Balance in the Force 1.4.5

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About This File

Balance in the Force

Balance in the force is a gameplay overhaul mod that provides a streamlined leveling experience that’s more in line with its sequel with some important departures. I've rebalanced the base weapon types and heavily increased the damage for ranged weapons. Not only does this keep ranged builds competitive with melee builds but it also makes the enemies more difficult.

Balance in the Force also contains a number of quality-of-life features. For example, all of the classes have been modernized to KotOR 2’s feat, force power, and attack bonus progression. Persuade is a class skill for the main character regardless of starting class. The Force Power and Alignment system gets an important revision. All characters have functional background feats that help to deepen the immersive roleplaying experience.

There are also several optional patches included that revert some of the more controversial changes made by this mod to allow for a more customized experience.

 

Full Change List

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Optional Patches

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Compatibility

Balance in the Force was expressly designed to be compatible with the KOTOR 1 Community Patch. The community patch is a compilation of new and previous community driven bug fixes. Another important mod is Kotor1 - Improved AI. It changes enemy and npc behaviors to actually use their upgraded powers, buffs, feats at their highest levels. It makes them apply buffs and use shields more frequently. Enemies will use lightsaber throw, force jump, and force breach now. I highly recommend both of these mods. 

BitF should be compatible with all of the graphics mods as well as long as they don't also modify gameplay elements.

BitF is designed to be its own gameplay ecosystem so other gameplay mods aren't recommended and most likely aren't even compatible. You're welcome to try them at your own risk. I can't promise you that things will work correctly. The proper patching order for mods involving BitF is as follows:

 

Credits

Below is a list of the people whose tools or works were included with this mod.

 

Special Thanks…

Below is a list of authors’ whose mods inspired the ideas presented in Balance in the Force.

 

Extra Special Thanks

 These individuals have spent an unreasonable amount of time helping me with this mod.

  • Thor110 for teaching me how to do most of this. I could not have done any of this without him.
  • Zoctavous for helping me gain a deeper understanding of this game’s scripting.
  • Offthegridmorty for very patiently helping me incorporate Bastila has TSL Meditation into Balance in the Force.
  • JayB33UK for patiently hunting down a persistent little bug that to my great shame, existed across multiple versions. 

What's New in Version 1.4.5   See changelog

Released

  • Fixed an error locking HK-47 out of his Rapid Shot feats.
  • Changed the feat Mandalorian Veteran's description.

Note: The readme file has not yet been updated to reflect this change.

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User Feedback

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Liking the changes and running the mod now.  Any chance of just nerfing knight and master speed?  Give knight speed an attack bonus, and give master speed an extra attack?  I know this is hard to do, but it looks like a few modders have done similar -- at least for TSL.

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  On 6/11/2024 at 5:33 AM, Drew said:

Liking the changes and running the mod now.  Any chance of just nerfing knight and master speed?  Give knight speed an attack bonus, and give master speed an extra attack?  I know this is hard to do, but it looks like a few modders have done similar -- at least for TSL.

So, regarding powers, I don't know how to change the effects of them.

So, what I could do is eliminate Master Speed. And rename Knight Speed to Master Speed, allowing for a single extra attack and a +4 ac bonus. I spent a lot of time pondering whether or not to do just this.

Ultimately, I decided that not only was the extra attack overpowered but the +4 AC bonus makes Force Aura/Shield/Amor redundant. So by cutting Knight and Master Speed I eliminate the easy Lightsaber go brrrrrrr strategy and make the Aura line actually useful. This is good since I gave all classes, and this goes for enemies too, full base attack bonus and all ranged weapons increased damage.

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Fair enough!  There's at least one modder that apparently figured it out.  I'm using both mods together and just tweaked the 2da to re-enable the (now significantly nerfed) energy resistance and speed powers back.  Not sure how Elm did it, but I can verify it works as described.  Here's the  mod.  

 

Edited by Drew
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  On 6/13/2024 at 7:26 AM, Drew said:

There's at least one modder that apparently figured it out.  I'm using both mods together and just tweaked the 2da to re-enable the (now significantly nerfed) energy resistance and speed powers back.  Not sure how Elm did it, but I can verify it works as described.  Here's the  mod.

So Energy Resistance still stacks with Energy Shields which stack together to create crazy levels of damage reduction. The 5 point version might be okay though.

Knight and Master Speed still add the defense bonus which makes Aura/Shield/Armor pretty much useless.

I wouldn't use the mod as it stands for those reason but I'll reach out to Elm and see if he can show me how to mod these powers. Either way though, I won't use someone else's work without their express permission.

