-
Content Count
35 -
Joined
-
Last visited
-
Days Won
5
Files posted by offthegridmorty
-
K2 Force Powers for K1
By offthegridmorty in Mods
Integrates Force powers from KOTOR II into KOTOR I.
DETAILS
This mod adds 6 Light side and 6 Dark side Force powers from KOTOR II to KOTOR I.
Added powers:
• Master Heal
• Force Barrier
• Improved Force Barrier
• Master Force Barrier
• Revitalize
• Improved Revitalize
• Drain Force
• Improved Drain Force
• Master Drain Force
• Force Scream
• Improved Force Scream
• Master Force Scream
I wanted any added powers to feel like they fit naturally in K1 while keeping faithful to their design in K2. For this and other reasons the following powers are excluded:
• Powers restricted to prestige classes - Check out Prestige Powers
• Powers granted to the Exile through the story
• Powers with hardcoded effects / that would take more involved scripting to implement (Mind Trick, Force Body, Force Deflection)
• Battle Meditation - Try my mod Bastila Has TSL Battle Meditation to give this to Bastila as a unique starting power.
• Master Energy Resistance - The Energy Resistance tree was rebalanced in KOTOR II so this power isn’t much better than Improved Energy Resistance in K1, at least not enough to justify it taking its own slot.
• Master Revitalize - Level 21 power in K2, level capped at 20 in K1
This mod doesn’t give powers to NPCs and doesn’t touch AI scripts. This means enemies will not use the powers and party members will only use them if commanded to.
The Force Scream VFX/sound, Revitalize VFX, and Force power icons are ported from KOTOR II.
INSTALLATION
To install, run TSLPatcher.exe (Required)
Unaltered copies of any modified files will be placed in the “backup” folder in the location of TSLPatcher.exe.
UNINSTALLATION
1. Remove the following files from override:
• spells.2da
• visualeffects.2da
• effecticon.2da
• k_fp_barrier1.ncs
• k_fp_barrier2.ncs
• k_fp_barrier3.ncs
• k_fp_masterheal.ncs
• k_fp_revitalize1.ncs
• k_fp_revitalize2.ncs
• k_fp_scream1.ncs
• k_fp_scream2.ncs
• k_fp_scream3.ncs
• k_fp_drainforce1.ncs
• k_fp_drainforce2.ncs
• k_fp_drainforce3.ncs
• ip_frcbarrier01.tga
• ip_frcbarrier02.tga
• fp_frcebarrier03.tga
• ip_frcscream01.tga
• ip_frcscream02.tga
• ip_frcscream03.tga
• ip_masterheal.tga
• ip_revital01.tga
• ip_revital02.tga
• ip_drainforce01.tga
• ip_drainforce02.tga
• ip_drainforce03.tga
• v_frcscrm1.mdl & .mdx
• v_frcscrm2.mdl & .mdx
• v_frcscrm3.mdl & .mdx
• v_revite.mdl & .mdx
• v_pro_scream.wav
• fx_slash04.tpc
2. Replace dialog.tlk in the main game folder with the unaltered version in the backup folder.
3. Move any remaining files in the backup folder to override.
COMPATIBILITY AND NOTES
Should be compatible with most other mods provided they use TSLPatcher or you install this mod after. I recommend installing after any others mods that add Force powers. Must be installed after uwadmin12's Force Enlightenment.
While technically compatible, the mod Four Force Powers adds a similar Revitalize power, so you will have two versions of this power if you install both mods.
From k_inc_force it seems that some of the powers in KOTOR II don’t function exactly like they’re described. For example the Revitalize powers heal a flat amount instead of a percentage as stated in the description. Drain Force steals a maximum of 20 FP from an enemy, not 10, and Improved Drain Force affects multiple enemies in a range, instead of a single enemy. Some of these seem to be intentional changes that were just never updated in the Force power description. I decided to implement the powers the same way they function in TSL and correct the descriptions.
