Sorry I never ended up making a WIP thread for this...by the time Dustil forced me to make a big fat mod out of what was supposed to be a cameo recruit, it was too late. (And sorry I keep editing this thread, but I couldn't catch everything the first test through ::headdesk:: I added a note on the right way to make this mod compatible with ChAiNz.2da's Kreia Assorted Robes. Sorry it kinda spoils bits of both, but I think ChAiNz' mod is really cool and want people to be able to use both. Hopefully I won't need to update this mod again...)
This is by both myself and Jiara.
Anyway, you can get it here: PC Game Mods (
http://www.pcgamemods.com/mod/18704.html) (v1.3), LucasFiles (
http://www.lucasfiles.com/index.php?s=&action=file&id=1490) (not sure which version they have, depends on when they grabbed the file), Kotor Files (
http://knightsoftheoldrepublic.filefront.com/file/;86401) (v1.5) or NPC Dustil Recruit .rar (
http://www.princessartemis.com/images/mods/PA_K2_Dustil_Recruit.rar) (v.1.6) at my site.
Some screenshots are here (
http://www.princessartemis.com/images/mods/k2dustilnpc.html).
If you downloaded it before this showed up in the thread, or have a version that does not say "v1.4" in the info.rtf, grab a small patch file here (
http://www.princessartemis.com/images/mods/PA_K2_Dustil_Patch.rar). Downloading from my site will always have the latest version, which is v1.6 right now. It adds dialogues that I didn't catch the first run through and some bug fixes that seem to happen to some people but not others. v1.6 also has a slightly reworked Dustil with a skill point spread that makes more sense--if the mod is already installed, it will need to be reinstalled to take advantage of that, and will only affect the mod if you haven't landed on Telos yet. Thank you cjt0202, Kha, and wilv for running into them and passing on the dialogues that I was able to fix. Thanks to Thrak1977 for catching a bug that would have prevented some people from repairing HK-47 after permanently recruiting Dustil.
v1.5 corrects a problem with running the mod on other than English versions of TSL. You don't need v1.5 if you're running an English TSL and the patch won't update v1.anything to v1.5.
v1.6 reworks Dustil's skill point spread so it makes more sense. Maybe not a big deal, but worth an update. English TSL players can have v1.4 and use the patch to get a working v1.6, since the language isn't an issue for English players.
NPC Recruitable Dustil
For SW KotOR II: The Sith Lords
By Princess Artemis and Jiara
Quick clarification: Recruiting Dustil on Telos is temporary; he will leave long before you ever get a chance to fix HK. It's when you encounter and recruit him a second time that he will permanently replace HK. Mea culpa about not making that clear. Also, this mod has some language in it that is a bit more colorful than in TSL but it is very, very sparse.
This mod will add Dustil as an NPC to SW KotOR II: The Sith Lords. Talk to him on Telos, see where things go. Dustil's story is woven into TSL's as best as we could get him in. This is not a simple recruit mod-if you are successful in recruiting Dustil, he will become part of the story right up to the endgame.
This truly is as much Jiara's mod as it is mine-what she didn't write of Dustil's dialogue, she polished up, and his story we both hammered out together. I can't say at all that the actual modding part, creating the files, scripts, etc., was more of a contribution than Jiara's writing. It simply would have been a far poorer story and mod without her.
Please, do read this file. There is important information contained herein.
~~Specifics~~
Dustil won't show up in a DS Revan game; this mod assumes the same conceits about LS/DS Revan as TSL does. So if you want to use it, make sure to tell Atton that Revan was Light Sided (male or female doesn't matter, he just has slightly more to say LSF) at the beginning of the game. There are other restrictions on the mod, but I'll let you discover those for yourself-they are, I believe, realistic. Also, if you've already landed on Telos before installing this mod...sorry, but Dustil won't show up. That's just how the game is made; there's nothing I can do about that.
