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  • Submitted: May 05 2018 02:13 PM
  • Last Updated: May 05 2018 05:22 PM
  • File Size: 2.94KB
  • Views: 608
  • Downloads: 22
  • Approved by: Sith Holocron
  • Approved on: 05 May 2018 - 05:22 PM
  • TSLRCM Compatible: Yes

Download TSL Tactical Combat Mod v0.5

- - - - -
combat TSL TSLRCM compatible KotOR II KotOR 2 tactical combat


As stated below, any help in modifying k_sp1_generic.ncs would be most welcome!


Also I have exams coming up so I will be unable to update for a while but as this mod requires starting new game, in that time any feedback would be great!



<<<TSL Tactical Combat Mod>>> v0.5 (first release)
by Frykas


If you ever felt that after lvl 15 in KotOR 2, your PC and team got all powerful (Fredon's Nadd tomb being the exception) and


pazaak with Atton on (Republic Senat's rules) was more fun than slaying couple more thugs or beasts than this mod is for you.


After playing a lot of Pillars of Eternity, I realized that TSL had nearly the same potential for tactical fights but after less


than half the game you had to be counter productive to have a fight that lasts more than 4 seconds. Honestly most times I didn't


have time to use more than two force buffs because everyone was already dead. Difficulty changes only enemy damage output so it


makes things harder but enemies still drop like flies. This mod aims (and will aim, definitely not finished) to correct that.


Two files changed are classes.2da and autobalance.2da, autobalance has significantly increased NPC's health, slightly buffed


saving throws, set NPC's level to be equal to PC. Classes.2da doubled gained health (on lvlup) by PC and team and raised


force point gain (on lvlup) by 50%. !!!Because of game mechanics, increased health points and force points gain doesn't work


retroactively, meaning you'll have to start a new game (as even KSE cannot change your vitality points directly), this will


probably NOT be "fixed" in future releases. Enemy HP and other changes will apply once you enter new area after installing.




This mod works with TSLRCM and is being tested and developed to work with it. If you don't have TSLRCM instaled changes might


not be appropriate for your play-through. This mod should work with any other mod that doesn't change those two files:


Classes.2da, Autobalance.2da




Drop files to Override (who doesn't like that? :D )




Well, this is going to be difficult...



(remove Classes.2da and Autobalance.2da from Override folder)


<<Future changes>>


-A lot more testing and figuring out the perfect balance


-Extending force buffs (i found some cool mods that address that but as for now I feel they both add a little too much


so I'll try to figure this out on my own and add this in next update)


-If you have an idea for more changes or would like to help with this (the latter would be most welcome as I know


next to nothing about scripting) leave a comment or PM me.


All the best!

What's New in Version v0.5 (See full changelog)

  • Modifications to classes.2da and autobalance.2da

This has the potential to be a great mod. As long as the game does not get too hard or slow, this could become a mandatory install for those who want more of a challenge. I wish you good luck in improving the mod through patches.

I love the idea. Do you have any plans to recreate this for the original KotOR?

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