I’m not sure it’s possible to add custom casting animations so Force Scream uses the regular “hand out” animation instead of the “fury” animation it uses in KOTOR II.
PERMISSIONS
Please don’t reupload this without my permission.
CREDITS
offthegridmorty
KOTOR Tool - Fred Tetra
TSLPatcher, TalkEd - stoffe, Fair Strides
This mod contains assets from SW: KOTOR II TSL
633 downloads
- k2
- force powers
- (and 1 more)
-
Party Stealth Mode [TSL]
By offthegridmorty in Mods
Adds the ability to enter your whole party into stealth without activating solo mode.
SUMMARY
Why do Sith assassins get to sneak around in groups? Don't they have to turn on solo mode?
Now your party can move through the shadows together too. This mod introduces party stealth mode, allowing all eligible party members to simultaneously enter stealth without turning on solo mode.
Party stealth mode is activated through an armband which turns on stealth for all party members that are equipped with a stealth unit or otherwise able to use stealth (Force Camouflage, G0-T0). Solo mode will be turned off and your party members will follow you like they normally do. Activating the armband while this mode is on will remove everyone from stealth. See additional notes below.
Only the main character can activate this ability and must be able to use stealth.
You will get the armband as soon as Kreia joins your party on Peragus. Because of this you'll need a save from before she joins your party for the mod to work properly. However if you're mid-game and want to install this, you can get the armband with the giveitem code "partystealth".
INSTALLATION
To install, run TSLPatcher.exe.
Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe.
UNINSTALLATION
1. Remove the following files from override:
- spells.2da
- baseitem.2da
- partystealth.uti
- m_imp_prtysneak.ncs
- a_addkreia.ncs
- ii_ootgmbnds_001.tga
2. If any files were created in the backup folder, move them to override.
COMPATIBILITY
Should be compatible with most mods assuming they use TSLPatcher or this mod is installed after.
OTHER NOTES
Party stealth mode is defined by the following conditions:
1. All eligible party members are in stealth mode.
2. Solo mode is turned off.
If any of the above conditions are not fulfilled, activating the armband will apply them. If all of the conditions are fulfilled, activating the armband will remove stealth from all party members.
You won't be able to toggle stealth for individual party members without turning on solo mode. If you press the normal stealth toggle it will turn on solo mode regardless of whether a character is in stealth or not. Also occasionally characters may exit stealth on their own to perform an action for whatever reason. If any of these things happen, just activate the armband again to reinitialize party stealth.
Computer-controlled characters with the Sneak Attack feat will usually perform sneak attacks if you enter combat from this mode. However sometimes they might do another action which breaks stealth first.
When changing modules like entering the Ebon Hawk with party stealth on, characters may remain in stealth mode until they perform an action which breaks stealth, such as entering a conversation. I don't expect this to cause major issues but it's probably best to remove party stealth before leaving an area.
Bear in mind the developers had reasons for enforcing solo mode, whether for balance or technical issues. I haven't encountered any serious issues but haven't tested every situation. Please let me know of any bugs or weirdness and I'll try to fix it.
PERMISSIONS
Feel free to use the source code for your own mod as long as you give credit.
CREDITS
offthegridmorty
KOTOR Tool - Fred Tetra
TSLPatcher, TalkEd - stoffe, Fair Strides
24 downloads
0 comments
Updated
-
Visas Marr: Sith Assassin
By offthegridmorty in Mods
Makes Visas a Sith Assassin.
SUMMARY:
This mod switches Visas' class from Jedi Sentinel to Sith Assassin. It's a fitting class story-wise given that she is an assassin sent by the Sith when you meet her. This is purely for fun, not balance. Sentinels and Assassins both have their advantages, so it doesn't necessarily make her better or worse, just more stealth-oriented. Her attributes and skills are untouched.
