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The Roleplay Padawan Mod


Grif Vindh

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Achilles gave me permission to use his Padawan Mod as the basis for my little experiment, so I thought I'd throw it out there to see if it attracted any interest.

 

I have created a "Roleplay-oriented" addon to the Padawan mod that tries to explain why this Jedi runs all over Taris without mentioning to anyone -- including his companions -- that he is, in fact, a Jedi. It was mostly an excuse to play with the dialog editor in the KOTOR Tool, but I was rather fond of the result.

 

The file is available on pcgamemods.com:

 

http://www.pcgamemods.com/mod/7808.html

 

Use this link instead, about 3/4 scroll down the page:

 

http://www.starwarsknights.com/kotor1mods.php

 

 

 

Here's the readme:

 

 

Roleplay Padawan Mod by Grif Vindh

-------------------------------------------

Version 1.0, 7 October 2004

 

 

Introduction

-------------------------------------------

 

This mod is based on Achilles' excellent Padawan Mod, which is in turn based on Talchia's groundbreaking Padawan Mod. Both of these mods allow you to start the game as Jedi class, and both do the job well.

 

What I wanted to do is to alter the beginning of the story so that the PC-as-Jedi on Taris made sense. The game does not treat the character as a Jedi until a pivotal moment on Dantooine: so how is it he's running around with a lightsaber on Taris, deflecting blaster bolts and stunning people?

 

I have used the "training module" (the attack on the Endar Spire) as an opportunity to explain why this Jedi is on Taris, and why he never tells anyone -- including other Jedi -- that he already is one. It's not a perfect explanation, but it works, and I think it's fun.

 

This is primarily a roleplaying mod -- it puts the Padawan mod it is based on context in a way that will (hopefully) mesh with the rest of the story better.

 

 

Features

-------------------------------------------

 

1. Uses the basic components of Achilles' Padawan Mod. This means that your character will:

 

- start the game at third level (initial class and two jedi levels)

- be given one short lightsaber of the appropriate color

 

2. It breaks from Achilles' mod, however, in that you do not get Jedi robes. This is (hopefully) explained in-story.

 

3. The introductory dialog has been completely rewritten to set up why your character has become a Jedi and why he will ultimately fail to point that out when he's talking to the Jedi Masters on Dantooine.

 

4. The Endar Spire module has been modified to reflect your new status. The story is mostly the same, but the context is entirely different.

 

5. Two responses to Carth's initial conversation on Taris have been modified slightly to fit in with the new backstory.

 

6. Where possible I have tried to move the "learning the rules" conversation branches and pauses that appear throughout the game, especially in the beginning. Unfortunately, I was only able to find the ones in the dialog branches (and I had to leave the dialog branches alone in the Starboard portion of the Endar Spire module, because I kept breaking them).

 

 

What It Doesn't Do

-------------------------------------------

 

1. None of the new dialog options have sound files attached to them. Maybe someday.

 

2. This mod is really of interest only if you're bothered by inconsistency of being a Jedi, going to Dantooine, and then being made a Jedi. The only reason to use this mod is if you're interested in the backstory and would like to see it fit a little better into the game itself. Also, it's a lot of fun to hack Sith guards to pieces with your lightsaber, and in the tutorial module you can do this without much trouble.

 

3. While I have *tried* to remove as much of the "tutorial" portion of the game as possible, there is still enough hanging around to piss you off if you've been through it twenty times already.

 

4. After you leave the Endar Spire, the "new storyline" sort of stops. If I get ambitious and people are interested I'll try to expand it to Taris. Someday. Maybe. If it doesn't make me cry.

