LadyTevish

Skip Remote Sequence on Malachor

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Hi, I don't activate HK or visit the droid planet during my playthrough so the Remote side bit on Malachor is a little distracting.  I found a mod that removes the entire sequence including the party confrontation, but I would like to skip just the Remote part if I could.

Apologies if such a mod exists already, I couldn't find one. ^-^

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What is the mod you found that removes the Remote and the party confrontation sequences?

How would you explain how Malachor V gets destroyed in the light side ending without the Remote sequence to re-activate the Mass Shadow Generator? To explain the permeant destruction of Malachor in the light side ending is why the remote sequence exists in the game, even if you do not use TSLRCM.

Also, as Thor110 pointed out in your another mod request thread, calling the HK Factory a droid planet is not accurate, sine it is located on Telos itself. If you're thinking about M4-78, the actual droid planet, it has no effect on the Remote sequence.

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Sorry, I got the planet and HK Factory confused. I don't wake up HK so I don't do the factory, which in the scheme of things is the only thing that makes the Remote sequence make any sense.  And is not a requirement to complete the game.  Goto stops the Remote and then... nothing happens.  You just leave.  It's essentially pointless and a distraction from the gameplay.

As for the planet exploding - the big bad is dead, bye-bye evil zombie planet.  Makes perfect sense to me. ;)

The mod was the Recruit Master Atris mod, which accomplishes this by skipping the entire 907krepart.dlg.  This includes the party planning, confrontation, and Sion's fight with Atton.  I'd rather not skip the whole sequence though, just the Remote.  From what I can tell the Remote scene is triggered after the planning - a_partyplan maybe? My copy of KotorTool doesn't have it and I couldn't find it in any of my other mods to verify.

Also - why does it have to make sense?  Peragus is important for the story but people find it tedious so there is a mod to skip it. :)

 

If someone could provide me with the code files, or a way to export them, I would be happy to do it myself.  I'm not an expert in this game's language but I'm a programmer so I'll figure it out. ^-^

 

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I do care about story making logical sense, since story and characters are what I'm interested in the most about the KotOR games, so I do have high standards for story content mods, and I don't use nor make mods that change the story in ways that do not make sense to me.

It does not make a single sense to me how Kreia dying alone magically makes Malachor explode, because that doesn't explain why Malachor is still intact in the dark side ending. Not to mention, the Mass Shadow Generator is an important part of the game's lore and story, not just to Malachor itself but also the Exile and Bao-Dur's stories, so I couldn't disagree more about having a sequence about Remote re-activating the Mass Shadow Generator being a pointless distraction if you do not do the HK Factory quest. Also, I genuinely enjoy Peragus and I never considered using any mod to skip it.

I would recommend using the Holocron Toolset instead of the KotOR Tool when it comes to searching for game files. One of the many advantages HT has over KT is that HT actually lists the name of each module, and unlike KT, HT categorises the file types of the files inside .MOD files.

Since the Remote sequence starts when the player is about to enter the Trayus Academy, you may start by looking for the script that trigger the cutscene of the player entering the Trayus Academy in the Malachor V Depths module (902MAL), and investigate how the script makes the game transition to the Remote sequence, so you can figure out how to remove the sequence.

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I guess it makes sense enough to me.  Like in Lord of the Rings, when Sauron is defeated, his tower crumbles because it was symbolic of his evil power.  Nobody needed to run around setting explosives.  I feel the same way about Malachor.  Kreia is defeated, and the LS Exile has made peace with her past, so the power which kept Malachor from collapsing the first time is no longer present.  There is no need to destroy it a second time.  It's already destroyed, just unnaturally clinging onto life.

In the DS ending, your own dark power and desire to keep the sith academy alive and well could explain why it's still around.  If Frodo went darkside and still somehow defeated Sauron, his tower would probably remain.  If you don't play the HK Factory it is moot however, the planet will not explode regardless.  And if the remote's actions serve no purpose (Goto stops you - end) then you're left wondering what the point was and I found that unsatisfying.

As for the Exile and Bao-Dur, personally I'm not sure how reactivating the Mass Shadow Generator actually serves to resolve either of their subplots except to re-do the thing that traumatized them in the first place, which in my opinion seems counter-intuitive to them recovering and putting the past behind them.  But that's just me.  It is interesting how different people perceive the game though. :)

I also enjoy Peragus, but I will admit to skipping it if I want to just play out the story from time to time. :)

 

I'll try the Holocron Toolset though.  I've been having trouble with KotorTool, it's only picking up what I have in my folders from previous mods which isn't particularly helpful. ^-^

 

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As I predicted, the code to turn into the remote is at the bottom of a_partyplan (920MAL.mod - Thanks Holocron Toolset) which is triggered when the party is finished planning their attack on Kreia (907krepart.dlg).

