Content Pack: Feats and Powers (K1 ver) 1.7

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About This File

Content Pack: Feats And Powers (K1 ver)
Version 1.7


Installation:

-Run the included TSLPatcher.exe and select your installation directory (the folder containing swkotor.exe, NOT the Override).
-You can use this version on a non-English copy, but the descriptions will still be in English.


Details:

-Content Pack: Feats and Powers is a collection of feats and powers for KotOR.
-It contains 28 new feats, in 17 separate feat chains.
-In addition, it contains 5 new force powers, in 2 separate power chains.
-Starting a new game is not required.
-Full details are included in the TSL Patcher writeup.


History:

-v1.00: Initial release
-v1.10: Added Dark Rage, Sadism and Sweet Release.
-v1.20: Added Constancy, Respite and Anti-Shield Protocol
-v1.30: Added Auto-Shield Protocol, Applied Knowledge and Last Stand
-v1.40: Added Resonance, Deep Resonance and Master Resonance. Also completely reworked Payday.
-v1.50: Added Mysterious Benefactor
-v1.60: Added Whirling Blade Combo, Thunderous Blade Combo and Heartstopper Combo
-v1.70: Added Rationing Technique and Intimidation Factor


Bug Fixes:

-v1.01: Fixed a bug preventing Shutdown and Overload from targeting blaster rifles.
-v1.02: Stopped T3 from being able to take the Payday and Killer Instinct feats.
-v1.11: Fixed a bug preventing Sith Lords from taking dark-side feats.
-v1.31: Fixed a bug preventing Auto-Shield Protocol from triggering.
-v1.32: Additional bug fixes.
-v1.61: Fixed the interaction between Overload and combo feats. Fixed some lingering bugs from the Steam conversion. Improved compatibility.
-v1.62: Refactored to improve compatibility.
-v1.63: Fixed a bug preventing Payday from triggering.
-v1.64: Restored the icons for Flashbang, Extra Kick and Shrapnel Burst.
-v1.65: Corrected some porting issues.
-v1.66: Improved compatibility.
-v1.67: Fixed a bug preventing the use of medpacs directly from the inventory screen. Fixed some small typos.
-v1.68: Fixed some vanilla-related bugs that made ability scores more effective than intended.


Permissions:

-Don't redistribute the mod without permission. I'm pretty reasonable.


Credits:

-By TamerBill


What's New in Version 1.7   See changelog

Released

-v1.70: Added Rationing Technique and Intimidation Factor




User Feedback

Recommended Comments

On 1/23/2021 at 11:11 PM, Pope_Duwang_I said:

How does Payday work?

Very well, thank you

Any time you get a kill while someone with Payday is in your active party an amount of credits is added to your secure account.

The base formula is 10 credits per level of the target. Beasts are only worth half as much, force users are worth twice as much. Droids aren't worth anything.

Talk to T3 to move the credits from your secure account to your regular inventory. You can do it on the Ebon Hawk or while he's an active party member.

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8 hours ago, TamerBill said:

Very well, thank you

Any time you get a kill while someone with Payday is in your active party an amount of credits is added to your secure account.

The base formula is 10 credits per level of the target. Beasts are only worth half as much, force users are worth twice as much. Droids aren't worth anything.

Talk to T3 to move the credits from your secure account to your regular inventory. You can do it on the Ebon Hawk or while he's an active party member.

That's what I figured, however; the option doesn't come up when I talk to T3.

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Whoops, looks like I was using a TSL-exclusive function. The option wasn't showing up because the kill-counter was stuck at 0.

Fixed now, thank you for the bug report.

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I have notice that Your grenade Feat has no icon. In your old Content Feats mod that it has Echani martial arts Tree that I do like a lot but there is an animated glitch that makes the character has Echani Feat looks like they are running in place.

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6 hours ago, DeathScepter said:

I have notice that Your grenade Feat has no icon.

