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Files posted by Thrak Farelle
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Hassat Hunter's Kreia to Dxun Tomb & Atton to Onderon Light Side Modified and Rereleased With Permission
By Thrak Farelle in Mods
This is a modified and reuploaded mod, made by Hassat Hunter and changed slightly and uploaded the changed version with his permission. I take no credit for the original mod, and have left the rest of it fully intact
including his original info files, so the full mod still works as intended. All I've done is made one change. Any sort of mod feedback or questions should be directed to him or the original mod page/thread, though I will of course be happy to answer any questions regarding the changes I've made. Further, please see his page for info on the original mod.
As mentioned, the original mod is fully intact here. What I have changed and why, is this. I always hated the fact that we were forced to take Kreia to Onderon, and while I very much liked the original mod, it still annoyed me that Obsidian made Light Side playthroughs take Kreia for one simple and hardly critical line. While I could perhaps offer several options for what people would prefer, e.g. no Kreia spawning on Onderon for said line if she's not in the party, or not being forced to take her in the party but still not being able to send her to the tomb if that makes more sense to you, what I've done for now is this. I've removed the dark side conditionals from allowing Kreia to be sent to the tomb, and from having a free party selection without being forced to take her to Iziz. I would imagine that she could have shuttled it there quite easily at some point after you and the party have gone, perhaps even after the battle's end, and to me that makes sense even if she's been sent to the tomb, as when you arrive back the tomb party has returned to your ship and say they've been waiting for quite a while, so I don't imagine hopping to the camp and grabbing a shuttle would be too much of a stretch with the mandalorians as allies and the fact our previous shuttle was never used in favour of a basilisk, especially as Kreia seems to wander around and go wherever she pleases and do whatever she pleases without being questioned by anyone in the rest of the game anyway.
Screens coming soon, and I didn't bother with a separate readme since Hassat Hunter's original ones are still there, and the small amount of info needed about the change would be exactly the same as I've just typed here.
Thanks HH for letting me upload this version, and for helping me change it in the first place!
271 downloads
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KotOR Skills Rebalancing Mod
By Thrak Farelle in Mods
This is my first mod for a KotOR game, I started modding about a week ago after several years of mod using beacuse of various things I wanted in a mod but hadn't been done yet, so I decided to learn so I could do them myself. One main one was this. I always felt the sentinel was a bit imbalanced in K1, that the measly 1 extra skill point didn't make up for what was lost in the way of combat and force. Plus the fact that the only combination to get all 8 class skills required the consular, when the sentinel was supposedly the skill focused class....
Anywho, this started off as a little mod to tweak the class skills and skill points of the sentinel for me to use, I wasn't originally intending for it to be big enough to upload, but it kind of snowballed. Now it changes skill point gains and class skills for all the classes, with K2 as a guideline. It couldn't be exactly the same, mainly beacuse the way K2 uses the intelligence modifier is different, and it has class skill feats, whereas K1 uses the base class/jedi class combination to determine class skills. However, I do think the skills are more balanced overall now, though this is still a Beta, and I've only tested it with the sentinel, so it may need a bit more tweaking to get the balance right. Overall, I've changed not just the jedi classes for better balance, but the base classes too, mostly to help balance the jedi classes as the input base class does determine a few things in the way of skills, and partly to balance them better, as I always felt the scout and scoundrel didn't have quite enough "skill power" to make up for their lack of combat skills compared to the soldier. The readme has complete details on all the changes.
Something else included with this mod is a fix for the droid class feat gains, done so the rebalance with their skills could be accurate, as in vanilla, just like K2, the feat gains are the wrong way round, with expert droid gaining more than combat droid, so a fix for that is included. As mentioned, I've tweaked the droid skills too, again, see the readme for exact details. Please note that this fix is optional, but recommended, otherwise the droid classes will be a tad imbalanced
A little bonus, entirely optional, which again started out just for the sentinel to help with the balance and snowballed, is 2 unique items for each class. Originally it was a couple of special stealth units for the sentinel to reflect the skill balancing, think K2 Watchman, but I decided to give the other 2 classes a little something extra too, hopefully they won't be too imbalanced, but this is still a beta. In short, you'll only get the 2 items for your class in a single playthrough, and they are class restricted. First is from Zhar after dealing with Juhani one way or another, the second is in the temple catacombs on the unknown world. Consular gets a couple of special armbands, and guardian gets a couple of special saber crystals. Again, this is an entirely optional bonus included in a separate folder, so it's easy to just install the rebalance, which is the main purpose of this mod.
