. 

 

So I went back and deleted the g_201thug001.utc out of the override folder... everything worked fine, but the Assassin still isn't showing up near the shuttle bay. Any advice?

I think I found the big problem everyone is having trouble with.

 

You guys have placed "g_201thug001.utc" into your Override folder. You shouldn't have done that, the reason for this is that Kotor games use file names multiple times in different modules and TSL does this the most compared to Kotor 1. If placed in the Override the NPC with the same name will appear in other modules, in this case, the Duro who is supposed to be apart of a cutscene in 202tel.mod (Entertainment Module) now appears in 201tel.mod (Hangar Bay) as an NPC you're supposed to fight but won't fight because it wasn't designed for this sort of thing and as a result, the NPC is just frozen without purpose and prevents game progression. To fix this remove "g_201thug001.utc" from your override. The TSLPatcher moves "g_201thug001.utc" into 202tel.mod directly where it belongs, this way the NPC is exclusive to this module.

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I think I found the big problem everyone is having trouble with.

 

You guys have placed "g_201thug001.utc" into your Override folder. You shouldn't have done that, the reason for this is that Kotor games use file names multiple times in different modules and TSL does this the most compared to Kotor 1. If placed in the Override the NPC with the same name will appear in other modules, in this case, the Duro who is supposed to be apart of a cutscene in 202tel.mod (Entertainment Module) now appears in 201tel.mod (Hangar Bay) as an NPC you're supposed to fight but won't fight because it wasn't designed for this sort of thing and as a result, the NPC is just frozen without purpose and prevents game progression. To fix this remove "g_201thug001.utc" from your override. The TSLPatcher moves "g_201thug001.utc" into 202tel.mod directly where it belongs, this way the NPC is exclusive to this module.

Thanks for the info above. I did remove the g_201thug001.utc from the override folder and the assassin still doesn't appear. Should I reinstall the mod and reload a save before Citadel Station to make sure that everything was reinstalled properly? Or should I just ignore the lack of this NPC for now?

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Thanks for the info above. I did remove the g_201thug001.utc from the override folder and the assassin still doesn't appear. Should I reinstall the mod and reload a save before Citadel Station to make sure that everything was reinstalled properly? Or should I just ignore the lack of this NPC for now?

Try a save before Citadel Station first, this NPC should appear like he does in TSLRCM after finishing the Batu Rem sidequest.

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Try a save before Citadel Station first, this NPC should appear like he does in TSLRCM after finishing the Batu Rem sidequest.

Just tested it out from my current save and completing the false Batu Rem side quest did the trick. He appeared with his new dialogue lines and pistol. Thanks for the help!

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I tried it for the batu rem part and it worked very well, and according to TSLpatcher there are not erros so, as of now I think it runs pretty well, and I have abunch of content mods install, TSLRCM with extended jedi enclave and extended ending, M4 78, korriban expansion, dustil restoration, 2 aditional sith tombs of which I dont remember the name and the curuscant jedi temple.

 

I have a question, the 1.0 version of the mod wil culminate in a sidequest of the GenoHaradan, but will it be integrated into the main quest or will it be a complete new quest with even new environment?

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I tried it for the batu rem part and it worked very well, and according to TSLpatcher there are not erros so, as of now I think it runs pretty well, and I have abunch of content mods install, TSLRCM with extended jedi enclave and extended ending, M4 78, korriban expansion, dustil restoration, 2 aditional sith tombs of which I dont remember the name and the curuscant jedi temple.

 

I have a question, the 1.0 version of the mod wil culminate in a sidequest of the GenoHaradan, but will it be integrated into the main quest or will it be a complete new quest with even new environment?

What do you mean 1.0 version? It's currently 1.4 Demo. In terms of sidequests, there will be, as of right now, one planned optional sidequest and one that must be completed. The main sidequest will have new area's to explore, though they're more like area's to "re-explore".

 

Should you find some sort of incompatibility with M4-78EP, Korriban Expansion, Dustil Restoration, Tomb of Azgath N'Dul, Curse of the Sith and the Jedi Temple mod with this mod please report it as I would have to make a patch to fix whatever you experienced (I'm not saying bugs are 100% guaranteed but be on alert)

 

For everyone else:

 

I am considering not restoring the Luxa's Bounty Hunters cut content: the reason for this is that it's restricted to Dark Siders and the only indication of GenoHaradan involvement with these guys is the fact there dialogue file in the Ithorian Module is called "geno.dlg". While I could just allow for Light Siders to get Luxa's sidequest that Dark Siders get that might just make Telos too long compared to Dark Siders, I bet Luxa's sidequests were added solely because Light Side Telos was longer than Dark Side Telos.

