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07-30-2005, 03:41 PM
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#1
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Rookie
Join Date: Mar 2005
Posts: 216
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WIP - Joran Kane, the Jedi Drifter
Hi all, I've been working on this mod for some time, and just recently got it to actually work right. I'm planning on releasing this possibly in a few weeks, after I've finished testing it for any small bugs, and making some dialogue and scripting changes, and also once I finish work on my mod for KOTOR which involves this character as well.
Backstory: The idea of this mod came to me after playing through Kotor II: Tsl for the first time. I noticed that many of the main characters of the first one were not in the sequel (although for good reason). After a few more playthroughs of both games an idea came to me to create a brand new character, which played a pivotal role in both the first and the second. Shortly after this, I began writing up a character bio for a character I labeled the 'Jedi Drifter'. It wasn't until I found this modding community that I decided to make my idea a reality, and after many failed attempts at placing this character into the storyline of Tsl, I believe I finally found a way of doing it without having to rewrite the entire game.
What it does: This mod, when finished will add a new recruitable character into the game. The new character, named 'Joran Kane' is a former jedi master who left the council at the close of the Mandalorian Wars. During the Jedi Civil War, he meets up with Revan and joins him on his journey to find the star forge (which will be covered in my Kotor mod 'Joran Kane, the Jedi Master'), after the Jedi Civil War came to an end, Joran went into hiding from the sith.
You will find Joran on Dantoine at the ruins of the Jedi Enclave, and will first be sent on a quest to find Joran's stolen lightsaber. After you find it for him, you will have the choice to recruit him then (note: you must have mandalore in with your Pc when you go to recruit Joran), or to leave.
Joran will replace Mandalore, and will only join your party after Mandalore has joined you.
If you choose not to recruit him, he will aid you in your quest to save/kill Master Vrook, and after your meeting with the jedi masters, he will join your group in place of Kreia. However, if you choose to recruit him when you meet him, Mandalore will leave for a short time, and after the meeting with the jedi masters, Mandalore will rejoin in place of Kreia.
Joran comes with his own custom items, such as his Drifter robe, and saber, and will have his own custom dialogue options in different areas.
*Note* as it is, his robe and lightsaber make him very strong against light/darkside characters. It is recommended you have the hardcore mod installed prior to using his items.
When this mod is 100% complete, I'm hoping to have another planet that you are forced to go to right after the Ravanger, and before Malachor, in which will be specifically designed for summing up plot holes caused by the introduction of this new character.
Now for some screenshots:
*Note* In the screenshots Joran, and my main pc are both wearing Hooded robes, as created by AVol, I don't know if it's alright to use other people's mods in screenshots. If it's not, let me know and I'll remove the screens, as I do know you aren't supposed to use other people's mods in your own unless you have their permission.
-Some Mandalorians on Dantoine wanting the money from the Exchange bounty-
http://img163.imageshack.us/my.php?image=k2000007bt.jpg
http://img279.imageshack.us/my.php?image=k2000017gj.jpg
-Conversation with the Drifter after saving him from Mandalorian Raiders-
http://img172.imageshack.us/my.php?image=k2000026aa.jpg
-Credits make everything better-
http://img251.imageshack.us/my.php?image=k2000036yt.jpg
-Some jedi lecturing from the Drifter and Kreia-
http://img130.imageshack.us/my.php?image=k2000059xo.jpg
http://img190.imageshack.us/my.php?image=k2000041cg.jpg
-Stills of the drifter-
http://img172.imageshack.us/my.php?image=k2000064cl.jpg
http://img252.imageshack.us/my.php?image=k2000077pj.jpg
-Drifter and Kreia-
http://img179.imageshack.us/my.php?image=k2000080zl.jpg
Special Thanks:
Darth333 & stoffe - for their wonderful scripting help
All of the Holowan Labs Tutorial Creators - the tutorials that are posted up on this website are so incredably helpful, and have taught me so much about something I originally knew so little about
Tanesh - for creating the Mekel recruitment mod, a TRULY wonderful mod in which was my inspiration for the storyline I've used in this mod.
