Ultimate Balancing Mod 1.95

   (7 reviews)

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About This File

1. MOD OBJECTIVE:

To make Star Wars: The Sith Lords a whole new and challenging epic adventure from the beginning until the end.

 

2. WHAT IS THIS MOD?

This mod basically changes all classes (mostly non-jedis) to be a little tougher and balanced.

It also increases the difficult of the game, your enemies have higher lvl (more XP), to hit, damage, etc.

There are many changes in this mod based upon the Star Wars Saga (the latest D20 system Pen&Paper RPG);

Mira is now a true Bounty Hunter.

 

Classes 2da: I've reworked all recommended stats for most classes, clicking it while creating your character will give you a little boost. Also, reworked your allies starting stats related to the changes.

All non-jedi classes: have 2/4 extra VP, base jedi classes (JS/JG/JC): have the same VP gain (10), FP gain (3), feat gain, power gain and skills. In SW Saga, it's only one class with little differences.

Reduced the FP gain for each other force user class, but now they all have the force sensitive feat (40 extra FP).

 

featgain.2da: all base jedi classes now gain feats as a Jedi Guardian and i gave 1, 2 or 3 extra feats to every non-jedi class.

 

acbonus.2da: scout and tech specialist gained armor bonus per level; +16 ac by lvl 50.

 

k_sp1_generic.ncs: most BUFF force powers have a extended duration (60 seconds); to compensate the lower FP each class has.

The Whole speed and fury tree of powers doesn't give extra atacks/armor anymore, rebalanced force valor/force shield related powers (weaker, but they full stack now).

 

Baseitems.2da/ItemCreate.2da: Improved all blasters (they are REAL blasters now) and some swords damage, tweaked saber-staff damage to be the same as normal lightsaber, i.e. rebalanced everything to look like Sw Saga.

Tweaked skill requirements and upgrade bonus for lightsabers, a small compensation to the lost of damage/extra atacks.

 

Saving Throws: Jedi Master/Sith Lord have the same progression as Jedi Consular, increased droid classes ST.

Scoundrel and Soldier now have a better progression, Stronger Fortitude+Reflex.

 

DifficultyOption.2da/diffsettings.2da: I recommend you to remove the difficultyoption.2da because it may make enemies 1-shot you, it was making all the balancing harder to accomplish.

 

ClassPowerGain.2da: I gave a progression of 2 powers at lvl 1, more 1 per level, except in lvls multiple of 3 (+1).

This is a very slow progression compared to the default ones, but you wont end the game with ALL powers in the list (also you will need to think better before choosing)

 

forceadjust.2da: increased overall Force Power cost for LS/DS characters; the objective is to reduce force power spam and give some benefits to neutral characters.

 

Autobalance.2da: increases your enemies level, hit points, armor, to-hit, SThrows and damage.

 

Skills.2da: All classes (except Prestige Jedi classes) have more class skills, droid combatent have more skill points

and base jedi classes have the following class skills: persuade and awareness, 2 SP per level (the Exile starts with Security & Repair as extra skills).

 

Spells.2da: Normal version; increases the FP cost of Force Crush, and other abusive force powers. HLFP version: same as before but also increases all high level powers cost, spamming these powers makes the game pretty easy, specially on bosses. I hope this will fix it.

 

Feat.2da: All jedi's can have weapon specialization.

Droid expert have way more avaiable feats, reworked skill-related feats for everyone (so it matches its new skills).

I am recovering the old implants feats from kotor 1, since everyone have a increased feat gain and you level up faster, no need to waste points in constitution anymore.

 

ForceShields.2da: merely cosmetic, all shields but the droids doesn't have animations anymore; in the last version all shields have been nerfed.

 

ChemicalCreate.2da: Now you can build all implants if you have the required skill.

 

3. HOW DO I USE IT?

Just dump everything in your Override folder.

I recommend doing so after you have installed HLFP 2.1 (or not) and before any other mod that uses the TSL patcher.exe.

 

4. MOD COMPATIBILITY:

This mod is fully compatible with TSLRCM and ImprovedAI/High level F. Powers by stoffe (2.1 version).

It can be fully compatible with any mods that dont mess with the same files.

There's a english dialog.tlk file which must be placed in the game folder before any mod that mess with this file, in order to see the ingame changes (make backups).

 

5. UNINSTALL:

Remove all the files.

 

6. Bugs & Issues:

I dont think theres anything wrong here, if you find anything strange, report to me at http://www.deadlystream.com/forum/ or email me max_mms@hotmail.com if its not a problem to you.

 

7. CREDITS:

Created by HaVoKeR.

You may use this mod at will, i just ask that my name stick with it. =)

Inspiration and sources (script related): Beancounter, Stoffe, Achilles and Envida.


