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Putting the Sith back in The Sith Lords


Prime

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When I first played TSL, I was waiting and waiting for all the Dark Jedi to show up so I could display my 133t saber ski11z. For the most part, they never appeared. There were a few, but not nearly as many as I'd hoped for. One thing I loved about KOTOR was all the lightsaber battles. So I've gone about trying to put more Dark Jedi into TSL.

 

After playing around a bit with my script and getting what I wanted, I figured that I could make it a little more generic and customizable so that other players could taylor the game the way they wanted to.

 

This script can be used to replace the OnEnter script for the module where you want to change a certain enemy NPC type. You can then configure things like NPC appearance, have them use force powers, the weapons they use, and whether they dual wield or not. For example, I wanted to change some of the Sith Assassins, since there are so many, into Dark Jedi. Since saber-wielding opponants are fairly tough, the script checks to see if the player has a lightsaber of their own before bringing the dark Jedi into play. This check can be turned on or off.

 

The Exile fighting against a group of assassins led by a female Dark Jedi from KOTOR

 

I also wanted a mix of male and female Dark Jedi

 

Battling against assassins along with a male and female Dark Jedi

 

And I fancied to have them use the different types of lightsabers.

 

The Exile facing off against a male Dark Jedi with a double lightsaber

 

Down the hall owning a female Dark Jedi using dual sabers after dispensing with a single wielder

 

The next time through I wanted to play TSL with a Episode 2 flavor and turned the assassins into two different types of battle droids.

 

Getting ready to take on a mountain of metal with blaster rifles

 

Although the conversion isn't perfect, changing the appearance seems to alter the behavior somewhat.

 

The Exile finishes off one droid leaving sparks and smoke

 

The last time through, I decided to see what it would be like to battle traitorous Jango wannabe Republic officers and the night's entertainment.

 

Visas in a catfight with the dancer

 

Unfortunately, the sound effects are still those of the assassin, but it isn't too noticable since all they do is grunt when they die. There are also one or two minor visual glitches on occasion. Finally, I can only seem to get the Dark Jedi to use the horror and insanity force powers. But at least they do something. :)

 

So basically, you can configure the script to set up certain NPCs in a lot of different ways. Whether it screws up certain aspects of the game remains to be seen. At some point I intend on releasing this so that it adds Dark Jedi like above...

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Excellent! I too was terribly disappointed at the lack of sith in the sith lords. in the default game, my prestigious jedi largely fought groups of flunky class peons. this would be a great improvement!

 

Question: with the on enter scripting, would it be possible to add numbers to the encounters as well? this would be interesting in some cases, as well as more difficult.

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Yeah, that did suck how there were hardly any sith in tsl...although you didnt get to cut down a cantina full of gand in KotOR :D ...Yeah anyways sounds good, could you make it so that occasionally there is a really powerful sith all by himself ingame? I used to love going solo mode against some of the more powerful KotOR jedi/sith characters

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I was waiting for a mod like this because I too missed the great (and numerous) saber battles present in KotOR 1 but lack of them in TSL. I even requested a mod like this in the mod request thread a little over a month ago. Great thinking Prime I can't wait for this. So far it seems like it is shaping up to be an awesome mod. Good luck with this! I know I will be eagerly awaiting its release.

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@Prime

 

Prime this idea is way cool man !!! BRAVO It would be so nice to see dark jedi really after you in TSL. I can't think of nary a one on Nar Shaddaa. Way to go man you rule :cool:

 

May I ask if this will apply across the worlds and we can expect to encounter them while exploring?

 

EDITED: If your concerned about compatibility issues and the like on all the worlds let me know via a PM and I'll be more than happy to start a new game and run through it to see whats what as it were.

 

This bloody thing will be awesome when released.

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Originally posted by Darth Melignous

May I ask if this will apply across the worlds and we can expect to encounter them while exploring?

The idea is that it will be applied to various modules for all the worlds after the first time you leave Telos. Because you won't have a lightsaber by this point, I didn't want the player to have to face Dark Jedi right away. When I tried it I got mowed down pretty quickly. But I also wanted to allow the player be free to travel the worlds in any order. So even though the script will by default be run on every world, it will only do the conversion if the player has a lightsaber already (this check can be turned off if desired).

 

The script has a config file and instructions so the user can apply the script to whatever modules they want, as well as have control over what enemy NPCs are changed to what. They will have to be careful as no doubt many (most?) conversions may cause issues. But at least the default assassin-to-dark jedi should be functional.

 

Originally posted by Darth Melignous

EDITED: If your concerned about compatibility issues and the like on all the worlds let me know via a PM and I'll be more than happy to start a new game and run through it to see whats what as it were.

I may take you up on that. Depending on how many modules I apply it to, it may help to have a second tester. I will let you know as I get closer to finishing. Thanks. :)

 

Originally posted by Darth Melignous

This bloody thing will be awesome when released.

I hope so. I think it will work out pretty well for what I originally intended. And hopefully it will be customizable enough to provide some options for players.

 

For example, it should be possible for a player to set up one module with a lot of blaster-wielding droids and another with lots of Dark Jedi since the script will need to be compiled for each module.

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Originally posted by Prime

This script can be used to replace the OnEnter script for the module where you want to change a certain enemy NPC type. You can then configure things like NPC appearance, have them use force powers, the weapons they use, and whether they dual wield or not.

 

I can... Change NPCs appearence and weapons!?! AWESOME mod, Prime. :D

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Nice Prime :D

I think we all thought were those Sith Lords were hiding... *looks around after some Sith Lords*

Cuz the title does say Sith Lords :p

First thing I thought when I got the game was: "wow, there must be like hundreds of Sith in this one!!!"

Then in the game itself there are only mainly near the end of the game.

That mod of yours if you release it will change the game a lot :D

It will be very cool ;):thumbsup:

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Two of the 3 things that keep this game from being perfect are being fixed

 

 

 

I hope this will add some extra sith to every planet...Korriban is a sith academy ruin but doesnt have a single regular sith?

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Originally posted by FunSolo

prime? will it work with achilles' re-balance mod?.o( it was achilles, wasnt it? somtimes im gettin a headache cause of ma bad memory :rolleyes: )

I haven't tried it, but I don't think there should be any issues.

 

Originally posted by J_Slash

Prime, is it possible to make all the dark jedi respawnable??

No, this mod will not make the DJ respawnable.
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I finally finished TSL, so I was fooling around with my spawn on demand fighters from Kotor1. I have the hardcore mod on and spawned that trio of darkjedi. WOWIE ZOWIE, they were WAY harder than the standard baddies in TSL. Finally some multi round lightsabre fights!

 

After looking at the baddies UTC stats, I am thinking about just replacing some of the UTC files of the baddies with more beefed up versions. That in combo with the hardcore mod should make for a MUCH more challenging adventure the next time around. :D

 

I will still keep the spawn on demand feature though, nothing like being able to spawn some meatbags to pass the longer story/quest portions. :cool:

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Great idea!

Id say make the Sith that constantly attack you, they all should have lightsabers.

I mean, its kinda lame that these assassins that attack you fight you with force pikes.

Give them a lightsaber, and make it red or purple.

Then the randomizing of the old Sith acolytes with them might seem better style.

All around this looks like a good mod.

Id dl it.

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Another thing to consider. Some of us are strict DARKSIDERS(I know we are in the minority), but I use LS meatbags to spawn fight against in my games. That means LS colored sabres, robes and force powers :D No reason to kill perfectly evil allies when you can take out all your aggression on the goodie two shoes LS guys in your way. :p

 

While it may be a large request I hope you provide a DS option for the types of meatbags we fight. Just a thought:)

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