Increased Force Buff Durations 1.0

   (2 reviews)

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About This File

Compatibility
Compatible with TSLRC 1.8.4.
Not compatible with any Kotor2 mod that also overrides k_sp1_generic.ncs, i.e. other force power effect mods. Force mods that override spells.2da or other files should be compatible.

 

About
This mod increases the durations of beneficial force powers by a factor of 2-3x to make recasting them less annoying. Not long enough to fire and forget, but enough to actually last through most battles.

 

Install
Non-steam users: extract k_sp1_generic.ncs to <Kotor2 directory>\override
Steam users: extract k_sp1_generic.ncs to <Steam directory>\steamapps\workshop\content\208580\485537937\override

 

Uninstall
Remove k_sp1_generic.ncs from the directory above.

 

Powers Affected

--------------------------------------------Valor I, II, III		20s -> 60sAura, Shield, Armor		20s -> 60sSpeed I, II, III		36s -> 90s* also apply to Force EnlightenmentForce Resist, Immunity		60s -> 120sEnergy Resistance I, II, III	120s -> 300sBarrier I			30s -> 60sBarrier II			45s -> 90sBarrier III			60s -> 120sBattle Meditation I, II, III    20s -> 60s--------------------------------------------


What's New in Version 1.0   See changelog

Released

  • 1.0: Initial release



User Feedback

Recommended Comments

Guest marcrusa

Posted

Shame that it isn't compatible with any other TSL force power mods.  If you can fix that issue, than we have a very useful mod here.

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Shame that it isn't compatible with any other TSL force power mods.  If you can fix that issue, than we have a very useful mod here.

Doesn't work with any force mods may have been overstating it a bit. Force mods that don't override k_sp1_generic.ncs (e.g. armor restriction or FP mods that override spells.2da) will still work. Unfortunately there is no automated way to make mods targeting the same scripts compatible with each other. You'd have to manually merge the source changes made by each mod and recompile it.

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Guest marcrusa

Posted

Ok, you may want to say what you just said to me, and put it in the mod's description so everyone knows.  Also, would you be interested in trying to merge the source changes, or would that be too much work?

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I could take a look at it, sure. Note that I'll need the uncompiled modified .NSS sources (i.e. k_inc_force.nss and/or k_sp1_generic.nss) that you're interested in merging -- not all modders include them in their releases.

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Guest marcrusa

Posted

Basically, I use 3 major force power mods.  The 3 are the full force mod, lost power pack, and the high level force power pack.  I'm not a modder, so me trying to be specific would result in me embarrising myself.  If you take a look at those 3 mods, it could give you some ideas at least.

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I wasn't able to find the lost power pack, but the other two mods don't look like they override the base scripts at all, so my initial impression is that they should be compatible. Is there actually a k_sp1_generic.ncs file in your override folder?

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Guest marcrusa

Posted

I was unable to find the file you mentioned.  As for the lost power pack, just go to gamefront.com, search kotor 2 mods, type "lost" in the search thingy, and you should find it there.

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If there is not currently a k_sp1_generic.ncs file in your override, then this mod should be compatible with whatever you're running.

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Guest CoopCoolidge

Posted

This mod was a God send during my playthrough. Not having to put on those buffs more often was so great. Thank you for the mod.

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Do you have any mods installed from the steam workshop? If you don't, try installing one and see if that folder gets created. If it doesn't, try looking through the workshop\content folder to see where it got installed, then place this mod there.

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I have a few like Hide Headgear and Easy Swoop races but neither have created said folder. I tried just making a folder named that and stuff but that didn't work as well. Thus far having to recast isn't a huge deal because I have my Kreia set to Jedi Support so she usually is on top of it anyways but it can get annoying without her in party, having to recast Battle Meditation and Force Speed constantly.

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In that case, try putting the mod inside the override directory in your game folder, e.g. Steam\steamapps\common\knights of the old republic ii\override.

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Hi! Awesome mod, but any chance you could explain how you got it done? I'm working on a rebalancing mod for TSL and scripting is the last obstacle. I've had a look at k_sp1_generic.ncs but instantly realised I don't know how to change it properly. Pls help :D

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I don't know why but some powers don't work (at all) anymore with this mod (at least for me)

Meditation

Force Sight

(and probably other)

Except that it's really fine, just wich we have different versions/options (x2, x3 , x5)


So I use a x100 duration buff I found on nexusmods, but x100... It's really too much =/

I don't use other mods that affects powers (I play on a steam version with only graphic mods and TSLRC 1.8.5 + M4-78EP from the workshop).

EDIT: Best option, but It's probably impossible, would be to have each buff power draining force point, instead of having a flat cost.
you could buff yourself, and it drain X force point/turn (depending on the power), and unbuff yourself if you cast it again.
It may be a bit more problematic for spell that buff teammate tho ^^ 

Ps: sorry for the gravedigging ^^'

Edited by Taitsuo

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