What's New in Version 1.95

Released

  • 1.30: Fixed the spells.2da (power-chart) and putted a separate version compatible with HLFP 2.1.
  • Fixed Mira's class name.
  • 1.40: Added all implants to the medbench, any implant can be built if you have the required skill.
  • Rebalanced some force powers to be weaker since they last long.
  • 1.50: Rebalanced some classes and fixed most party members to have the correct amount of feats and skills due to the changes.
  • Visas recovered the force sensitive feat.
  • Improved some lightsaber upgrades to balance with the lower base damage.
  • Tweaked most skill requirements for upgrades (slightly lower).
  • Removed all extra attacks from speed/fury powers and reduced all enemies hit points to compensate.
  • 1.60: removed k_ai_master - wasn't working properly, except for the ai - if you want the improved ai, download the original.
  • Added an english dialog file with the ingame changes (powers mostly).
  • Tweaked Bounty Hunter class a bit and now Mira can access implant feats, it was bugged previously. Improved the plasma missil to be really effective and useful.
  • Improved autobalance.2da, now your enemies really have extra to hit and etc, not only damage/level.
  • Corrected some bugs in k_sp1_generic.ncs so now all the spells really do what they should (matching the dialog description).
  • 1.65: Rebalanced some abusive force powers FP costs (so the only file you have to update i.e. substitute from 1.60 is the spells.2da). New SS avaiable; for better understanding of whats inside this mod.
  • 1.70: I've just discovered that the n_darthsion002.utc or something like that conflicts with RCM (file must be removed), also the c_lightsaber00X.utc files make the last battle way to hard, so i am nerfing it a little.
  • 1.75: It seems that the rocket.uti file is not working to improve mira's rockets damage, so i'm removing it. I'm also nerfing the initial stats of exile a little (reducing the points gained through the use of the recommended button) to make the game a little bit harder.
  • 1.80: I'm adding a new difficult options.2da file for Hardcore-pro-players; It means increased difficult plus Impossible difficulty option. If you use this with version 1.9, you will be 1-hit many times, so i don't recommend.
  • 1.90: I have boosted realism in the game - the autobalance for stronger enemies and decreased the amount of force powers - now each force power you get has increased value. Otherwire you would end up with all th powers you need using previous version or vanilla, therefore it was meaningless in late game. Powers of the force are rare and choosing it should take time and wisdom on your progress, so in the end you have few but very important ones... consider it less of brute force, more of a personal touch for each jedi... even more if you have HLFP mod.
  • 1.95: The Weapon Upgrades folder has files to rebalance all weapon upgrades, so everything is pretty useful and you can choose which one is better for your build. Lightsaber damage (and upgrades) is now unstoppable, since in the SW Saga edition almost nothing can reduce its damage, this is the closest we can get, also thats why it has lower base damage than blasters... beware of enemies with sabers, things will get pretty rough. You can use it without UBM though, but i recommend to use this if you have UBM installed.
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Hi

 

I found that the Ultimate Balancing Mod 1.3 and the Sith Assassins - With Lightsabers shares the propqs01.uti. So

I installed the the Sith Assassins - With Lightsabers after the Ultimate Balancing Mod 1.3 first and I skip the old file propqs01.uti from the Sith Assassins - With Lightsabers. The Ultimate Balancing and the Sith Assassins - With Lightsabers are working fine.

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Guest HaVoKeR

Posted

Ah yeah, i think i've taken this idea from that mod, my mod already changes the sith assassins weapons in harbinger so they have lightsabers, or maybe in other parts of the game.

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Guest HaVoKeR

Posted

I am not certain but maybe you still need the SA with lightsabers mod to effectivelly put sabers in their hands...

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Note to people installing:

 

Because this isn't an installer (and therefore can't edit files), it should be one of the first mods installed. Many mods use the spells.2da file, and this would overlap the hybrid one created by installers, making the other mods not work right. If you install it first, the installers from other mods will modify it so they can work as well (usually).

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Guest HaVoKeR

Posted

Yep thats correct, except in case of the Improved Ai mod/HLFP mod, which i recommend you use mine versions of spells.2da and k_ai_master.ncs over the default ones.

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Guest HaVoKeR

Posted

Never used this mod, mind testing and giving me some report? haha if it has an tsl patcher.exe (installer) it will work properly i think, like everything, install it after my mod.

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Guest HaVoKeR

Posted

Not really necessary, its only a few tweaks that i made for each version, maybe if you want to see the differences in Mira when she gets in your party (if she was already there) you had to start a new one. But most (90% or so) of the modifications will work with a game in progress.

 

 

But now i recommend deleting all the pro___.uti files from your game that was in the previous versions, except propqs01.uti or something like that, because its from the sith assassins with sabers mod.

