offthegridmorty

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Posts posted by offthegridmorty


  1. True Sith Assassins & Awareness Restoration


    Adds sneak attacks and PC Awareness checks to Sith Assassins.

    SUMMARY:

    From the in-game description of the Awareness skill:

    Awareness governs the ability of a character to spot objects or enemies hidden by Stealth…

    If you're like me, with all the Sith Assassins in the game you might have assumed your Awareness played some role in detecting them.

    Well, I'm here to tell you that Sith Assassins never actually use Stealth, and you've probably never rolled an Awareness check against an enemy in either games. It's all a lie, and you're entitled to compensation.

    In reality, NPC stealth is an illusion scripted by the game, and your stats play no role in detecting hidden NPCs. Sith Assassins don't have any points in Stealth, and on top of that, they can't even perform sneak attacks. Some assassins!

    This mod does the following things:
    - Restores PC Awareness vs Stealth checks on Sith Assassins
    - Gives all Sith Assassins the ability to perform sneak attacks
    - Adds stealth behavior to the Sith Assassins on Malachor (in vanilla they just wait around uncloaked)

    This will not only make Awareness a more useful skill but also turn Sith Assassins into more deadly enemies. You will not see them at all until you make a successful Awareness check or until after they've already hit you with a sneak attack. Remember that sneak attacks can happen outside of stealth too, so don't let them flank you!

    This mod may make some parts of the game significantly more challenging, but hopefully also more dynamic and interesting. All stats and feats are granted based on PC level so it should be fairly balanced, but I welcome any feedback.

    DETAILS:

    This mod is accomplished through custom scripts which take advantage of the unused Invisibility effect and emulate the engine-level PC Stealth vs NPC Awareness checks. NPC Stealth was never fully implemented so it is pretty broken and just putting the NPCs in actual Stealth Mode gives erratic and unwanted results.

    While in line of sight of a stealthed Sith Assassin, each of your party members will periodically make an Awareness check against the NPC's Stealth. This is made to be as close as possible to the game’s calculation, accounting for distance, field of view, and whether you're running or in combat. However, the checks occur more frequently than with NPC Awareness (every 6s vs every 20s). If a check succeeds, the enemy will become visible/targetable and will not get to perform a sneak attack (unless they're behind you or you’re stunned).

    All Sith Assassins in the game are given points into the Stealth skill and a Sneak Attack feat. For balance these are granted on spawn according to the scaled level of the NPC and the Sith Assassin class progression. Sith Assassins are given a Stealth skill equal to their level (with a minimum of 5).

    INSTALLATION:

    Please read compatibility notes before installing.

    To install, run TSLPatcher.exe.

    Unaltered copies of any edited files will be placed in the "backup" folder in the location of TSLPatcher.exe.

    UNINSTALLATION:

    1. Remove the following files from override:

    - sith_ass.utc
    - sith_ass_403.utc
    - sith_ass_404.utc
    - sith_ass_405.utc
    - sith_ass_406.utc
    - sithassassin.utc
    - m_dmg_sithass.ncs
    - m_htb_sithass.ncs
    - m_spn_sithass.ncs
    - m_spn_sithass2.ncs
    - m_spn_sithass3.ncs
    - m_spn_sithass4.ncs
    - m_sithspwn_152.ncs
    - m_sith_user.ncs

    2. Remove 151HAR.mod, 152HAR.mod, 903MAL.mod, 905MAL.mod, and 906MAL.mod from the Modules folder.

    3. Move any .mod files from the backup folder into the Modules folder.

    4. If any other files were created inside the backup folder, move them to override.

    COMPATIBILITY & OTHER NOTES:

    Technically compatible with Peragus Sith Troops to Sith Assassins by Hassat Hunter, but the Sith Assassins added by that mod will not be affected by my mod. Might make a patch in the future.

    Fully compatible with Sith Assassins -- With Lightsabers by Shem. However, my mod must be installed AFTER Sith Assassins with Lightsabers by Lewok2007, which combines the previous two mods.

    Be aware that this mod already increases the damage output of Sith Assassins by giving them sneak attacks, so giving them lightsabers on top of it might make for a tough time. Up to you.

    Should be fully compatible with mods that edit the default creature scripts, like Improved AI by Stoffe.

    Partially compatible with Trayus Rank Reform, but my mod must be installed after and will overwrite most of the female Sith Assassins added by that mod.

    The Sith Assassins on Dxun retain vanilla stealth behavior to avoid breaking cutscenes but are still granted Sneak Attack.

    CREDITS:

    offthegridmorty

    KOTOR Tool - Fred Tetra
    TSLPatcher - stoffe, Fair Strides
    Holocron Toolset - Cortisol


     


  2. Improved Force Sight


    New Force Sight mechanics, including stat bonuses and a higher-tier Force Sight power. Also turns Force Sight on permanently when controlling Visas.

    SUMMARY:

    In the game, Visas can teach you Force Sight which allows you to see the alignment of characters around you, occasionally through some obstacles. It's a cool RP thing but not really something you use often.

