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  2. You are incredible. Which file(s) would this be in?
  3. Today
  4. For disabling it completely, there are a few ways this could be done. You could either delete that part from the GUI altogether, though I suspect this could cause internal errors, or you could move them off-screen which would probably be the best option.
  5. I don't use Blender as a general rule, so you'd have to look up a tutorial for that. It's not a KOTOR-specific operation.
  6. As in transfer them to the other characters skeleton? Yeah it isn't for modding it's moreso for just using the model for machinima. How exactly would I copy them, if you don't mind me asking? To the other skeleton that is?
  7. If you are looking for character animations then yes, they are on the supermodels. Note that if you are wanting to modify an animation, you do not want to touch the animation on the supermodel itself. Import a copy of that animation onto the target model (for example the Dark Jedi in your screenshot) and modify that version. That way only that specific model will use the modified version. Everything else will use the vanilla animation.
  8. So your saying I have to find the supermodel itself and then take the animations from there? In order to use them for the regular character models?
  9. Character models typically use supermodels for their animations rather than having animations directly on the model itself. You can see the root supermodel designation in your screenshot in the OdysseyBase properties (just above your circled section). Supermodels exist in a hierarchical chain, with animations being pulled from multiple files. Animations are always pulled from the lowest (i.e. first) instance in the chain, so animations on the model itself will override any animation of the same name in any of the supermodels. This allows males and females to share some anims but have unique variants for others. For example, the base supermodel is S_Female03, which only female characters use. The next one up the chain is S_Female02, which is what males use. That allows for there to be separate walk animations for males and females, for example.
  10. I used the latest version of Kotor Blender and for some strange reason the models I've extracted don't have animations. To extract them I also used the reone tool but for some reason there's no animations in the animation tab. Why is this? And if possible how do I extract said animations?
  11. Has anyone figured out a fix for auto level only choosing one power per level (for consulars who get two powers) or a way to disable it completely?
  12. Yesterday
  13. View File Finesse: Melee Weapons and misc. fixes This adds functional Melee Weapon Finesse (melee weapon Attack increasing with either STR or DEX modifier, depending on which is higher) to KoTOR 1. It also works for unarmed attacks. Additionally, since this is a k_ai_master.ncs replacer, it restores the extra attack of repeating blasters. Another fix or two are underway (trying to restore the non-functional damage boost from Battle Stimulants at the moment). Melee Finesse does not currently require a feat to be taken (since I consider it a pointless fun tax for DEX builds), but if there is interest a feat-restricted version would be easy to make. The feat is currently purely cosmetic and is given to the player (at level 2 because of reasons outlined in the installer) and all party members. A version without the pointless cosmetic feat is also available in the same download. Note that due to the (hacky) way this is implemented (ai_scripts) the finesse effect updates every 0.5 seconds (for the player and party only) and cannot update while your inventory is open, so don't panic if your bonus doesn't instantly change when you are swapping weapons. Close the inventory, wait a moment, reopen and the bonus will change. If interested, read the Limitations/Technical details section below. Installation Grab the file, read the readme and either run Install.exe and follow the instructions or drop k_ai_master.ncs from Optional Manual Install into your Override folder. The TSLPatcher installer contains additional instructions for disabling either extra repeater attacks or finesse, as well as instructions for installing this with other mods that modify k_ai_master.ncs. Uninstallation This is safe to uninstall mid-playthrough (if you follow the instructions). Go to Ebon Hawk/Taris hideout (so all of your party members are loaded). Equip a lightsaber or a regular non-repeating blaster on all of your party members who are currently wielding a repeating blaster or a melee weapon (while suffering from a case of very high dex). You can now uninstall the mod by removing k_ai_master.ncs and (if using the full version) restoring the modified .utc and .2da files from the backup folder. Note that the restoring the utc/2da files from backup should only be done if this is the last mod you installed that patched those files. Compatibility Incompatible with any mods that outright replace k_ai_master.ncs: Repeating blaster attacks restoration: includes its main functionality. The optional power shot/sniper shot fix is compatible. KOTOR 1 Improved AI: Should work if you compile k_ai_master.ncs with Improved AI’s files. To do so download K1 Improved AI, take the files from the Source folder and drop them in tslpatchdata\Full (or tslpatchdata\ScriptOnly if installing that version), then install this mod normally. Content Pack - Feats and Powers: Incompatible. Since both mods modify k_ai_master.nss, a manual patch would need to be created. Otherwise it should be compatible with pretty much everything else. Known Issues/Limitations/Technical details As ai script execution is paused in the inventory, there is no way to instantly update the attack bonus display when swapping items, meaning that if you are switching from a melee weapon to a ranged weapon (or vice-versa) the attack bonus from dex (if active) won't be added/removed until after you close the inventory and reopen it after a short delay (~0.5 seconds). Since there is no way (without hacking apart the executable) to "natively" implement this functionality, the Attack from DEX is applied as an Attack Bonus Increase effect. This means it's subject to the maximum +20 feat and effects Attack Bonus cap, which most people likely haven't heard of before since it's basically unreachable in vanilla KoTOR. The bonus is applied as a difference between DEX and STR modifiers, which means that even late game fully buffed-up builds won't be hamstrung by the cap. Additionally, this attack bonus is applied based on the mainhand weapon. This means that on a high DEX build, compared to a build where all of the attack bonus comes from STR, a mainhand vibroblade/offhand lightsaber will result in a higher offhand attack bonus (offhand lightsaber will benefit from dex bonus twice, since lightsabers are already finesse in the vanilla game), while a mainhand lightsaber/offhand vibroblade will result on a lower offhand attack (offhand vibroblade won't benefit from the dex bonus). I don't consider either of these big issues (since the offhand only attacks once per round) and it would be impossible to fix since there is no effect that only grants offhand/mainhand attack bonus. Effects (repeater attacks and the finesse bonus) are checked/updated/removed every 0.5 seconds (pseudo-heartbeat that only runs between regular onHeartbeat calls) for the 9 party members and the player and only on certain perception/combat round end/damage events for all other entities (which automatically excludes all friendly NPCs that don't participate in combat). This should make the effects react very quickly to changing stats/weapons (if the player pops a Hyper-Adrenal Alacrity or switches from a repeating blaster to a vibroblade for example) without introducing any potential lag for NPCs. Tools used Holocron Toolset TSLPatcher Credits R2-X2 for their Repeater Restoration script, which gave me an idea on how to implement finesse. Submitter Nereithr Submitted 05/18/2024 Category Mods K1R Compatible No  
  14. Version 0.5

    2 downloads

    This adds functional Melee Weapon Finesse (melee weapon Attack increasing with either STR or DEX modifier, depending on which is higher) to KoTOR 1. It also works for unarmed attacks. Additionally, since this is a k_ai_master.ncs replacer, it restores the extra attack of repeating blasters. Another fix or two are underway (trying to restore the non-functional damage boost from Battle Stimulants at the moment). Melee Finesse does not currently require a feat to be taken (since I consider it a pointless fun tax for DEX builds), but if there is interest a feat-restricted version would be easy to make. The feat is currently purely cosmetic and is given to the player (at level 2 because of reasons outlined in the installer) and all party members. A version without the pointless cosmetic feat is also available in the same download. Note that due to the (hacky) way this is implemented (ai_scripts) the finesse effect updates every 0.5 seconds (for the player and party only) and cannot update while your inventory is open, so don't panic if your bonus doesn't instantly change when you are swapping weapons. Close the inventory, wait a moment, reopen and the bonus will change. If interested, read the Limitations/Technical details section below. Installation Grab the file, read the readme and either run Install.exe and follow the instructions or drop k_ai_master.ncs from Optional Manual Install into your Override folder. The TSLPatcher installer contains additional instructions for disabling either extra repeater attacks or finesse, as well as instructions for installing this with other mods that modify k_ai_master.ncs. Uninstallation This is safe to uninstall mid-playthrough (if you follow the instructions). Go to Ebon Hawk/Taris hideout (so all of your party members are loaded). Equip a lightsaber or a regular non-repeating blaster on all of your party members who are currently wielding a repeating blaster or a melee weapon (while suffering from a case of very high dex). You can now uninstall the mod by removing k_ai_master.ncs and (if using