Fred Tetra - For creating the KOTOR tool, without which this mod would never in a million years have been possible
tk102 - for creating so many helpful utilities for modding, many of which I used at one point or another while trying to make this mod work
Everyone at Hollowan Labs - For offerring so much support, and advice while I worked on this mod.
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07-30-2005, 03:48 PM
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#2
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HAL-ppy 2010!
Status: Super Moderator
Join Date: Oct 2004
Location: Knoxville, TN (USA)
Posts: 5,764
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Looks great!
I'll definitely have to keep track of this mod's progress 
"Eagles May Soar, But Weasels Don't Get Sucked Into Jet Engines"

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07-30-2005, 03:54 PM
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#3
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I got myself a paper clip
Status: Administrator
Join Date: Jan 2005
Location: Michigan, USA
Posts: 8,019
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Lookin' pretty good so far
TSL has been in need of a good recruit mod, and this may be that.
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07-30-2005, 06:00 PM
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#4
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Junior Member
Join Date: Feb 2004
Location: If you're going to San Francisco, Be sure to wear some flowers in your hair...
Posts: 320
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this deffinately looks like a one to keep an eye on :Oneeye:
i think the lack of tsl recruit mods is usually because all the characters are incorporated into the story somewhere and replacing them could be a potential game breaker, but from your description it sounds like you found a way to work around that by having him only recruit after you have mandlore meaning you've already finnished the part of onderon where he has to be there and then having mandalore come back later for (i'm guessing) the ravager, its a very good idea.
the character kind of reminds me a little of obi wan, which is definetly a good thing. while kreia is supposed to be your mentor, and obi wan kenobi she is not.
i'm really looking forward to using this mod 
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07-30-2005, 09:48 PM
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#5
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Rookie
Join Date: Mar 2005
Posts: 216
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**Update**
Well, I started working on editting all the dialogues involving mandalore to check for Joran as well, and I have to say it's going along pretty smoothly. Only thing to do after this is get the jedi master meeting working right, and smoothe out some of the dialogues, then I'm on to working on the new section I'll be making.
Although, I do have one question, just what exactly does 'c_con_mandpm' do? I've been going through different dialogues involving him on Korriban and they all have this in the first conditional slot. The main reason I ask is because one of the nodes this is connected to has the second script conditional full as well, and I would need an empty slot to add my conditional to check for my character, and because it is a 'c_local_notset' conditional, I'd rather just leave it alone.
Other than that, the progress on this mod is going fairly well. 
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07-30-2005, 10:05 PM
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#6
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Network Caretaker
Status: Administrator
Join Date: Apr 2002
Posts: 5,467
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Quote:
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Originally Posted by Dark_lord_Cheez
Although, I do have one question, just what exactly does 'c_con_mandpm' do?
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It checks if Mandalore is in the active party, and is within a 10 meter radius of the character who is in conversation.
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07-30-2005, 10:06 PM
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#7
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Rookie
Join Date: Mar 2005
Posts: 216
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Ok, thanks.
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07-31-2005, 10:49 PM
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#8
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Rookie
Join Date: Mar 2005
Posts: 216
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Alright, I just wrote up a script, based off of a script Darth333 provided (which has really helped, thanks Darth333  ) to (hopefully) check if my new character can be added to your current party. I'm planning on using this for conversations involving recruited characters that aren't in your party at the moment (ie. during the vision on Korriban with Kreia, and on Nar Shadaa when you first arrive)
As you might have guessed, I am not a good scripter at all, so I'm hoping if somebody can check to see if it will work.
the script is:
int StartingConditional()
{
return ((IsAvailableCreature( 2 )==TRUE) &&
(GetAppearanceType(GetObjectByTag ("mand")) ==
671);
}
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07-31-2005, 11:05 PM
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#9
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Network Caretaker
Status: Administrator
Join Date: Apr 2002
Posts: 5,467
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Quote:
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Originally Posted by Dark_lord_Cheez
(snip) ...check if my new character can be added to your current party. I'm planning on using this for conversations involving recruited characters that aren't in your party at the moment (ie. during the vision on Korriban with Kreia, and on Nar Shadaa when you first arrive)
As you might have guessed, I am not a good scripter at all, so I'm hoping if somebody can check to see if it will work.