Dustil will replace HK-47; he has no sounds or voice overs (which means he's not going to suddenly take over HK's lines just because he took HK's spot in the party unless I missed something or couldn't fix it-you'll need to have captions on for the mod to make a lick of sense), but he does have his own dialogue and nine cut scenes (although you can only see eight in any given game). If the player does recruit him on Telos, he will be available later to pick up on another planet. He's a strong fighter, Jedi Guardian class; his attributes, feats, and Force powers are based on K1's Dustil but stepped up a notch. He didn't stop learning or suddenly lose abilities in the intervening years-and Dustil may not have showed it, but he knew an impressive number of Force powers and feats in K1, so he starts out with them and some higher levels feats/powers in some trees in K2. It amounts to three higher level Force powers (Force Storm, Force Whirlwind, Knight Speed), two new Force powers (Force Deflection and Juyo), two new feats (Perceptive and Class: Security), and four higher level feats (Improved Flurry, Improved Power Attack, Improved Critical Strike, and Weapon Specialization: Melee Weapons), plus the standard Jedi Guardian feats and the full Duelist tree. All the other feats and Force powers Dustil already knew five years ago. (I did modify one of his stats down, Natural AC, so that he didn't end up with an absolutely ridiculous amount of defense; I also didn't give him his K1 feats that no longer existed or were useless in K2 or were never designed for an NPC to have.)
Dustil permanently replaces HK-that means that even if you fix HK, he won't join your party, so if you want HK-47 in your party for a while, do it before you recruit Dustil permanently-he'll wait for you. (That doesn't mean there's no point in fixing HK after Dustil has been recruited-there's the XP, for one, and HK doesn't completely disappear from the game-he still has all of his Ebon Hawk cut scenes, plus one.)
If you have Dustil at the time that you have to split the parties for Dxun and Onderon, picking HK-47 in dialogue should add Dustil to the party.
Dustil's left hand is locked for a reason-he's a duelist and I want him to stay that way. His initial equipment is his only; it's not meant to be too powerful, just slightly better than the original versions, and his armband is to compliment his single-handed fighting.
One side effect of his taking over for HK is that he seems to float in his party select and status screens-this is simply because HK is tall. There's no effect otherwise. Also, on his second recruit, a message may pop up saying that HK-47's influence changed--all this does is reset any influence gained or lost for HK before Dustil is recruited back to 'uninfluenced'. He occasionally 'learns' HK's specific feats, but he doesn't have them listed anywhere and can't seem to use them, as far as I know.
~~Installation~~
Run TSLPatcher.exe.
Navigate to your LucasArts\SWKotOR2 folder to install. This mod automatically creates a backup of every file it overwrites or modifies and adds them to backup in the mod folder.
If you make a habit of collecting a mod's files into subfolders, it may be best not to move appearance.2da, heads.2da, portraits.2da, upcrystals.2da, or globalcat.2da; it seems this mod gets confused if they aren't in the main Override.
The Source folder is only of interest to modders who may wish to look at them for reference.
~~Uninstall~~
Please read Uninstall.txt, included with this mod for the full list of files that will need to be removed or fetched from the backup folder in order to uninstall this mod.
~~General Compatibility~~
Obviously this mod is not going to play nice with other NPC recruit mods that replace HK-47. Otherwise, it will conflict with any mod that adds cut scenes to the game through the Ebon Hawk cut scene scripts (a_next_scene.ncs and k_003ebo_enter.ncs). One file, n_jedicounm002.utc, is present in cjt0202's Carth Exile mod and my Dustil Exile mod, but since they essentially do the same thing--make a certain dead Jedi on Korriban not look like Dustil--it doesn't matter which one is used.
This mod is not compatible with ChAiNz.2da's Kreia's Assorted Robe Collection v1.1 straight off, but it can be made compatible. It does involve a bit of trickery, however. First, you have to visit Korriban with ChAiNz.2da's mod in place. Then hop on the Hawk, quit the game, pull k_701area_enter.ncs out of the NPC Dustil mod tslpatchdata folder and put it in Override. When you go back out onto Korriban, all should be well and you can use both mods.
If you have a mod that uses the second slot in the puppet table, this mod will not be compatible with it. (My Cati mod, aka Mandalore gets a Gizka, is compatible since it uses the third slot.) Storing Dustil in the puppet table was the only way to make sure he didn't abscond with your stuff the first time he leaves. It has the rather odd side effect of giving him gobs of XP, but there does seem to be a limit on how much free XP he gets.
