Sireyn

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Everything posted by Sireyn

  1. View File Custom Starting Equipment Adds unique, upgradeable clothing and improved basic weapons for each class in the starting container on the Endar Spire. Additional items are available based on skill checks. I have attempted to provide flavorful options without undermining early game balance. Special thanks to DarthParametric for assisting with the scripting. Class Soldier : Soldier Armor, Light Repeating Blaster Scout : Scout Gear, Blaster Carbine, Memory Package Scoundrel : Scoundrel Flight Jacket, Heavy Blaster Pistol Skill Checks New Items Soldier Armor : Defense 4, Treat Injury 1 [Armor Reinforcement] : Defense +2, (Require Light Armor) [Mesh Underlay] : Defense +1, Saving Throws: Fortitude +1 Scout Gear : Defense 2, Resist Fire 5/-, Resist Cold 5/- [Armor Reinforcement] : Defense +2, (Require Light Armor) [Mesh Underlay] : Defense +1, Saving Throws: Reflex +1 Scoundrel Flight Jacket : Defense 1, Persuade +1 [Armor Reinforcement] : Defense +2 [Mesh Underlay] : Computer Use +1, Security +1 Demolition Gauntlets : Demolition +1, Saving Throws: Fortitude +1 Install Extract contents of the mod's override folder into the game's override folder. "...\swkotor\override" Submitter Sireyn Submitted 12/05/2019 Category Mods K1R Compatible Yes
  2. Version 1.1.0

    991 downloads

    Adds unique, upgradeable clothing and improved basic weapons for each class in the starting container on the Endar Spire. Additional items are available based on skill checks. I have attempted to provide flavorful options without undermining early game balance. Special thanks to DarthParametric for assisting with the scripting. Class Soldier : Soldier Armor, Light Repeating Blaster Scout : Scout Gear, Blaster Carbine, Memory Package Scoundrel : Scoundrel Flight Jacket, Heavy Blaster Pistol Skill Checks New Items Soldier Armor : Defense 4, Treat Injury 1 [Armor Reinforcement] : Defense +2, (Require Light Armor) [Mesh Underlay] : Defense +1, Saving Throws: Fortitude +1 Scout Gear : Defense 2, Resist Fire 5/-, Resist Cold 5/- [Armor Reinforcement] : Defense +2, (Require Light Armor) [Mesh Underlay] : Defense +1, Saving Throws: Reflex +1 Scoundrel Flight Jacket : Defense 1, Persuade +1 [Armor Reinforcement] : Defense +2 [Mesh Underlay] : Computer Use +1, Security +1 Demolition Gauntlets : Demolition +1, Saving Throws: Fortitude +1 Install Extract contents of the mod's override folder into the game's override folder. "...\swkotor\override"
  3. Not technically. Any implants in the player's inventory or on a trader that you have visited will not reflect the changes, but all implants you encounter further on should be changed.
  4. That did it, thanks for the reply. KGFF seems to be a little more finicky but I was able to change the values I needed. Changing these two values did indeed modify buying, selling, and crafting costs, however it required a clean save for the updated values.
  5. I'm attempting to modify "Cost" values for several groups of items in Kotor 2, but the value resets itself whenever I hit the "Save" button. This is true of all items in Kotor 1 and 2 using KotorTool v1.0.2210.16738. I feel like the solution is obvious but after a couple hours of searching and tinkering I've given up. I'd greatly appreciate if anyone can shed some light on this. Here is a visual reference. I cannot change the Cost : 50
  6. File Name: Kotor 2 Implant Rebalance File Submitter: Sireyn File Submitted: 15 Mar 2016 File Category: Mods TSLRCM Compatible: Yes This mod takes a closer look at balancing all of the Kotor 2 implants against each other. Previously many cheaper implants superseded supposedly more powerful ones and others were just plain useless. It was the goal of this mod to create a flavorful and balanced set of options for all stages of gameplay and character builds. Crafting requirements and barter values were rescaled and I also greatly expanded the flavor text, offering tasteful and scientific explanations and backgrounds. Most implants were added to the crafting list, though I did leave certain ones out that I thought wouldn't make sense. It should be completely compatible with any kind of mod out there as its a straight replacer for the vanilla implants. Here are a few examples... For a more detailed look at the changes, I've made my work file available for viewing. https://docs.google.com/spreadsheets/d/1Pnh3N2LjKK31LshoR8rpqeCF7y-fwSkMaZQrlTjTKOs/edit?usp=sharing Click here to download this file
  7. Version 1.1

    1,000 downloads

    This mod takes a closer look at balancing all of the Kotor 2 implants against each other. Previously many cheaper implants superseded supposedly more powerful ones and others were just plain useless. It was the goal of this mod to create a flavorful and balanced set of options for all stages of gameplay and character builds. Crafting requirements and barter values were rescaled and I also greatly expanded the flavor text, offering tasteful and scientific explanations and backgrounds. Most implants were added to the crafting list, though I did leave certain ones out that I thought wouldn't make sense. It should be completely compatible with any kind of mod out there as its a straight replacer for the vanilla implants. Here are a few examples... For a more detailed look at the changes, I've made my work file available for viewing. https://docs.google.com/spreadsheets/d/1Pnh3N2LjKK31LshoR8rpqeCF7y-fwSkMaZQrlTjTKOs/edit?usp=sharing