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  1. 2 points

    Version 0.2.0 Beta

    757 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 0.1.3 Beta Release Date: 14.03.2024 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Simply click on the INSTALL.exe, click install and sit back and watch the TSLPatcher do its magic. Description: The Kotor games wouldn't be the same without the diverse array of items you can collect along your journey across the galaxy. With many of these items, you can mix and match your favorite items for the best defense or offense... or can you? A major problem I see in the first Kotor game is the distinct lack of loot drops... or more specifically, the lack of any "useful" loot drops. A good example of this are the Hold Out Blasters, these blasters are small pistols that do 1-4 energy damage with a chance of stun. These unique blasters are weaker then normal blasters, but unlike normal blasters, Hold Out Blasters have that chance of stun. This *could* give the player a choice between more energy based danage VS a chance for stun, however, you can only obtain the Hold Out Blaster on Tatooine and Manaan via merchants... so by the time you even have a chance to get the weakest Hold Out Blaster it's already been outclassed by the stronger weapons you found earlier in the game. Speaking of Hold Out Blasters, the strongest Hold Out Blaster is dropped via a mandatory enemy on Tatooine... this makes every other Hold Out Blaster in the game redundant, why even bother using any Hold Out Blaster when you can get the strongest one for free whereas the weaker ones are sold from merchants. This same problem applies to the armor you can obtain as well. On Taris, you can obtain the Echani Fiber Armor relatively early in the game... this has one big problem though. Echani Fiber Armor is a Class 4 armor type, Class 4 armors are some of the lightest armors you can find in the game with the weakest armor that you first obtain being a standard Combat Suit with 4 defense bonus (hence why it's called a "class 4"). So you start the game with the weak Combat Suit and you can then obtain the Echani Fiber Armor before any other armor piece, but once you upgrade this armor it turns from a 5 defense bonus to a 7 defense bonus. You can upgrade this armor to max capacity before finishing Taris, and after doing so the Echani Fiber Armor becomes one of *the* strongest Class 4 armors in the game. By obtaining this upgradeable armor so early, you no longer need to use the Zabrak Combat Suit, Echani Light Armor, Massassi Ceremonial Armor or the Cinnagar Weave Armor... and why would you? All those armors are weaker then the upgraded Echani Fiber Armor. And all that's just the tip of the ice burg! The K1 Loot Overhaul changes the loot of enemy drops, placeable objects, merchant inventories and even some quest rewards. This mod will make your next playthrough very interesting as you'll have the opportunity to use items you might never have considered previously, this mod will make your next playthrough a challenge as some items you've grown to use might no longer be available as it once was in the vanilla game, this mod will give you a genuine reason to save your credits and buy from merchants. Even if you don't use the new items you encounter, you can certainly sell them to buy better equipment. Known Bugs: This mod shouldn't have bugs, but if there are feel free to report it to me on Deadlystream. Do note that this mod is a Beta, some loot choice you might find to be odd might've been intended. As such, I'm open to player feedback to improve the mod going forward! Incompatibilities: Incompatible with the Enhanced Merchants mod. Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! 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.
  2. 1 point