 

Not to mention I still want NPC's to try to collect the Exchange Bounty as well as GenoHaradan assassins. For those who still want GenoHaradan Assassins on Telos, I am planning on adding some in the Restoration Zone who spawn regardless of Alignment.

 

For those who follow this project, I ask you: What do you guys think about this?

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Oh sorry, with 1.0 I meant the full complete version of the mod once it is finished.

 

I will let you know if I find any kind of bug or something not right.

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What do you mean 1.0 version? It's currently 1.4 Demo. In terms of sidequests, there will be, as of right now, one planned optional sidequest and one that must be completed. The main sidequest will have new area's to explore, though they're more like area's to "re-explore".

 

Should you find some sort of incompatibility with M4-78EP, Korriban Expansion, Dustil Restoration, Tomb of Azgath N'Dul, Curse of the Sith and the Jedi Temple mod with this mod please report it as I would have to make a patch to fix whatever you experienced (I'm not saying bugs are 100% guaranteed but be on alert)

 

For everyone else:

 

I am considering not restoring the Luxa's Bounty Hunters cut content: the reason for this is that it's restricted to Dark Siders and the only indication of GenoHaradan involvement with these guys is the fact there dialogue file in the Ithorian Module is called "geno.dlg". While I could just allow for Light Siders to get Luxa's sidequest that Dark Siders get that might just make Telos too long compared to Dark Siders, I bet Luxa's sidequests were added solely because Light Side Telos was longer than Dark Side Telos.

 

Not to mention I still want NPC's to try to collect the Exchange Bounty as well as GenoHaradan assassins. For those who still want GenoHaradan Assassins on Telos, I am planning on adding some in the Restoration Zone who spawn regardless of Alignment.

 

For those who follow this project, I ask you: What do you guys think about this?

I'm quite intrigued about the GenoHaradan Assassins. Would these basically be a replacement/callback for the sith assassins Malak sends after you in K1, like would they attack you randomly on each world?

 

And, if so, would the Exchange be avoiding attacking you on Nar Shaddaa because the GenoHaradan are already after you rather than the Vanilla Bounty Hunter Code?

 

 

Alternatively, were you planning to add Exchange Bounty Hunter encounters to the game to offset the GenoHaradan?

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I'm quite intrigued about the GenoHaradan Assassins. Would these basically be a replacement/callback for the sith assassins Malak sends after you in K1, like would they attack you randomly on each world?

Personally, I think the HK-50 Droids are TSL's Sith Assassins from K1. For now, the Assassins I have in mind for the Telos Surace are a three-man attack similar (But not mirroring) the K1 Sith Assassins but with more dialogue than the Sith or the HK droids. For other planets, I do have idea's for GenoHaradan attacks in "shady" area's like caves but I find these unlikely at the moment.

 

And, if so, would the Exchange be avoiding attacking you on Nar Shaddaa because the GenoHaradan are already after you rather than the Vanilla Bounty Hunter Code?

 The GenoHaradan do not know the Exile is on Nar Shadda when you arrive while the bounty hunters and Goto do. The GenoHaradan, as stated by Hulas in K1, seek to preserve the Republic and in this mod feel that the Jedi are responsible for Darth Revan and the Jedi Civil War that almost destroyed the Republic and believe that wiping out every Jedi and Sith is the best way to preserve the Republic. Because of Revan's actions in K1 the GenoHaradan's overseer's where all killed off regardless of his alignment. If Revan declined their offer Hulas would have found other means to kill off the rest of the overseers and Hulas would of likely of been betrayed and killed as well. Because of this fallout/change the GenoHaradan were less secretive about there actions so certain professional smugglers and criminals would know and fear the GenoHaradan such as Vossk, Goto and Atton  

 

 

Alternatively, were you planning to add Exchange Bounty Hunter encounters to the game to offset the GenoHaradan?

While this could be made a mod this seems more ideal for a stand-alone mod.

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Personally, I think the HK-50 Droids are TSL's Sith Assassins from K1. For now, the Assassins I have in mind for the Telos Surace are a three-man attack similar (But not mirroring) the K1 Sith Assassins but with more dialogue than the Sith or the HK droids. For other planets, I do have idea's for GenoHaradan attacks in "shady" area's like caves but I find these unlikely at the moment.

