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

  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
    Some alien members of the Swoop gangs on Taris have been replaced by Weequay species ported in from Kotor 2 to make it more interesting and diverse in terms of species
  3. 1 point
    Lashowe, from the Sith Academy on Korriban. Successfully ported in Sith robes from Kotor 2 as well
  4. 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.
  5. 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).