the full version) restoring the modified .utc and .2da files from the backup folder. Note that the restoring the utc/2da files from backup should only be done if this is the last mod you installed that patched those files. Compatibility Incompatible with any mods that outright replace k_ai_master.ncs: Repeating blaster attacks restoration: includes its main functionality. The optional power shot/sniper shot fix is compatible. KOTOR 1 Improved AI: Should work if you compile k_ai_master.ncs with Improved AI’s files. To do so download K1 Improved AI, take the files from the Source folder and drop them in tslpatchdata\Full (or tslpatchdata\ScriptOnly if installing that version), then install this mod normally. Content Pack - Feats and Powers: Incompatible. Since both mods modify k_ai_master.nss, a manual patch would need to be created. Otherwise it should be compatible with pretty much everything else. Known Issues/Limitations/Technical details As ai script execution is paused in the inventory, there is no way to instantly update the attack bonus display when swapping items, meaning that if you are switching from a melee weapon to a ranged weapon (or vice-versa) the attack bonus from dex (if active) won't be added/removed until after you close the inventory and reopen it after a short delay (~0.5 seconds). Since there is no way (without hacking apart the executable) to "natively" implement this functionality, the Attack from DEX is applied as an Attack Bonus Increase effect. This means it's subject to the maximum +20 feat and effects Attack Bonus cap, which most people likely haven't heard of before since it's basically unreachable in vanilla KoTOR. The bonus is applied as a difference between DEX and STR modifiers, which means that even late game fully buffed-up builds won't be hamstrung by the cap. Additionally, this attack bonus is applied based on the mainhand weapon. This means that on a high DEX build, compared to a build where all of the attack bonus comes from STR, a mainhand vibroblade/offhand lightsaber will result in a higher offhand attack bonus (offhand lightsaber will benefit from dex bonus twice, since lightsabers are already finesse in the vanilla game), while a mainhand lightsaber/offhand vibroblade will result on a lower offhand attack (offhand vibroblade won't benefit from the dex bonus). I don't consider either of these big issues (since the offhand only attacks once per round) and it would be impossible to fix since there is no effect that only grants offhand/mainhand attack bonus. Effects (repeater attacks and the finesse bonus) are checked/updated/removed every 0.5 seconds (pseudo-heartbeat that only runs between regular onHeartbeat calls) for the 9 party members and the player and only on certain perception/combat round end/damage events for all other entities (which automatically excludes all friendly NPCs that don't participate in combat). This should make the effects react very quickly to changing stats/weapons (if the player pops a Hyper-Adrenal Alacrity or switches from a repeating blaster to a vibroblade for example) without introducing any potential lag for NPCs. Tools used Holocron Toolset TSLPatcher Credits R2-X2 for their Repeater Restoration script, which gave me an idea on how to implement finesse.
  15. View File Darth Souls This mod is a reupload from the mod I first uploaded to Nexus mods. This mod is an essential tool to play the game however you want! This simple mod, allows a very extensive set of difficulty options to be selected when playing Knights of the Old Republic. This does work for Knights of the Old Republic II: The Sith Lords as well! Ranging from Effortless difficulty, where you will take no damage during gameplay, all the way up to Impossible difficulty, where every move counts! This mod was done to significantly increase or decrease game difficulty options. A full detail of all options are as follows: Effortless - "requiring no physical or mental exertion." True to the definition, this makes your kotor experience completely story based. Fight even the toughest of enemies with no armor, and hand to hand combat! Very Easy - 1/4 damage taken in game. Makes the game so easy, even a young child would enjoy without frustration. Easy - "achieved without great effort; presenting few difficulties." This is the standard Easy difficulty option already present in-game. 1/2 damage from enemies. Moderate - "average in amount, intensity, quality, or degree." This setting is slightly easier than the standard normal difficulty, best suited for gamers who have never played dice roller combat before. 3/4 damage from enemies. Normal - "conforming to a standard; usual, typical, or expected." This is the default normal difficulty, recommended to start here for basic play as the game is balanced like the way it was intended. 100% damage from enemies. Challenging - "testing one's abilities; demanding." This difficulty setting ups the ante in favor for the enemies in the game slightly. Best for first time players of the game but have experience with dice roller combat. 