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1 NeutralAbout tm1104
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Jedi Apprentice
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These are the thing I couldn't live without ( as well as the obvious... food, water, oxygen etc...)
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That’s such a bummer, was hoping it would work the same way as feats which can get given at certain class levels and the hidden powers like sense you unlock as you progress the Jedi class, but guessing those systems aren’t manipulatable with the tools modders have. In that case, would it instead be possible to change how many force powers the player can pick at certain levels and give them the number in like with what I suggested? As opposed to the bulk increase that some mods already offer… Ie instead of being able to choose 2 powers at Level 1, Guardians can choose 4, and Sentinels/Consulars 5. Then as I said before make it so Guardians can subsequently choose 2 powers every 4 levels, Sentinels every 3 and Consulars every 2? Ye it absolutely is I was just hoping for a way to do it organically in game rather than mucking with save game files as I go.
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Hey there, so my basic premise is I don't like how in KotOR 1 you feel punished for levelling up your starting class on Taris so loads of people struggle through the planet at level 2 - ruining natural progression of the early game but making endgame build more powerful owing to the extra force powers/points. I've seen two mods that try to address this which I feel have their own flaws; one is Balance in the Force (BitF) - which comes with a bunch of other gameplay changes that aren't for everyone, and the other just makes it so the first level of any Jedi class allows the player to choose a greater number of force powers straight off the bat - which I feel also negatively impacts the feeling of character progression due the the instant power increase (even if there was a lite version of BitF solely addressing this, I believe that there is a similar issue). So the basic problem imo is people want more force powers, generally you'd leave Taris with enough XP to be level 8, therefore by staying at level 2, you would gain at least 6 extra powers (8 if consular). My suggestion is: based on the jedi class the player chooses a mod would find a lore/gameplay friendly way to give players those powers gradually. I think guardians should get their 6 they are entitled too, sentinels should get one more (so 7) helping buff the underpowered class while being lore friendly, and consulars get their 8. Suggestions on this are more than welcome but as a starting point, I think there are a few sensible changes that would compliment the 'vanilla' experience. 1) When adopting an advanced class, the first level of each should give one of the 3 main buffs for free alongside the standard 2 powers the player can choose. e.g. Guardian would get the first level of Valor (feel like that makes sense as they specialise in combat extra attributes and saving throws is v nice and lore friendly), Sentinels would get the first level of Speed (often perceived as the most powerful buff so helps the Sentinel out a bit as its the weakest Jedi class, plus their precursor class scout is given flurry/rapid shot so that also makes sense to me), and Consulars would get Aura (left over and lore firendly as the idea is they are defending themselves with the force instead of enhanced skills/speed). 2) All Jedi classes also get given the first level of force push immediately. We see the PC using telekenesis in the training montage so works well towards the overall goal as well as being very lore friendly. 3) Sentinels should get given Affect Mind in addition to the above as they are often seen as the skill based build and its the power that's linked to persuade. 4) Consulars should also get Cure (the first level of heal) immediately given they are supposed to be the masters of the force and would likely focus on this kind of thing. To my mind this is v lore friendly while also maintaining the consulars superiority in terms of having an extra given power. At this point we have given the Guardian 2 and Sentinel/Consular 3 additional powers, much less jarring than just getting to choose all the extra powers striaght off the bat. From here, we could easily go the way of letting the player to choose all the remaining powers they get from here on out as they level, ie at Guardian level 3 the player can choose 2 powers instead of the vanilla 1 etc, spreading the additonal powers they are owed throught the levelling path. I suggest that Guardians should get to choose 2 powers (instead of 1) every 4 levels of the class, Sentinels should get to chose 2 powers every 3 levels, and Consulars every 2. Meaning that, assuming the PC is going for a normal 8/12 split, a Guardian would get given 2 extra powers and can choose an additional extra 3 over vanilla, a Sentinel would get given 3 and can choose as additional 4, and a Consular gets 3 as well as an additonal 6. Genuinly keen to hear everyone's thoughts on this as I think that this is a rather elegant solution to the saving levels problem that plagues the vanilla KotOR experience.
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Sweet - thank you so much. If I did want to create a new unique variant of the model so it didn’t replace the Star Forge Robes, would that be possible? I would love to work out a way to get them to drop off the Sith Master/Darth Bandon. I’m more than comfortable mucking with textures just haven’t done item generation in a long time. Even if I actually get it to replace the “Darth Bandon’s Fiber Armor” that drops after that fight? Always irritated me that it just dropped a combat suit reskin haha
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Hey there, don't mind me reviving this dead thread. Potentially stupid question, how would one go about getting this armor/model actually into the game?
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I tend to agree, some new content would be nice, but don't rush man, good things take time.
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Dammit, now I have to dig up the old kotor discs to give this a go
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- K1R Whats Restored
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If you are still stuck, watch this video,
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Cheers man, this was what was wrong with incloak. I'm going to try this soon Disregard my signature, this is anything but boring... IT WORKED... thanks Medragor
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If I was to download these games off GOG, would they support widescreen?? My native res is 1280x800
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Can someone please help me, does any one have the installer for the TSL Coruscant Jedi Temple Mod, I can't find it anywhere except for Gamefront which I can't download off (I've tried the proxy sites, they don't work.) Please help
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Guess I'll just have to try them and see eh? What is GOG? Sorry I'm new to this
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For KotOR 1 & 2 (and SWBFII if you know) what is the latest windows operating system they run on, if I use Windows & do I need any special software to get them working??
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Essential mods for best possible KotOR/TSL experience
tm1104 replied to Kazebu's topic in General Kotor/TSL Modding
I always really enjoyed the Coruscant planet mod, I haven't played the game in ages either and this mod sticks out in my head. I'm will also be going back to play KotOR. There are also total conversion mods to fill the hole that was meant to be KotOR III like Revenge of Revan (still in production but beta and patch are awesome and just looks great) and The Jedi Masters (already released and def. worth a play through)