Modern KOTOR 1.1

   (6 reviews)

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About This File

A more modern take on KOTOR: no medieval (metal or wooden) weapons or armours, just the modern suits and energy weapons we know and love from the original trilogy...


What's New in Version 1.1   See changelog

Released

  • 1.1
  • Only force-sensitive characters have lightsabers
  • All other "medieval" weapons are now blasters
  •  
  • 1.0
  • No more metal armours for Sith troopers
  • No more metal or wooden weapons



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It would make more sense to give only Force users sabers, and replace all vibroswords with blasters. Always wanted a mod like that.

  • Like 1

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I think you're right... I don't know if vibro blades can be replaced with blasters (other type of weapon altogether) but I'll try it anyway. Thanks for the tip!

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Here's an idea to me the cortosis thing made sense to me but the quarter staff wasn't cortosis it was wood which made no sense to me maybe you could remove the wooden staffs

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I don't see how removing melee weapons constitutes "modernization". Especially since high-frequency swords were a concept that existed long before KotOR came about, and not just in Star Wars universe either.

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Interesting but totally not my kind of mod. I love the vibroblade weapons. Some of them come from worlds that are still a bit primitive, if connected to the more "modern" galaxy. Some of those weapons are kept from more primitive times as tradition, i.e., Echani.

 

But then, I love that some of the stuff in the expanded Star Wars is so medieval, yet interfaces with slick technology of more advanced sources.

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Personally, I think that the Vibrosword is pretty modern for the time period of KotOR *Mainly the cortosis ones but they're all like that in the game* as there had to be a way to fend off lightsabers especially in the Mandalorian/Jedi Civil wars as they arent exactly easy to get ahold of unless you're on a planet like Dantooine, Korriban, and others.

 

Then again this is a mod so who am I judge this :)

 

 

One quick recommendation from my general time-period point though is that maybe you do it so the Commando Sith Troopers carry lightsabers and the normal soldiers use Vibro-swords on occasion and blasters. As you'd probably know, it takes jedi a large amount of training to be able to effectivly wield a saber without chopping off a limb so it wouldnt make sense for a bunch of random normal soldiers swinging sabers at people

 

Have a good day!

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Guest cornel

Posted

To be perfectly honest, little mod by little mod, I am working my way to achieve my goal for this game: to change the time frame to after the original trilogy. This is the crawl for my TC mod:

 

A long time ago in a galaxy far, far away...

The New Republic is on the verge of collapse. Darth Malak, the last surviving Dark Lord of the Sith, has succeeded in uniting the scattered Imperial remnants to unleash an invincible armada on an unsuspecting galaxy.

Relentlessly crushing all resistance, the Imperial forces conquer system after system, while Malak's army of Sith warriors attack the New Order of Jedi Knights. Utterly overwhelmed, countless Jedi fall in battle. The few that manage to survive the massive onslaught, are forced to go into hiding.

In the skies above the Outer Rim world of Taris, a New Republic battle fleet engages the Imperial forces in a last, desperate attempt to save the galaxy from the Sith invasion...

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Guest mandrew117

Posted

i cant get past the endar spire, it crashes at a scene where a republic solider dies from a vibroblade in vanilla

, but he doesnt die because of this mod and it stuck on it. 

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Bugs on  cut scene during the endar spire- where two soldiers are fighting- originally they had swords and one dies, but since they have blasters neither die and it just goes on forever

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