Weapon Base Stats Re-balance (K1) 2.2a

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About This File

In KotOR 1 there is an obvious balancing issue concerning weapons that is especially noticeable in the early game, ie: Taris. What is it? Ranged Weapons are utterly outclassed by melee weapons. Yes, i know a stun stick isn't more powerful than a heavy repeater but I'm addressing the general problem here - In almost all situations you'll be better off charging at an enemy using your vibroblade instead of firing a blaster rifle, even when it seems like using a blaster would be the best option. The developers at Obsidian noticed this and in KotOR 2 blasters are now a viable option as well.

 

So this mod changes the base stats of ranged weapons (damage, criticals etc.) to be like the ones on K2. But that's not all - I've also modified the lightsabers as well. Basically, ranged weapons and lightsabers will be statistically equal to their K2 counterparts; except for some weaponry damage values that i've kept unaltered purposely - It doesn't make sense that, for example, a disruptor and an ion pistol would do the same damage against an organic target.

 

So following that:

 

Blaster Pistols now do 1-8 damage instead of 1-6; Disruptors' critical threat range is now 18-20x2 instead of 20-20x2; Ion blasters' critical multiplier is now x3 instead of x2; Regular lightsabers now deal 2-20 damage instead of 2-16 etc...
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What's New in Version 1.1   See changelog

Released

- Sonic weaponry damage output is now subject to change as well.

- Heavy repeater types base damage modified from «2-16» to «3-15».

- Massive criticals to hold out blasters is part of the default installation now (Saul's pistol remains unaffected).

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jc2

   2 of 2 members found this review helpful 2 / 2 members

This mod very much improves the capabilities of your companions, for example, HK-47, who is blaster dependent. This certainly helps balance things out, but it does increase difficulty, as your opponenets will also be utilizing these weapons. Some of the Sith troopers use a special NPC gun that is relatively weak, which is not touched by this mod creating some relative imbalance, but with any difficulty mod installed, or set on higher difficulty this problem is nullified. Overall brought back some of the fun of blasting things in post Dantooine gameplay.

Response from the author:

Thank you for taking your time and reviewing my file. This npc-only weapon you're talking about - is it some prop .uti file like the K2 devs used or a completely different base item?

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Almainyny

   2 of 2 members found this review helpful 2 / 2 members

Absolutely required for any KOTOR run in my opinion. The average blaster is absolute trash even compared to a bog standard shortsword. The fact that this mod takes the changes that Obsidian made in KOTOR 2 and adds them to KOTOR 1 makes blasters somewhat more palatable in the beginning, which is fantastic for characters like Carth and Mission, who are pretty much perfectly geared for blasters.

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AlistairRyder

  

Thanks for making blasters at least somewhat useful! The fact that it toughens up a lot of enemies across the game as a result is just icing on the cake. 

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PoopaPapaPalpatine

  

Never leaves my K1 override folder; a much-have.

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Paladin44

  

Really good!

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ebmar

· Edited by ebmar

  

This mod is an important part of my playthrough, thanks! :cheers:

Permanent spot in the mod list has been filled.

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N-DReW25

  

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