JC's Security Spikes for K1 1.1

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About This File

Security spikes are disposable items that give the player a temporary boost to their Security skill when activated, helping them pick more difficult locks. At least, that's how it's supposed to be. That's how they work on the Xbox version, and in KOTOR 2, but security spikes don't actually do anything at all on the PC version of KOTOR 1.

The cause seems to be some sort of bug in the GUI that prevents security spikes from ever appearing in their intended slot. So when interacting with a door, there isn't an option to scroll from the Security skill to security spikes, as there is in KOTOR 2. The GUI was changed for the port from Xbox to PC, and security spikes probably got left out due to oversight. I couldn't find any way to resolve the issue, though, so I came up with two alternative options.

Option A

Option A replicates the security spikes' intended function as best as I could manage. They’ve been given an activate item property and appear in the non-medical item slot (along with stimulants and shields).

When a character activates a security spike, they receive a temporary boost to their Security skill and proceed to unlock the nearest door or container. Apart from the boost, the skill check for the lock is the same as usual: 1d20 + Security vs. the lock’s DC. Security spikes are single-use and discarded whether the character succeeds in picking the lock or not; however, they are not used up if the attempt was impossible – if there wasn’t anything in range or the lock required a special keycard, for example. Regular security tunnelers grant a +5 bonus and security spike tunnelers grant a +10 bonus.

Option B

Option B removes security spikes from the game, replacing them with credits. The value is equivalent to the most you could get from selling the original security spike items to a merchant. Mission’s ability to create security spikes on the Ebon Hawk is removed.


What's New in Version 1.0   See changelog

Released

No changelog available for this version.

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Marauder

   1 of 1 member found this review helpful 1 / 1 member

Option B has been working perfectly for me with no more security spikes throughout the whole game. To me option B makes more sense due to some problems with the level cap stopping you getting the full benefit from using skills.

It's a very good solution to consistency problems in the game, and you can always go with option A to use your security spikes if you want to. No more annoyances about items you can't use and reminders of this being broken whilst you play the game. 

I found this to be a better playing experience because of that. Nice one!

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ebmar

· Edited by ebmar

   1 of 1 member found this review helpful 1 / 1 member

Been using Option A on my current playthrough and it works like a charm. Though I'm not oftenly use it -as still not getting to its presence-, this addition had the potential to be a game-changer; long as ones get used to it.

Permanent spot in the mod list has been filled.

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sonic65101

  

Didn't even notice the inability to use Security Spikes until I was stranded on a certain endgame world, but it works like a charm after I stashed all the Security Spikes and Security Spike Tunnelers I already had in my inventory and got Mission to make me a bunch more. 

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Guest

  

5 stars for Option A. Another essential.

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