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bead-v

Member Since 10 Aug 2010
Offline Last Active Today, 10:30 AM
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Topics I've Started

Character (Stat) Guide

17 July 2017 - 09:27 AM

This is a guide I started a few years back. I remember there were other things I wanted to add to it, but I don't remember what those things were anymore. It also doesn't seem like I'll be delving into this again any time soon, so I thought I'd just post it the way it is.

 

The stats are determined from four sources:
1) Base stats
2) Class
3) Attributes
4) Levelup

 

The character’s base stats [1] define the value of the stats without the application of the other sources. They do not change through levels; they remain static. They are defined in GFF files.

 

The character's class [2] determines how some of the character’s stats progress through levels without the player doing anything. They are defined in 2DA files.

 

The attributes [3] affect the character’s stats through levels and are affected by the player. Thus, the player can affect his character’s stats through attributes. The attributes are also defined in the GFF files, but they can be modified on level up.

 

Levelup [4] is the only way to affect some of the stats. The actual level does not matter.

 

What are characters for the game?

 

Characters are defined in so called .utc files. Each character has their own .utc file, which contains all information about this character: their name, appearance, base stats, class, equipment, powers, feats, skills ... However, the stats of the character are also modified by other files, namely the .2da files. These files are basically spreadsheets that define at what rate the stats of the characters change. The stats change at different rates for different characters, depending on their CLASS. These rates do not change during the course of the game, so the character class defines at what rates the character’s stats will change. The possible classes in TSL are:

 

Non-Jedi
- soldier – SLD
- scout – SCT
- scoundrel – SND
- tech specialist – TEC
- minion – MIN, not available for players

 

Droid
- expert droid – XPD
- combat droid – CBD

 

Jedi
- jedi guardian – JGD
- jedi sentinel – JSN
- jedi consular – JCS
- jedi weapon master – JWM
- jedi watchman – JWA
- jedi master – JMA

 

Sith
- sith marauder – SMA
- sith assassin – SAS
- sith lord – SLD

 

However, there are still way to affect your stats during the course of the game. The way of doing this is via the attributes [3]. I will list them here just for reference, and only at the end of this tutorial will I describe fully what each of the attributes does specifically for the character.

 

Strength – STR
Dexterity – DEX
Constitution – CON
Intelligence – INT
Wisdom – WIS
Charisma – CHA

 

The attributes themselves are also a kind of stat. They have a base value [1], to which the player adds points every four levels during level up.

One thing to keep in mind is that the actual value of the attribute never matters. It’s always the modifier that you get out of it that matters. The conversion formula is the same for all attributes: a value of 8 translates to a modifier of -1, and for every 2 attribute points the modifier increases by 1. That is:

Modifier = (Attribute – 10) / 2

 

Thus, 12 points equal a modifier of +1.

 

Auto Balance

 

The game uses a system to automatically adjust the stats of enemies when they are spawned according to the player character. Exactly to what extent they are modified is defined in autobalance.2da. All values depend on the player level, which is determined from experience. This means that if you have enough experience for level 33, the game will consider that level even if you haven't levelled up yet.

 

List of stats

Vitality points
Force points
Fortitude saving throw
Reflex saving throw
Will saving throw
Attack
Defense
Damage
Attributes
Skill points

 

Level

 

The character's level is also a stat, though it is used mainly to calculate other stat's. Here is the formula.

 

Level = Level(Class I) + Level(Class II) + (PlayerLevel * levelmult(autobalance.2da) - 1) (only if mult > 0)

 

Vitality Points - VP

 

This is your health bar. The number is based on the “Base Hit Points” field in the .utc. This value is modified by autobalance. At levelup, you gain: 6-12 points depending on your class + CON.

 

VP = BaseHitPoints * (PlayerLevel * vpmult(autobalance.2da) - 1)(only if mult > 0) + HitDie(classes.2da)/Levelup + CON * Level

 

Mira’s max VP is 54. She is at level 6 when you meet her. When you level up, she is going to have 63 HP. She got +8 because she is a scout [2] and +1 because her CON is 12 [3].

 

Force Points - FP

 

This is the force bar. This stat works just like the health stat. “Max Force Points” is defined with the character [1]. On level up, you gain: 4-10 points depending on your class [2] + WIS [3].

 

FP = Max Force Points + ForceDie(classes.2da)/Levelup + WIS * Level

 

Defense - DEF

 

This characterizes how hard the character is to hit. This is basically evasion. The calculation of this stat is a bit more complicated. Like with the previous stats, there is one part of it that is defined with the character (in the .utc). This is called the Natural AC [1]. Most characters have the natural AC at 0. (G0-T0 has 2, for example.)

