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Content Count
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Files posted by MVacc224
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Health Regeneration
Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit.
This mod alters regeneration.2da to add out of combat automatic vitality regeneration as seen in TSL to K1 by using the TSL Patcher.
Changes
All characters will now regenerate vitality automatically when not engaged in combat.
9,906 downloads
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Classes, Feats, Powers, and Skills Tweak
Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit.
This mod alters classes.2da, classpowergain.2da, feat.2da, featgain.2da, and skills.2da using the TSL Patcher.
Changes
1. Soldier’s Base Skill Points increased from 2 to 4.
2. Jedi Consular’s Base Skill Points increased from 2 to 6.
3. Jedi Guardian’s Base Skill Points increased from 2 to 4.
4. Jedi Sentinel’s Base Skill Points increased from 4 to 8.
5. Jedi Consulars can now select up to 19 Powers by Level 12 & up to 32 by Level 20.
6. Jedi Guardians can now select up to 15 Powers by Level 12 & up to 26 by Level 20.
7. Jedi Sentinels can now select up to 16 Powers by Level 12 & up to 28 by Level 20.
8. Scoundrels can now select up to 6 Feats by Level 8 & up to 14 by Level 20.
9. Scouts can now select up to 6 Feats by Level 8 & up to 15 by Level 20.
10. Jedi Consulars can now select up to 6 Feats by Level 12 & up to 10 by Level 20.
11. Jedi Guardians can now select up to 10 Feats by Level 12 & up to 16 by Level 20.
12. Jedi Sentinels can now select up to 9 Feats by Level 12 & up to 15 by Level 20.
13. HK-47 (Combat Droid Class) granted the same Feat Progression as the Soldier Class.
14. T3-M4 (Expert Droid Class) granted 2 extra feats.
15. Scoundrels gain Treat Injury as a Class Skill.
16. Protagonist Soldier & Scout gain Persuade as a Class Skill.
17. T3-M4 (Expert Droid Class) can now select Master Two-Weapon Fighting when leveling up.
18. Fixed Weapon Proficiency/Focus Icons (Credit to Kainzorus Prime).
6,918 downloads
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Remove Force Alignment Restriction - Robes
Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit.
This mod was built and tested using TSLRCM 1.8.3, M4-78 EP 1.1, DeadMan's Movie-Style Jedi Master Robes 1.5 Mod, and LiliArch's Savegame Pack LSMGWE 1.0.
Changes
This mod will remove the Force Alignment Restriction from Aleema Keto's Robe, Arca Jeth's Robe, Crado's Robe, Jolee's Robe, Natth Cowling, Sylvar's Robe, Thon's Robe, and Darth Malak's Armor.
4,422 downloads
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Darth Malak's Armor - Sith Academy
Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit.
This mod was built and tested using TSLRCM 1.8.3, M4-78 EP 1.1, and LiliArch's Savegame Pack LSMGWE 1.0.
Changes
This mod will add Darth Malak's Armor to be found on the Chewed Twi'lek Corpse inside the Sith Academy on Korriban near the Sealed Door.
1,511 downloads
0 comments
Updated
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Feats Tweak
Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit.
1. Protagonist Jedi Guardian granted Armor Proficiency Heavy at Character Generation.
2. Protagonist Jedi Sentinel granted Armor Proficiency Medium at Character Generation.
3. Protagonist Jedi Consular loses Weapon Proficiency Blaster Rifle at Character Generation.
4. Jedi Weapon Master/Sith Marauder granted Armor Proficiency Medium & Heavy.
5. Jedi Watchman/Sith Assassin granted Stealth Run.
6. Jedi Consular & Jedi Sentinel can now select Weapon Specialization Lightsaber starting at level 4.
7. Atton granted Stealth Run at Level 4 & Echani Strike at Levels 5, 11 & 17.
8. Bao Dur can now select Stealth Run, Weapon Focus Melee Weapons, Empathy & Conditioning when leveling up.
9. Stealth Run is now selectable for Scouts, Jedi Weapon Master/Sith Marauder & Jedi Master/Sith Lord.
10. Caution is now selectable for Jedi Weapon Master/Sith Marauder & Jedi Master/Sith Lord.
11. Empathy is now selectable for Jedi Weapon Master/Sith Marauder.
12. Gear Head is now selectable for Jedi Weapon Master/Sith Marauder & Jedi Master/Sith Lord.
13. Fixed Weapon Proficiency/Focus Icons (Credit to Kainzorus Prime).
14. Weapon Focus Blaster Rifle is now selectable for the Scoundrel Class.
1,878 downloads
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Character Generation - K1 Style
Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit.
This mod is designed to tap into the nostalgia of first creating your character in K1 by changing the feats of the starting Jedi Classes of TSL to mirror those found in K1. The perceived lack of uniqueness between the classes in TSL formed the basis of this project. I also hope it addresses the notion of being granted feats that the player would not necessarily use or be able to master throughout the game depending on class feat progression.
Jedi Guardian = Soldier
Jedi Sentinel = Scout
Jedi Consular = Scoundrel
Changes
1. Protagonist Jedi Guardian is granted Armor Proficiency Light, Medium & Heavy, Power Attack, Power Blast, Weapon Proficiency Blaster Pistol, Blaster Rifle, Melee Weapons & Lightsaber, Force Jump, Jedi Sense, Jedi Defense, and War Veteran at Character Generation.
2. Protagonist Jedi Sentinel is granted Armor Proficiency Light & Medium, Flurry, Rapid Shot, Weapon Proficiency Blaster Pistol, Blaster Rifle, Melee Weapons & Lightsaber, Force Immunity Fear, Jedi Sense, Jedi Defense, and War Veteran at Character Generation.
3. Protagonist Jedi Consular is granted Armor Proficiency Light, Critical Strike, Sniper Shot, Weapon Proficiency Blaster Pistol, Melee Weapons & Lightsaber, Force Focus, Jedi Sense, Jedi Defense, and War Veteran at Character Generation.
940 downloads