You, know, I completely forgot about the HKs.. (I guess Obsidian choosing exact duplicates of some guys you met on the first two planets wasn't the greatest choice for "memorable assassin squad") So, I guess that's kind of impossible to replace without removing a key part from the game. :D

 

 

The GenoHaradan do not know the Exile is on Nar Shadda when you arrive while the bounty hunters and Goto do. The GenoHaradan, as stated by Hulas in K1, seek to preserve the Republic and in this mod feel that the Jedi are responsible for Darth Revan and the Jedi Civil War that almost destroyed the Republic and believe that wiping out every Jedi and Sith is the best way to preserve the Republic. Because of Revan's actions in K1 the GenoHaradan's overseer's where all killed off regardless of his alignment. If Revan declined their offer Hulas would have found other means to kill off the rest of the overseers and Hulas would of likely of been betrayed and killed as well. Because of this fallout/change the GenoHaradan were less secretive about there actions so certain professional smugglers and criminals would know and fear the GenoHaradan such as Vossk, Goto and Atton

I guess I missed that part about the Geno. I had assumed based on Kotor 1 that they were just exclusive assassins and that in TSL they were hired by their leader to kill the Exile because He/She would be a challenge..

 

While this could be made a mod this seems more ideal for a stand-alone mod.

Yeah, a lot of my information was wrong so I guess the GenoHaradan will have to be mostly side quests just to keep things consistent with the actual TSL storyline.

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Personally, I think the HK-50 Droids are TSL's Sith Assassins from K1. For now, the Assassins I have in mind for the Telos Surace are a three-man attack similar (But not mirroring) the K1 Sith Assassins but with more dialogue than the Sith or the HK droids. For other planets, I do have idea's for GenoHaradan attacks in "shady" area's like caves but I find these unlikely at the moment.

Will these assassins show up in the Telos Military base like in Exile007's mod (as recently seen in mrmann's videos)? And will there be a three man GenoHaradan hit squad on Nar Shaadaa to give an idea of what's to come later on?
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Will these assassins show up in the Telos Military base like in Exile007's mod (as recently seen in mrmann's videos)? And will there be a three man GenoHaradan hit squad on Nar Shaadaa to give an idea of what's to come later on?

These Telos assassins will be a three-man squad though they won't behave like the K1 Sith Assassins or the HK-50 droids, these guys will give an idea of what's to come later on I guess. 

 

For everyone else feast your eyes on something I am working on:

 

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These Telos assassins will be a three-man squad though they won't behave like the K1 Sith Assassins or the HK-50 droids, these guys will give an idea of what's to come later on I guess.

 

For everyone else feast your eyes on something I am working on:

 

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So we’re gonna get closure with Senni Vek... awesome

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Here is another preview of what I am working on, this time another video:



What do you guys think of this? And I know there are spelling errors and typos all over the place, these will hopefully be fixed by the time it makes it to the Demo. The reason I replace the Zhugs on Dxun is that they didn't  ultimately mean anything to the plot, while you can mention their deaths to the Zhugs on Goto's yacht I also plan to remove them as well as their dialogues make little sense with the game. With Dezanti gone this mod makes Azanti the sole leader of the Zhugs and once he is dead after your party kills him the Zhugs become destabilized and collapse once Nar Shadda is finished. In this mod, the GenoHaradan were tracking the Exile and where shot down in the space battle.

 

Another thing I am considering is removing Zez Kai Ell's cut scene on Nar Shadda where he stands over the Exile's unconscious body and says he's going to go rescue Mira. Reason for this removal is that he doesn't go to rescue her, you may argue he appears in the Jekk Jekk Tarr to knock Hanharr out then gets knocked out by Kreia but that made no sense, I'll remove that also so that Kreia knocks Hanharr out.

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Here is another preview of what I am working on, this time another video:

 

https://www.youtube.com/watch?v=x7AYXu8y4xU&feature=youtu.be

 

What do you guys think of this? And I know there are spelling errors and typos all over the place, these will hopefully be fixed by the time it makes it to the Demo. The reason I replace the Zhugs on Dxun is that they didn't ultimately mean anything to the plot, while you can mention their deaths to the Zhugs on Goto's yacht I also plan to remove them as well as their dialogues make little sense with the game. With Dezanti gone this mod makes Azanti the sole leader of the Zhugs and once he is dead after your party kills him the Zhugs become destabilized and collapse once Nar Shadda is finished. In this mod, the GenoHaradan were tracking the Exile and where shot down in the space battle.