 

DEF = 10 + Natural AC [1] + Class AC (acbonus.2da) [2] + DEX [3] + (PlayerLevel * armormult(autobalance.2da) +2) (only if mult > 0)

 

Class AC depends on the class AND on level. The party members actually have feats that describe the class AC (Jedi: Jedi Sense, Prestige Sense, Greater Prestige Sense; Droids: Droid Upgrade; Soldiers: Mandalorian Courage), but it is not actually provided by these feats but by acbonus.2da. 

 

Originally, the plan was to make these class AC bonuses as actual feats, meaning that a level 1 feat would mean DEF+2, level 2 DEF+4 and level 3 DEF+6. This can be seen in that there exist two further levels of Atton’s feat and the droids’ feat. Their descriptions are still intact, but the effects are obsolete. The level 2 droid feat has actually been left with HK-47 even though it has no effect. This might be a leftover from K1.

 

The Handmaiden and the Disciple are currently the only ones who lack a feat describing their defense bonuses.

 

Attack - ATT

 

Attack is the opposite of DEF. When someone performs an attack, first the ATT of the attacker is compared to the DEF of the attackee, to see whether the attack HIT. Only after it has been established that the attack hit is the damage calculated. The ATT is not constant however. It does have a constant part that is added to the roll of a 20-sided die (D20). If the total ATT is greater than the DEF of the attackee, then the attack succeeds, otherwise it misses.

 

ATT = D20 + Level(Class I) + Level(Class II) + (PlayerLevel * tohitmult(autobalance.2da)) (only if mult > 0) + STR/DEX [3]

 

There are a few special cases though. If the roll of D20 is 1, then this is an AUTOMATIC MISS. This means that it misses even if the total ATT of the character is greater than the DEF of the attackee. Similarly, if the roll is 20, this is an AUTOMATIC HIT.

 

You may have noticed that ALL weapons have critical hit numbers in their descriptions, something like 20-20/x2. If the roll of D20 is in the critical hit scope of the weapon, and if the attack would hit (ATT > DEF), then the ATT is calculated again. This is the THREAT ROLL. If the ATT with the threat roll is greater than the opposing creature’s DEF, then the damage is doubled or even tripled in some cases, according to the weapon. Otherwise the damage is dealt normally.

 

The STR modifier is added if the attacker is using a melee weapon, the DEX modifier is added if the attacker is using a ranged weapon. With Finesse feats, the attacker can add the DEX modifier instead of the STR modifier if their DEX is higher than STR.

 

With two-handed weapons or two weapons one in each hand the situation is the following: each hand performs its own attack. The attacks are calculated in much the same way, except for the penalties: ATT -6 in the main hand, ATT -10 in the off hand. In the case of a balanced second weapon or a two-handed weapon, the main hand attack penalty is reduced by 2. The Two-Weapon Fighting feats further reduce the penalties.

 

Damage - DAM

 

Damage calculation.

 

DAM = WeaponDie * (PlayerLevel * damagemult(autobalance.2da) + 1) (only if mult > 0) + (1.5(if single weapon) * STR)(if melee)

 

The Saves

 

Saves characterize how good a character is at shrugging off effects. All hostile force powers can be “saved”, as well as effects such as poison, and possibly others, by the three saving throws: Fortitude, Reflex, Will.

 

Fortitude - FOR

 

With a high fortitude you are physically able to endure attacks.

 

FOR = Class dependent(cls_st_*.2da) + character bonus(*.utc) + (PlayerLevel * savemult) (only if mult > 0) + CON

 

Saves against:
- Stun, Stasis, Stasis Field
- Stun Droid, Disable Droid, Destroy Droid
- Wound, Choke, Kill
- Affliction
- Drain Life, Death Field
- Crush
- Critical Strike/Sniper Shot Stun Effect
- Power Attack/Power Blast Knockback Effect

 

Reflex - REF

 

With a high reflex you are quick enough to evade attacks.

 

REF = Class dependent(cls_st_*.2da) + character bonus(*.utc) + (PlayerLevel * savemult) (only if mult > 0) + DEX

 

Saves against:
- Push, Whirlwind, Wave

 

Will - WIL

 

With a high will your mind is powerful enough to shrug off attacks.

 

WIL = Class dependent(cls_st_*.2da) + character bonus(*.utc) + (PlayerLevel * savemult) (only if mult > 0) + WIS

 

Saves against:
- Slow
- Fear, Horror, Insanity
- Shock, Lightning, Storm
- Drain Force, Improved Drain Force, Master Drain Force
- Scream, Improved Scream, Master Scream
- Mind Trick, Confusion
- Beast Trick, Beast Confusion
- Droid Trick, Droid Confusion
- Crush Opposition

 

Skill points

 

The amount of skill points you get to spend on your skills when you level up.