The main changes going from Sentinel to Assassin are:
- Better defense per level
- +2 Force points per level
- Lower Fortitude & Will saves
- Demolitions class skill instead of Treat Injury
- Granted Sneak Attack
- Granted Force Camouflage
- Granted Weapon Focus: Lightsaber
- Slower feat progression
- No Force Immunity feats
- Can't learn Close Combat, Dual Strike, or Regenerate Vitality feats
NOTE: This mod will only work on saves made prior to meeting Visas.
INSTALLATION:
To install, run TSLPatcher.exe. If an edited file already exists in your override folder, an unaltered copy will be placed in the "backup" folder in the location of TSLPatcher.exe.
UNINSTALLATION:
To uninstall, remove p_visas.utc and visascut.utc from your override folder. If any files were created inside the backup folder, move them to override.
COMPATIBILITY:
Will conflict with mods that edit Visas' class, obviously. May conflict with mods that edit Visas' starting powers, feats, or stats. Should be compatible with mods that edit Visas appearance, models/textures. Compatibility is assuming other mods use TSLPatcher or this mod is installed after. To be safe I recommend installing this mod after others that edit Visas.
CREDITS:
offthegridmorty
KOTOR Tool - Fred Tetra
TSLPatcher, TalkEd - stoffe, Fair Strides
Holocron Toolset - Cortisol
42 downloads
- visas
- sith assassin
- (and 2 more)
0 comments
Updated
-
Improved LS Enlightenment & DS Corruption Feats
By offthegridmorty in Mods
Changes the Jedi Master/Sith Lord unique feats to also increase influence changes.
SUMMARY:
The unique feats Light Side Enlightenment and Dark Side Corruption granted to Jedi Masters and Sith Lords cause your influence to have a greater effect on party members' alignment. Unfortunately, party members don't get stat bonuses from LS or DS mastery, making these feats have little practical use. This is one of the factors that make JM/SL cool for role-playing but without much extra to offer in functionality.
This mod aims to make the feats a little more useful by having them also amplify changes to companion influence. Now, Jedi Masters and Sith Lords will gain 50% more influence with party members. However, influence lost will also be increased by 50%. Low influence is the same as high influence in terms of unlocking dialogue so I don't want to bias one strategy over the other. Still you will be able to gain or lose influence faster. For example, with these feats, 3 influence gains and 1 loss will net the equivalent to 3 regular gains.
INSTALLATION:
Copy the contents of "to override" to your game's override folder.
UNINSTALLATION:
Remove the following files from override:
- a_influence_dec.ncs
- a_influence_inc.ncs
COMPATIBILITY:
Not compatible with Modified Influence System by Hassat Hunter.
CREDITS:
offthegridmorty
KOTOR Tool - Fred Tetra
TSLPatcher, TalkEd - stoffe, Fair Strides
Holocron Toolset - Cortisol
29 downloads
- feats
- enlightenment
- (and 5 more)
0 comments
Submitted
-
Prestige Powers
By offthegridmorty in Mods
Adds 3 new high level Force powers inspired by the prestige classes from TSL, with effects that change depending on your alignment.
SUMMARY
This mod adds 3 Force powers to K1 inspired by the unique powers granted to the different prestige classes in TSL - specifically Fury for Sith Marauders, Force Camouflage for Jedi Watchmen and Sith Assassins, and Inspire Followers/Crush Opposition for Jedi Masters and Sith Lords.
In TSL, your access to these powers depends on both your character's alignment and class choice. To keep that exclusivity when bringing these powers to K1, and without a way to grant powers in K1 or restrict them based on alignment, I decided to create a single power for each class and make the effects change depending on the caster's alignment.
The powers are all universal powers and available at level 15. Each Jedi class can learn one of these powers, coming from the analogous prestige class (Marauder/Weapon Master for Guardian; Assassin/Watchman for Sentinel; Master/Lord for Consular).
