Weapon Base Stats Re-balance (K1) 2.2a

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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 2.2a   See changelog

Released

- Altered on hit difficulty classes on weapons reliant on them for usefulness.

- Modified heavy repeaters.

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Because of this mod, Scoundrel dual blaster wielders are much more viable. As one who prefers to play as Scoundrel, this is quite appreciated.

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