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=__- Blasters Reloaded: -_=
Ranged Weapon Feats Overhaul for KotOR 2

 

By:Malkior

 


Description:

 

Many of my mods span back several years,
but this one is a bit more recent. Essentially at its core,
this is a realism mod focused on changing all of the blaster
feats to be tied to each individual item rather than being learnable on the Level Up screen.
This in turn means that you will need to purchase a blaster with the Rapid Fire,
Power Blast, or Sniper Shot feat in order to use those abilities.

 

-Every single weapon UTI that I could find has been altered to add these feats when it is equipped, so each blaster should carry its own cost and benefit. Blaster Pistols have fewer feats but are generally more exotic, while Blaster Rifles offer more feats as well as advanced and master versions of them. A few unique blasters, like Luxa's Disruptor have their own share of surprises. Each weapon also follows a formula it "logically" would, such as heavy blasters carrying the Rapid Fire feat, and shotguns having the Power Blast. This should change up the general way to play, so experimenting on which weapon to choose may be necessary.

 

I designed this mod after noticing how in the later game,
all blasters except for very specific ones become pointless as the
Master versions of the blaster feats make up for any insufficiencies they have.
From a realism perspective, this made no sense, as you can't "learn"
how to fire any gun you find on full-auto; (or any other ranged feat spells)
and from a practical perspective, it removed the need to use anything other than
the gun you prefer for the entire playthrough, thus making purchasing weapons
a futile affair.

 

This mod is aimed to remedy that situation.

 


Installation:

 

I have designed this mod to use the TSLPatcher for the
benefit of mod compatibility.
To install, hit the "Install Mod" button to proceed with the TSLPatcher
installation, ensuring there aren't any errors in the changelog.

 

Uninstallation:

 

To uninstall, copy-paste the .uti files and feat.2da in your Override folder
with the files from the "Backup" folder that the TSLPatcher created
(Should be inside the same folder as the installer .exe).

NOTE: This will effectively put your game files back to the point before you installed the mod, but you will still have to use a new savegame to fully remove this mod's changes.
Unfortunately, this is just the way the game files work.

 


Compatibility:

 

Please let me know if there are any mods that conflict with mine,
and I will work to make them compatible.

 


Permissions:

 

Please inform me and credit me if you would like to add my mod to your own.

 

Credits:

 

This would not have been possible without the many people on DeadlyStream who have helped immeasurably including:
LiliArch for coming up with the mod idea in the IRC chat;
Rece of RealRece Youtube fame for his work in drafting up the weapon feats for all 60 weapons;
Fair Strides for walking me through the intricacies of setting up a TSLPatcher Install and helping with this very Readme;
The rest of DS for their constant support and feedback;
Fred Tetra for his Kotortool with which the UTI edits would have been much harder;
Stoffe for the TSLPatcher;
Bioware for making Kotor 1; Obsidian for making Kotor 2;
Lucasarts for allowing that to happen; and George Lucas for creating the first Star Wars which started it all...


What's New in Version 1.0

Released

  • V1.0
  • Initial Upload
  • --



User Feedback

Recommended Comments



ooooooohhhhhhhhhhh, this is a GREAT idea... logical and everything.... and something that never occurred to me.

 

Heavy HEAVY applause!!!

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Glad you guys like it. :)

 

I am currently working on the Kotor 1 version. Each weapon is slightly different than K2, and I will be considering the balance for the early game and each planet.

 

If you have any suggestions or ideas for the weapon feats, I will see what I can do about implementing them.

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Such a unique and innovative idea, could this apply to melee weapons also? Critical strike - Long sword, Power attack - Double blade, Flurry - Short shord? 

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Great, love the Idea! But which feats should I lvl now with my ranged characters? 😕

maybe you could add that leveling rapid fire for example gives you more shots when firing rapid or leveling precise shot gives you more crit chance? idk just an idea!

Oh yeah and one should always use the lvl party mod for this otherwise you'll have atton for example start off with a sniper shot feat for whatever weird reason....

 

edit: I tried using the party leveler mod but to no avail, atton still starts off with sniper shot (which he can use for every blaster)... do you have a plan on how I can get rid of that?

Edited by TheRealBatuRem

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How so? I've run it with TSLRCM last time with no issues.

It just removes the feats from the setup; if you prefer, I can remove that prerequisite but then you would literally have to ignore the feats on your own since their very existence defeats the entire purpose of the mod.

 

I don't have as much free time as I used to, but I'd like to keep up on modding, so if you can tell me exactly what is causing the incompatibility, I will see what can be fixed since I care how this plays for others as well.