The power effects change every 10 points of alignment (except in the neutral range from 41-60), becoming stronger as your character moves closer to the light or dark side. Where possible, the effects are modeled off the corresponding power tree in TSL, starting from the lowest tier power and moving towards the highest tier at maximum LS or DS alignment. Some powers have slightly different effects from their TSL counterparts. Neutral characters will experience a balanced but weaker blend of both sides' effects.
Any Jedi in your party can learn these powers, but their potential is only fully realized by the main character.
DETAILS
============
Force Temper
Level 15 Jedi Guardian
Cost = 30 FP
This power channels the Force to concentrate the Jedi Guardian's inner temperament, placing the light Jedi in a state of composure and heightened defense, or driving the dark Jedi into a furious rage.
This power was inspired by Fury, the power granted to Sith Marauders in TSL. The dark side effects are practically identical to Fury, giving bonuses to Strength, Vitality, Fortitude, Will, attacks per round, and granting immunity to Paralysis and Stasis effects, while penalizing Defense. The values depend on the caster's alignment. Additionally, every enemy killed while the power is active grants a bonus to damage up to a maximum of +6.
Naturally the light side version of this power enhances defensive statistics rather than offensive. Jedi Weapon Masters don't have a unique power in TSL, but do get a unique feat which boosts blaster deflection. For light Jedi Guardians, this power applies the "Assured Deflection" effect, making it so all incoming blaster bolts are guaranteed to be deflected while wielding a lightsaber, but they can not be returned to enemies while this power is active. It also gives bonuses to Defense, Fortitude and Will saves, grants Critical Hit immunity, and applies a regeneration effect, but decreases damage. Neutral Jedi get a smaller bonus to Strength, Defense, Vitality, Regeneration, Fortitude and Will, with no penalties.
===============
Force Camouflage
Level 15 Jedi Sentinel
Cost = 0 FP
This power enhances the Jedi Sentinel's stealth abilities, allowing them to camouflage at will and deliver deadly sneak attacks.
This power was inspired by the TSL power with the same name, granted to Jedi Watchmen and Sith Assassins in TSL. In TSL it is a passive power which allows you to enter Stealth Mode without a Stealth Field Generator and gives bonuses to Stealth. In this mod, the power is castable and will cause you to enter Stealth Mode. After casting it once however, you will always be able to activate Stealth without a belt either through the usual toggle or by casting the power, and will be granted the additional stat bonuses indefinitely. The bonuses include an increase to the Sneak skill and a bonus Sneak Attack feat.
The Sneak bonus and rank of Sneak Attack depend on your alignment. Light Jedi gain Sneak Attack V (granted to Scoundrels at level 9) and a bonus to Stealth which scales with alignment up to +10. Dark Jedi get no Stealth bonus but get increasing ranks of Sneak Attack up to the maximum rank of X, providing 9-54 extra damage on Sneak Attacks. Neutral Jedi are given the Sneak Attack VI feat and a bonus of +2 to Stealth. These bonuses will automatically update as your alignment changes.
You need at least 1 point manually invested in Stealth to enter Stealth Mode.
Unlike in TSL, Stealth is not a class skill for Jedi Sentinels, so Sentinel characters might not usually be built for Stealth unless they started as a Scoundrel. Because of this, I've made an optional patch which makes Stealth a class skill for Sentinels so they can get the most out of this power.
=============
Force Influence
Level 15 Jedi Consular
Cost = 20 FP
This power projects the Jedi Consular's influence on others, bolstering the morale and effectiveness of a light Jedi's allies, or crushing the spirit of a dark Jedi's enemies.
This power is based on the Inspire Followers and Crush Opposition powers granted to the Jedi Master and Sith Lord classes in TSL. The effects of this power are identical to those in TSL, with Inspire Followers effects applied for Light alignment (bonus to party attack, Damage and Will saves) and Crush Opposition effects applied for Dark alignment (decrease to enemy attack and Will saves). The corresponding power rank (I-V) scales with the alignment of the caster, reaching rank V for an alignment of <10 or >90. For neutral characters, the power applies both effects at rank I.