    Version 1.4.0

    608 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.3.0 Release Date: 03.03.2024 Installation: Please install the K1 Community Patch FIRST! Install Duros: Armed & Ready BEFORE Heart of Beskar (This mod is required for Heart of Beskar to work properly)! Simply click on the INSTALL.exe, click install then sit back and watch the TSLPatcher do its magic. Description: Heart of Beskar is a total NPC Overhaul for the Mandalorian faction in Kotor 1. This mod shall add new Mandalorian Soldier variants, add new items, and add new loot drops for Mandalorian NPCs found throughout the Kotor galaxy. New Mandalorian Variants: 1) Mandalorian Recruit: The Mandalorian Recruit is a fresh convert to the Mandalorian belief system, embracing the Mandalorian culture as one embraces a new religion. As fresh recruits, they are the weakest form of Mandalorians you shall encounter. The Duros NPCs who help the Mandalorian faction on Dantooine are mostly made up of recruits and shall wear the new Mandalorian Combat Suit. 2) Mandalorian Initiate: The Mandalorian Initiate is not a full fledged Mandalorian yet, though they're not a fresh recruit either. They replace a select few Duros NPCs on Dantooine and shall wear the new Mandalorian Heavy Suit. 3) Mandalorian Soldier: The Mandalorian Soldier is the normal blue Mandalorian Soldiers from the vanilla game. They wear the Mandalorian Light Armor which replaces the vanilla Mandalorian Battle Armor. 4) Mandalorian Scout: The Mandalorian Scout is a Mandalorian variant from the popular mod "Brotherhood of Shadow: Solomon's Revenge", the Scouts are included here as a homage to the old mod. They're found on Dantooine and wear the new Mandalorian Scout Armor. 5) Mandalorian Marauders: The Mandalorian Marauder is a Mandalorian variant who only ever appeared in a Star Wars Miniatures toy series. These Mandalorians have been brought to life in the Kotor game and shall primarily use melee weapons against the player, they're mainly found on Kashyyyk and wear the new Mandalorian Marauder Armor. 6) Mandalorian Heavy Trooper: The Mandalorian Heavy Trooper is an elite veteran class of Mandalorians, their armor is based on the Mandalorian Heavy Armor item found in the vanilla game. They're encountered on Dantooine and Lehon. 7) Mandalorian Shock Trooper: The Mandalorian Shock Trooper is the in-game recreation of the Neo-Crusader Shock Trooper from the Kotor comics, their armor is based on the Mandalorian Assault Armor item found in the vanilla game. They're encountered on Kashyyyk and Lehon. 8,) Mandalorian Rally Master: The Mandalorian Rally Master is the normal red Mandalorian from the vanilla game. Sherruk is considered a Rally Masters. 9) Mandalorian Field Marshal: The Mandalorian Field Marshal is the normal yellow Mandalorian from the vanilla game. The Kashyyyk Mandalorian Commander and the Lehon Mandalorian Captain are Field Marshals, in addtion, the helmet items that they drop shall now be yellow instead of blue. The Heart of Beskar mod wouldn't be complete without actual Beskar... what is Beskar? Beskar is a metal that's mined on the planet Mandalore, armor forged from Beskar can withstand blunt force, lightsaber strikes, and repeated blaster fire... the viewers of Disney's The Mandalorian TV Series should be familiar with Beskar and its protective capabilities. The lowest tiers of Mandalorian Armors are forged with Beskar Alloy, this alloy is a mixture of Beskar and other metals thus reducing its protective capabilities. In-game, armors forged from Beskar Alloy will have a very low energy immunity bonus whereas stronger Mandalorian armors will have a higher energy immunity bonus... the highest energy immunity bonus in the Heart of Beskar mod is 90%. The new protective buffs from the Mandalorian armors shall also be applied to the Mandalorians themselves as every Mandalorian NPC will now wear the armor of their rank, so for example a Mandalorian Scout will wear Mandalorian Scout armor and shall recieve the buffs from that armor. A basic test run on the normal difficulty has been tested and I can confirm that a competent Kotor player should be able to defeat the Mandalorians even with the armor buffs, though you are welcome to report back to me if a specific Mandalorian is giving you trouble. New Mandalorian Items: Mandalorian Combat Suit (Inspired by the TSL item): Dropped by Kandon Ark, sold by Eli Gand Mandalorian Heavy Suit (Inspired by the TSL item): Sold by Igear, found in a Dantooine Mandalorian's backpack Echani Heavy Armor (Replaces the cut Mandalorian Armor): Sold by Greeta Holda Mandalorian Light Armor (Replaces Mandalorian Battle Armor): Found on a Mandalorian Corpse near the Grove Mandalorian Scout Armor: Found on a Mandalorian Corpse in the crystal cave, Found on a Corpse near the Sand People Camp Mandalorian Marauder Armor: Sold by the Dreshdae Czerka Store Mandalorian Heavy Armor (Restored item): Found in a container in the Sith Academy's torture room Mandalorian Assault Armor (Fixed item): Sold by Mika Dorin Mandalorian Marshal Armor: Sold by Mika Dorin Mandalorian Rally Armor: Sold by Mika Dorin Cassus Fett's Battle Armor: Sold by Mika Dorin Mandalorian Training Mask: Sold by Tyvark If you have any feedback, feel free to comment it down below: if you feel the mod is too overpowered or you have a suggestion for a change or a future feature I am more than happy to hear it! Known Bugs: This mod shouldn't have any bugs though if you find any please report them to me on Deadlystream. Incompatibilities: Incompatible with any mods that modify the same UTI and texture files included in this mod. Compatible with: JC's Darksaber for K1 Incompatible with: JC's Mandalorian Armor for K1 1.2 Please report any further incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. If you want to use assets made by 90SK or TK-664 you'll have to contact them for permission. The Female Mandalorian Model by Inyri Forge does not need permission to be reused and anything made by SilverEdge9 doesn't need permission to be used either. The Cassus Fett Battle Armor textire can be reused if you credit Effix as the original creator. Thanks to: 90SK: Creator of the Mandalorian Mask, Mandalorian Heavy Trooper & Shock Trooper skins! SilverEdge9: Creator of the Mandalorian Scout & Armor skin! Inyri Forge: Creator of the Female Mandalorian Model! TK-664: Creator of the Mandalorian Combat Suit Texture! Effix: Creator of the new Cassus Fett Battle Armor Texture! Obsidian Entertainment: For developing the new Ulic Qel Droma Armor skin for K2, which was reused in this mod! Bioware: For such an amazing game Fred Tetra: For Kotor Tool Stoffee: For TSLPatcher 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.
  3. 1 point