 

& now i don't pretend to launch a new version too soon, maybe only if i learn how to use the installer, but then it will be the same version with the TSL patcher only. Theres also 2 other things i wanted to put it in here, but its kind difficult and i don't know if it will succeed (check the WIP topic)...

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Guest AliasNear

Posted

The mod is awesome but I think it could still use some changes like Blaster's damage, might a bit too high.

 

Force Speed is more or less useless now and almost no one will add it above level 1.

 

Force Storm is still imbalanced despite FP cost being increased since Sith Lord or sometimes even

Jedi Master still have no problem spamming it

 

I'm sorry if anyone disagrees with me, but this is my own opinion

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Guest HaVoKeR

Posted

Yeah, the problem about the blasters is, depite the fact that they have the same damage as in the PnP game, (which sounds really logical to be that high) your enemies hit you by 200% damage in difficult, so the damage that is already big gets 2x times bigger ^^... but its cool and makes sense since you can deflect ALL blasters bolts back to your enemies, just by bearing a lightsaber.

 

In fact, force speed lvl 1 only increases your speed by 33%, lvl 2 66% and 3 99%, so it is worth to get lvl 3.

 

 

And maybe i will check the force storm thing, your probably right about that, i'm surprised that i didnt see that coming, maybe because i use HLFP 2.1 and theres many other powers there, so i didn't noticed it.

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Guest AliasNear

Posted

I definitely agree with you concerning logic, but you just cant balance the game from a logical point of view, it just isn't a game anymore. Maybe a 3-6 damage decrease to Pistol's would the do trick, don't know about Rifle's or Heavy's though....perhaps somewhere around 5?

 

Frankly, it is so easy now to just do a quick dual pistol game run through, combined with any sorts of Force disables and Sneak Attacks, you can just easily breeze through the Difficult level with the right Force powers.

 

I'm no modder, so I shouldn't be criticizing other people's work but I really want to see the complete and balance version of this game because I love it so much, that's why I'm doing as much as I can as a non-modder, by giving somewhat of a constructive feedback.

 

Hope you understand, HaVoK

 

P.S; I don't think anyone would wanna add Force Speed beyond level 1 just to get the

extra speed, such a waste. xD Keep up the good work!

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Guest AliasNear

Posted

I've encountered a bug....while don't know whether it is a bug or intentional.

 

Strength D-Package only requires 1 level of Implant Feat? I thought it would at least need 2 or 3 Implant Feat level since D-Packages are top of the line implants right?

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Guest HaVoKeR

Posted

Yeh, but check the description, i've changed it to make more sense, in fact the feats you need to use them are related to its power, not this ABCD bullsh1t =p

I dont know about this blasters overwhelming the game easily, i mean, even with more 2D (4, 6, 8...) you have lost the 1 & 2 extra atacks from speed, plus your enemies have higher lvl, plus they have extra HP/armor, so... for the battles dont get too long, some damage must be improved. In fact, a fully-item upgrade LS is as strong as one fully upgraded normal blaster (and LS upgrades are easier to get now)... damm only now i thought that the insanity/stun powers should have its costs improved... Do you mind using the WIP topic about this mod, instead of reviewing it?

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Guest HaVoKeR

Posted

Ok, now (for real) all abusive force powers (didn't forget any i guess), plus there are new screenshots proving why blasters shouldn't be nerfed - my lightsabers damage easily overwhelm the damage of HK's blasters fully improved, and those zabrak blasters are among the best one-handed blasters in the game - thats probably because blaster DONT add your strenght to its damage - and in TSL your STR can literally reach the sky.

& Now if you want to sneak atack your enemies using paralyze powers, your FP pool will end faster for it (plus, remember you can also sneak atack with meele weapons, conclusion: blasters are just powerful as they should).

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Guest HaVoKeR

Posted

Should this be installed after TSLRCM, or before?

 

Both is ok. =-)

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Good mod. I kept the shield animations though, cause otherwise I don't know if I'm shielded or it's another buff.

It was hard initially hard going up against blasters, but the force blaster deflect or whatever helps ... before it was a waste of force power imo.

 

It has the best comparability compared to other balancing mods :) The only other good one is a few years old, not up to date with stuff like TSLRCM.

 

I have it in override whenever I play.

Thanks

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So... i'm remaking my account but the site doesn't help... i never got the email and therefore i can't validate, also, this mod of mine are still listed as guests mods (i'm sending this cause i believe i can't send pms). I just checked and i can't post/pm/comment anything else here, well, i won't loose more energy to it, i don't care that much about this =/ only waiting for 1.8 and other stuff and then goodbye.

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hey not sure if you still visit here, but am I the only one experiencing problems using the high level force power stuff? The descriptions and possibly the icons in the power level up screen are all messed up for the high level force powers.

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