=============
This mod doesn’t give powers to NPCs and doesn’t touch AI scripts. This means enemies will not use the powers and party members will only use them if commanded to.
INSTALLATION
To install, run TSLPatcher.exe and select the main install option.
Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe.
Optional: Run the patch to make Stealth a class skill for Jedi Sentinels.
UNINSTALLATION
1. Remove the following files from override:
spells.2da visualeffects.2da effecticon.2da m_imp_temper.ncs m_imp_camo.ncs m_imp_influence.ncs m_fury_heartbeat.ncs m_fury_killcount.ncs k_act_lighthigh.ncs k_act_lightmed.ncs k_act_lightsml.ncs k_act_darkhigh.ncs k_act_darkmed.ncs k_act_darksml.ncs k_def_death01.ncs ip_camo.tga ip_influence.tga ip_influence_e1l.tga ip_influence_e2l.tga ip_influence_e3l.tga ip_influence_e4l.tga ip_influence_e5l.tga ip_temper.tga ip_temper_e1n.tga ip_temper_e2l.tga ip_temper_e3l.tga ip_temper_e4l.tga ip_temper_e5l.tga ip_temper_e2d.tga ip_temper_e3d.tga ip_temper_e4d.tga ip_temper_e5d.tga fury_killcount.utp nat_camo_belt_0n.uti nat_camo_belt_1l.uti nat_camo_belt_2l.uti nat_camo_belt_3l.uti nat_camo_belt_4l.uti nat_camo_belt_1d.uti nat_camo_belt_2d.uti nat_camo_belt_3d.uti nat_camo_belt_4d.uti fx_dot02.tpc v_light_temper.mdl v_light_temper.mdx v_dark_temper.mdl v_dark_temper.mdx If you installed the optional patch, remove skills.2da from the override folder.
2. Replace dialog.tlk in the main game folder with the unaltered version in the backup folder.
3. Move any remaining files in the backup folder to override.
COMPATIBILITY & OTHER NOTES
This mod edits a few vanilla scripts to achieve some functionalities. It will conflict with other mods that edit the following scripts for alignment shifts or NPC OnDeath events:
k_def_death01, k_act_lighthigh, k_act_lightmed, k_act_lightsml, k_act_darkhigh, k_act_darkmed, k_act_darksml
Known Incompatible Mods
Alignment Fancy Bits by ebmar
Content Pack: Feats and Powers by TamerBill
Otherwise, should be compatible with most other mods as long as they use TSLPatcher or this mod is installed after. I recommend installing this after other Force power mods to ensure compatibility.
For DS Temper, damage increase on killing enemies will only work in the module that the power is cast in. If you transition to a different area, you will stop gaining damage bonuses from killing enemies until the power is cast again. This specific effect also only works on the main character, though without cheats your party members wouldn't get the DS effects of this power anyway.
Please report any bugs or incompatibilities. Feedback on the power effects or balance is welcome.
PERMISSIONS
Do not reupload this mod or any contained files anywhere without my expressed permission.
CREDITS
offthegridmorty
Thanks JCarter426 and other folks on Discord for scripting help
KOTOR Tool - Fred Tetra
TSLPatcher, TalkEd - stoffe, Fair Strides
Holocron Toolset - Cortisol
This mod contains assets from SW KOTOR II: TSL
81 downloads
- alignment
- force powers
- (and 5 more)
0 comments
Updated
-
No Health Regeneration
By offthegridmorty in Mods
Removes the base vitality regeneration in TSL. You can still gain regeneration through items or the Regenerate Vitality feat.
INSTALLATION
To install, run TSLPatcher.exe. If regeneration.2da already exists in your override folder, an unaltered copy will be placed in the “backup” folder in the location of TSLPatcher.exe.
UNINSTALLATION
To uninstall, remove regeneration.2da from your override folder. If a regeneration.2da was created inside the backup folder, move it to override.