    Version 1.0.0

    113 downloads

    Restored Rage Feat By djh269 Date: 22.02.2024 Description: I was looking through k_inc_force.nss and I notice some leftover Force Powers / Feats and decided to restore Zaalbars Rage Feat. Compatibility: Compatible with any mods, if there's any issues please don't hesitate to contact me. Credits: KOTOR Tool – Fred Tetra TSLPatcher – stoffe & Fair Strides
  4. 1 point
    Nice mod once again...though...the shape of stun baton is questionable XD
  5. 1 point
    Apologies for the late reply, I have since changed the stats @gua543
  6. 1 point
    Other Projects Yes, though progress has been slow lately as I have been busy with another project that aims to automate conversion of old Unreal Engine games to UE4/5. https://github.com/Thor110/UE2-UE4 Currently it's just a series of batch scripts that utilise existing tools to extract and convert the game files in preparation for UE4/5 but I am preparing to go through the source code for each of the tools and re-work them to deal with any issues present at the moment. Expanded Galaxy That aside, the last update to the Main Expanded Galaxy Repository was 16 days ago, a lot of my time has been spent reaching out to other mod authors and looking for people who wish to join the project, as well as testing which consumes quite a lot of my time unfortunately. The project recently overwent a major overhaul to bring it over to the new HoloPatcher installer, which took quite a while to prepare, it is no longer a drag & drop replacement install and is now a dynamically handled installation similar to TSLPatcher installs, which should make the project compatible with other mods, though I give no guarantees on that because mods can easily cause conflicts with one another. Recruiting Currently the project could do with a few more hands on deck, as expected it is far too grandiose for me to handle alone, though I think I have done well getting it this far on my own. Looking for Testers, Modellers, Texture Artists and finally Writers to join the project, though I did plan to do it all on my own I am starting to think finishing it will be unlikely without a team, I am still holding out hope that as a community we can pool our efforts and resources to unify all of the best content into a single canonical overhaul of both games under the Expanded Galaxy branch. End Goals My end goal would be to create a singular install that totally overhauls both games as well as an additional optional install that overhauls the textures and models for both games. Though it might be better that I wait for one of the open source engine re-implementations to be finished in order to better accommodate the needs of this project. Road Blocks Currently there are still a few roadblocks for me to overcome in order to fully realise the goal of this project, primarily forming a team and keeping things better organised, but additionally I need to work out what the best way forward is for the project, recently I have been reminded of the infamous dialog skipping bug that is present in TSL and I feel like it really is something that needs solving in order to make the project the best it possibly can be. This is however a difficult task and a bug or problem that has plagued the game since it's release and has gone unsolved for a long time. I also initially intended to try and finish the Port of KotOR1 to TSL before shifting my focus back to TSL itself, due to the need to incorporate a launcher and save importer that allows players to carry over their choices from the first game into the second game, but this is becoming increasingly difficult for me to swap between the games and playtest as well as work on both of them, for the time being I have set the Brotherhood of Shadow : Solomon's Revenge port aside in order to help reduce the workload, but the reduction is barely noticeable as that was just a side-project or venture to see how quickly I could get the majority of it reworked for TSL. In Conclusion In short, there's lot's to do and the project may never reach a stage where it is to be considered completed, but I very much hope this isn't the case and intend to continue working on it for as long as I can, getting it all this far has been physically and mentally exhausting, while the majority of the work is fairly easy, I started this project back when I was homeless for a short period of time and at times I find it debilitating to be reminded of that part of my life. However, rest assured I will be continuing work on the project indefinitely, it's very much a life-long project which seeks to revitalise the original games as much as physically possible within the constraints of