1 Screenshot

About This File

Improves the AI of KotOR 2.

Changes:

- Enemy forceusers now use Saber Styles and Force Forms if they have one (unfortunately by default most NPCs don't have one)
- Enemy forceusers now use all force powers that they have (previously the AI ignored some 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
- NPCs use Master Rapid Shot or Master Flurry if available instead of the default attack
- NPCs use the highest level of feats and force powers available to them
- Bao-Dur now uses his Shield Breaker during combat
- The AI now uses feats granted by items
- Once the player reaches a high enough level, the Jedi Support AI no longer uses low level force buffs, because they became obsolete
- T3-M4 now automatically uses his Shock Arm and Renewable Shield
- Companions now heal every team member properly not just the one controlled by the player (injury check fix)
- Companions now use all types of force buffs (Jedi Support AI: uses buffs that apply to the whole team, Other AI styles: use powers that only buff the caster)


What's New in Version 1.2.2   See changelog

Released

Minor bugfixes.

  • Like 3
  • Thanks 1



User Feedback

Recommended Comments

18 minutes ago, MotleyNerd said:

Does this work with Stoffe's Improved AI?

Technically you can install Stoffe's Improved AI first, then replace the k_ai_master.ncs file with the one from my mod. But i have no idea what will be the endresult. Make sure you backup the k_ai_master.ncs file from Stoffe's mod.

8 hours ago, StellarExile said:

did the AI ignore powers like Fury?

Yes, the AI ignored powers like Force Fury, but not anymore. 😀

  • Like 1

Share this comment


Link to comment
Share on other sites
16 minutes ago, GearHead said:

Technically you can install Stoffe's Improved AI first, then replace the k_ai_master.ncs file with the one from my mod. But i have no ide what will be the endresult. Make sure you backup the k_ai_master.ncs file from Stoffe's mod.

Stoffe's mod uses the TSLPatcher, so wouldn't installing that one second patch together overwrite just that which was conflicting? Or might it be possible to use TLSPatcher or HoloPatcher to write over the conflicting parts in Stoffe's with yours?

Share this comment


Link to comment
Share on other sites
58 minutes ago, MotleyNerd said:

Stoffe's mod uses the TSLPatcher, so wouldn't installing that one second patch together overwrite just that which was conflicting? Or might it be possible to use TLSPatcher or HoloPatcher to write over the conflicting parts in Stoffe's with yours?

No, my AI is a single file 'k_ai_master.ncs', if you overwrite it with anything then it is not installed. So you have to install my mod second. Or just use mine by itself it is really good.

Share this comment


Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.