125% damage from enemies Difficult - "needing much effort or skill to accomplish, deal with, or understand." This setting is the default max difficulty option, best for experienced players to play at this level. 150% damage from enemies. Hard - "requiring a great deal of endurance or effort." This setting is the first one to really shine above normal gameplay capabilities, most players probably feel like the standard Difficult setting is still too easy. This setting will be a refresher for those ample to play harder difficulties without overdemanding scenarios. 200% damage from enemies. Very Difficult - Essentially this is double the punishment done by the regular Difficult setting. Best suited for those who want extra challenge and thought processes for the journey. 300% damage from enemies. Overpowering - "extremely strong or intense; overwhelming." This is where the game starts really getting Souls-like. Enemies will deliver punishing damage in late game. At times certain fights will make you doubt the possibilities of beating the game like this. 400% damage from enemies. Impossible - "not able to occur, exist, or be done." This setting is for those who are Souls masters. Beating the game on this difficulty should be an achievement worth all the points it would take to beat all achievements from most games. Will have you looking like Darth Maul begging Darth Sidious for mercy, "There is no mercy." 500% damage from enemies. So as you can see, this simple difficulty mod will cater to practically anyone's tastes. Just make sure to change difficulty prior to starting a new game. The default option will always select the second difficulty option no matter what, which in this case would be the "Very Easy" option. Let me know what you think of the mod and May the Force be with You! Submitter ChandlerJ47 Submitted 05/18/2024 Category Mods  
  16. View File Xbox Blue GUI While working on my KotOR1 Port I have been preparing the files for the Xbox GUI and thought I would post it as a stand-alone mod just as I did with the PC version. Warning : This is experimental! Backup your .xbe file just in-case, or don't use the one included. ( Dialog Text & some other elements will remain a TSL Green without it ) I couldn't get everything quite perfect unfortunately due to the way it works, I also had to edit hard coded values in the .xbe file in order to remove any traces of the TSL Green, details on how I did this are available in my KotOR Modding Tutorial Series #24 - [ADVANCED] - Hard Coded GUI Elements. Installation If you have the game on your hard drive, FTP the files over to the games directory. Alternatively, you can unpack the disc image and remake it using c-xbox tool as I have done for testing with Xemu. Thor110 Submitter Thor110 Submitted 05/18/2024 Category Mods TSLRCM Compatible Yes  
  17. Thor110

    Xbox Blue GUI

    Version 1.0.0

    2 downloads

    While working on my KotOR1 Port I have been preparing the files for the Xbox GUI and thought I would post it as a stand-alone mod just as I did with the PC version. Warning : This is experimental! Backup your .xbe file just in-case, or don't use the one included. ( Dialog Text & some other elements will remain a TSL Green without it ) I couldn't get everything quite perfect unfortunately due to the way it works, I also had to edit hard coded values in the .xbe file in order to remove any traces of the TSL Green, details on how I did this are available in my KotOR Modding Tutorial Series #24 - [ADVANCED] - Hard Coded GUI Elements. Installation If you have the game on your hard drive, FTP the files over to the games directory. Alternatively, you can unpack the disc image and remake it using c-xbox tool as I have done for testing with Xemu. Thor110
  18. I would recommend following the steps on PCGamingWiki for KoTOR. It's generally recommended to use the (for 1024x768) UniWS patch. As stated earlier, the invisible menu is caused by incorrect resolution settings in swkotor.ini. You can either set the resolution there manually or you can launch the game and set the res there after applying the UniWS patch but before taking any other steps that change the interface, as they install files for very specific resolutions.
  19. Ah, yes, your version of the NPC Overhaul. I did try Kainzorus Prime's 2014 version all the way back in 2016 but had multiple missing heads from the new characters that were inserted! Unfortunately I am playing as PFHC02 currently and didn't want to see a pallet swap for the Bek doorwoman. I suppose if PFHC01 is not used in GoF for an NPC I would definitely give these two a spin along with your patch for restoration elements that mesh with K1CP.
  20. The NPC Diversity Pack is intended to be a "base" mod, you install this mod first and you'd install other NPC mods on top of it to further enhance the reduction of the cloning effect. I have a mod called the Unused Head Restoration Pack which is planned to be updated soon, you can install that mod to give the Protocol Officer and Tanis unique heads. Have you seen Galaxy of Faces? Sharina Fizark will have her own unique head in that mod at some point.