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You were missing an ending paranthesis at the end, other than that I couldn't spot anything wrong with it, provided that it does what you intended it to do:
Code:
int StartingConditional() {
return (IsAvailableCreature(NPC_CANDEROUS) && (GetAppearanceType(GetObjectByTag("mand")) == 671));
}
The script checks if someone is occupying Mandalore's slot in the party table, and that a creature with Mandalore's tag (that currently exists in the same area as the player) has some custom appearance. Is that what it was meant to do?
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07-31-2005, 11:09 PM
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#10
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Rookie
Join Date: Mar 2005
Posts: 216
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Quote:
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The script checks if someone is occupying Mandalore's slot in the party table, and that a creature with Mandalore's tag (that currently exists in the same area as the player) has some custom appearance. Is that what it was meant to do?
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Yes, thank you  that's exactly what I was trying to do  .
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07-31-2005, 11:49 PM
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#11
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Fear death by oil-baron
Join Date: Feb 2005
Location: noitacoL
Posts: 5,173
Current Game: Sepulchasm
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Looks nice! Can't wait to see the finished product!
*plug*
And remember, if you're looking for a temporary NPC recruitment mod, I uploaded my Recruit Master Vrell mod - http://www.pcgamemods.com/10/
*/plug*
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08-01-2005, 01:40 AM
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#12
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Don't Be Sheeple!
Join Date: Jul 2005
Location: Feeling Hosed By Your Government?
Posts: 1,859
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Hooray! An ORANGE Saber! But seriously, it looks like a great idea.
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08-08-2005, 01:45 PM
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#13
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Rookie
Join Date: Mar 2005
Posts: 216
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Quote:
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Originally Posted by MdKnightR
Hooray! An ORANGE Saber!
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Actually, it's red.  Though I too like the idea of an orange saber, I don't think it really fits his character.
As for progress, I'm just coming back from a short break at modding, and will be going on another short break. I know I said I'd have this done in a few weeks, but as it is I still have quite some work to do on this. Hope you all don't mind waiting a little more time for this  .
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08-08-2005, 06:09 PM
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#14
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I got myself a paper clip
Status: Administrator
Join Date: Jan 2005
Location: Michigan, USA
Posts: 8,019
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Quote:
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Originally Posted by Darth InSidious
*plug*
And remember, if you're looking for a temporary NPC recruitment mod, I uploaded my Recruit Master Vrell mod - http://www.pcgamemods.com/10/
*/plug*
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*cough*hijacker *cough*
Progress looks good man. I know what you mean about having to take a break, I have been taking a rather long break myself...
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08-09-2005, 12:24 AM
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#15
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Guardian of The Force
Join Date: Feb 2005
Location: In Exile Waiting For Luke
Posts: 1,317
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You said it DM I just agreed
Just found your thread man can't wait to see what you come up with in the final product. Gots my download finger waitin'
Great job so far

General Kenobi
MY SITE: Okinawa Outpost
Gilliam Forums
Ikanaru hito demo sonke suru koto
Yakusoku o yaburanai koto
Hito o on****su shinai koto
Hito ni tai****e omoiyari o motsu koto
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08-25-2005, 06:55 PM
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#16
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Rookie
Join Date: Mar 2005
Posts: 216
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***Update 8/25***
Alright, I'm back from my little break, and am working hard on getting this mod completed.