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  On 6/11/2024 at 5:33 AM, Drew said:

Liking the changes and running the mod now.  Any chance of just nerfing knight and master speed?  Give knight speed an attack bonus, and give master speed an extra attack?  I know this is hard to do, but it looks like a few modders have done similar -- at least for TSL.

I just wanted to let you know that v1.3.0 now includes optional patches that restore the cut powers. There's one that includes just Knight Speed as well in case you are still interested in some semblance of balance.

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Just tried to install it, but there's an error in the ini.  [Error] [16:52:05] KeyError: "The [Battle_Meditation] section was not found in the ini, referenced by 'AddRow0=Battle_Meditation' in [spells.2da]"

Fixed!  I pulled the missing ini section from the K1 Battle Meditation mod's changes.ini and put it right below your [spells.2da changes].  I'll test it to make sure it works and get back to you.

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  On 7/2/2024 at 9:53 PM, Drew said:

Just tried to install it, but there's an error in the ini.  [Error] [16:52:05] KeyError: "The [Battle_Meditation] section was not found in the ini, referenced by 'AddRow0=Battle_Meditation' in [spells.2da]"

Fixed!  I pulled the missing ini section from the K1 Battle Meditation mod's changes.ini and put it right below your [spells.2da changes].  I'll test it to make sure it works and get back to you.

I had the same exact issue when trying to install, "The [Battle_Meditation] section was not found in the ini, referenced by 'AddRow0=Battle_Meditation' in [spells.2da]"

If you don't mind me asking Drew, where did you pull the missing ini section from? I tried looking at the mod files and could not find it and i tried looking through some other mods.

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  On 7/2/2024 at 9:53 PM, Drew said:

Just tried to install it, but there's an error in the ini.  [Error] [16:52:05] KeyError: "The [Battle_Meditation] section was not found in the ini, referenced by 'AddRow0=Battle_Meditation' in [spells.2da]"

Fixed!  I pulled the missing ini section from the K1 Battle Meditation mod's changes.ini and put it right below your [spells.2da changes].  I'll test it to make sure it works and get back to you.

Sorry it took me so long to get this fixed it was a rough couple weeks. I'm not sure what happened but this bug was all fixed and somehow got reintegrated between testing and release. I actually went a different direction this time around and made it an optional patch. Anyway. It's up and should be working normally this time.

 

Furthermore, I've been looking into modding powers and I think I've figured out how to modify effects. I'm still real wet behind the ears with scripting but I'm pretty sure I can modify buffs easily enough. I might be able to return Knight and Master Speed to the core patch. Removing the defense bonus is essential for keeping Force Aura/Shield/Armor from becoming redundant and adding either a penalty to attack or defense will hopefully keep it from being too overpowered. I'm thinking an attack penalty will stack nicely with all classes having full base attack bonus progression.

Here's what I'm thinking...

  • Burst of Speed: Increased Movement Speed, Compatible with Armor, 10 FP Cost
  • Knight Speed: Increased Movement Speed, +1 Attack per round, -5 Attack or Defense Penalty, Armor Prohibited, 30 FP Cost
  • Master Speed: Increased Movement Speed, +1 Attack per round, -2 Attack or Defense Penalty, Armor Prohibited,  40 FP Cost

 

As always, feedback and suggestions would be greatly appreciated.

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Recently, I've learned how to edit scripting and it allows me to make more profound changes to the mod. I can edit powers in a more meaningful way, I can stop players from saving their levels before becoming a jedi, and I can reward them with the extra powers they would have gained by doing so. It's all pretty much done. I've got to carve out some time for testing and build everything into a patch before release. I've included a tentative copy of the readme in the spoilers below. It's not included in the changelog below but one of the experimental things I'm working on is adding in my own version of Wookie Rage. I won't be sure if it will make the final cut or not until I can find the time to test it all out.

As always, feedback and suggestions are appreciated.

 

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I'm honestly not sure. There's not an explicit changelog for that mod.

BitF currently doesn't support compatibility with other gameplay mods because it's designed to be it's own gameplay ecosystem. BitF will eventually overhaul loot, merchants, and equipment but those changes are reserved for 1.5.0 and probably won't come along for awhile yet.

Sorry.

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  On 8/13/2024 at 6:00 PM, Timbo said:

I'm honestly not sure. There's not an explicit changelog for that mod.

BitF currently doesn't support compatibility with other gameplay mods because it's designed to be it's own gameplay ecosystem. BitF will eventually overhaul loot, merchants, and equipment but those changes are reserved for 1.5.0 and probably won't come along for awhile yet.

