It is recommended to download it, when you will start your new game. Besides a few minor tweaks, Kido version 7.0 most important feature is it's entire reshaped structure (putting prefix MW in front of stuff, and renaming the files and references all over the mod). That means: He is ready for a MftW integration
If you had Kido version 5.3 or lower you must start a new game
If you had Kido version 6.0 or 6.1.
--- I) You send your old Kido home (or kill him if you must)
--- II) CLUA the new version in, via - CLUAConsole:CreateCreature("MWKido")
--- III) Play on (this as the globals are exactly the same in 6.0/6.1 and 7.0. No need to change that all over)
At the moment 6.2 MB zipped
In comparison to version 5.3;
Global & Entire file structure & Death Variable have been redone. This means for the game it is an entire new creature, but for you he is the same old Kido.
Here is the read-me (of version 7.0).
This version includes:
A witty, though 'slightly' mad CE Jester, who is voiced who banters 3-4 times with all Bioware NPC's (ToB banter included (except for Sarevok and Yoshimo who both only have 2)).
Three types of portrait sets. You better look first under Kido/portraits for which one you would like. The one on the site is by Plasmocat.
He interjects in both SoA and ToB. SoA is very bug squashed but there might remain some problems in ToB. Please, report them if you find them.
Tip: Do you want to see absolutely every possible option with Kido (as he uses stat, class and sex-checks like PS:T)? Then you have to play two times, one female and one male, with cleric with at least 13 wis, int and cha & a non-cleric with these 3 stats below these values.
If Kido talks funny, select him in game and hit the T key. Yep, that is the string fixer.
The subpage of my site: Kido the Jester
*spoilers*
About the corruption: You must have had Kido through SoA along with the NPC that is to be corrupted to let it finally happen in ToB.
To start Kido's quest go to the docks district. It should start even if you have a lower version and already sent the mad cleric away, if you killed him then you kind of killed his quest possibility. You will have to CLUA the cleric back in and then the mod version. CLUAConsole:CreateCreature("MWDolf")
Edited by Deathsangel, 14 October 2007 - 07:31 AM.