KOTOR NPC Stat Fixes Mod 1.0.0

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About This File

KOTOR 1 NPC Fixes 1.0

A Mod for Knights of the Old Republic

Author- Mellowtron11

Release Date-3/16/2019

 

Description-

This mod is intended to fix some of the inconsistencies found with your party members’ stats and feats in KOTOR1 as listed below. This mod intends to fix these little oversights.

Installation-

Copy and paste or drag and drop the UTC files into your override folder.

Installation Notes-

To have the mod take effect, load a save game before your party members join your team or start a new game. It is best to start fresh with a new game as to not conflict with the current .utc files from your party’s NPCs. If you install this mod after party members have joined your group, the intended changes will not take effect for the party members already joined and will instead continue to show the original stats. Alternatively, load the .utc files that you want to change before you enter the module where you first meet that NPC.

Uninstallation-

Delete the proper .utc files from your override folder.

Known Bugs-

None, but if there are any, please message me at Deadly Stream. All of these characters have been tested by me.

Permissions-

Please do not claim credit for this mod or redistribute it without the author’s explicit permission.

Changelog Version 1.0

Carth

·        Removed Blaster Pistol Specialization feat, as Carth had two level 4 feats for some reason.

·        Added Rapid shot feat.

Mission

·        Set Wisdom to 12 for a small boost to her security and treat injury skill.

Zaalbar

·        Removed improved power attack as scouts did not get to select feats at level 4.

·        Added critical strike feat.

·        Set Awareness to 5 and treat injury to 6.

T3-M4

·        Set Vitality to 24 points.

Canderous

·        Set Constitution to 16, as Canderous was 4 attribute points short, bringing his HP total to 70 at level 5. (More HP fits his tough guy personality).

Juhani

·        Removed conditioning feat since Juhani’s saves are already very high.

·        Added Flurry feat.

·        Set Strength to 14, charisma to 12 and Intelligence to 10.

·        Set Awareness at 2 and treat injury to 7.

·        Removed Juhani’s red Jedi robe and set her clothing as her default outfit.

·        Removed Affect mind power.

 

HK-47

·        Added Rapid shot feat to properly add 1 more feat to the combat droid class’s feat progression.

·        Set Strength at 12, Dexterity at 16 and Constitution at 14, bringing HK’s total HP up to 78.

Jolee

·        Removed robe and added default clothing to Jolee’s inventory for p_jolee.utc and p_jolee001.utc.

·        Set Wisdom and Charisma to 14.

·        Set awareness to 2 and treat injury to 8.

 

Thanks

·        Bioware, Obsidian and Lucasarts for an amazing pair of RPG games.

·        Fred Tetra for the Kotor Tool.

·        TK102 for the K-GFF Tool.

·        N-DReW25 for helping me get started with KOTOR modding.

·        Everyone who downloads and uses the mod.

LEGAL NOTICE-

THIS MODIFICATION IS NOT SUPPORTED BY LUCASARTS, OBISIDIAN, BIOWARE, DISNEY OR ANY SPONSORS OF THE PREVIOUSLY MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK, AND THIS MOD AUTHOR OR THE DEADLY STREAM WEBSITE IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS FILE.




User Feedback

Recommended Comments

I like this idea! Great work and one other thing that's always bothered me that you could probably fix: 

Mission is given a Vibroblade when she joins your party and after rescuing Zaalbar, you can find his bowcaster in a locked footlocker, but Mission is optimized for ranged weapons and Zalbaar for melee weapons. I'd like it if you increased Mission's strength and Zaalbar's dexterity so they can effectively use their respective weapons.

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"Mission is given a Vibroblade when she joins your party and after rescuing Zaalbar, you can find his bowcaster in a locked footlocker, but Mission is optimized for ranged weapons and Zalbaar for melee weapons. I'd like it if you increased Mission's strength and Zaalbar's dexterity so they can effectively use their respective weapons."

I know this original comment is prettty old now but, I wanted to comment on this also... because I wondered the same thing about the way these two characters were specced out.

So, Zalbaar 'has' a range weapon even though he is better suited for melee weapons and (vice versa) Mission has a melee wpn even though she is better suited for ranged wpns. You have to look at this from an RPG view... they have these weapons but, that doesn't mean they have to use them. In fact, these two are a team when you get them and it would be fair to assume they share each others weapons. So, sure... give Zaalbar the sword and Mission the bowcaster since that's what would be 'ideal' for them to use based on their stats. At least, that's what I always do. I don't feel like their stats should be changed in that regard cuz, the devs built them how you would expect those races to be built. A Sasquatch / Bigfoot type creature 'should' be really strong and a petite alien girl 'theoretically' would be weaker and more agile. Going by this philosophy... the game is already designed correctly in regards to these two imo. However, I'm not sure I agree with changing Mission's Wisdom either... she's young and doesn't 'seem' too bright when it comes to the nature of people--going off her dialogue's. I guess that's debatable though. And, any of these changes could be made using a save editor--theoretically.

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