Ugh, another bug from the TSL porting. They're base-game icons, they just have a slightly-different name in both games. Fixed, thanks for the report.

 

6 hours ago, DeathScepter said:

In your old Content Feats mod that it has Echani martial arts Tree that I do like a lot but there is an animated glitch that makes the character has Echani Feat looks like they are running in place.

Echani Combat Arts was cut for a reason, and if you're still using the 2010 version then I can't really offer support.

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thanks for the information about Echani Combat Arts and your new Feat Mod. Tamerbill, your work with this new feat mod is very good and I love your force forms concept. 

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On 1/25/2021 at 8:03 PM, TamerBill said:

Whoops, looks like I was using a TSL-exclusive function. The option wasn't showing up because the kill-counter was stuck at 0.

If you haven't already, you should recompile all the scripts for KOTOR 1. The vast majority of the NWScript functions are the same and the bytecode formats are the same, so many scripts compiled for one game will work in the other, but any differences will result in runtime errors. When the virtual machine interprets a script function that either doesn't exist or doesn't match the expected signature, it stops executing the entire script.

For example, the function CreateItemOnObject() is available to both games, but in KOTOR 2 it has an extra parameter at the end for hiding feedback.

// Stuff
CreateItemOnObject("item_name", target, 1);
// More stuff

vs

// Stuff
CreateItemOnObject("item_name", target, 1, FALSE);
// Here be problems

Something like this will obviously compile fine with a KOTOR 2 compiler, and, as I recall, it will even execute in KOTOR 1, creating the item... but then the rest of the code won't execute.

Recompiling for the correct game will catch a few problems at compile-time like your issue with the KOTOR 2-exclusive function here, but perhaps more importantly, it will also fix the sublte errors like this that won't occur until runtime.

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I mean, I don't compile the scripts at all. They're compiled when the user runs the TSL Patcher. As far as I'm aware TSL Patcher doesn't have an option to compile for a specific game.

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Game version is determined by what game's nwscript.nss you feed the compiler. And there is no reason to have TSLPatcher compile scripts unless you require the use of script tokens.

Regardless though, if your source came from TSL then it needs to be vetted for use with K1, as JC pointed out.

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49 minutes ago, DarthParametric said:

Game version is determined by what game's nwscript.nss you feed the compiler. And there is no reason to have TSLPatcher compile scripts unless you require the use of script tokens.

Regardless though, if your source came from TSL then it needs to be vetted for use with K1, as JC pointed out.

Obviously I use script tokens, there's no other way to reference a new feat unless I just assume everyone's running pure vanilla feat.2da. Don't think I wouldn't distribute ncs files if I could get away with it.

Apparently the nwscript in the folder was the wrong version, although I was sure I extracted a K1 copy for it. I'll replace it and fix any compilation errors.

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3 hours ago, DeathScepter said:

To Tamerbill, I do love your mod so far and I do want you to keep up the good work.

Well, I don't plan on expanding the mod indefinitely, but I do currently have one more feat pencilled in for version 1.7.

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4 hours ago, TamerBill said:

Well, I don't plan on expanding the mod indefinitely, but I do currently have one more feat pencilled in for version 1.7.

Tamerbill, this is your mod first and foremost.  so it will be your call when to end it.

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Curious Question: Would there be any way to implement a means to have certain Classes automatically acquire certain (appropriate) Feats by Level Up?

For example:

  • Scoundrel: Have a Scoundrel automatically learn "Payday" or "Flashbang Series" at certain Levels.
  • Scout: Auto Learns "Designated Medic Series" or "Applied Knowledge" at certain Levels.
  • Soldier: Auto Learns "Killer Instinct Series" or "Last Stand" at certain Levels.

The ones I picked in my example list felt the most appropriate based on their Class System. A Soldier would have a Strong Killer Instinct and Drive to Survive, a Scout would be the Perfect Medical Support Unit and would take all knowledge they've learned into their skills, and a Scoundrel would Desire Money by any means and have plenty of Tricks such as beefed up Grenades.