  21. Are they meant to be sisters, then? I mean, they're one loading screen apart! Kind of contradicts your aim to reduce the cloning effect, no? (Gurney and Igear not being the same young black man model was certainly needed though!)
  22. Managed to get it to work by patching swkotor.exe out of the game folder, but now I can't get the game to start past character creator (I have soft shadows and frame buffering off)
  23. yo I know this is really late but how would I go about actually getting the model to be the size I want (Large)
  24. The instructions toml is just completely off from the community build. Missed matched zip files, not installing in the correct order, etc. Why in the world would you overwrite the ultimate character overhaul, with all the NPC mods that clearly specify to install the clothes only version? This does not follow the community mod build instructions. And renders all the patch files that are required useless lol. Disappointing, manually installing definitely yielded better results.
  25. ChandlerJ47

    Darth Souls

    Version 1.0.0

    3 downloads

    This mod is a reupload from the mod I first uploaded to Nexus mods. This mod is an essential tool to play the game however you want! This simple mod, allows a very extensive set of difficulty options to be selected when playing Knights of the Old Republic. This does work for Knights of the Old Republic II: The Sith Lords as well! Ranging from Effortless difficulty, where you will take no damage during gameplay, all the way up to Impossible difficulty, where every move counts! This mod was done to significantly increase or decrease game difficulty options. A full detail of all options are as follows: Effortless - "requiring no physical or mental exertion." True to the definition, this makes your kotor experience completely story based. Fight even the toughest of enemies with no armor, and hand to hand combat! Very Easy - 1/4 damage taken in game. Makes the game so easy, even a young child would enjoy without frustration. Easy - "achieved without great effort; presenting few difficulties." This is the standard Easy difficulty option already present in-game. 1/2 damage from enemies. Moderate - "average in amount, intensity, quality, or degree." This setting is slightly easier than the standard normal difficulty, best suited for gamers who have never played dice roller combat before. 3/4 damage from enemies. Normal - "conforming to a standard; usual, typical, or expected." This is the default normal difficulty, recommended to start here for basic play as the game is balanced like the way it was intended. 100% damage from enemies. Challenging - "testing one's abilities; demanding." This difficulty setting ups the ante in favor for the enemies in the game slightly. Best for first time players of the game but have experience with dice roller combat. 125% damage from enemies Difficult - "needing much effort or skill to accomplish, deal with, or understand." This setting is the default max difficulty option, best for experienced players to play at this level. 150% damage from enemies. Hard - "requiring a great deal of endurance or effort." This setting is the first one to really shine above normal gameplay capabilities, most players probably feel like the standard Difficult setting is still too easy. This setting will be a refresher for those ample to play harder difficulties without overdemanding scenarios. 200% damage from enemies. Very Difficult - Essentially this is double the punishment done by the regular Difficult setting. Best suited for those who want extra challenge and thought processes for the journey. 300% damage from enemies. Overpowering - "extremely strong or intense; overwhelming." This is where the game starts really getting Souls-like. Enemies will deliver punishing damage in late game. At times certain fights will make you doubt the possibilities of beating the game like this. 400% damage from enemies. Impossible - "not able to occur, exist, or be done." This setting is for those who are Souls masters. Beating the game on this difficulty should be an achievement worth all the points it would take to beat all achievements from most games. Will have you looking like Darth Maul begging Darth Sidious for mercy, "There is no mercy." 500% damage from enemies. So as you can see, this simple difficulty mod will cater to practically anyone's tastes. Just make sure to change difficulty prior to starting a new game. The default option will always select the second difficulty option no matter what, which in this case would be the "Very Easy" option. Let me know what you think of the mod and May the Force be with You!
