1 Screenshot

About This File

Adds 3 new high level Force powers inspired by the prestige classes from TSL, with effects that change depending on your alignment.

SUMMARY

This mod adds 3 Force powers to K1 inspired by the unique powers granted to the different prestige classes in TSL - specifically Fury for Sith Marauders, Force Camouflage for Jedi Watchmen and Sith Assassins, and Inspire Followers/Crush Opposition for Jedi Masters and Sith Lords.

In TSL, your access to these powers depends on both your character's alignment and class choice. To keep that exclusivity when bringing these powers to K1, and without a way to grant powers in K1 or restrict them based on alignment, I decided to create a single power for each class and make the effects change depending on the caster's alignment.

The powers are all universal powers and available at level 15. Each Jedi class can learn one of these powers, coming from the analogous prestige class (Marauder/Weapon Master for Guardian; Assassin/Watchman for Sentinel; Master/Lord for Consular).

The power effects change every 10 points of alignment (except in the neutral range from 41-60), becoming stronger as your character moves closer to the light or dark side. Where possible, the effects are modeled off the corresponding power tree in TSL, starting from the lowest tier power and moving towards the highest tier at maximum LS or DS alignment. Some powers have slightly different effects from their TSL counterparts. Neutral characters will experience a balanced but weaker blend of both sides' effects.

Any Jedi in your party can learn these powers, but their potential is only fully realized by the main character.

DETAILS

============
Force Temper
Level 15 Jedi Guardian
Cost = 30 FP

This power channels the Force to concentrate the Jedi Guardian's inner temperament, placing the light Jedi in a state of composure and heightened defense, or driving the dark Jedi into a furious rage.

This power was inspired by Fury, the power granted to Sith Marauders in TSL. The dark side effects are practically identical to Fury, giving bonuses to Strength, Vitality, Fortitude, Will, attacks per round, and granting immunity to Paralysis and Stasis effects, while penalizing Defense. The values depend on the caster's alignment. Additionally, every enemy killed while the power is active grants a bonus to damage up to a maximum of +6.

Naturally the light side version of this power enhances defensive statistics rather than offensive. Jedi Weapon Masters don't have a unique power in TSL, but do get a unique feat which boosts blaster deflection. For light Jedi Guardians, this power applies the "Assured Deflection" effect, making it so all incoming blaster bolts are guaranteed to be deflected while wielding a lightsaber, but they can not be returned to enemies while this power is active. It also gives bonuses to Defense, Fortitude and Will saves, grants Critical Hit immunity, and applies a regeneration effect, but decreases damage. Neutral Jedi get a smaller bonus to Strength, Defense, Vitality, Regeneration, Fortitude and Will, with no penalties.

Temper

===============
Force Camouflage
Level 15 Jedi Sentinel
Cost = 0 FP

This power enhances the Jedi Sentinel's stealth abilities, allowing them to camouflage at will and deliver deadly sneak attacks.

This power was inspired by the TSL power with the same name, granted to Jedi Watchmen and Sith Assassins in TSL. In TSL it is a passive power which allows you to enter Stealth Mode without a Stealth Field Generator and gives bonuses to Stealth. In this mod, the power is castable and will cause you to enter Stealth Mode. After casting it once however, you will always be able to activate Stealth without a belt either through the usual toggle or by casting the power, and will be granted the additional stat bonuses indefinitely. The bonuses include an increase to the Sneak skill and a bonus Sneak Attack feat.

The Sneak bonus and rank of Sneak Attack depend on your alignment. Light Jedi gain Sneak Attack V (granted to Scoundrels at level 9) and a bonus to Stealth which scales with alignment up to +10. Dark Jedi get no Stealth bonus but get increasing ranks of Sneak Attack up to the maximum rank of X, providing 9-54 extra damage on Sneak Attacks. Neutral Jedi are given the Sneak Attack VI feat and a bonus of +2 to Stealth. These bonuses will automatically update as your alignment changes.

You need at least 1 point manually invested in Stealth to enter Stealth Mode.

Camo

Unlike in TSL, Stealth is not a class skill for Jedi Sentinels, so Sentinel characters might not usually be built for Stealth unless they started as a Scoundrel. Because of this, I've made an optional patch which makes Stealth a class skill for Sentinels so they can get the most out of this power.

=============
Force Influence
Level 15 Jedi Consular
Cost = 20 FP

This power projects the Jedi Consular's influence on others, bolstering the morale and effectiveness of a light Jedi's allies, or crushing the spirit of a dark Jedi's enemies.