the TSL iteration of the odyssey engine. Initially I had hoped to get a forum section for the project here on DeadlyStream and to raise regular discussions about what needs improving in the game as well as creating polls that the community could vote on in order to try and determine what changes are best, what fixes should or shouldn't be included and allowing the community to guide Expanded Galaxy to it's final destination. However that didn't happen, keeping up with everybody's thoughts, ideas and opinions on the games is difficult enough, let alone everybody's suggestions for improving the game! There is a Discord server for the project where people can discuss things, though it's been a little quiet as of late, it's very easy to discuss the possibilities for these games endlessly and while that can be helpful at times in order to bring forth ideas and suggestions that might help the project, at times it can leave me whiling away hours simply discussing the semantics of why I don't intend to include or add something to the project. My Thanks Thanks for checking in on the project and many thanks to all those who have helped support or contributed to the project so far. Apologies for the super long response, but I felt it would be best to give a proper summary of what's what regarding the status of the project. Thor110
  7. 1 point
  8. 1 point

    Version 1.0.0

    239 downloads

    Czerka Docks Dialogue Enhancement Author: Emperor Devon Version: 1.00 File Name: Czerka Docks Dialogue Enhancement.zip Contact: Emperor Devon (Deadly Stream), emperor.devon9@gmail.com (email), false_epiphany (Discord). Bug reports, feedback, and suggestions are all welcome. 1. DESCRIPTION This mod alters the conversations with the Czerka guard and docking bay master on Citadel Station. The Docking Bay Master Your PC may now use [Force Persuade] to make him cooperate over the false Batu. It bugged me that Kreia could do this but a PC with Affect/Dominate Mind could not. Your PC may now use [Force Persuade] to make him share his information for free. Again, classic use of the Force upon the weak-minded. Your PC may now use [Persuade] to haggle down his price from 25 credits to 10 credits. The difficulty is slighter higher than the initial [Persuade] check to make him admit he can help. Changed his response to Kreia's "You will help us find..." from "But I see no harm..." to "I will you help find..." Mind tricked people are supposed to parrot back the Jedi's words. Changed a couple PC lines to better reflect the docking bay master's prior responses. For example, if you threaten him and he doesn't budge, your PC will say a surlier "Fine, I'm going," instead of "I'll be going." Added several PC responses to other lines of his. Mostly cosmetic things (e.g., "Very good" after he says your shuttle is prepped for departure) to make the conversation feel more real. Fixed a developer misspelling. "Discrete" should have been "discreet". Fixed a developer grammatical error. "I must protest to your language!" is now "I must protest your language!" The Twi'Lek Guard Your PC may now use [Force Persuade] to make him open up about the wanted criminals. Previously, the only option was to threaten him for dark side points. Your PC may now use [Persuade] to offer him a 20 credit bribe towards the same end. Changed the PC's "I'll be doing" line to a more fitting "All right, I'm going" after the guard asks him/her to leave. Added two PC minor responses to the information he gives: "That's all I needed" and "That's not much." As with the duros, these are intended to make the conversation feel more real. Minor alterations, but it bothered me that haggling and Jedi mind tricks weren't options in those conversations when they are in most others. 2. COMPATIBILITY This mod should be compatible with all other mods. I know of none that alter the dialogue files for these NPCs. 3. INSTALLATION Copy the files to your override folder. 4. UNINSTALLATION Delete the files from your override folder. 5. USAGE AND PERMISSIONS You have my blessing to do whatever you want with these files. If you use them in another mod, or upload them to another website, please give me attribution for my work. 6. CREDITS Cortisol for developing the Holocron Toolset Deadly Stream for providing a continued home for KotOR modding tk102 for his dialogue editor Wine's developers for letting me run Windows tools over Ubuntu Wizard for continuing to work on the Holocron Toolset BioWare and Obsidian for making great games that people still play 20+ years later. 7. LEGAL DISCLAIMER THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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.
  9. 1 point

