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Showing content with the highest reputation on 10/05/2021 in all areas

  1. 3 points
    Eh, yes with heavy caveats? But there's a far simpler solution if you think blaster rifles are underperforming and it's this: This is actually very easy, because base damage is already separated by weapon type. Open baseitems.2da, row 77 is blaster rifles. Base damage is the columns numdice and dietoroll. For rifles it's 1 and 8, for 1d8 damage. Put whatever numbers you like in, save baseitems.2da to your Override and you're done, all rifles will have the new damage numbers.
  2. 1 point
  3. 1 point

    Version 1.0.0

    841 downloads

    A Mod for Star Wars Knights of The Old Republic II The Sith Lords Author: N-DReW25 Release Date: 03.10.2021 Installation: Simply copy and paste/drag and drop the file within the "For Override" into your Star Wars Knights of The Old Republic 2 override folder Uninstallation: Remove/delete the files from your Star Wars Knights of The Old Republic 2 override folder Description: You might be aware of the Sith Tomb found within the Cave on Korriban, and if you are, you might also be aware that only high Light Side and Dark Side players are allowed inside. In vanilla/TSLRCM, you need to be Level 9 or above whilst your alignment needs to be below 26 (High Dark Side) OR above 74 (High Light Side). This mod will remove the alignment restrictions replacing it with a higher Level restriction. You now only need to be Level 15 or above to enter the tomb, this requirement doesn't conflict with the lore behind the tomb. Known Bugs: This mod shouldn't have bugs, but do keep in mind that the tomb is designed to be easier for Dark Side players and harder for Light Side players... it is unknown what would happen if a neutral player enters the tomb but most likely nothing noticeable would occur. But if anything does happen feel free to leave a bug report on Deadlystream. Incompatibilities: Is incompatible with anything that edits "sec_tomb.dlg". Permissions: Do NOT claim credit for this mod Thanks: Bioware: For such an amazing first game Obsidian: For such an amazing sequel Fred Tetra: For Kotor Tool Sniggles: For requesting the mod on Discord Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY 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.
  4. 1 point
    Some alien members of the Swoop gangs on Taris have been replaced by Weequay species ported in from Kotor 2 to make it more interesting and diverse in terms of species
  5. 1 point
    Lashowe, from the Sith Academy on Korriban. Successfully ported in Sith robes from Kotor 2 as well
  6. 1 point
    Again, depends on the difficulty level (it's higher on Difficult). I think around 20 works though... you can get a bit higher than that for crafting.
  7. 1 point
    Pretty much everyone here is incorrect... mines give LEVEL x 10 XP (for regular mines, so the ones you will find on Peragus, harder mines give LEVEL x 25 XP). So if you got 60, you were level 6. Demolition skill doesn't change that, but as you notice leveling does. Unlike enemies (who are level locked once you enter) mines use the current level you are. As you may notice this can get you some ridiculous XP's on later levels, and indeed certain very mine-heavy areas will grant you a level by themselves, if not more... Mephiles is right that difficulty affects skill requirements (for lock picking, disarming etc., not conversation checks).