COMPATIBILITY
Will only conflict with other mods that edit health regeneration values. Install this mod after to ensure its changes take effect.
CREDITS
offthegridmorty
TSLPatcher - stoffe, Fair Strides
Holocron Toolset - Cortisol
13 downloads
- difficulty
- health
- (and 4 more)
0 comments
Submitted
-
Repair Affects Stun Droid [K1]
By offthegridmorty in Mods
Causes the Repair skill to modify damage inflicted by Stun/Disable/Destroy Droid.
SUMMARY
Knowing how to fix something usually means you know how to break it too. This mod makes it so the damage dealt by Stun Droid and higher tier powers depends on the Force user’s Repair skill. Users with high Repair may deal significantly more damage than vanilla, while damage dealt by users with cross-class Repair will be limited. A way to make your tech enthusiast Jedi stand out in combat.
DETAILS
In vanilla, Stun/Disable/Destory Droid inflict damage equal/proportional to your character level. This mod changes the flat damage value to incorporate the Repair skill:
damage = (level + 1.5*Repair)/2
With a Repair of 0, you deal half the vanilla damage. With a Repair equal to your character level, you inflict 25% more damage than vanilla. At double your level, you deal double damage.
INSTALLATION
To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed in the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk.
UNINSTALLATION
To uninstall, remove k_fp_stundr1rep.ncs, k_fp_stundr2rep.ncs, k_fp_stundr3rep.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk in the backup folder. If a spells.2da was created inside the backup folder, move it to override.
COMPATIBILITY
Should be compatible with any mod that doesn’t affect the scripts for Stun Droid, Disable Droid, or Destroy Droid. As long as it’s installed after, this mod will override changes to these powers’ scripts only.
PERMISSIONS
Please do not reupload this mod.
CREDITS
offthegridmorty
KOTOR Tool - Fred Tetra
TSLPatcher, TalkEd - stoffe, Fair Strides
Screenshot uses Pramod Marlon's AI upscaled icons.
97 downloads
- stun droid
- damage
- (and 4 more)
-
Treat Injury Affects Force Healing [K1]
By offthegridmorty in Mods
This mod makes it so Treat Injury modifies the vitality points gained from Force healing powers.
SUMMARY
The Treat Injury skill isn’t very useful for Force users, since medpacs become pretty much obsolete when you can heal with Force points. I wanted to make the skill more valuable to Jedi classes while rebalancing Force heals a bit.
Now, Jedi will need to invest points into Treat Injury to be effective healers. Characters with low Treat Injury will heal less and may want to rely on other party members with high Treat Injury for healing, or advanced medpacs/life support kits.
Lore-wise, it makes sense that a Jedi would need some understanding of the body’s healing process in order to heal effectively through the Force, and that some Jedi are more specialized in healing than others.
This mod may make the game slightly more challenging on average, since a Treat Injury lower than your character level will lead to less VP healed compared to vanilla. See details below.
DETAILS
In vanilla, the number of vitality points you gain from Force healing is tied to your level and Wisdom/Charisma modifiers, plus a flat bonus of 5 VP from Cure and 10 VP from Heal. This mod replaces the character level modifier by the average of your level and Treat Injury skill.
Here’s a breakdown of each power’s VP gain:
Cure
VANILLA: VP = WIS + CHA + level + 5
NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 5
Heal
VANILLA: VP = WIS + CHA + level + 10
NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 10
With this mod, you’ll need a Treat Injury equal to your character level to heal the same amount as in vanilla. Points above or below this will increase or decrease the amount compared to vanilla.
INSTALLATION
To install, run TSLPatcher.exe inside of the “Main Install” folder. If spells.2da already exists in your override folder, an unaltered copy will be placed in the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk.
If you have K2 Force Powers for K1 installed, run the optional patch.
UNINSTALLATION
To uninstall, remove k_fp_heal1ti.ncs, k_fp_heal2ti.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk in the backup folder. If there’s a spells.2da inside the backup folder, move it to override.