 

Another thing I am considering is removing Zez Kai Ell's cut scene on Nar Shadda where he stands over the Exile's unconscious body and says he's going to go rescue Mira. Reason for this removal is that he doesn't go to rescue her, you may argue he appears in the Jekk Jekk Tarr to knock Hanharr out then gets knocked out by Kreia but that made no sense, I'll remove that also so that Kreia knocks Hanharr out.

I love how much wit you put into this character's dialogue. The line about doing the galaxy a favor by letting them kill you was priceless.

 

(As a possible aside, it'd be funny if when Goto tells the Exile that Jedi and Sith are the same thing the PCs response could be something like, "Would you believe I've heard that before" in reference to hearing the GenoHaradan guy and Kreia say the exact same thing. ;) )

 

 

Will you change the Ubese armor or is this a hint that the Ubese bounty hunters you see on Nar Shadaa will be replaced with the GenoHaradan? (So the Exile basically gets sold out to them instead)

 

 

 

Also, do you know if the Zhugs were supposed to be something more, or were they basically the replacement for the GenoHaradan after they were cancelled? I dont hate the Zhugs per se, however I do agree that they were out of place in the game.

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I love how much wit you put into this character's dialogue. The line about doing the galaxy a favor by letting them kill you was priceless.

And here I thought the dialogue was bad and "unkotor". Glad to hear you like it.

 

(As a possible aside, it'd be funny if when Goto tells the Exile that Jedi and Sith are the same thing the PCs response could be something like, "Would you believe I've heard that before" in reference to hearing the GenoHaradan guy and Kreia say the exact same thing. ;) )

You know, neither Goto or Kreia inspired me to make that guy say that line, it was the Refugee by the landing bay on Nar Shaddaa who says a similar line about Sith and Jedi being the same.

 

 

Will you change the Ubese armor or is this a hint that the Ubese bounty hunters you see on Nar Shadaa will be replaced with the GenoHaradan? (So the Exile basically gets sold out to them instead)

Fun fact: The Ubese Bounty Hunters were supposed to be the Sith Assassins but then they were moved to the Jekk Jekk Tarr to become GenoHaradan Disciples then they became the Ubese Bounty Hunters. In my mod, they will become the "Elite GenoHaradan Assassins". So each Elite GenoHaradan Assassin will usually have better equipment and all appear like Ubese in their armour while normal assassins will just be a mixed variety of weapons, armour and species. I have an idea for what I'm going to do in regards to the Ubese in Visquis' Jekk Jekk Tarr though I'm not ready to reveal that.

 

 

Also, do you know if the Zhugs were supposed to be something more, or were they basically the replacement for the GenoHaradan after they were cancelled? I dont hate the Zhugs per se, however I do agree that they were out of place in the game.

I think a while back I heard the Exchange had little involvement on Nar Shadda and it was all GenoHaradan. When the GenoHaradan were cut it all got replaced with the Exchange, I bet Obsidian needed idea's for a bounty hunter for the new Exchange plot and they saw they had Duro skins and Duro's where underused in K1 especially in terms of combat so the Zhugs where quickly made up. I feel like the Zhugs weren't a bad idea but if they were expanded upon in a comic that would have worked.

 

A fun fact about Nar Shadda: If Nar Shadda was less central to the plot it would have been cut completely instead of M4-78. Imagine how the Nar Shadda Enchantment Project mod would look.

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These Telos assassins will be a three-man squad though they won't behave like the K1 Sith Assassins or the HK-50 droids, these guys will give an idea of what's to come later on I guess. 

 

For everyone else feast your eyes on something I am working on:

 

attachicon.gifswkotor2 2018-01-05 23-28-39-52.png

I thought Senni Vek was out of the picture when you made this mod below. But I'm guessing that this mod is more of an optional install than a canon fate.

 

http://deadlystream.com/forum/files/file/1090-senni-vek-restoration/

 

Anyway, since he met Revan in K1, I wonder if he'll mention that inviting Revan to work with the GenoHaradan was a mistake and end up feeling regret or something. After all, he was the one who dropped the datapad that led Revan to Hulas.

 

I also like that he's still wearing that GenoHaradan light armor/Echani light armor skin.

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