The readme has all of the details, but that's the brief summary. I'd very much appreciate feedback and any discovered bugs, though I have tested it thoroughly twice, the latter with K1R installed too, and had feedback from others who have used it, obviously that doesn't mean there aren't any bugs
One last thing I'd like to point out is that, apart from the droid feat gain fix, feats and force powers haven't been modified at all. This is a skill rebalancing mod.
Enjoy
Any mod compatibility you'd like to know about, please ask, taking requests for that now I've finished a playthrough with this mod and K1R.
3,330 downloads
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KotOR Droid Feat Gain Fix
By Thrak Farelle in Mods
The separate Droid Feat Gain Fix originally found in my Skills Rebalancing mod, meant to put this up separately for a while as surprisingly it doesn't seem to have
been done as a separate mod already, finally got round to it.
The feats of the 2 droid classes were the wrong way round in vanilla, with combat
droids gaining less than expert droids, rather than more as was supposed to happen, this is now fixed.
Please note, this is definitely a fix, I know the original way round wasn't intended because
in the files, the droids were using each other's feat tables, which was the cause
of the Expert droid incorrectly gaining the number of feats the Combat droid was
supposed to have, and vice versa.
P.S. Not really sure how to upload a screenshot for this mod, as things like droids gaining feats happens in the base game.......
6,840 downloads
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Bendak Bounty Non Dark Side Option
By Thrak Farelle in Mods
Anyone else out there like me, who was always annoyed that even when going after Bendak for the right reasons with a LS character, there was no way to finish the quest without getting DS points? Especially when you could go and kill Selven for the bounty without netting any? Well, be annoyed no more!
This is a small mod that gives you a second approach to the duel. Your character can either be proceeding with the attitude of will happily kill for credits, would have done the death match anyway and the bounty is just some extra cash, which will still net you DS points, or they can proceed with a more LS attitude, of knowing the government put a bounty on Bendak for a good reason, knowing he needs to be stopped, and although they're not thrilled going into an illegal death match that got him his bounty in the first place is the only way to do it, Bendak's leaving them no other choice. The latter approach will not net you LS points, as like with Selven in vanilla, I still didn't think going for a kill for a bounty was quite LS point material, but that approach will not net you DS points either, allowing you to finish the quest without being forced into a DS shift. The dialogue with Bendak hasn't been changed at all, as that dialogue was always more functional than story anyway, and your character has the chance to express their attitude toward the situation in dialogue with Ajuur. The key line is the one that is the point of no return for starting the duel, the options being not ready, the original ready option expanded with a slightly more killing for credit happy attitude which will trigger a DS gain, and the new option which states there being no other choice, which will not get DS points. There is another opportunity both before the fight earlier in the dialogue and after the fight to express how your character feels about the situation.
These were more quickly thought up, spur of the moment kind of lines, so if anyone has any suggestions about specific dialogue that would sound better, or for changing Bendak's dialogue too, I'm taking them
Fully K1R compatible, afaik this dlg file was never modified, on the offchance it was, that was the version used as a base, so like always, install after K1R.
To install just shove the dlg file into Override, to uninstall just take it out again.
12,686 downloads
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KotOR Bonus Jedi Class Items
By Thrak Farelle in Mods
These items were originally found in my skills rebalancing mod, an expansion of the original idea I had to give sentinels their own stealth belts when giving them stealth
as a class skill along the lines of K2 Watchman, as otherwise they wouldn't gain the stealth feats the Watchman did, plus there seems no way to give K1 characters force
camouflage, and making sentinels a viable stealth class, feats and all similar to K2, was a big part of rebalancing skills with the intention of balancing Sentinel with
the other 2 classes by doing so.
I'm uploading them separately for people who like new stuff in KotOR, but aren't fussed about rebalancing. There are 2 items for each class, the first and weaker version
given by Zhar on completion of Jedi training, the second and stronger version found on the Unknown World, in the lower level of the Temple. They are all class restricted, and
you will only get the 2 for your class in a single playthrough. Sentinels get the stealth belts, Consulars get armbands, and Guardians get power crystal boosting colour crystals,
similar to and based on HotG and MotF.
Please note, this installed on it's own means the Sentinel can still have Stealth as a cross-class skill, although the belts are still perfectly usable once
a single point is invested in stealth and will still make a Sentinel decent with stealth even as a cross-class skill, they were designed with Stealth being a class skill
in mind. To reflect this, as a purely optional.........well, option, I'm including the file that will make Sentinels have Stealth as a class skill in a separate folder,
that's all it will do, it contains no other changes from the rebalancing mod. Also, with the purpose they were designed for, they're intended to boost the sentinel by making
Stealth an effective option by granting it the bonus stealth feats from the K2 Watchman, whereas the Guardian and Consular items are purely stat boosts.
1,195 downloads
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