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Hey there! Kotor I version still coming? I think this is a great way to get around the fact that repeaters were supposed to roll 2 attacks. Making them come with the rapid fire feat is  a perfect remedy

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Had to take a break since Kotor 1 has a wildly different feat structure compared to TSL.  However, I just put the finishing touches on first test version.

I can PM you the test files if you want, but I must warn you this is a very early build, so things might be a bit unbalanced and some feats may have no effect at all since I personally don't know whether certain attributes actually do anything.

Also due to the way saves work, these will have to be tested before you receive any of the items (A new game is best)

I would test these right now, but I had to change computers and have no viable methods in which to do so. 

Here are the Kotor 1 files for anyone interested in trying it out. BlastersReloaded_K1_0-2.zip

Everything has been tested, and works well for me at least. My focus is on balancing and how well these feats work when playing through the game story (To prevent getting too overpowered early).

 

Some Notes: The files are just raw UTC and 2DA, so everything will only truly work with a New Game. 

The Strings are still unaltered, so the feats still show up as requiring certain levels. However, you will be unable to get them even on Level Up.

This entire package does not come with TSLPatcher, so if you have an Override with the files found in this mod, these will overwrite them.

To test them, just drop these files into your Override folder.

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Hey thanks! I'll try them out. Still playin kotor 1 so I'll try it out.

Quick question though. If I had modded all the blasters in kotor 2 for example to be better by changing stats and what not. This would overwrite those files wouldn't it? If it does affect the same file then I guess to use this I'd have to use the kotor tool to implement your changes into mine right??

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1 hour ago, Reshki said:

Hey thanks! I'll try them out. Still playin kotor 1 so I'll try it out.

Quick question though. If I had modded all the blasters in kotor 2 for example to be better by changing stats and what not. This would overwrite those files wouldn't it? If it does affect the same file then I guess to use this I'd have to use the kotor tool to implement your changes into mine right??

Yeah, these are loose files, so anything with the same name will be overwritten. Once these are implemented with the TSLPatcher, then it should simply edit them so they work together.

I still have to make the installer package, but once that's done, it should be as simple as running it.

For the time being, though, you will have to edit the files yourself in Kotortool to make them work with yours.

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29 minutes ago, Malkior said:

Yeah, these are loose files, so anything with the same name will be overwritten. Once these are implemented with the TSLPatcher, then it should simply edit them so they work together.

I still have to make the installer package, but once that's done, it should be as simple as running it.

For the time being, though, you will have to edit the files yourself in Kotortool to make them work with yours.

Nice didn't know the patcher could combine edits of item together. That's awesome. But ok if I decide to try it for real in kotor 2 I'll see about copying the changes into my weapon edits.

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On 1/8/2021 at 6:29 AM, Malkior said:

The TSLPatcher installer is up on my WIP page. https://deadlystream.com/topic/2381-my-projects-in-the-pipeline-mostly-texture-related/page/10/#comments

 

I tested it extensively to iron out any bugs, but it's probably still safer to back your files up just in the 1% chance I missed something.

 

The Kotor 2 Patched version is the next thing I'm going to be working on.

Hey this is really cool! I like the change so far. I only played with it for a few minutes since I finished my kotor 1 run last night. But kotor 2 is where i'm deff gonna be more reliant on the patcher. I don't even know how you did this so i wouldn't know how to copy it into my edits. I've edited almost all the ranged weapons in kotor 2 to be rebalanced and useful. Changing the stats was easy but idk how you added feats to the blasters. I've also edited the characters stats a bit as well. I may have done some starting feat tweaks with some of the companions BUT idc if those are overridden if it means using this cool mod. So you think the patch will merge the changes pretty seamlessly??? or will my character stat changes be overridden?

EDIT: I guess I figure there will be overwriting feat changes since nobody can be allowed to start with the ranged weapon feats but would stat changes be unaffected??

Edited by Reshki

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On 1/8/2021 at 6:29 AM, Malkior said:

The TSLPatcher installer is up on my WIP page. https://deadlystream.com/topic/2381-my-projects-in-the-pipeline-mostly-texture-related/page/10/#comments

 

I tested it extensively to iron out any bugs, but it's probably still safer to back your files up just in the 1% chance I missed something.

 

The Kotor 2 Patched version is the next thing I'm going to be working on.