Sorry.

Oh and I looked at the recommended stats for all starting classes(Scout, Scoundrel, Soldier), and Charisma is at 10. Normally, I set it higher so I can pass all the Persuade checks on Taris. Are there recommended stats for that kind of build? 

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  On 8/14/2024 at 3:46 AM, JasonRyder said:

Oh and I looked at the recommended stats for all starting classes(Scout, Scoundrel, Soldier), and Charisma is at 10. Normally, I set it higher so I can pass all the Persuade checks on Taris. Are there recommended stats for that kind of build? 

Dump Int to 8.  Boost Cha to 14.  It's really good for force power DCs too when you keep your Wis at 14 to go along with it.  Your party members can pick up the skill slack.

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  On 8/16/2024 at 9:51 PM, Moistened_Ewok said:

Dump Int to 8.  Boost Cha to 14.  It's really good for force power DCs too when you keep your Wis at 14 to go along with it.  Your party members can pick up the skill slack.

I also want to fully repair HK-47, and yes, I plan to buy items to boost my Repair skill. I'm going for a 'Canonical Revan' build using the Scout as their starting class and Guardian as their Jedi Class. 

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  On 8/14/2024 at 3:46 AM, JasonRyder said:

Oh and I looked at the recommended stats for all starting classes(Scout, Scoundrel, Soldier), and Charisma is at 10. Normally, I set it higher so I can pass all the Persuade checks on Taris. Are there recommended stats for that kind of build? 

Those are just preset stats. Since most players who use mods know them game inside and out, I made them very general for people who are playing the game for the first time.

I always start with 14 Charisma.

My favorite build is:

STR 14, DEX 14 or 12, CON 10 or 12, INT 12, WIS 14, CHA 14.

As I level I put 2 points into WIS, 2 points into CHA, and 1 point somewhere else depending on the class choices.

As a Guardian or Scout this lets you beat most saves (not last two bosses though) and with equipment lets you melee everyone just fine.

Just remember your INT modifier rounds up instead of down for Skill Points so 12 INT gets you what 14 used to for skill points.

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  On 8/16/2024 at 11:53 PM, Timbo said:

Those are just preset stats. Since most players who use mods know them game inside and out, I made them very general for people who are playing the game for the first time.

I always start with 14 Charisma.

My favorite build is:

STR 14, DEX 14 or 12, CON 10 or 12, INT 12, WIS 14, CHA 14.

As I level I put 2 points into WIS, 2 points into CHA, and 1 point somewhere else depending on the class choices.

As a Guardian or Scout this lets you beat most saves (not last two bosses though) and with equipment lets you melee everyone just fine.

Just remember your INT modifier rounds up instead of down for Skill Points so 12 INT gets you what 14 used to for skill points.

Thanks! I've played KOTOR many times, but I'm not the best at making RPG builds. And one thing I found odd in vanilla KOTOR is that Mission comes with a Vibroblade and Zaalbar comes with a Bowcaster despite them being optimized for ranged and melee combat respectively. 

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I really like Melee mission with this mod. Put those points into strength and see how she does.

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  On 8/16/2024 at 11:59 PM, Timbo said:

I really like Melee mission with this mod. Put those points into strength and see how she does.

Will do! And I like the "Rough Crowd" feat she has now. Growing up in the Lower City would've toughend her up a bit, despite her small size. 

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Does this mod incorporate / fix the HK47 issue: Power Blast Fix or should I also be installing that mod separately? This is one of my favorite mods btw... cuz it resolves a whole bunch of 'issues' when comparing K1 to K2 imo. I always forget how the class / skill / feat progression is a little reversed between Scoundrel and Scout between the two games till I start playing... mainly cuz it's usually several years between play-thru's for me... that and I'm old so memory don't serve me as well, lol. So, thx for this mod. I also appreciate how you include some options to revert 'some' changes... for those who might object to certain changes. Wish all modders did this. Great mod... is in my archive now as a must install for QoL.

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Hello! I wanted to ask if this mod is compatible with, if at all, R2-X2's Repeating Blaster Attacks Restoration. It received an update the 16th of November this year and given the Improved AI mod includes a compatibility patch for it (along with this mod itself suggesting using Improved AI alongside it), it made me curious if it's also possibly recommended as long as the Improved AI compatibility patch is being utilized as well.

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Hi this is such a fun mod,having a blast with it!
I would like to report a bug, tulak hord mask and marka ragnos gloves are not giving charisma bonus like they supposed to
P.S-Do you plan to make  something like this for sequel?

 

Edited by darth revan

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