Treat Injury Affects Force Healing [K1] 1.0.0

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About This File

This mod makes it so Treat Injury modifies the vitality points gained from Force healing powers.

SUMMARY

The Treat Injury skill isn’t very useful for Force users, since medpacs become pretty much obsolete when you can heal with Force points. I wanted to make the skill more valuable to Jedi classes while rebalancing Force heals a bit.

Now, Jedi will need to invest points into Treat Injury to be effective healers. Characters with low Treat Injury will heal less and may want to rely on other party members with high Treat Injury for healing, or advanced medpacs/life support kits.

Lore-wise, it makes sense that a Jedi would need some understanding of the body’s healing process in order to heal effectively through the Force, and that some Jedi are more specialized in healing than others.

This mod may make the game slightly more challenging on average, since a Treat Injury lower than your character level will lead to less VP healed compared to vanilla. See details below.

DETAILS

In vanilla, the number of vitality points you gain from Force healing is tied to your level and Wisdom/Charisma modifiers, plus a flat bonus of 5 VP from Cure and 10 VP from Heal. This mod replaces the character level modifier by the average of your level and Treat Injury skill.

Here’s a breakdown of each power’s VP gain:

Cure
VANILLA:    VP = WIS + CHA + level + 5
NEW:           VP = WIS + CHA + (level + Treat Injury)/2 + 5

Heal
VANILLA:    VP = WIS + CHA + level + 10
NEW:           VP = WIS + CHA + (level + Treat Injury)/2 + 10

With this mod, you’ll need a Treat Injury equal to your character level to heal the same amount as in vanilla. Points above or below this will increase or decrease the amount compared to vanilla.

INSTALLATION

To install, run TSLPatcher.exe inside of the “Main Install” folder. If spells.2da already exists in your override folder, an unaltered copy will be placed in the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk.

If you have K2 Force Powers for K1 installed, run the optional patch.

UNINSTALLATION

To uninstall, remove k_fp_heal1ti.ncs, k_fp_heal2ti.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk in the backup folder. If there’s a spells.2da inside the backup folder, move it to override.

If you installed the K2 FPs patch, remove k_fp_heal3ti.ncs from override, and replace it with the k_fp_heal3ti.ncs found in the backup folder inside the patch subfolder.

NOTE: If you installed both the mod and patch, a backup folder may have been created in both subfolders. If there’s a spells.2da or dialog.tlk found in both backup folders, and you want to uninstall both the mod and patch, move the version to override that was created first (probably from the main installation) to completely revert the changes, or else the mod may not be uninstalled properly.

COMPATIBILITY

Should be compatible with any mod that doesn’t affect the scripts for the Heal, Improved Heal, and Master Heal powers.

A patch is included for my other mod K2 Force Powers for K1 to bring the effects of Master Heal in line with this mod. The patch must be installed after K2 FPs. The changes to VP gained by Master Heal are listed below.

Master Heal
ORIGINAL:    VP = WIS + CHA + 2*level + 15
NEW:           VP = WIS + CHA + level + Treat Injury + 15

PERMISSIONS
Please don’t reupload without my permission.

CREDITS
offthegridmorty

KOTOR Tool - Fred Tetra
TSLPatcher, TalkEd - stoffe, Fair Strides

Screenshot uses Pramod Marlon's AI upscaled icons.

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