 

The amount is: skillpointbase(classes.2da) + INT (Any bonuses to Intelligence from items are not taken into account.)

 

Skills

 

Computer use = base(*.utc)+ INT + LEVELUP
Demolitions = base(*.utc) + INT + LEVELUP
Stealth = base(*.utc) + DEX + LEVELUP
Awareness = base(*.utc) + WIS + LEVELUP
Persuade = base(*.utc) + CHA + LEVELUP
Repair = base(*.utc) + INT + LEVELUP
Security = base(*.utc) + INT + LEVELUP
Treat Injury = base(*.utc) + WIS + LEVELUP

 

Attributes

 

Attributes can be modified on every fourth level (check!), no matter what the character's class is. They affect a lot of the stats described above. I will show a list below, which

shows what each attribute is good for.

 

Strength

Adds to ATT of characters with melee weapons. Improves POWER ATTACK's KICKBACK and CRITICAL STRIKE's STUN.
Adds to DAMAGE of characters with melee weapons. (When wielding a single one-handed weapon, a character's Strength bonus to damage is 50% greater!)

 

Dexterity

Adds to DEF.
Adds to ATT of characters with ranged weapons. Improves POWER BLAST's KICKBACK and SNIPER SHOT's STUN.
Adds to STEALTH.
Adds to REF.

 

Constitution

Adds to FOR.
Adds to VP.
Determines IMPLANT.

 

Intelligence

Adds to COMPUTER USE, DEMOLITIONS, REPAIR and SECURITY.
Adds to number of skill points to be distributed on each level-up.

 

Wisdom

Adds to AWARENESS and TREAT INJURY.
Adds to WIL.
Adds to FP.

 

Charisma

Adds to the PERSUADE skill.
Reduces ALIGNMENT PENALTY for force powers.
Determines POTENCY of force powers.

 

Lighsaber Forms

 

Form I - Shii Cho - Determination

Attack Modifier: +1
Defense: +3
Defense vs. Current Target: -3

 

Form II - Makashi - Contention

Attack Modifier: +3 (vs Lighstaber)
Damage: +3
Blaster Bolt Deflection: -5
Saves vs. Force Powers: +2

 

Form III - Soresu - Resilience

Defense vs. Current Target: +2
Blaster Bolt Deflection: +4
Weapon Threat Range: -1

 

Form IV - Ataru - Aggression

Defense: -2
Defense vs. Current Target: +5
Blaster Bolt Deflection: -4
Weapon Threat Range: +1

 

Form V -  Shien - Perseverance

Attack Modifier: +2
Defense vs. Current Target: -5
Blaster Bolt Deflection: +2
Critical Multiplier: +1

 

Form VI - Niman - Moderation

Attack Modifier: +1
Defense: +1
Blaster Bolt Deflection: +1
Saves vs. Force Powers: +1

 

Form VII - Juyo - Ferocity

Defense: -4
Defense vs. Current Target: +2
Saves vs. Force Powers: -4
Attacks per Round: +1
Critical Hit Attack Modifier: +4

 

Force Forms

 

Force Channel

FP Regeneration: +50% (non-combat)
Force Power Damage: +3
Saves vs. Force Powers: +2

 

Force Affinity

FP regenerate during combat

 

Force Potency

Force Power Damage: + 30%
FP Cost: + 20%

 

Force Mastery

Force Power Duration: +50%
Opponents' Saves vs Force Powers: -2
Saves vs Force Powers: -4
FP Cost: +20%


<code> problems

07 April 2017 - 04:06 PM

I would like to request for the colors in code formatting to be adjusted so the code is more readable. Possibly change the background to white. Also, if I enable row numbering, the window prints white on white... I hope the people who are responsible for / have access to the code can fix these issues. Thanks!