 

 

Files Modified

-------------------------------------------

 

These files were based on Achilles' Padawan Mod, but were altered to conform to the new storyline:

 

end_trask.utc - Trask Ulgo's character file

end_trask01.dlg - Dialog file that triggers the scripts and sets up the story

make_consular.ncs - assigns XP, Class, and Inventory for Consulars

make_guardian.ncs - assigns XP, Class, and Inventory for Guardians

make_sentinel.ncs - assigns XP, Class, and Inventory for Sentinels

 

 

These files were taken from the Endar Spire module and altered to keep the story consistent:

 

end_cut01.dlg

end_cut04.dlg

end_levelup.dlg

end_pop01.dlg

end_pop02.dlg

end_pop03.dlg

end_room3.dlg

 

 

Installation

-------------------------------------------

 

To install this mod, copy all the files except for this readme into the Override folder in your KotOR directory. Once you have done this, start a new game. After the movies play you'll be taken to the new introduction and storyline.

 

Please note: when this mod is installed you will *not* be able to play the "original" storyline -- if you wish to play a Soldier, Scout or Scoundrel beyond level 1, you cannot do so with this mod.

 

 

Uninstallation

-------------------------------------------

 

To uninstall this mod, delete the files listed above from your Override directory.

 

 

Reporting Bugs and Making Suggestions

-------------------------------------------

 

If you find any bugs with this mod, or would like to make a suggestion, you can contact me at this email address: Edited by Darth333: I understand you just pasted your readme but I had to remove your e-mail as per the forum rules - use PM system

 

Acknowledgements

-------------------------------------------

 

I would like to thank Talchia for the original mod that inspired Achilles' work.

 

I also want to thank Achilles for the outstanding work on his version on the mod, and for giving me permission to use his mod as the foundation of mine.

 

I would also like to think the creator of the KOTOR Tool for making my life a heck of a lot easier when I was working on this.

 

 

Fixed Mod's URL link (again)- ChAiNz.2da

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Well it's a bug in terms of "I don't want it to do that" -- but yeah, it's not an error in terms of the game itself. It releases the Robe and the lightsaber, which immediately goes into general inventory. So I need to create a script that removes those items immediately after the "Trask Death Sequence."

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Thank you. :) I have to say that working with dialog trees are insanely fun -- though also very frustrating. Trying to get the camera to point at the back of Trask's head in the final conversation was a pain in the neck... and there was no way I was going to even try to get a shot of his face. But I was able to figure it out.

 

The scripts, however, are a different story... I'm not much of a scripter. Took me all day yesterday just to figure out how to compile them properly. Since this morning I've been trying to figure out how to remove Trask's lightsaber and robe from the player inventory after the "death scene" ends -- doesn't make sense for him to strip down before going into certain death.

 

I came up with this:

 

void main() {

object oPC = GetFirstPC();

object oRobe = GetObjectByTag("g_a_kghtrobe01");

object oSaber = GetObjectByTag("g1_w_lghtsbr02");

ActionTakeItem(oRobe,oPC);

ActionTakeItem(oSaber,oPC);

}

 

It compiles properly... but will it work? Any of you scripters able to give me a few pointers?

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Originally posted by Airrazor

naaah trask gets back behind masks in kotor 2 :D

 

Darth Trask!! That always makes me laugh!!

 

Pretty cool mod, though. A high level wisdom on Taris would make it a little too easy. I'd hate to stun the Rancor. I'd like to take him down with a lightsaber, though. He's so much bigger than all the other rancors in the game. The monsters should get harder. I disliked that in the regular game. That makes for a good request... Hmm... I think I will.

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Originally posted by UrchSr

The monsters should get harder. I disliked that in the regular game. That makes for a good request... Hmm... I think I will.

Well technically they do, but the buffs are so minor in comparison to how your character progresses that it doesn't even matter. That's why I love the Hardcore mod. It actually took me about 10 tries to beat the Sith Master on Manaan the other night (btw, don't go to Manaan first when playing with the hardcore mod :eek:).

 

BTW, great job on the mod!

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Grif Vindh I just tried your mod out, and all I have to say is... very nicely done. :D

 

Originally posted by UrchSr

I'd hate to stun the Rancor. I'd like to take him down with a lightsaber, though. He's so much bigger than all the other rancors in the game.