    Version 1.0.0

    85 downloads

    Ravager Rapid Transit Author: Emperor Devon Version: 1.00 File Name: Ravager Rapid Transit.zip Contact: Emperor Devon (Deadly Stream), emperor.devon9@gmail.com (email), false_epiphany (Discord). Bug reports, feedback, and suggestions are all welcome. 1. DESCRIPTION This mod lets your PC immediately leave the Ravager after killing Nihilus and placing the last proton core. There is no longer any long walk back to your shuttle. The cutscene of the Ravager exploding simply loads once your PC says it's time to leave. If you kill Nihilus after placing the last proton core, you will leave the Ravager following the conversation between Visas and Mandalore (if you spare Visas) or Visas' final words (if you sacrifice her). If you place the last proton core after killing Nihilus, you will leave the Ravager after doing so. Why make this mod? Because running through the gigantic empty ship back to the docking area was tedious. Plus, TSL's endgame has you run through more than enough empty or combat-filled areas with minimal dialogue. The less of that, the better. 2. COMPATIBILITY This mod is designed for use alongside the TSLRCM. If you don't have the TSLRCM, installing this mod won't break your game, but you will only instantly leave the Ravager if you place the last proton core after killing Nihilus. (Since the dialogue files which trigger that script come from the TSLRCM.) This mod is compatible with all other mods. 3. INSTALLATION Copy the files to your override folder. 4. UNINSTALLATION Delete the files from your override folder. 5. USAGE AND PERMISSIONS You have my blessing to do whatever you want with these files. If you use them in another mod, or upload them to another website, please give me attribution for my work. 6. CREDITS • Cortisol for developing the Holocron Toolset • Deadly Stream for providing a continued home to KotOR modding • tk102 for his dialogue editor • The TSLRCM team for restoring so much of the game's cut content • Wine's developers for letting me run Windows tools over Ubuntu • Wizard for continuing to maintain the Holocron Toolset • BioWare and Obsidian for making great games that people still play 20+ years later. 7. LEGAL DISCLAIMER THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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.
  10. 1 point
    I've updated my Personalised Crystal mod and I've also updated my TSL Inspired Crystals and robes.
  11. 1 point