After carefully thinking it over, I decided to make Joran about as much in depth as Kreia, good news for those playing the game, bad news for me since it'll be more work, though I'll probably have just as much fun playing this myself as everyone else  .
Joran will now come with his own plot-important storyline, and due to this I've decided to divide this mod into 3 parts. Part 1 will include everything completed having to do with Dantoine, Nar Shadaa, Korriban, Dxun, and Onderon, Part 2 will include everything having to do with Telos, the Ravanger, and a brand new planet (I haven't decided yet which planet, but I have the rough draft of the storyline for it completed), Part 3 will be Malachor V.
Part 1 will be released once I'm finished with it, however I'll hold back on releasing parts 2 and 3 until TSLRP is released, as a few of the files I'll be using will be files that team gizka is restoring.
As for progress:
-Part I-
Dantoine - 99% complete (just need to make a quick edit to the dialogue with Vrook in Khoonda)
Nar Shadaa - 40% complete (need to edit the dialogues with the party outside of the Ebon Hawk)
Korriban - 50% complete (am working on the lines outside of the cave and academy)
Dxun/Onderon - 20% complete (still have quite a bit to do here, including the meeting w/ kavaar, if Joran is in your party kavaar will recognize him)
Meeting with Jedi Masters - 0% complete (haven't started this portion of the mod yet)
-Part II-
Telos - Planning stage
Ravanger - complete
New Planet - Rough Draft almost finished
-Part III-
Malachor - Planning stage
"Find what you're looking for amongst the dead?" - Kreia (Knights of the Old Republic II: The Sith Lords)
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08-25-2005, 09:16 PM
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#17
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Guardian of The Force
Join Date: Feb 2005
Location: In Exile Waiting For Luke
Posts: 1,317
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This MOD is gonna be fantastic

General Kenobi
MY SITE: Okinawa Outpost
Gilliam Forums
Ikanaru hito demo sonke suru koto
Yakusoku o yaburanai koto
Hito o on****su shinai koto
Hito ni tai****e omoiyari o motsu koto
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08-26-2005, 08:56 PM
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#18
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Rookie
Join Date: Mar 2005
Posts: 216
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***Progress as of 8/26***
After working on this mod almost non-stop, I am nearring the completion of a beta for this.
Progress:
-Part I-
Dantoine - 100% complete
Korriban - 90% complete (need to edit the arrival sequence onboard the Ebon Hawk)
Dxun - 100% complete
Nar Shadaa - 75% complete (still need to finish arrival on board Ebon Hawk, and the Visquis invitation sequence)
Onderon - 25% complete (most of this will be just adding some more to the dialogue with Kavaar)
Ebon Hawk - 35% complete (just a few cutscenes to work on)
Meeting with Masters - 0% (still have to start this section)
-Part II-
nothing new
-Part III-
nothing new
"Find what you're looking for amongst the dead?" - Kreia (Knights of the Old Republic II: The Sith Lords)
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08-26-2005, 09:28 PM
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#19
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Fear death by oil-baron
Join Date: Feb 2005
Location: noitacoL
Posts: 5,173
Current Game: Sepulchasm
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Sounds good! Very good! ;D
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08-28-2005, 09:16 PM
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#20
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Rookie
Join Date: Mar 2005
Posts: 216
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Okay, I have an alpha test just about ready for anyone who wants to try it out, but does anyone know a site I can upload it to? I don't really want to put it up on pcgamemods until I have a full version finished, but other than that, I can't think of any other site to use to host it.
Anyone have an idea of where I can do this?
"Find what you're looking for amongst the dead?" - Kreia (Knights of the Old Republic II: The Sith Lords)
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08-28-2005, 10:59 PM
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#21
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Rookie
Join Date: Oct 2003
Location: Bug Fixer Paradise
Posts: 81
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@Dark Lord Cheez: I could toss it up on my site provided its not uberhuge (i'm on dialup, but monday/wednesday I have access to fast as hell access via my college). My site is http://semprini.org ...afair it's empty atm heh.