Sorry to keep posting about this. I just decided to test this kotor 2 version and from spawning in weapons it deff kept my damage changes and added you feat changes. So. Freakin. Cool. Remains to be seen whether or not I'll run into issues with companions and their potential feat or stat changes but so far this looks gravy my guy. But if this is working so far.. whats the "Kotor 2 Patched version" you're speaking of? Isn't that what's on this page? What's different about this other version you're working on??

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17 minutes ago, Reshki said:

Sorry to keep posting about this. I just decided to test this kotor 2 version and from spawning in weapons it deff kept my damage changes and added you feat changes. So. Freakin. Cool. Remains to be seen whether or not I'll run into issues with companions and their potential feat or stat changes but so far this looks gravy my guy. But if this is working so far.. whats the "Kotor 2 Patched version" you're speaking of? Isn't that what's on this page? What's different about this other version you're working on??

No worries. Feel free to keep responding with whatever questions you may have. I'm still a bit of a Noob with using TSLPatcher, so I'm just trying to figure out how to make it work without issues. The original Blasters Reloaded for TSL was patched by my good friends on the DS, so I had no idea how it worked. :D

The patch I was referring to was a way to stop companions from getting Ranged weapon feats once you recruit them, since that basically defeats the purpose of the mod and effectively breaks the system I'm trying to create. When I made the Kotor 2 version, I also had no idea how upgrades worked so I'm sure there area  few things I can fix with an update as well.

 

The Kotor 1 version is literally the first time I've ever made a patching installer, so I'm relying on user feedback to ensure it works properly. Patching the Dialog.tlk is fairly complicated and can totally screw up the game dialogue if done improperly.. (This is why it's taking me a while to finish... :X ) However, I talked with some of the much more experienced folks on the forum and provided it works for you, I may have eliminated the Kotor 2 issue in Kotor 1 at least.

Thank you very much for the feedback. It helps immensely in finding bugs early and to ensue I didn't miss anything. 

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Ah ok in that case I'll have to wait and see what happens with companions but it did merge your ranged weapon changes with mine which is sick lol now blasters are more powerful from the small tweaks i made AND have the cool built in feats from your mod. I am so stoked to try the patch you're working on for kotor 2. Whenever you are ready to try it out and see if companions have been stopped from getting those feats I will be ready to test!

I didn't test kotor 1 enough to get companion results but I could test it if you want. (trask isn't in my game so that's why I hadn't encountered a companion.) I'll test until I get Carth on taris and report how it goes with his feats.

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7 minutes ago, Reshki said:

Ah ok in that case I'll have to wait and see what happens with companions but it did merge your ranged weapon changes with mine which is sick lol now blasters are more powerful from the small tweaks i made AND have the cool built in feats from your mod. I am so stoked to try the patch you're working on for kotor 2. Whenever you are ready to try it out and see if companions have been stopped from getting those feats I will be ready to test!

I didn't test kotor 1 enough to get companion results but I could test it if you want. (trask isn't in my game so that's why I hadn't encountered a companion.) I'll test until I get Carth on taris and report how it goes with his feats.

Great to hear how well it's going. 

I'm currently trying to figure out which parts I need to edit for TSL, so that might be a bit. I will keep you apprised of how it's going though, since I'm sure you want to try this out as soon as possible.

I'd be happy to hear how your results go with Kotor 1, and hopefully once I get past this hurdle in understanding the TSLPatcher they will both be ready for official release.

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Just now, Malkior said:

Great to hear how well it's going. 

I'm currently trying to figure out which parts I need to edit for TSL, so that might be a bit. I will keep you apprised of how it's going though, since I'm sure you want to try this out as soon as possible.

I'd be happy to hear how your results go with Kotor 1, and hopefully once I get past this hurdle in understanding the TSLPatcher they will both be ready for official release.

Well just turned off k1. Carth still came with power blast even after unequipping both blaster pistols it was still listed in his feat list. So I don't think it worked in halting companions from starting with the feat. Although keep in mind both my k1 and k2 are heavily modded lol BUT your mods should just overwrite whatever they need to I imagine. If there's anything in particular you'd like me to try let me know. But being as I just beat it yesterday i dont think I could force my self farther than the intro lmao

Gonna keep going with my new k2 playthrough for now. Just hit me up anytime and I'll test right away lol!

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1 minute ago, Reshki said:

Well just turned off k1. Carth still came with power blast even after unequipping both blaster pistols it was still listed in his feat list. So I don't think it worked in halting companions from starting with the feat. Although keep in mind both my k1 and k2 are heavily modded lol BUT your mods should just overwrite whatever they nee

Ah.. That's irritating. I guess this problem will require more work. Thanks for letting me know though. There must be some script or 2DA I can't find that's doing this..

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