    Version 1.0.0

    355 downloads

    This mod makes it so Treat Injury modifies the vitality points gained from Force healing powers. SUMMARY The Treat Injury skill isn’t very useful for Force users, since medpacs become pretty much obsolete when you can heal with Force points. I wanted to make the skill more valuable to Jedi classes while rebalancing Force heals a bit. Now, Jedi will need to invest points into Treat Injury to be effective healers. Characters with low Treat Injury will heal less and may want to rely on other party members with high Treat Injury for healing, or advanced medpacs/life support kits. Lore-wise, it makes sense that a Jedi would need some understanding of the body’s healing process in order to heal effectively through the Force, and that some Jedi are more specialized in healing than others. This mod may make the game slightly more challenging on average, since a Treat Injury lower than your character level will lead to less VP healed compared to vanilla. See details below. DETAILS In vanilla, the number of vitality points you gain from Force healing is tied to your level and Wisdom/Charisma modifiers, plus a flat bonus of 5 VP from Heal and 15 VP from Improved and Master Heal. This mod replaces the character level modifier by the average of your level and Treat Injury skill. Here’s a breakdown of each power’s VP gain: Heal VANILLA: VP = WIS + CHA + level + 5 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 5 Improved Heal VANILLA: VP = WIS + CHA + level + 15 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 15 Master Heal VANILLA: VP = WIS + CHA + 2*level + 15 NEW: VP = WIS + CHA + level + Treat Injury + 15 With this mod, you’ll need a Treat Injury equal to your character level to heal the same amount as in vanilla. Points above or below this will increase or decrease the amount compared to vanilla. INSTALLATION To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed inside the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk. UNINSTALLATION To uninstall, remove k_fp_heal1ti.ncs, k_fp_heal2ti.ncs, k_fp_heal3ti.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk located in the backup folder. If there's a spells.2da inside the backup folder, move it to override. COMPATIBILITY Should be compatible with any mod that doesn’t affect the scripts for the Heal, Improved Heal, and Master Heal powers. PERMISSIONS Please don’t reupload without my permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Screenshot uses Pramod Marlon's AI upscaled icons.
  12. 1 point
    View File Treat Injury Affects Force Healing [TSL] This mod makes it so Treat Injury modifies the vitality points gained from Force healing powers. SUMMARY The Treat Injury skill isn’t very useful for Force users, since medpacs become pretty much obsolete when you can heal with Force points. I wanted to make the skill more valuable to Jedi classes while rebalancing Force heals a bit. Now, Jedi will need to invest points into Treat Injury to be effective healers. Characters with low Treat Injury will heal less and may want to rely on other party members with high Treat Injury for healing, or advanced medpacs/life support kits. Lore-wise, it makes sense that a Jedi would need some understanding of the body’s healing process in order to heal effectively through the Force, and that some Jedi are more specialized in healing than others. This mod may make the game slightly more challenging on average, since a Treat Injury lower than your character level will lead to less VP healed compared to vanilla. See details below. DETAILS In vanilla, the number of vitality points you gain from Force healing is tied to your level and Wisdom/Charisma modifiers, plus a flat bonus of 5 VP from Heal and 15 VP from Improved and Master Heal. This mod replaces the character level modifier by the average of your level and Treat Injury skill. Here’s a breakdown of each power’s VP gain: Heal VANILLA: VP = WIS + CHA + level + 5 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 5 Improved Heal VANILLA: VP = WIS + CHA + level + 15 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 15 Master Heal VANILLA: VP = WIS + CHA + 2*level + 15 NEW: VP = WIS + CHA + level + Treat Injury + 15 With this mod, you’ll need a Treat Injury equal to your character level to heal the same amount as in vanilla. Points above or below this will increase or decrease the amount compared to vanilla. INSTALLATION To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed inside the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk. UNINSTALLATION To uninstall, remove k_fp_heal1ti.ncs, k_fp_heal2ti.ncs, k_fp_heal3ti.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk located in the backup folder. If there's a spells.2da inside the backup folder, move it to override. COMPATIBILITY Should be compatible with any mod that doesn’t affect the scripts for the Heal, Improved Heal, and Master Heal powers. PERMISSIONS Please don’t reupload without my permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Screenshot uses Pramod Marlon's AI upscaled icons. Submitter offthegridmorty Submitted 01/19/2024 Category Mods TSLRCM Compatible Yes