Sireyn

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Files posted by Sireyn

  1. 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"

    999 downloads

       (0 reviews)

    2 comments

    Updated

  2. Kotor 2 Implant Rebalance

    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 Previously many cheaper implants superseded supposedly more powerful ones and others were just plain useless.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

    1,005 downloads

       (2 reviews)

    3 comments

    Updated