If this would break the game (make characters too OP) then I understand if this wouldn't work, but was just curious what you might think about this.

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12 hours ago, Pope_Duwang_I said:

Curious Question: Would there be any way to implement a means to have certain Classes automatically acquire certain (appropriate) Feats by Level Up?

For example:

  • Scoundrel: Have a Scoundrel automatically learn "Payday" or "Flashbang Series" at certain Levels.
  • Scout: Auto Learns "Designated Medic Series" or "Applied Knowledge" at certain Levels.
  • Soldier: Auto Learns "Killer Instinct Series" or "Last Stand" at certain Levels.

The ones I picked in my example list felt the most appropriate based on their Class System. A Soldier would have a Strong Killer Instinct and Drive to Survive, a Scout would be the Perfect Medical Support Unit and would take all knowledge they've learned into their skills, and a Scoundrel would Desire Money by any means and have plenty of Tricks such as beefed up Grenades.

If this would break the game (make characters too OP) then I understand if this wouldn't work, but was just curious what you might think about this.

Perfectly possible, but I won't be doing it myself. The philosophy of the Content Pack is to add options, so every feat is ignorable if you don't like a particular one. I don't change any base-game behaviour.

If you want to edit your own copy for personal use then open the feat.2da in the Override and change the columns ending in _granted. For example if you put a 5 in the sol_granted field then Soldiers will get the feat for free at level 5.

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So I just installed this a little while ago and think it's great. The feats seem very well done and very in line with the game in general and I love that they add uses for skills that often feel underutilized in K1. The only thing is, for some reason now I can't use medpacs from the inventory screen while in combat. Is that a thing that can happen with this mod and is there a way to fix it?

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8 hours ago, Patches said:

So I just installed this a little while ago and think it's great. The feats seem very well done and very in line with the game in general and I love that they add uses for skills that often feel underutilized in K1. The only thing is, for some reason now I can't use medpacs from the inventory screen while in combat. Is that a thing that can happen with this mod and is there a way to fix it?

Huh. I must admit I didn't even know you could use medpacs from the inventory screen, I always use the shortcut bar. But you're right, they aren't functioning when used from the inventory. I'll look into it.

Edit: Okay, that was an easier fix than I was expecting. Looks like TSL does medpacs slightly differently from K1 and I hadn't noticed when porting it. Fixed version's up now.

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On 5/12/2021 at 1:22 AM, Pope_Duwang_I said:

Any chance to throw in some Unarmed Feats for KOTOR 1 for those who want to try a Weaponless Playthrough?

I want to keep the two versions identical as much as possible, so I won't be adding anything that already exists in TSL. Heartstopper Combo's probably the closest you're gonna get.

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I know that You made Heartstopper combo, Thunder blade combo and Whirl wind combo for Jedi. Maybe a good idea that making for normal characters for both kotor 1 and 2 to improve their melee performance. 

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22 minutes ago, DeathScepter said:

I know that You made Heartstopper combo, Thunder blade combo and Whirl wind combo for Jedi. Maybe a good idea that making for normal characters for both kotor 1 and 2 to improve their melee performance. 

I'm not averse to the idea, but it's easier to justify flashy special moves for the guys who can already cast magic. I do have another combo feat written for droids, if I ever get round to adding it.

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2 hours ago, TamerBill said:

I'm not averse to the idea, but it's easier to justify flashy special moves for the guys who can already cast magic. I do have another combo feat written for droids, if I ever get round to adding it.

I have a mod idea for the Redhawke's Ord Mantell mod  that involves a recruitment while explaining why Sith Trackers and Mandalorians were there in Redhawke's Ord Mantel mod.  I don't need flashy but useful is more important for this mod.  Each of this possible characters will have atypical training in the sense that each of them have martial arts training that doesn't depend on the force.

 

Right now, I do need to focus on college before I do any serious modding

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