If you installed the K2 FPs patch, remove k_fp_heal3ti.ncs from override, and replace it with the k_fp_heal3ti.ncs found in the backup folder inside the patch subfolder.
NOTE: If you installed both the mod and patch, a backup folder may have been created in both subfolders. If there’s a spells.2da or dialog.tlk found in both backup folders, and you want to uninstall both the mod and patch, move the version to override that was created first (probably from the main installation) to completely revert the changes, or else the mod may not be uninstalled properly.
COMPATIBILITY
Should be compatible with any mod that doesn’t affect the scripts for the Heal, Improved Heal, and Master Heal powers.
A patch is included for my other mod K2 Force Powers for K1 to bring the effects of Master Heal in line with this mod. The patch must be installed after K2 FPs. The changes to VP gained by Master Heal are listed below.
Master Heal
ORIGINAL: VP = WIS + CHA + 2*level + 15
NEW: VP = WIS + CHA + level + Treat Injury + 15
PERMISSIONS
Please don’t reupload without my permission.
CREDITS
offthegridmorty
KOTOR Tool - Fred Tetra
TSLPatcher, TalkEd - stoffe, Fair Strides
Screenshot uses Pramod Marlon's AI upscaled icons.
114 downloads
- rebalance
- treat injury
- (and 3 more)
0 comments
Updated
-
Bastila Has TSL Battle Meditation
By offthegridmorty in Mods
Gives Bastila a unique Force power based on the Battle Meditation power from TSL.
*NOTE: This mod will only work properly on saves from before Bastila has joined your party.*
DETAILS
This mod essentially ports the "Improved Battle Meditation" Force power from KOTOR II and gives it to Bastila as a starting power instead of Force Aura. Like in TSL, the power adds +2 to attack rolls, damage, and will saves for all party members and -2 for enemies within a 10m radius for 20 seconds at a cost of 35 FP. It also increases vitality regeneration for the duration. The power is not selectable at level-up by the PC or party members and is only added as one of Bastille’s starting powers. The VFX and Force power icon are ported from TSL.
In KOTOR II, Improved Battle Meditation is a level 12 power while this mod gives it to Bastila at level 3, so it's possible there's an effect on balance in the early game. I don't think it's too OP of a power but let me know if you have feedback.
INSTALLATION
To install, run TSLPatcher.exe. This is required. Don't try to copy the files over manually.
NOTE: If you install on a save from after Bastila has already joined your party, she won't have the power and won’t be able to select it on level-up. You can use save editor to give her the power.
If any files are modified, a backup folder of unmodified files will be created inside the mod folder.
UNINSTALLATION
To uninstall, remove spells.2da, visualeffects.2da, effecticon.2da, p_bastila.utc, fp_bmed.ncs, v_bmedit2_imp.mdl, v_bmedit2_imp.mdx, v_bmedit2r_imp.mdl , v_bmedit2r_imp.mdx, and ip_battlemed02.tga from the override folder. Replace unk_m44ac.mod in the modules folder with the version in the backup folder. Replace dialog.tlk in the main game folder with the version in the backup folder. Then move any remaining files in the backup folder to override.
COMPATIBILITY
Should be compatible with most other mods as long as they use TSLPatcher or you install this mod afterward. Could potentially conflict with other mods that edit Bastila's starting Force powers.
PERMISSIONS
Please don’t reupload without my permission.
CREDITS
offthegridmorty
djh269 - endgame Bastila support, icon upscale & other tweaks - thanks!
KOTOR Tool - Fred Tetra
TSLPatcher, TalkEd - stoffe, Fair Strides
This mod contains assets from SW: KOTOR II TSL
808 downloads
- bastila
- force power
- (and 3 more)
-
Repair Affects Stun Droid [TSL]
By offthegridmorty in Mods
Causes the Repair skill to modify damage inflicted by Stun/Disable/Destroy Droid.
