RimWorld

RimWorld

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Star Wars KotOR Droids
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Mod, 1.5, 1.6
File Size
Posted
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6.519 MB
7 Oct, 2023 @ 2:14pm
14 Sep @ 4:32pm
28 Change Notes ( view )
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Star Wars KotOR Droids

In 1 collection by guy762
[OFFICIAL 1.6] Star Wars Knights of the Outer Rim (KotOR)
17 items
Description
[github.com]
[github.com]
Adds 22 types of droids from Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II - The Sith Lords, as well as a mech hive-like faction, a new starting scenario, and a wide variety of droid-specific equipment. These droids use the Mechanical Humanlikes framework.


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- Hovering/flying droids will ignore all terrain movement speed penalties!
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KNOWN ISSUES:
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- Some users may be unable to scroll down in the vanilla research UI when on the SWKotOR tab, cutting off some of the research projects from view. I have zero clue what to do about this other than recommending a research UI overhaul mod since I think this is a base game issue, and my research projects & tab seem to be set up correctly in xml. TO FIX THIS I strongly recommend using this mod or another research screen overhaul mod: https://steamproxy.com/sharedfiles/filedetails/?id=3263594757

- RIMHUD COMPATIBILITY PATCH: https://steamproxy.com/sharedfiles/filedetails/?id=3543700397


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Questions & Answers:
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Q: Basilisk War Droids?
A: these will be in the upcoming Speeders & Starfighters mod

Q: How come the droid weapons can't be equipped by pawns with bionic arms like in the Gadgets mod?
A: the specific function from AthenaFramework I used for that overrides Humanoid Alien Races' race restriction function, so I wasn't able to keep it in this mod's version of the items

Q: Droids keep spawning with Ideoligion hats!
A: this is apparently an issue on the HAR-side of things. I went out of my way to prevent this from happening in both the PawnKindDef settings and in the droids' race restriction options, but it still persists. blame tynan

Q: Some droids spawn with a listed xenotype!
A: this is another issue that is beyond my means to fix, but thankfully this one can be safely ignored as the droid pawn's xenotype function is completely overwritten by ATC/MHC mechanics

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ADDITIONAL INFO:
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- USERS OF THE OTHER KotOR MODS: please ensure all other project mods are updated before using this!

- IF YOUR DROIDS ARE SPAWNING WITH NORMAL BACKSTORIES/NAMES: go into the Mechanical Humanlikes Core mod options menu and press the "reset considerations" button. All droids from this mod should be in the "mechanical drone" category. Devmode in replacement droids for the bugged ones as needed.

- This mod patches the "Techprof Subpersona Core" item so that it is buyable and properly expensive to buy. This is because I wanted to use it in some droid crafting recipes, and I have not once ever seen this stupid item appear in-game naturally. It has been added to the Droid Dealer's possible item list.

- RESEARCH: For this mod I've added a series of research projects to unlock crafting recipes for most of the droid types this mod offers. The highest tier of droids require techprints in order to research them.

INCOMPATIBLE MODS:
- Mod Medicine Patch :(
- [KV] More Trait Slots [1.4]
- A Rimworld of Magic (only when used with DualWield, will break droid weapon gizmos)
- Performance Optimizer (only when used with DualWield, will break droid weapon gizmos)


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CREDITS:
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In addition to everyone listed in the credits section on the KotOR Weapons & Armor and the KotOR Gadgets & Equipment mods...

- Killathon - for reviving Android Tiers which enabled this mod to be possible without having to use the Mechanoid system!
- MajesticMadman - drew the Ebon Hawk wreckage and the unused droid workbench texture
- guy762 - drew everything else
- The 3D modeling team for Star Wars KotOR 1&2 for making these cool droids in the first place!
- The Sound Departments for Star Wars KotOR 1&2 for making all those droid noises




Our other mods:



[ko-fi.com]
Popular Discussions View All (4)
2
15 Sep @ 6:38am
How do recharge cells work?
Ogre Beautiful
1
30 May @ 9:14pm
Capturing droids?
MA347612890GT4078579132R74
1
31 Aug @ 9:44am
Droid Work
Kgutta6107
223 Comments
Cal 5 Oct @ 8:46am 
Was interested in this until I saw the ABF requirement. Ah well.
TechyOracle 3 Oct @ 11:13am 
So I made a mistake and bought a droid without getting any recharge cells beforehand. It ran out of power, but a caravan came by again and I got more. How on earth do I get the cells to the droid? All I have for options is stripping it at this point.
Mythos 2 Oct @ 6:11am 
my droids are not recharging and i have the Cell's why are they not using them?
clownkitty 29 Sep @ 6:34pm 
i LOVE THIS MOD, kotor is a part of my childhood and my favorite game ever.

I have a suggestion- droids cant seem to participate in the launch of a gravship, but I feel like my T3 should be able to help pilot. Maybe they should be able to help?

Thanks for this awesome mod :)
MicrowavedDurian 17 Sep @ 7:15pm 
I encountered two bugs. Creating a droid with the cradle would make my game glitch out, and spawning a droid via dev mode also had the same effect.

It was all fixed when I removed the Automatic Night Owl mod. Idk how and why it would affect this mod tho.

But I still see a yellow warning described as "Tried to generate 2 traits for [insert droid name] over 500 times and failed". Nothing broke so far
elĐeve 14 Sep @ 4:39pm 
holy shit
Rafn 7 Sep @ 11:35am 
I was able to fix my issue by resetting all my mod options (deleted all the mod config files). Not sure what mod or setting was the culprit, but droids seem to work as intended now.
Rafn 7 Sep @ 9:42am 
I have a similar issue. Started a game with a droid. Within seconds it disappeared from the colonist bar but continued to function. After a while it ran out of energy however, and I could not find a way to recharge it.

I then bought a new droid and the UI/game graphics immediately glitched out. Same thing happens if I "rescue" the droid I started the game with.

Guessing I have an incompatible mod in my modlist, but haven't been able to figure out which one. Tried removing the obvious suspects (Asimov and outland) but it did not fix the problem.
garra30 1 Sep @ 10:57am 
Getting a major bug with this mod. If I save with a droid pawn in my colony and reload, the screen bugs out if I unpause the game. If I remove the droid using dev mode, the screen goes back to normal. Not sure what mod I have in my Star Wars-centric load order that would do that, but I disabled all droid related content with cherry picker and it seems fine now
8015 31 Aug @ 9:51am 
I struggle to figure out which droid can equip which items. Am I missing something? For example I have a droid blaster which helpfully tells me it is a light weapon mount, well how do I tell which droids have these light weapon mounts? Neither my R-8009, my devastator war droid, a kx-12 probe droid nor my km1 can equip it. The armors are also a bit unclear but atleast they equip those automatically.