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09-11-2005, 04:54 PM
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#22
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Rookie
Join Date: Mar 2005
Posts: 216
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I know I haven't made any updates to this topic recently, real life has been keeping me away from working on it at all (what with school starting up again and all).
I just thought I'd come in and let you all know so you don't think I've given up on this, I still have every intention on completing this mod, however I won't be able to do much with it these next few weeks.
Either way, I'm thinking about adding a small quest into the mod, but I would like to see what you all think;
The quest involves the pc being attacked by a group of sith on one of the planets you visit in-game, however I'm not sure which one to put them on, nor am I sure how many of them there should be or even why they're there.
If anyone has any suggestions please give me your input on the matter. (if you would like to know the plot involving them, let me know and I'll send you the rough draft)
Thanks again in advance, and thanks for all of your support on this mod  glad to see people are actually interested in what I'm doing. 
"Find what you're looking for amongst the dead?" - Kreia (Knights of the Old Republic II: The Sith Lords)
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12-03-2005, 02:34 PM
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#23
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Rookie
Join Date: Nov 2005
Location: Canada
Posts: 226
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The mod looks fantastic but there is one thing I do not get, if he was a former master why would he help you kill his friends?
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12-03-2005, 02:40 PM
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#24
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Magical Watering Can
Join Date: Aug 2005
Location: Netherlands
Posts: 2,385
Current Game: Mass Effect 2
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You could use the Bandon-spawn option from Kotor1....
He just spawns on a point, if it's the third planet you visit.
You could let the Sith atack the PC when enters a certaibd planet off course, but the PC could be to weak or strong.
btw..Great progres..i can't wait!
"A poodle is a dog, but not every dog is a poodle."
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12-03-2005, 08:00 PM
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#25
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Veteran
Join Date: Mar 2005
Posts: 966
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Uhm, this mod is dead, dying, deceased.
Last Post :09-11-2005, 02:54 PM
Todays Date: 12-03-2005 5:00 P.M. =/
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12-04-2005, 07:53 AM
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#26
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Magical Watering Can
Join Date: Aug 2005
Location: Netherlands
Posts: 2,385
Current Game: Mass Effect 2
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Eh...Rome wasn't build in a day, was it?
This thread still lives....the last postof Dar Lord Cheez isn't that long ago..
"A poodle is a dog, but not every dog is a poodle."
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12-04-2005, 11:08 AM
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#27
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Rookie
Join Date: Mar 2005
Posts: 216
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Quote:
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Originally Posted by Ztalker
Eh...Rome wasn't build in a day, was it?
This thread still lives....the last postof Dar Lord Cheez isn't that long ago..
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thank you Ztalker.
I am still working on this project, however I've had a few set-backs. (one of which being I forgot where exactly I saved a few of the files on my computer  ) I'll try getting a progress report out sometime today, but as for an idea on a release date, I think I learned from my past mistakes and will just say that "it'll be done when it's done".
@Elven6: that was a question that took me a while to answer myself, although I think you'll enjoy his reasoning behind helping the exile if you go darkside  I won't say much more, because it's strongly tied to the character's story 
"Find what you're looking for amongst the dead?" - Kreia (Knights of the Old Republic II: The Sith Lords)
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12-31-2005, 10:27 AM
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#28
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Rookie
Join Date: Dec 2005
Posts: 23
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I'm new here, but I really like what I have read of your idea and I hope you are still working on it as time permits. I've not tried any KotOR modding (yet), but if you'd like a tester for this I'd be glad to volunteer.
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12-31-2005, 12:57 PM
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#29
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My Evil is Law
Status: Super Moderator
Join Date: Apr 2002
Location: The Future
Posts: 11,474
Current Game: Mass Effect
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Wow, this looks great!
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12-31-2005, 04:34 PM
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#30
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Rookie
Join Date: Nov 2005
Location: Canada
Posts: 226
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Are you also going to voice your character?
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