This power is based on the Inspire Followers and Crush Opposition powers granted to the Jedi Master and Sith Lord classes in TSL. The effects of this power are identical to those in TSL, with Inspire Followers effects applied for Light alignment (bonus to party attack, Damage and Will saves) and Crush Opposition effects applied for Dark alignment (decrease to enemy attack and Will saves). The corresponding power rank (I-V) scales with the alignment of the caster, reaching rank V for an alignment of <10 or >90. For neutral characters, the power applies both effects at rank I.

Influence

 

=============

This mod doesn’t give powers to NPCs and doesn’t touch AI scripts. This means enemies will not use the powers and party members will only use them if commanded to.

INSTALLATION

To install, run TSLPatcher.exe and select the main install option.

Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe.

Optional: Run the patch to make Stealth a class skill for Jedi Sentinels.

UNINSTALLATION

1. Remove the following files from override:

  • spells.2da
  • visualeffects.2da
  • effecticon.2da
  • m_imp_temper.ncs
  • m_imp_camo.ncs
  • m_imp_influence.ncs
  • m_fury_heartbeat.ncs
  • m_fury_killcount.ncs
  • k_act_lighthigh.ncs
  • k_act_lightmed.ncs
  • k_act_lightsml.ncs
  • k_act_darkhigh.ncs
  • k_act_darkmed.ncs
  • k_act_darksml.ncs
  • k_def_death01.ncs
  • ip_camo.tga
  • ip_influence.tga
  • ip_influence_e1l.tga
  • ip_influence_e2l.tga
  • ip_influence_e3l.tga
  • ip_influence_e4l.tga
  • ip_influence_e5l.tga
  • ip_temper.tga
  • ip_temper_e1n.tga
  • ip_temper_e2l.tga
  • ip_temper_e3l.tga
  • ip_temper_e4l.tga
  • ip_temper_e5l.tga
  • ip_temper_e2d.tga
  • ip_temper_e3d.tga
  • ip_temper_e4d.tga
  • ip_temper_e5d.tga
  • fury_killcount.utp
  • nat_camo_belt_0n.uti
  • nat_camo_belt_1l.uti
  • nat_camo_belt_2l.uti
  • nat_camo_belt_3l.uti
  • nat_camo_belt_4l.uti
  • nat_camo_belt_1d.uti
  • nat_camo_belt_2d.uti
  • nat_camo_belt_3d.uti
  • nat_camo_belt_4d.uti
  • fx_dot02.tpc
  • v_light_temper.mdl
  • v_light_temper.mdx
  • v_dark_temper.mdl
  • v_dark_temper.mdx

If you installed the optional patch, remove skills.2da from the override folder.

2. Replace dialog.tlk in the main game folder with the unaltered version in the backup folder.

3. Move any remaining files in the backup folder to override.

COMPATIBILITY & OTHER NOTES

This mod edits a few vanilla scripts to achieve some functionalities. It will conflict with other mods that edit the following scripts for alignment shifts or NPC OnDeath events:

k_def_death01, k_act_lighthigh, k_act_lightmed, k_act_lightsml, k_act_darkhigh, k_act_darkmed, k_act_darksml

Known Incompatible Mods
Alignment Fancy Bits by ebmar
Content Pack: Feats and Powers by TamerBill

Otherwise, should be compatible with most other mods as long as they use TSLPatcher or this mod is installed after. I recommend installing this after other Force power mods to ensure compatibility.

For DS Temper, damage increase on killing enemies will only work in the module that the power is cast in. If you transition to a different area, you will stop gaining damage bonuses from killing enemies until the power is cast again. This specific effect also only works on the main character, though without cheats your party members wouldn't get the DS effects of this power anyway.

Please report any bugs or incompatibilities. Feedback on the power effects or balance is welcome.

PERMISSIONS

Do not reupload this mod or any contained files anywhere without my expressed permission.

CREDITS

offthegridmorty

Thanks JCarter426 and other folks on Discord for scripting help

KOTOR Tool - Fred Tetra
TSLPatcher, TalkEd - stoffe, Fair Strides
Holocron Toolset - Cortisol

This mod contains assets from SW KOTOR II: TSL


What's New in Version 1.0.1   See changelog

Released

Fixed an issue that would cause the Fury effect to be removed prematurely




User Feedback

Recommended Comments

There are no comments to display.

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.