  26. View File KotOR: Balance in the Force KotOR 1: Balance in the Force v0.01b Core Concept Core Concept The big idea present in both versions of this mod is updated and more balanced gameplay and a streamlined leveling experience with its sequel KotOR 2. To accomplish this, I’ve rebalanced the base weapon types and heavily increased the damage for ranged weapons. Balance in the Force also contains a number of quality-of-life features that can been found in other mods as well that make sense here. For example, all of the classes have been modernized to KotOR 2’s feat, power progression, and attack bonus progression, persuasion is a class skill for the main character regardless of starting class, impossible difficulty has been restored, and Intelligence now rounds up instead of down for gaining skill points during level up. An alternate version of the mod called the Radical Jedi Version, is also included. The big idea In this version is to address the need/desire to save levels on Taris in order to create a more optimal character after cross-classing on Dantooine. Here, I’ve made the Jedi Sentinel a main character exclusive class and updated the dialogue on Dantooine to locked players into it. To encourage players to level normally, the Jedi Sentinel stops gaining feats and powers after 12 levels but in exchange, players have the option to choose the exclusive Guardian and Consular feats while leveling. Furthermore, it gains increased force points and all 21 of its career force powers in those 12 levels as well. In this version, Bastila has her class changed to Consular to accommodate this. Global Changes The bonus skill points gained at level up formula (Class Base + INT/2) now rounds up. You now gain +1 skill point at 12 INT, +2 at 16 INT, and +3 at 20 INT. It's still not as generous as KotOR 2 but since skills aren't terribly useful in K1, I think it works pretty well. All Companion Characters now join at Level 1. This change was made to allow the player greater flexibility when choosing how to build their companion characters. Heavy Weapons no longer exist as a category and Repeating Blasters have been merged with Rifles. All of the relevant feats have been adjusted accordingly like in KotOR 2. Impossible Difficulty has been restored to the difficulty settings; just in case all of the power-creep makes the game too easy. Security can now be use untrained like in KotOR 2. Main Character Changes Persuade is always a class skill for the main character. The main character gets all six basic active combat feats (Power Attack/Power Blast, Flurry/Rapid Shot, and Critical Strike/Sniper Shot) between level 1 and 2. This is as close as I could get to how it was done in KotOR 2. Class Changes All Classes now get Full Base Attack Bonus like in kotOR 2 Scoundrels get Sneak Attack X at level 19 like in KotOR 2. Expert Droids now gets access to Master Two-Weapon Fighting. Combat Droids now get access to Weapon Specialization: Blaster Pistols and Weapon Specialization: Blaster Rifles Jedi Guardians gain Demolitions as a class skill like in kotOR 2 Jedi Sentinels gain selectable feats at levels 1, 3, 6, 7, 9, 12, 13 15, 18, and 19. Jedi Sentinels gain Computer Use, Demolitions, Repair, Security, and Stealth as class skills like in kotOR 2 Jedi Sentinels gain 3 skill points per level like in KotOR 2. Jedi Consulars gain Repair as a class kill like in kotOR 2 Jedi Consulars gain 2 skill points per level like in KotOR 2. Party Changes Bastila gains 4 ranks in computers due to Jedi Sentinels increase of skill points. She loses Force Aura, Stun, and Flurry due to level decrease. Canderous loses 1 point of Strength, 2 ranks of Demolition, s ranks of Treat Injury, Rapid Shot, Improved Power Blast, Weapon Focus: Rifles (formerly heavy weapons), and Weapon Specialization: Rifles (formerly heavy weapons) due to level decrease. Carth gains 2 ranks of Awareness due to high intelligence and loses 1 point of Dexterity, 1 rank of Repair, 1 rank of Security, Improved Two Weapon Fighting, Weapon Focus Blaster Pistols, and Weapon Specialization: Blaster Pistols due to level decrease. His generic Blaster Pistol is no longer equipped and will instead be added to your inventory when he joins. HK-47 loses 1 point of Strength, 1 rank of Demolitions, 1 rank of Awareness, 2 ranks of Repair, Power Blast, and Weapon Focus: Rifles due to level decrease. Jolee gains 4 ranks of Repair due to Jedi Consulars