Good luck on damaging the Taris Sewer Rancor with an energy weapon, his hide is 100% immune to energy and a couple of other things if I recall, frag grenades work pretty well though :D, and his claws are also insta-kill 100% chance of Death. :eek:

Originally posted by Achilles

That's why I love the Hardcore mod. It actually took me about 10 tries to beat the Sith Master on Manaan the other night (btw, don't go to Manaan first when playing with the hardcore mod :eek:).

Most definately... the Hardcore Mod Keeps you on your toes, especially on any module I make :D, it went into my override just after Talchia released it and it hasn't come out since! :)

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I commented on this mod at pcgamemods, but it deserves it here as well. If anyone plays as a Jedi from the very beginning of the game, THIS is the mod to play!

 

Great induction right from the get-go and a much more plausible storyline (for being a jedi) than "We're being attacked, here's your stuff..now git!". And please, no offense by any means to other Padawan type mods, I just personally like more RP out of a game beginning sequence. That and now I won't feel half as ..ahem..guilty by gutting Bandon ;)

 

I much more felt as if (and treated) 'Trask' as a mentor rather than a 'meat-shield', plus the integration of the Jedi code was priceless. Kudos!

 

Definitely one of my favs....:clap2:

 

-ChAiNz-

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It compiles properly... but will it work? Any of you scripters able to give me a few pointers?

 

You should D/L Darth333's "Party manager & spawning armband":

http://www.pcgamemods.com/7386/

It has an option to test your custom scripts.

 

From the readme:

4. Test you scripts:

Paste your scripts in the following file: my_script.nss and compile. Note: make sure you are in the same module as where you expect the event to happen when you select this dialog option.

 

I've only dabbled in scripting but your script looks like it should work to me. The real trick is to find a good spot to fire it.

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Energy weapons don't work to well againgst the full grown rancors. But you can use all the various mines, except for the flash mines, against them. The following is a tactic I found to be useful, sorry I'm going to insert it as a spoiler.

When you want to hit a rancor, without the scent, you should grab what's in the corpse pile, run back to the passageway, far enough to have your NPC's out of range of the rancor, and then go stealth, and plant mines between the rancor and the door. Then throw a grenade, I would recommend either a thermal detonator or plasma grenade, and then run back to the passage, and enjoy the explosions. Never, under any circumstances approach the rancor without stealth.

And that should cover that part of the lesson. 'nuff said.

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Originally posted by TheKnife

D'oh! This mod conflicts with svösh's mods...Poor me.

 

Hey, TheKnife and Grif. I had the same problem. What I had to do was edit the "end_trasc.utc" file so that the inventory and class matched both Grif's and svosh's mods.

 

The trick I had was that I had to edit svösh's "end_trasc.utc" file, and change his class to match Grif's Guardian Jedi. When I tried it the other way around using Grif's file and edit the inventory to svösh's...it didn't want to work... still trying to figure that one out :confused:

 

Either way, once I dropped the edited "trasc" file into Override, it worked :) (start a new game though)

 

P.S. be sure to backup each of Grif's and svösh's "trasc" file, just in case.

 

I would send you (Grif and/or TheKnife) my edited file, but I don't know how that falls into the 'permission' rules. So to be safe I can't offer to do that unless I get Grif's and svösh's permission, or the moderators here can clear that issue up for me. Since I did it for my system's compatibility and haven't released it to the public, I hope *gulp* I'm safe. But sharing it tends to fall into the "release" definition, at least in my mind.

 

Can anyone here (preferably the authors and/or moderators) clear this up? I'd like to help if I can without stepping on toes...

 

::EDIT::

In all my rambling I should say that after all is said and done, you'll need to drop EVERYTHING in Grif's mod and just the inventory items (uti, mdl, mdx, tga) etc. of svösh's mod into your Override along with the edited "trasc" file...whew...

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