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Showing content with the highest reputation on 06/04/2025 in all areas
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1 point
Version 1.1.0
492 downloads
The mod now uses HoloPatcher as installer. 1.Description The Jedi Consular, Jedi Master and Sith Lord classes learn 3 Force Forms not available to other classes. One of them, Force Affinity, is generally considered useless because it has only one effect: +500% Force Point regeneration in combat. Force Channel Form (available to all classes) gives the same bonus (not mentioned in the description of the Form) in addition to several other effects. So, the real problem here is not that Force Affinity is "useless", but that Force Channel is (unintentionally) overpowered. This mod offers 3 solutions: fixing overpowered Force Channel Form or replacing the original Force Affinity Form bonus with new one (recommended). Don't install them both at the same time. 1) The "Force Channel Fix" option will change the undocumented "+500% FP regeneration in combat" bonus of Force Channel Form to a more balanced +100%, making Force Affinity more viable. New bonus of Force Channel: FP Regeneration: +50% (non-combat), +100% (in combat) Force Power Damage: +3 Saves vs Force Powers: +2 2) The "Force Amplification" option will replace the FP Regen bonus of Force Affinity with an increased range for mass Force Powers (based on the cut Force Amplification form). New Bonus of Force Affinity: Force Power Range: +100% Opponents' Saves vs Force Powers: +3 Note: the max distance between the caster and the target to cast Force Power won't change, only the radius of the mass Force Power's effect. The increased range will be useful for such Powers as MASS STASIS, FORCE WHIRLWIND/FORCE WAVE, FORCE STORM, FORCE SCREAM chain, INSANITY, CRUSH OPPOSITION, HEAL chain, IMPROVED/MASTER FORCE DRAIN, IMPROVED/MASTER BATTLE MEDITATION and some others. 3) "Force Shell" option will allow to use the Force to absorb part of damage received (technically, to automatically restore HP depending on the amount of damage received). New Bonus for Force Affinity: Restores 50% of HP from damage received at the expense of an equivalent amount of FP ------------------------------------------- 2.Installation This mod uses HoloPatcher installer. The installer for Windows comes with the mod; installers for Linux and Mac should be downloaded from the HoloPatcher mod page (https://deadlystream.com/files/file/2243-holopatcher). Warning: TSLPatcher won't work because this mod uses specific features of HoloPatcher. 1.Launch "HoloPatcher.exe". 2.Choose one of "Force Channel Fix", "Force Amplification", "Force Shell" options from dropdown menu. 3.Select your game's folder (where "swkotor2.exe" is located) and click Install. ------------------------------------------- 3.Uninstallation Uninstallation is possible as long as you didn't install other mods after this one, otherwise you must first uninstall those mods. Either manually delete the mod files and copy back unaltered files located at the backup/{date} path in the mod folder, or use uninstall Shell (Bash), PowerShell scripts provided by HoloPatcher. ------------------------------------------- 4.Known issues "Force Shell" option: if the player is attacked by several enemies, health recovery may not occur immediately, but after several or all attacks in the current round. ------------------------------------------- 5.Compatibilty The mod is incompatible with mods that modify "k_hen_heartbt01.ncs" script. Additionally, "Force Amplification" option is incompatible with mods that modify "k_sp1_generic.ncs", "k_hen_heartbt01.ncs","k_sup_healing.ncs" and "k_inc_force.nss" (some mods that add and edit Force Powers use them). ------------------------------------------ 6.Permissions This mod may not be modified or distributed without the explicit permission of the author. This mod may be reuploaded / posted on other sites only if it is unavailable both on DeadlyStream, and on Nexus, and there is no contact with the author for at least 3 months. ------------------------- 7.Credits Fred Tetra - KOTOR Tool Blue - KotOR Scripting Tool Cortisol and th3w1zard1 - For HoloPatcher/PyKotor Stoffe and HIGH LEVEL FORCE POWERS MOD V2.1 mod - for inspiration TamerBill and Content Pack: Feats and Powers - for inspiration Special Thanks to JCarter426 --------------------------- 8.Contact PM me on DeadlyStream or Nexus. Disclaimer THIS MODIFICATION IS PROVIDED AS-IS AND 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. -
1 pointNo idea why that happens, never seen it before, you can always use launcher.bat instead for the time being but it doesn't provide all of the same options, just the ability to swap between the two.
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1 pointI was just investigating the cause of brightness issues from saber hilts that I thought relevant to your own adjustments/or coincided. Bio ware rushed them during development not on par with most Star Wars games. Yeah so there's something within the mdl and mdx files that causes the renderer in those hilts to display things differently from Bespokey's perspective mainly. There actually all broken to a degree with ugly flat tops and rugged beam textures. Now with the high poly tin can mods if they were all equalized or fixed I could provide a very special blade texture to those....... I wish I could bring more to those sabers. Thanks again for JC's and Jiiprah's insights
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1 point
Version 1.1.0
44 downloads
Ever wanted to bring back that broken GONK droid from the Ebon Hawk prologue? No? Too bad, I did. Because why wouldn’t the Ebon Hawk have a backup power droid? This half-joke, half-cheat mod allows you to repair and reactivate the useless GONK droid found in the Ebon Hawk's floor. Once restored, this little power pack becomes an infinite energy source, letting you recharge personal shields, droid shields, and droid utility items for free. The mod works only on saves where you did not leave Peragus yet. Once you board the ship, you can find the droid at the same place as during the prologue. Requirements: None! Modder's Tool: Power/Gonk Droid from newbiemodder is already included withing the mod. Bugs: The droid is a bit stupid (or is it me), so he does not diffirintiate between your fully and partially charged items. You should have the exact amount of 1 of the item you want to recharge, or the droid will just do its thing on random. Credits: newbiemodder, for Modder's Tool: Power/Gonk Droid zbyl2, for M4-78 Enhancement Project Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset -
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1 pointIs this PFBH07 texture? I think it is unused in the first game. Maybe armor in mods use it.
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1 point
766 downloads
Not really a mod, more of a modding resource. Here I've gathered the 7 most useful 'lost' modules for KotOR 1 - that is, modules that had no .rim files, and were essentially just room models in the game files. Why do I say 'most useful'? There are a few more - one of which is a slice of corridor, and several bits of the Unknown World temple-top, but none of these are much different or much more useful than the already existing modules, or the ones I have packaged here. Neither are they particularly exemplary. And so, here they are. I would guess that the modules' functions would be: m19aa - the original Tatooine temple, in which you had to retrieve the information from the Star Map inside a Sarlacc's maw. m21aa - Evidently a Czerka depot, possibly on Korriban. m25ab - Part of Kashyyyk, possibly the level of the Shadowlands that was cut? m45mg - Some kind of early Tatooine swoop racing area? m47aa - ? Used for a cutscene that no longer appears in-game? PLCaa - Some kind of basic area functionality test, at a guess. MQATester - Darkkender thought this was possibly for Quality Assurance, and it would seem likely that it was either for this, or E3. A few notes ----------- -M45MG - The booster pads and obstacles were set in the .git and .lyt files, as I recall, and are copied straight from the ones in the final version of the Tatooine swoop track. I would recommend caution when editing these settings. Also, for using this area in-game, it is very much advisable to use the included .vis file. Otherwise you won't be able to see where you are going. -M19AA - Likewise on the .vis file being compulsory. -M21AA - I have heard that this can sometimes crash. If this is a problem, try removing the placeables from the .git file, and recompiling.