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About This File

AUTHOR: jonathan7

EMAIL: Message me via lucas forums user name is jonathan7

NAME: Character Start Up Changes

CREDITS: Fred Tetra for the wonderful KotOR tool, all at Lucas Forums for the various Tutrials and Stoffe for TSLpatcher.

 

FILENAME: Character Start Up Changes

FILE SIZE: 725kb unzipped

DATE RELEASED: 12/12/2010

 

DESCRIPTION: This essentially changes the starting feats for the three classes and makes pretty much all the feats availible for the player to select for their individual PC. Personally it always bugged me that often my PC would end up with quite a few useless feats that she did not need. So what this does is delete all the preset feats for the classes and give you free selectable ones, the Soldiers have the most, then Scouts then Scoundrels; you have the same ammounts of feats as in the vanilla game but you are free to choose what you want. I think this does improve the RPG aspect of the game, be warned however to make sure you specialise in either melee weapons or some form of blaster, otherwise you won't be doing much in combat! The mod also changes Persuade into a class skill, so it's availible to all three classes, always struck me as silly that Bioware didn't do this, as the PC is the only charachter who can actually use Persuade, seemed unfair only one of the classes got it; but maybe thats just me. A couple of pre-set feats remain; for the Scout the Implant Feat 1, because the scount automatically gets them as the PC is leveled up. The scoundrel keeps Scoundrels luck for obvious reasons, not that its a selectable feat, but things like that and "uncanny dodge" I have left alone.

 

INSTALLATION INSTRUCTIONS:"Extract from the zip and then run the installer, simple enough!

 

COMMENTS: Enjoy!

 

BUGS: Should be none, may well require a little work to make compatible with other mods which edit these .2da's - Shem's extra feat mod spring to mind, but to be honest if you have that, then I don't see why your installing this :-p

 

PERMISSIONS: PM me at LF to discuss useage.

 

THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT

OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT

YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY

DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.


What's New in Version 1

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When I start up a new character, I only have 1 feat point to freely allocate, but no pre-set feats. Where are the extra feat points?

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I haven't tried it because of the above comments, but I think it might be fair to give the Scoundrel an extra class skill to compensate. Something like Computer Use would be appropriate. Hackers are a bit scoundrel-like, aren't they?

 

You can check these sheets to see all differences between the classes: http://strategywiki.org/wiki/Star_Wars:_Knights_of_the_Old_Republic/Classes

 

There's other things to consider though. For example, Scoundrels have very little to choose when it comes to feats, but have great granted feats instead. Giving them the ability to pick their own feats on start might be enough compensation... In any case, this mod does make for a nice Soldiers: 4 non-class skills, Scoundrels: 3 non-class skills and Scouts: 2 non-class skills.

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it will be fun if you do it to sw kotor 2 also so we can choose which feat we want to have lol.

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Is there a way to edit the install or mod to just get the feat changes without the addition of persuade as a class skill for Soldiers and Scouts?  Just for immersion purposes.  

Otherwise I love this mod.

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A user of mine pointed out that Scouts and Scoundrels apparently get one less feat allocated than they should at game start. Is this intentional, an oversight, or a misinterpretation on his part?

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I've used it with BoS SR and K1R installed. I have needed start a new and complete playthrough -and obviuslly a new PC- for it works but with Endar's Spiral finished, begining Taris plot, it works fine. I hope not to find problems later on.

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