 

The problem:

filedependancy Unknown
newmodel PLC_PlstcCrt123
setsupermodel PLC_PlstcCrt123 NULL
classification Character
setanimationscale 1.0
#NWmax GEOM  ASCII
beginmodelgeom PLC_PlstcCrt123
node dummy PLC_PlstcCrt123
  parent NULL
endnode


TSL Galaxy Map Fix Pack

24 March 2017 - 01:20 PM

File Name: TSL Galaxy Map Fix Pack

File Submitter: bead-v

File Submitted: 24 Mar 2017

File Category: Mods

TSLRCM Compatible: Yes


 

 

 

 

 

for KotOR II: The Sith Lords
by bead-v, Sith Holocron and Kexikus

 

This is a combination of:
bead-v's TSL Galaxy Map Fix,
Sith Holocron's KOTOR2 (TSL) Animated Galaxy Map,
Kexikus' TSL Galaxy Map Fix Coruscant AddOn & New Coruscant Icon and Planet Textures.
Links to the original mods:
http://deadlystream....galaxy-map-fix/
http://deadlystream....anon-positions/
http://deadlystream....lanet-textures/

 

Description:
The mod pack changes the positions of the planets in the galaxy map to roughly their canonical locations. It also fixes the planet locations on the Galaxy Map texture accordingly, and also animates it. Some install options will also install Kexikus' New Coruscant Icon and Planet Textures. In case the Jedi Temple Mod is installed, Coruscant will also appear in the canonical location on the Galaxy Map Screen, regardless of install option.

 

There are FOUR different install options:

 

1. The Galaxy Map TEXTURE will show only the vanilla planets in their canonical locations.

 

2. The Galaxy Map TEXTURE will additionally show M4-78.

 

3. The Galaxy Map TEXTURE will additionally show M4-78 and Coruscant.
Kexikus' New Coruscant Icon and Planet Textures will also be installed (But see the requirements section!).

 

4. The Galaxy Map TEXTURE will additionally show M4-78, Coruscant and Cathalan. Kexikus' New Coruscant Icon and Planet Textures will also be installed (But see the requirements section!).

 

About Cathalan, see this post: http://deadlystream....ly-stream-soon/

 

CLARIFICATION: With TEXTURE I mean the invariant texture of the Galaxy Map that you see on the Ebon Hawk before you have actually clicked on the Galaxy Map. What appears on this texture is completely unrelated to what shows up on the Galaxy Map Screen when actually clicked on. This means you can use any of the install options regardless of which mods you have installed (But see the requirements section about the new Coruscant textures!).

 

Requirements:

 

1. This mod needs to be installed after any planet mods or patches for the relevant changes to take effect. If you are not seeing the desired changes and had already installed this mod and then installed a planet mod or patch over it, you may safely run this installer again and it will fix the issue. In case you have both M4-78EP and Coruscant Jedi Temple installed, you also need to install the compatibility patch before installing this mod (link: http://deadlystream....ompatibility/).

 

2. In order to see the new Coruscant textures, you need to have HK-42's Jedi Temple Expansion mod installed (link: http://www.nexusmods...otor2/mods/210/), on top of deathdisco's original Coruscant Jedi Temple mod (link: http://deadlystream....y-deathdisco/).

 

Installation:
Run TSLPatcher.exe.

 

If the installer gives you these warnings:
Warning: Unable to find a field label matching "CONTROLS\20\EXTENT\LEFT" in galaxymap_p.gui, skipping...
Warning: Unable to find a field label matching "CONTROLS\20\EXTENT\TOP" in galaxymap_p.gui, skipping...
... you don't need to worry, the mod installed correctly. :D

 

If at any point you wish to reinstall the mod with a different texture option,
you may simply run TSLPatcher.exe again. However, if you intend on
uninstalling this mod later on, make sure the backed up files from the
first installation are in a safe place, to prevent the new installation from
overwriting them. Alternatively, you can manually copy the correct
LEH_scre03.tga and LEH_scre03.txi to the override folder. Reinstallation
will not remove the New Coruscant Icon and Planet Textures, so you will
need to manually remove the following files:

 

Uninstallation:
1. Remove the following files from your override folder:
- galaxymap_p.gui
- GAL_Onderon_2.tga
- LEH_scre03.tga
- LEH_scre03.txi
- gal_cor_2.tga (if new Coruscant textures were installed)
- Gui_coruscnt.tga (if new Coruscant textures were installed)
- Gui_coruscnt.txi (if new Coruscant textures were installed)
- CM_coruscant.tga (if new Coruscant textures were installed)
- CM_coruscant.txi (if new Coruscant textures were installed)
2. Copy any files with the above names from the backup folder created
upon installing this mod. The backup folder is created in the same folder
as this installer.

 

Permissions:
All materials and copyrights belong to LucasArts, Bioware and Obsidian
Entertainment Inc., we own none of the materials, and we are not making
any money out of this mod. It is to be distributed as-is without alteration,
unless by permission of the mod authors. This mod is not to be distributed
for profit, either. Use it how you like, but if you're going to post it up somewhere,
or make a derivate mod, or use it in another mod, please put a line in the
readme, mentioning us.

 

We hereby state that we specifically do NOT wish this mod to be uploaded to
Stream Workshop.

