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About This File

Improves the AI of KotOR 1.

Changes:

- Companions and most other NPCs use blaster feats (except droids their animations are buggy)
- Enemy forceusers now use Force Breach and Lightsaber Throw (previously the AI ignored these force powers completely)
- Enemy forceusers now use force buffs more often (Force Speed, Force Armor ect...)
- NPCs with the Force Jump feat actually do force jumps if they are further than 10m from the target
- Enemys reactivate shields after 200s
- Some minor bug fixes
- Jedi Support AI reworked

If you upgrade from version 1.0.3 or earlier delete all files with .utc file extension from your Override folder that were included in those versions.


What's New in Version 1.0.7   See changelog

Released

NPCs don't use the default attack if Master Rapid Shot or Master Flurry is available. They use these feats instead, since they have basically no drawbacks.

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I apologize in advance for the ton of text.
I have studied the mechanics of KotOR thoroughly, as I have been involved in translating this game into another language. As a consequence, I had to spend hundreds of hours reading strategy wiki, saves, buffs, enemy skills, and so on. So now I can tell with closed eyes which enemy has how much hp, and what he is immune to.
Naturally, since I am also a fan of the game with 15 years of experience, it became too easy for me. I came across this mod and thought - this is it, what I wanted! Not a mindless increase in damage, but a competent approach to the matter, enemies smarter and more useful. But I was disappointed.
Having tested the final level of the viewing platform, I entered the battle with Malak. The first surprise was that he suddenly became immune to Plague, which gives only two implant and headgear, which - and I know this for a fact - Malak does not have. But the bigger surprise for me was that he cast Master Speed and Imp Energy Resistance on himself. Which, according to the game stats, he shouldn't have. Naturally, I got knocked out in one hit.
Specially put the mod on vanilla, after which I can draw conclusions: this mod does NOT make enemies smarter, allowing them to use their skills more competently; it rewards them with absurd abilities, which they should not have in principle. The description does not correspond to the true work of the mod.

Star Wars_ Knights of the Old Republic 20-10-2023 5-50-11.mp4 - PotPlayer Rus 20-10-2023 6-41-05-276.jpg

Edited by olegkuz1997
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LOL 15 years of experience??? I guess you are just a slow learner. 😀
Dude... You are simply wrong. Malak always had Master Speed and Imp Energy Resistance he just couldn't use these force powers because of the stupid AI. My mod makes no changes to Darth Malak.

Oh... And also no item is needed to become immune to Plague. His immunity to Plague can be caused by 2 things: Force Immunity and Imp Energy Resistance. Both of these force powers can grant him immunity to Plague.

"Knocked out in one hit." 🤣

Just get better at the game.

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I haven't tried but i think u can overwrite the Community Patch script with mine and it will work just fine. And yes, Malak will now use any force powers given to him.

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9 hours ago, GearHead said:

I haven't tried but i think u can overwrite the Community Patch script with mine and it will work just fine. And yes, Malak will now use any force powers given to him.

Amazing. This mod is a brand new must have.

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Unfortunately this mod does not include K1CP's fix to GN_RespondToShout to prevent neutral creatures erroneously reacting to combat death shouts (e.g. here and here). This would be much more obvious if the author included the source, although it is apparent when comparing the bytecode of k_ai_master from both.

@GearHead: I'd suggest you incorporate this fix in an update to your mod. And please include your script source for better compatibility going forwards.

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On 10/22/2023 at 5:03 PM, GearHead said:

LOL 15 years of experience??? I guess you are just a slow learner. 😀
Dude... You are simply wrong. Malak always had Master Speed and Imp Energy Resistance he just couldn't use these force powers because of the stupid AI. My mod makes no changes to Darth Malak.

Thank you very much for such valuable advice, but there is a great resource on the net, where there is a thorough description of every enemy in the game. And according to it, he didn't have those abilities at all.

Or am I confused?

 

Screenshot 2023-11-05 at 16-11-42 Star Wars Knights of the Old Republic_Viewing Platform.png

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Yes, you are very much confused. 🤭 This website only shows the abilities that Darth Malak was able to use, not all he has. Download "KotOR Tool", it is a free program that allows you to inspect the game files. Launch the program. Look for "sta_45darthmalak.utc", this file contains Darth Malak's stats.

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Okay, I didn't know that. So, enemies have learned how to remove buffs and put them on (specifically everything they have, and even more specifically, the final boss). However, given Malak's already extremely serious stats, I have to assume those abilities were cut for a reason. That is, they did the right thing. With this mod, the final battle turns into a game of "who can remove and apply buffs first".
But you don't seriously think that the ability to do such a monstrous amount of damage is determined by your skill in the game, do you?

 

swkotor 2023-11-05 16-55-10-36.jpg


I can see the point though.

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No, I have not. The way you respond to people makes me not want to try it.

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This mod is made for people with high IQ, clearly not for you.

Oh, and one more thing... stop... being... A SNOWFLAKE !!!

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