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About This File

New Force Sight mechanics, including stat bonuses and a higher-tier Force Sight power. Turn on Force Sight permanently when controlling Visas. Give Kreia Force Sight. 

SUMMARY:

In the game Visas can teach you Force Sight which allows you to see the alignment of characters around you, occasionally through some obstacles. It's a cool RP thing but not really something you use often.

This mod aims to improve Force Sight by giving the power new bonuses and mechanics, including the addition of a higher-tier Improved Force Sight power which can boost your defense, making it useful in combat.

In addition to the usual effects, Force Sight now grants a bonus to Awareness. While in vanilla this is only useful for detecting mines (through the Force?) and maybe skill checks if you time it right, this mod is intended to synergize with my other mod True Sith Assassins & Awareness Restoration which makes the Awareness skill necessary for detecting Sith Assassins and avoiding sneak attacks. When using that mod, the Awareness bonus becomes very useful in areas with Sith Assassins, especially on the final planet.

After learning Force Sight from Visas, you can upgrade the power to Improved Force Sight, which gives a higher Awareness bonus and also lets you apply a portion of your base Awareness skill rank to your Defense.

My thought is that an advanced Jedi could take advantage of this power in battle, using Force Sight to better perceive their enemies' movements. The degree to which they can do this is tied to their innate perception skills. Think of it like an alternative kind of Battle Precognition that you can get from Visas if you don’t have Handmaiden in your party, or fall out of her graces. Visas will come with the Improved Force Sight power.

This mod also includes an option to make it so that Force Sight is permanently on while controlling Visas. In vanilla, it's only on in first-person view. She won’t permanently have the Defense bonus but can spend FP on the power to gain it temporarily. 

This mod also includes an option to give Kreia the Force Sight power. This allows her to also learn Improved Force Sight.

All options including the main mod are independent of each other, so you’re free to pick and choose whichever parts of the mod you want to install.

In order for changes to Visas or Kreia to take place, the mod must be installed before they first join your party.

DETAILS:

In addition to the normal effects, Force Sight now grants a +4 bonus to Awareness. The power still costs 15 FPs.

Improved Force Sight grants a +8 bonus to Awareness and +1 Defense for every 3 points in your base Awareness skll rank (not including bonuses from items, attributes, or effects, including from this power). This power costs 20 FPs.

This means with 18 points invested in Awareness you gain a +6 Defense bonus, equivalent to Force Armor. By the end-game it's feasible to have 30 points spent in Awareness, translating to a +10 Defense bonus. Bonuses from armor and effects are limited to +10 so that might be more than anyone would need, but if you want to run the high-Awareness naked Jedi Seer build then this mod is a must-have.

The duration of both powers are extended by 1 second for every 2 points in your base Awareness rank.

Due to how the mod works, Force Sight will now be visible when leveling up from the start of the game, but you won’t be able to select it and still must learn it from Visas. Improved Force Sight will be selectable after you learn Force Sight as long as you’re level 12 or higher.

INSTALLATION:

To install, run HoloPatcher.exe. Select and install any of the included options. They are all independent.

Improved Force Sight - adds Improved Force Sight power
Perma Force Sight for Visas - turns Force Sight on permanently while controlling Visas
Kreia Has Force Sight - gives Kreia the Force Sight power

Unaltered copies of any modified files will be placed inside a "backup" folder in the location of HoloPatcher.exe. A separate backup folder will be made for each installation.

UNINSTALLATION:

This mod contains multiple installation options with separate backup folders. Uninstall in reverse order.

To uninstall, remove the following files from override:

Spoiler

 

Kreia Has Force Sight
- p_kreia.utc

Perma Force Sight for Visas
- p_visas.utc
- m_spn_visas.ncs

Improved Force Sight
- spells.2da
- effecticon.2da
- p_visas.utc
- m_imp_forcesight.ncs
- ip_forcesight2.tga

 

If present, move dialog.tlk from the backup folder to the main game folder (outside override).

Move any files from backup/Override to the override folder.

Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod).

COMPATIBILITY:

Compatible with Visas Marr: Sith Assassin. May conflict with other mods that edit Visas.

Compatible with and intended to compliment True Sith Assassins & Awareness Restoration.

Compatible with Thematic KOTOR 2 Companions.

Should be compatible with anything else as long as it uses a patcher and doesn't edit the Force Sight script. When in doubt, install this mod last.

PERMISSIONS:

Please don’t reupload without my permission.

CREDITS:

offthegridmorty

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


What's New in Version 1.1.0

Released

  • Changed installer to HoloPatcher
  • Made permanent Force Sight for Visas a separate install option
  • Added install option to give Kreia the Force Sight power
  • Like 2



User Feedback

Recommended Comments

Great mod addition, though, shouldn't Kreia also have permanent Force Sight? She is blind after all, meaning that she could also be a helpfull provider of deffence against assassin's on Harbinger. 

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8 hours ago, ShayOrdo said:

Great mod addition, though, shouldn't Kreia also have permanent Force Sight? She is blind after all, meaning that she could also be a helpfull provider of deffence against assassin's on Harbinger. 

Yeah I went back and forth on this, and I decided not to give her perma Force Sight because according to her dialogue she is not 100% blind like Visas, Force Sight is more like a pair of glasses which she can use but not all she relies on, whereas Visas has no regular sight at all. I also didn’t want to take the steam out of meeting Visas where you are really introduced to this new power. But you may be right, and she probably at least should have the power available to cast. I’ll likely make an optional patch for either perma Sight/castable Sight on Kreia. Thanks for the feedback.

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15 hours ago, offthegridmorty said:

Yeah I went back and forth on this, and I decided not to give her perma Force Sight because according to her dialogue she is not 100% blind like Visas, Force Sight is more like a pair of glasses which she can use but not all she relies on, whereas Visas has no regular sight at all. I also didn’t want to take the steam out of meeting Visas where you are really introduced to this new power. But you may be right, and she probably at least should have the power available to cast. I’ll likely make an optional patch for either perma Sight/castable Sight on Kreia. Thanks for the feedback.

Ah, I see. Just noticed that when picking Kreai and going into First Person View as her - the vision effect looks like Force Sight, hence why I thought that it would be a good option for her too as an in game helper. 

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4 hours ago, Vanguard2023 said:

Could you teach Jedi companions this power?

You can teach them regular Force Sight then they can select the new power when they level up.

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2 hours ago, offthegridmorty said:

You can teach them regular Force Sight then they can select the new power when they level up.

I just remembered that you can learn Improved Force Sight upon level up. My bad. Had a couple brain farts today.

  • Haha 1

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