increase of skill points. He loses 1 point of Dexterity, 1 rank of Awareness, Cure, Force Aura, Force Valor, Force Push, Throw Lightsaber, Conditioning, and Improved Dueling. He also adds a suit of basic clothing to your inventory when he joins. Juhani 1 point of Dexterity, 1 rank of Stealth, 4 ranks of Awareness, and 4 ranks of Treat Injury, Force Aura, Force Push, Energy Resistance, Stun, Throw Lightsaber, Power Attack, and Conditioning due to level decrease. She adds a suit of basic clothing and a red lightsaber crystal to your inventory when she joins and she retains the 4 of her bonus Stealth skill points that could not be accounted for during level decrease. Mission loses 1 ranks of Demolitions, 1 rank of Stealth, 1 rank of Awareness, two ranks of Security, and Caution due to level decrease. T3-M4 gains 1 rank in Demolitions due to high intelligence and loses 2 ranks of Computer Use, 1 ranks of Awareness, 2 ranks of Repair, and 2 ranks of Security, and Caution due to level decrease. Zaalbar loses 1 point of Strength, 2 ranks of Demolitions, 6 ranks of Awareness, 1 rank of Treat Injury, Power Attack, and Improved Power Attack due to level decrease. Weapon Changes Stun Batons are now 1d4, 19-20 x2. Short Swords are now 1d8, 19-20 x2. Longswords are now 1d12, 19-20 x2. Gamorrean Axes are now 1d12, 19-20 x2. Quarterstaffs are now 1d8, 19-20 x2. Gaffi Sticks are now 1d8, 19-20 x2 Double-Bladed Swords are now 1d10, 19-20 x2. Vibro Double-Blades are now 1d12, 19-20 x2. Wookie Warblades are now 1d12, 19-20 x2. Lightsabers are now 2d10, 19-20, x2. Short Lightsabers are now 2d8, 19-20 x2. Double Lightsabers are now 2d8, 19-20 x2. Blaster Pistols are now 2d8 damage, 19-20, x2. Heavy Blasters are now 2d10 damage, 19-20 x2. Holdout Blasters are now 2d6 damage, 19-20 x2. Disruptors Pistols are now 2d6 damage, 18-20 x2, Universal Damage. Ion Blasters are now 2d6 damage, x3. Sonic Pistols are now 2d8, x2. Blaster Carbines are now 3d8, 19-20 x2. Blaster Rifles are now 3d8, 19-20 x2. Bowcasters are now 3d10, 19-20 x2. Disruptor Rifles are now 3d6, 18-20, x2, Universal Damage Ion Rifles are now 3d6, x3. Sonic Rifles are now 3d8, x2. Repeating Blasters are now 4d6, x2 Heavy Repeating Blasters are now 5d6, x2. Radical Jedi Version Changes The main character is limited to the Jedi Sentinel Class during cross-class. The main character can choose to take the Force Focus feats, Force Jump, and Lightsaber Specialization Feats as they level up. This change was made to accommodate the inability to choose between Jedi classes. As a Jedi Sentinel, the main character stops gaining feats after level 12. The main character now gains 2 powers from levels 1-9, 1 power from levels 10-12, and 0 powers per level from levels 13-20. This change was made to encourage normal leveling. After becoming a Jedi Sentinel, the main character gains 10 Force points per level. Bastila changes class from Jedi Sentinel to Jedi Consular. This change was made in order to rebalance the Jedi Sentinel Class as described above. Bastila loses Force Aura, Stun, and Flurry due to level decrease. Bastila’s yellow double-bladed lightsaber, dropped from Brejik, has been replaced with a green one to reflect the Bastila’s change in class. Future Updates I’ve not yet tested a full playthrough of this mod, so, that’s next. Leveling recommendations definitely need tinkering. Probably don't use that right now. Individual weapon rebalancing, looking at you Yavin Station gear. Loot and vendor redistribution. Probably more bug fixes. Submitter Timbo Submitted 05/16/2024 Category Mods K1R Compatible Yes  
  27. Make sure you edit your swkotor.ini to set the resolution under the [Graphics Options] section. For example: [Graphics Options] Width=2560 Height=1440 Also, I have always found the best results when telling UniWS to patch the 800x600 resolution. I have gotten issues when trying the others in the past.
  28. Contrary to popular belief, the Czerka Protocol Officer head is not her unique head. That head is labelled as "Tatooine Asian Female", a commoner head variant that was intended for Tatooine but are occasionally used outside of Tatooine. Tatooine White Male (Used by Kono Nolan) Tatooine White Female (Used by Marlena Venn) Tatooine Asian Male (Used by Tanis Venn) And of course, Sharina Fizark isn't the only NPC in the game who uses the Protocol Officer's Tatooine Asian Female head
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