 

If bead-v is unreachable at any point, Sith Holocrons or Kexikus may give any permissions concerning bead-v's mod on his behalf.

 

Credits:
Kexikus: Help with putting together KOTOR2 (TSL) Animated Galaxy Map.
LSaberDuelist and OldFlash (of LucasForums): Their instructive discussion
and tutorial at LucasForums.

 

Thanks:
Fred Tetra: Kotor Tool
Stoffe: TSLPatcher
tk102: K-GFF GFF Editor

 

Contact:
Send us a personal message on www.deadlystream.com.

 

THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY
BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS
FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR
THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO
YOUR COMPUTER FOR THE USAGE OF THESE FILES.

 

 

 

 

 

Click here to download this file


Ebon Hawk Model Fixes

24 February 2017 - 02:34 AM

Posted Image

 

File Name: Ebon Hawk Model Fixes

File Submitter: bead-v

File Submitted: 24 Feb 2017

File Category: Mods

TSLRCM Compatible: Yes

 

Ebon Hawk Model Fixes v2.0
=====================

 

AUTHOR: bead-v & ndix UR
FIRST RELEASE: 23 FEB 2017
SECOND RELEASE: 6 JUL 2017
GAMES: Star Wars Knights of the Old Republic II

 

Description:
------------

 

As can be seen in the before and after picture, there was an issue with one of the panels on the Ebon Hawk. I hex edited the model for that panel. If there is a problem with misplaced (simple) geometry, then I can move it out of the way, like I did with that black screen. KotOR1 doesn't have this problem. It's another case of TSL taking something that was perfectly fine in KotOR1 and breaking it / making it worse. Also, the same files would likely make K1 crash.

 

Version 2:
ndix UR has provided a fix for the lightmap issue with the floor panel outside the cargo hold.

 

Installation:
-------------
Grab the *.mdl, *.mdx and *.tga files and drop them into the following folder:
SWKotOR2/Override

 

Uninstall:
----------

 

Take them out again. If you encounter any, please let me know in the release thread and NOT on the download page.

 

Credits:
--------
ndix UR for fixing the lightmap issue

 

Thanks:
-------
Sith Holocron for putting together the first version of this mod because I was lazy :D

 

Known Bugs:
-------------

 

None known at this time.

 

Legal Disclaimer:
-------------------

 

All materials and copyrights belong to LucasArts, Obsidian Entertainment, and Bioware Corp.

 

I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivative mod, or use it in another mod, please put a line in the read-me, mentioning me.

 

Click here to download this file


Download:Upgradeable Swoop Bike (Incomplete mod)

22 February 2017 - 02:54 PM

File Name: Upgradeable Swoop Bike (Incomplete mod)

File Submitter: bead-v

File Submitted: 22 Feb 2017

File Category: Modder's Resources


for Star Wars: Knights of the Old Republic II: The Sith Lords
by bead-v

 

Description:
This is an incomplete mod. I have uploaded it for someone to finish it or use its parts and do their own thing with it. This installer will set up what was finished. After installation, you can load a save from before going to Nar Shaddaa, find a Twi'lek there who will sell you a swoop bike, then race with it on Telos and Nar Shaddaa. The swoop bike will appear on your ship, and you can access the the Upgrade Screen. However, upgrades are unobtainable. To acquire them, cheat or mod them into the game.

 

Cheat codes:
giveitem s_a_bespin
giveitem s_a_megaracer
giveitem s_a_sorosub
giveitem s_a_ultra9
giveitem s_e_aratech
giveitem s_e_gtrack
giveitem s_e_incom
giveitem s_e_rlift
giveitem s_f_advance
giveitem s_f_bonded
giveitem s_f_experiment
giveitem s_f_reinforce

 

Installation:
Run TSLPatcher.exe.

 

Uninstallation:
To stop the Twi'lek from appearing, delete the following file from your override folder:
- k_301_ref3
To completely remove the files installed by this installer, check the tslpatchdata folder and delete all the corresponding files in the override and Modules folders inside your game folder. Then take all the files from backup and put them back where they belong (.mod files go to Modules, everything else to override).

 

Thanks:
Fred Tetra: Kotor Tool
Stoffe: TSLPatcher, ERF/RIM Editor, TalkEd
JdNoa & Dashus: DeNCS
Chuck Chargin Jr: mdlops
tk102: DLGEditor, K-GFF GFF Editor

 

Permissions:
You may do whatever you want with these files for your own personal usage. If you repackage or redistribute them, either by themselves or as part of a another mod, please give credit to the author.

 

Contact:
Send me a personal message on www.deadlystream.com. My username is bead-v.

 

THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES.


Click here to download this file