STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™

STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™

Workbench Crystal Attunement "A"
 This topic has been pinned, so it's probably important
Azure Fang  [developer] 1 Aug, 2015 @ 2:22am
ORIGINAL README
Workbench Crystal Attunement
A modification for Star Wars: Knights of the Old Republic II: The Sith Lords
version 1.2

I. Description.

This mod allows you to upgrade the personal crystal independently of Kreia. That way you can do that even after Kreia becomes unavailable.

The idea behind this mod is that if this crystal you get on Dantooine is so unusually responsive to you, why do you need someone else to keep it attuned? As I see it, the reason is Kreia's being the manipulator and control freak that she is. Most likely she wanted to seem even more indispensable to the Exile. Each time he runs to her with the crystal, it's a subtle reminder that he gains power, but through her.

However, what if our Exile was perceptive enough to pick up on the procedure himself?

Therefore, with this mod, you can attune the crystal at a workbench, without Kreia's help. However, you must have enough Wisdom (16 or more). That stands for the Exile having sufficient understanding of the Force and of his own connection to the crystal.

Hint: if you're playing a combat-oriented character with low Wisdom, you can still meet the Wisdom check with some Wisdom-increasing items and/or Force Valor.

II. Installation.

If intending to use this mod together with TLSRCM, install TSLRCM first and this mod second.

Choose your preference:
Version A: only adds the attunement option and changes nothing else.
Version B: by popular request, also removes the "Learn how to use the workbench" option.

Put the following two files into your game's Override folder, overwriting as needed:
c_wrkb_crys.ncs
workbnch.dlg
From now on, if you have the crystal, and 16 or more Wisdom, you'll see a new option at a workbench.

III. Compatibility

WCA should be compatible with any and all mods that don't change the workbench.

Most importantly, it works fine with TSLRCM, just be sure to install TSLRCM first and WCA second. TSLRCM does put a workbnch.dlg file into Override, but overwriting this does not cause problems.

WCA works with existing saves, so you can add the mod in the middle of a playthrough.

IV. Credits.

Conditions-checking script, writing: Markus Ramikin
Initial workbench dialog structure: Hassat Hunter
Additional thanks to: VarsityPuppet, Doctor/Stream

V. Disclaimers and permissions.

The usual stuff applies. The mod is provided as-is; by installing it, you accept all liability for any game instability or damage caused.

Distribute freely, as long as you give due credit.
Last edited by Azure Fang; 1 Aug, 2015 @ 4:54am