~~Lightsaber Compatibility~~
There are custom lightsabers and a new color crystal in this mod, so if you have a mod that has, for instance, a lightsaber file that ends in 76, there will likely be a conflict. If you know enough about modding to change all the .mdl, .mdx, and uti, files as well as upcrystals.2da to make everything fit, feel free to do so for your own personal use (every custom saber in this mod uses 76 as the texture variation except for dustil_saber.uti, which is garden variety green). To my surprise, it appears that this mod is compatible with the USM; if you have that, the only file that appears to be shared is handmaiden.dlg; USM's version fixes the same bug, and that's the only reason it's included in this mod. However, in order to be compatible with USM, USM must be installed first.
~~Specific Compatibility~~
There are two bug fixs included in this mod. Upon entering Telos Academy, it's possible to break the game picking the wrong dialogue choice. This mod will fix that with a new handmaiden.dlg (I don't believe this is really substantially different than Team Gizka's, but if you have that bug fix, this mod will not overwrite handmaiden.dlg). Also, if you have my New Carth Ages v.2, this mod will overwrite carthend.dlg. Let it. There are differences between the two. This mod does not conflict with
www.team-gizka.org's) Escaped Convicts bug fix. Razorfish kindly gave permission to use one of the scripts for it. Therefor, if you have that bug fix, this mod will overwrite k_231area_enter.ncs. Let it. Dustil will never show up without this mod's version of that script.
~~Cheatin'~~
If you want to get the unique items created for this mod by cheating, use the giveitem cheat or KSE. Each item .uti has the same name you'd use in the giveitem cheat so that should make it easier on you; just look at the new item filenames. However, there's no point cheating in extras of Dustil's initial equipment as only he can use it (well, unless you want him to have a second Dustil's Dueling Band so he can reach even greater heights of butt kicking and name taking...)
~~In Case of Emergency~~
There is a known issue with a couple users reporting Dustil showing up as Atton. I've superficially fixed this; however, if Dustil shows up in commoner clothes, unlocked slots, and his portrait is Atton's, something either went lopsided in your installation or something else happened. If it does happen, try to reinstall the mod. If that doesn't work, I'm not sure how to fix it-all I can say is make sure not to move the .2da files (appearance.2da, heads.2da, portraits.2da, upcrystals.2da, and globalcat.2da) out of the main Override folder into a subfolder while using this mod.
I have included a fix that will at least repair Dustil's appearance and locked slots; look in the folder Emergency De-Atton for instructions on how to use it. If it fixes his portrait, the only way you'll find out is by landing on Telos again. Otherwise, it will just fix his appearance.
~~Credits~~
This mod would have been impossible without the invaluable help of stoffe -mkb-, cjt0202, and Jiara (who wrote, directly or indirectly, much more of Dustil's dialogue than I did-if you see bad Dustil dialogue, credit me, if you see good Dustil dialogue, blame Jiara ;), my loverly beta testers cjt0202, mjpb3, Jiara, Darth Ixnay, and Kha, as well as all of the wonderful people at Holowan Labs. Thanks also to Razorfish for allowing me to modify a script.
~~More Thank Yous~~
Many thanks to cjt0202 for her help with scripting (giant thank you for the near-water-tight heartbeat script!) and to Jiara for writing most of Dustil's dialogue. Thanks and a plague of plot gizkas on Delerius Jedi from kotorfanmedia.com for inflicting this idea on me in the first place. Thanks also to Fred Tetra for Kotor Tool, stoffe -mkb- for TSLPatcher and invaluable scripting help (it would be a lesser mod indeed without her help), cchargin for MDLOps, and tk102 for K-GFF. Thanks to everyone at Holowan Labs for being so darned helpful and for posting scripts all over--this mod uses custom scripts written by stoffe -mkb-, cjt0202, tk102, and goodness knows who else that I've found here and there at Holowan Labs, and some of my own fledgling work.
~~Disclaimer~~
No infringement is intended against LucasArts, BioWare, or Obsidian, the copyright holders for Star Wars: Knights of the Old Republic. Please do not modify and upload this mod anywhere without my and Jiara's express permission. Right now, that means my site, Jiara's site if she chooses to host it, PC Game Mods if I can, and hopefully LucasFiles and Kotor Files. I'll edit this if and when I get the mod hosted at any of these places :) I've tried to keep this as bug-free as possible, but use this mod at your own risk.