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Showing content with the highest reputation on 11/20/2022 in File Comments

  1. 1 point
    The log file indicates that you are trying to install the mod over the top of an existing K1CP installation. DO NOT EVER DO THIS. You must always start with a completely clean fresh installation. Since you are obviously using the Steam version, go into the game's folder (C:\Steam\steamapps\common\swkotor in your case) and delete the Override and Modules folders. Then in Steam, right-click on the game's entry in your library, select Properties, Local Files, and click the "Verify integrity of game files" button. Then start the entire mod installation process from scratch, including replacing the exe and patching it for widescreen, assuming you were doing that (in which case you probably just want to save a backup of the patched exe first).
  2. 1 point
    Redoing this in a hopefully-more-constructive manner... Several of your changes seem odd and not entirely well-conceived, and not as logical as you might think. In general, the removal of feats and reduction of skills seems ill-advised for two reasons. One is that most of the non-droid party members are hilariously underleveled compared to where they should be in-universe (Carth, Canderous, and Jolee are the worst offenders here - the former two are both war veterans, and Jolee is a freaking Jedi Master) to keep them from being overpowered - their feats and skills and powers (where applicable) give them at least some semblance of the abilities they ought to have. Another is that giving them feats at levels before a player character of the same class would get them helps them pull their weight more instead of being too underpowered compared to you. Moving on to character-specific stuff... * Getting rid of Carth and Canderous' Power Attack feats just plain doesn't make sense, at least as far as I can see. They may be nominally gun specialists, but they're still Soldier-class and would thus have the same skill diversity in their basic training - Power Attack is a starting feat for Soldiers. So it's not even consistent with your reason for stripping Zaalbar of his Improved Power Attack (that is, consistency with player feat progression). From a gameplay perspective, there's also the fact that removing their Power Attack feats doesn't serve the many players who write off blaster weapons and thus prefer to develop characters as melee fighters wherever allowed. * Re: Carth's cross-class skills. In-universe, Carth is a veteran and an officer, so having a more diverse skill set is logical. Out-of-universe, those skills serve to ensure some key bases are covered in the early parts of Taris, where Carth is the only party member you have. * Re: Mission's stats. This is the one that particularly stood out to me as a bad idea. Nerfing Mission's Intelligence score actually hurts her a fair bit. In-universe, she's supposed to be smart (something you yourself acknowledge) because of her experience as a street urchin. Gameplay-wise, a KotOR Scoundrel isn't quite like a D&D rogue; one of the KotOR Scoundrel class's primary strengths is actually their use of skills. Intelligence is therefore a crucial stat for them, because it's the governing stat for how many skill points a character gets. By nerfing Mission's Int you impair her ability to pay points into those skills and therefore a lot of her utility. * Re: Jolee's stats. Jolee Bindo is a seasoned Jedi Master and his focus is the Force... so by my reckoning he should have the points he does in the two stats that govern Force Powers. You accuse it of being "too many points overall" but A. see point about characters being underleveled compared to where they should be in-universe and B. It helps him keep pace with the player character (who gets bonus Force points per level compared to companions) Oh, and being a Consular means his focus is also diplomacy (where Charisma is important) - that's actually where the class name comes from. Finally... Have you not noticed Jolee's charm? He clearly deserves a high Cha score! * Re: Juhani. Jedi Guardians may be more focused on combat than the deeper mysteries of the Force, but that combat focus still includes using the Force in combat. And Jedi in general are meant to have a higher baseline Wisdom. So dropping her Wisdom score below the bonus line? Doesn't seem like the greatest idea. And in fact penalizes her in battle a little. Removing the Blaster Proficiency feat from the Jedi companions, that part makes sense. Although from a gameplay perspective there might be a reason they have it - the only ranged attacks in the game are "assorted blasters" and "Throw Lightsaber". That or they're Kyle Katarn-style Jedi. Not all the stat changes are bad in my book, though. For instance, I definitely agree with removing Strength points from HK-47 and giving him Dex points instead - high strength may be logical for him, but in his case there's no way to make it useful; guns are all he's allowed wield. Anything I didn't mention I'm either neutral on or consider a plus.