However, the DeNCS can only partially decompile the code which means I cannot edit->recompile it (I get an error).  HT has a dencs tool it looks like included in the zip but it's throwing errors about missing dlls that I'm not sure what to do with, or even if it would be better than deNCS.  Having the source files was the one thing that KotorTool had that was handy, but I still can't find anything with it except files I already have.

Can someone please attach a clean version of a_partyplan.nss?

 

Error message from compiler:

Compiling: a_partyplan.nss
a_partyplan.nss(48): Error: Undeclared identifier "GetScriptParameter"
Compilation aborted with errors

---

Partially decompiled code:


// Prototypes
void sub1();

void sub1() {
    object oNPC;
    int int1 = 0;
    int1;
    while ((int1 < 3)) {
        oNPC = GetPartyMemberByIndex(int1);
        if (GetIsObjectValid(oNPC)) {
            ApplyEffectToObject(0, EffectHeal(500), oNPC, 0.0);
            ApplyEffectToObject(0, EffectHealForcePoints(500), oNPC, 0.0);
        }
        (int1++);
    }
}

void main() {
    int nParam1 = GetScriptParameter(1);
    object oKreiaEvil = GetObjectByTag("KreiaEvil", 0);
    object oVisasMarr = GetObjectByTag("VisasMarr", 0);
    switch (nParam1) {
        case 0:
            SetGlobalFadeIn(2.0, 2.0, 0.0, 0.0, 0.0);
            sub1();
            SetLockOrientationInDialog(oKreiaEvil, 1);
            AssignCommand(oKreiaEvil, SetFacing(315.0));
            AssignCommand(oKreiaEvil, ActionPlayAnimation(35, 1.0, (-1.0)));
            break;
        case 1:
            SetGlobalFadeOut(0.1, 2.0, 0.0, 0.0, 0.0);
            SetGlobalBoolean("MAL_TURNINTO_REMOTE", 1);
            DelayCommand(0.8, SetFadeUntilScript());
            DelayCommand(2.1, StartNewModule("901MAL", "wp_remote_start", "", "", "", "", "", ""));

            break;
    }
}

 

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35 minutes ago, LadyTevish said:

920MAL

There is no 920MAL vanilla or TSLRCM module. Do you mean 902MAL (Malachor V Depths)? Although I don't see that script in there. An added module from M4-78 perhaps?

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This is what HT gave me, since the plan/confrontation happens in the Core.  907Krepart triggers a_partyplan which has the code listed above.

It's possible one of my mods added/restructured the modules (I only have historical backups of my override directory so I'm not sure), however the events play out as expected so the same fix should theoretically apply as long as those 2 files exist.  It's possible it's meant to occur in 907 given the prefix?  If the a_partyplan doesn't exist in any of the vanila modules then maybe I could just get it decompiled from the version I have?

image.png.d133f158ba3bb8849434c6783126b0fc.png

image.png.c5f987f739f93631708384cec6459ca2.png

image.png.7bf935eb93095278397351db346b47fa.png

My full list of Malachor Trayus Core modules according to HT:

image.png.4e9e1be24fb8cdffdb61e3b3156952a6.png

 

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37 minutes ago, DarthParametric said:

An added module from M4-78 perhaps?

The added modules from M4-78EP are all named as 8xxDRO.

@LadyTevish The 920MAL module is likely from a different mod you have installed. TSLRCM doesn't add a 920MAL module, and TSLRCM places the party confrontation scene in 907MAL, so you may want to investigate the 907MAL module instead.

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Yeah, it's probably meant to happen in 907, my setup just has it in 920 for whatever reason. But the files should be the same I would think, since everything is executing in the order it's supposed to. And those files aren't in my override so they weren't changed, just moved.

 

 

 

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As a fun experiment, I took out the trigger for a_partyplan after the team's initial conversation in the dlg file and the Exile ended up in the Trayus Core with nowhere to go haha.

Anyway - I think that confirms my theory.  If I could get a clean copy of a_partyplan.nss I should be able to tweak the code. :) 

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