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Showing content with the highest reputation on 08/30/2024 in Files

  1. 1 point

    Version 1.0.1

    108 downloads

    Starship Combat Pay v1.0.1 Overview Starship Combat Pay give players a tangible reward, beyond avoiding a game over screen, for surviving the Ebon Hawk Gunnery Station mini-game. After escaping the Sith Blockade and landing on Dantooine, you’ll get a message from the Republic. It reads: "Republic Combat Pay Thank you for registering your Dynamic-class freighter, designation: the Ebon Hawk, as a civilian paramilitary vessel. Until further notice, as an enlisted soldier of the Galactic Republic Navy, you are hereby entitled to a financial reward of 200 Republic credits for the successful elimination of each Sith Imperial starfighter you encounter aboard your registered personal starship. You'll find a payment of 1200 Republic credits has already been deposited directly into your account. Further payments will be deposited immediately after each conflict. May the Force be with you." …And that’s exactly what the mod does. It pays you a total of 1200 credits every time you’re forced to play the Ebon Hawk Gunner Station mini game. Notes Unfortunately, this mod doesn’t change the mini-game itself in any meaningful way. It does however make playing it more rewarding. When deciding on the number of credits players should receive, we looked at different amounts of pay that scale with level and we arrived at a flat 1200 credits for a number of reasons. A scaling number of credits requires an in-setting explanation for why the main character’s pay increases, which logically goes to rank. Applying any sort of rank to the main character adds a level of non-canon material that I’m not comfortable adding in my mods. In terms of the game’s existing financial rewards go 1200 credits is pushing it. However, in terms of the setting, a 1200 credit bonus is a paltry sum for destroying a 300,000 credits worth of starfighters. So, since most players tend to only travel between planets after fully completing them, the number of randomly generated starfighter encounters is relatively low. In any case, once you get full access to the Ebon Hawk, you’re free to win heaps of credits by swoop racing or savescum an infinite number of credits by gambling with Suvam Tan. So, exploiting the turret minigame isn’t going to unbalance anything. Credits Script Writer: Thor110 Contributor: Zoctavous Mod Author: Timbo Special Thanks I want to thank Thor110 who had the script almost entirely worked out within minutes of pitching the idea and for patiently sticking with it over the next couple weeks to fine tune it. Seriously, this part was about 90% of the work. I also want to thank Zoctavous who has very quickly become my go-to scripting confidante. Whenever there’s something I don’t understand or need help fixing. He’s usually the first person I hit up. Without him helping me get past the very first problem with this mod, this release simply wouldn’t have happened. Finally, I want to give a special thanks to Discord user sharkynebula from the KOTOR server who casually suggested that the Republic should have to pay you for playing the minigame. This is the idea set this whole thing off.
  2. 1 point

    Version 1.0.0

    108 downloads

    Star Wars: Knights of the Old Republic - Rebalanced Grenades v1.0.0 Overview The goal of Rebalanced Grenades was to make makes grenades, Dexterity, and Demolitions more useful throughout the entirety of Kotor 1 by giving grenades scaling DCs similar to force powers based off of Dexterity and scaling bonus damage based off Demolitions. By making grenades more useful for ranged characters they will hopefully serve a function similar to Force powers for non-Jedi characters. Grenades now use the following formula unless stated otherwise: DC = 5 + Level + Dexterity modifier if DC < 15 then DC = 15 Bonus Damage = Total Demolitions Rank/2 A minimum DC threshold of 15 is maintained to keep grenades at least as useful as they are in Vanilla in early levels. Additionally, each of the affected grenades has a damage cap added in to keep them near the game’s existing benchmarks. Grenade Changes Fragmentation Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 36 Stun Grenade - DC: 5 + Level + DEX + INT (min DC: 15) Thermal Detonator - DC: 5 + Level + DEX + INT (min DC: 15), 60 Damage Poison Grenade - DC: 30, 5 Damage every 3 seconds Sonic Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 36 Cryoban Grenade - DC: 5 + Level + DEX + INT (min DC: 15), Fortitude save, max damage: 36 Plasma Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 60 Ion Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 30, +30 Damage vs Droids Adhesive Grenade – unchanged Notes: A damage cap of 36 was chosen for Fragmentation, Sonic, and Cryoban grenades because it allows them to scale up to the total damage of a vanilla plasma grenade or the average damage of Force Lightning at full power. Thermal Detonators are one of the most devastating weapons in Star Wars cannon and since 60 damage is the maximum damage of Force Lightning at full power, I let it stand. Additionally, for 2000 credits a pop, I feel like they should always consistently be good. Since Plasma Grenades start at 36 damage it felt natural to cap them at 60 and with a dedicated build and the right equipment you can in fact get there if you want to. Ion Grenades cap at 30 for humanoids and still add an additional 30 for droids for the same reasons. Acknowledgements jc2's Improved Grenades is the forebear to this mod. As far as I know jc2 is the first person to do this. Thor110 who taught me much of what I needed to know to finish the script changes for this mod and most of everything else I know about modding KotOR.
  3. 1 point

    Version 1.0.0

    190 downloads

    This mod will replace and update NPC clothing F texture files. To Install 1. Requires installation of K1 Lite Upgrader 1.3. 2. Download: NPC clothing F 3. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 4. When/if prompted to overwrite files, press okay. 5. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. omment or endorse! (It would be much appreciated) Made with love.
  4. 1 point

    Version 1.0.0

    188 downloads

    This mod will replace and update NPC clothing M texture files. To Install 1. Requires installation of K1 Lite Upgrader 1.3. 2. Download: NPC clothing M 3. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 4. When/if prompted to overwrite files, press okay. 5. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. omment or endorse! (It would be much appreciated) Made with love.
  5. 1 point

    265 downloads

    This mod gives each colour of lightsaber present in the game its own unique hilt based on one from the Star Wars films: Blue – Obi-Wan Kenobi (Ep. III) Red – Darth Vader (Ep. IV) Green – Luke Skywalker (Ep. VI) Yellow – Plo Koon Purple – Mace Windu Heart of the Guardian – Luminara Unduli Mantle of the Force – Luke Skywalker (Ep. IV) Massive thanks to Plasma, who originally created these hilt models for Jedi Academy and permitted me to release my ported versions for the KotOR community to enjoy too. Thanks to Crazy34 for making his lightsaber blades with ambient lighting available as a modders resource for the rest of the community to incorporate into their mods.