SUMMARY
Knowing how to fix something usually means you know how to break it too. This mod makes it so the damage dealt by Stun Droid and higher tier powers depends on the Force user’s Repair skill. Users with high Repair may deal significantly more damage than vanilla, while damage dealt by users with cross-class Repair will be limited. A way to make your tech enthusiast Jedi stand out in combat.
DETAILS
In vanilla, Stun/Disable/Destory Droid inflict damage equal/proportional to your character level. This mod changes the flat damage value to incorporate the Repair skill:
damage = (level + 1.5*Repair)/2
With a Repair of 0, you deal half the vanilla damage. With a Repair equal to your character level, you inflict 25% more damage than vanilla. At double your level, you deal double damage.
INSTALLATION
To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed in the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk.
UNINSTALLATION
To uninstall, remove k_fp_stundr1rep.ncs, k_fp_stundr2rep.ncs, k_fp_stundr3rep.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk in the backup folder. If a spells.2da was created inside the backup folder, move it to override.
COMPATIBILITY
Should be compatible with any mod that doesn’t affect the scripts for Stun Droid, Disable Droid, or Destroy Droid. As long as it’s installed after, this mod will override changes to those powers’ scripts only.
PERMISSIONS
Please do not reupload this mod.
CREDITS
offthegridmorty
KOTOR Tool - Fred Tetra
TSLPatcher, TalkEd - stoffe, Fair Strides
Screenshot uses Pramod Marlon's AI upscaled icons.
167 downloads
-
Treat Injury Affects Force Healing [TSL]
By offthegridmorty in Mods
This mod makes it so Treat Injury modifies the vitality points gained from Force healing powers.
SUMMARY
The Treat Injury skill isn’t very useful for Force users, since medpacs become pretty much obsolete when you can heal with Force points. I wanted to make the skill more valuable to Jedi classes while rebalancing Force heals a bit.
Now, Jedi will need to invest points into Treat Injury to be effective healers. Characters with low Treat Injury will heal less and may want to rely on other party members with high Treat Injury for healing, or advanced medpacs/life support kits.
Lore-wise, it makes sense that a Jedi would need some understanding of the body’s healing process in order to heal effectively through the Force, and that some Jedi are more specialized in healing than others.
This mod may make the game slightly more challenging on average, since a Treat Injury lower than your character level will lead to less VP healed compared to vanilla. See details below.
DETAILS
In vanilla, the number of vitality points you gain from Force healing is tied to your level and Wisdom/Charisma modifiers, plus a flat bonus of 5 VP from Heal and 15 VP from Improved and Master Heal. This mod replaces the character level modifier by the average of your level and Treat Injury skill.
Here’s a breakdown of each power’s VP gain:
Heal
VANILLA: VP = WIS + CHA + level + 5
NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 5
Improved Heal
VANILLA: VP = WIS + CHA + level + 15
NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 15
Master Heal
VANILLA: VP = WIS + CHA + 2*level + 15
NEW: VP = WIS + CHA + level + Treat Injury + 15
With this mod, you’ll need a Treat Injury equal to your character level to heal the same amount as in vanilla. Points above or below this will increase or decrease the amount compared to vanilla.
INSTALLATION
To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed inside the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk.
UNINSTALLATION
To uninstall, remove k_fp_heal1ti.ncs, k_fp_heal2ti.ncs, k_fp_heal3ti.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk located in the backup folder. If there's a spells.2da inside the backup folder, move it to override.
COMPATIBILITY
Should be compatible with any mod that doesn’t affect the scripts for the Heal, Improved Heal, and Master Heal powers.
PERMISSIONS
Please don’t reupload without my permission.
CREDITS
offthegridmorty
KOTOR Tool - Fred Tetra
TSLPatcher, TalkEd - stoffe, Fair Strides
Screenshot uses Pramod Marlon's AI upscaled icons.
355 downloads
- force powers
- healing
- (and 3 more)
0 comments
Updated