    This mod aims to improve Force Sight by giving it new bonuses and mechanics, including the addition of a higher-tier Improved Force Sight power which can boost your defense, making it useful in combat. In the spirit of my "skills affect Force Power" mods, the effects of Force Sight are linked to your Awareness skill. High awareness Jedi Seer build?

    In addition to the usual effects, Force Sight now grants a bonus to Awareness. While in vanilla this is only useful for detecting mines (through the Force?) and maybe skill checks if you time it right, this mod is intended to synergize with my other mod True Sith Assassins & Awareness Restoration which makes the Awareness skill necessary for detecting Sith Assassins and avoiding sneak attacks. When using that mod, the Awareness bonus becomes very useful in areas with Sith Assassins, especially on the final planet.

    After learning Force Sight from Visas, you can upgrade the power to Improved Force Sight, which gives a higher Awareness bonus and also boosts your Defense depending on your base Awareness rank.

    My thought is that an advanced Jedi could take advantage of this power in battle, using Force Sight to better perceive their enemies' movements. The degree to which they can do this is tied to their inherent skill in perceiving the world. Think of it like an alternative, temporary kind of Battle Precognition that you can get through Visas if you don't have Handmaiden (or fall out of her graces).

    This mod will also make it so that Force Sight is on permanently while controlling Visas. In vanilla, it's only turned on in first-person view. She will come with the Improved Force Sight power and can spend FP to temporarily get the stat bonuses.

    In order for the changes to Visas to take place, this mod must be installed before your first encounter with her.

    DETAILS:

    In addition to the normal effects, Force Sight now grants a +4 bonus to Awareness. The power still costs 15 FPs.

    Improved Force Sight grants a +8 bonus to Awareness and +1 Defense for every 3 points in the base Awareness skll rank (not including bonuses from items, attributes, or effects, including from this power). This power costs 20 FPs.

    This means that with 18 points in Awareness, you'll gain a +6 Defense bonus, equivalent to Force Armor. By the end-game it's feasible to have 30 points spent in Awareness, translating to a +10 Defense bonus.

    The duration of both powers are extended by 1 second for every 2 points in your base Awareness rank.

    Due to how the mod works, Force Sight will be visible when leveling up, but you won’t be able to select it and still must learn it from Visas. Improved Force Sight will be selectable after you learn Force Sight as long as you’re level 12 or higher.

    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, along with a backup of dialog.tlk.

    UNINSTALLATION:

    To uninstall, remove the following files from override:

    - spells.2da
    - effecticon.2da
    - p_visas.utc
    - m_imp_forcesight.ncs
    - m_spn_visas.ncs
    - ip_forcesight2.tga

    Replace dialog.tlk in the main game folder (outside override) with the unaltered versiion in the backup folder.

    If any other files were created inside the backup folder, move them to override.

    COMPATIBILITY:

    Compatible with Visas Marr: Sith Assassin. May conflict with mods that edit Visas.

    Compatible with and intended to compliment True Sith Assassins & Awareness Restoration.

    Should be compatible with anything else as long as it uses a patcher and doesn't edit the Force Sight script.

    PERMISSIONS:

    Please don’t reupload without my permission.

    CREDITS:

    offthegridmorty

    KOTOR Tool - Fred Tetra
    TSLPatcher, TalkEd - stoffe, Fair Strides
    Holocron Toolset - Cortisol


     


  3. Better Disciple Meditation


    Makes it so meditating with Disciple grants a temporary bonus to Wisdom.

    SUMMARY:

    In the vanilla game you can meditate with Disciple if no enemies are around to fully restore your Force points. It's a cool mechanic but FP regenerates fast enough outside of combat that I've never really used it except for role-playing.

    This mod aims to make meditation more useful by also granting both the PC and Disciple a +2 bonus to Wisdom for 5 minutes. Nothing huge but it's free and lasts a long time, so it might get you to bring Disciple along more often or check in to meditate before heading out.

    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:

    1. Remove the following files from override:

    - spells.2da
    - effecticon.2da
    - dscplmed_caster.utp
    - a_forcepointheal.ncs
    - m_imp_dscplmed.ncs
    - m_dscmed_plc_htb.ncs
    - disciplemed.tga

    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:

    Not compatible with mods that edit the script a_forcepointheal.ncs. Otherwise should be compatible as long as the mod uses a patcher or this mod is installed after. Compatible with Party Swap.

    PERMISSIONS:

    Please do not reupload this mod or any contained files without my permission.

    CREDITS:

    offthegridmorty

    TSLPatcher, TalkEd - stoffe, Fair Strides
    KOTOR Tool - Fred Tetra
    Holocron Toolset - Cortisol
    KGFF - TK102


     


  4. Party Stealth Mode [TSL]


    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


     


  5. Visas Marr: Sith Assassin


    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

     


     


  6. Improved LS Enlightenment & DS Corruption Feats


    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

     


     


  7. Prestige Powers


    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.

    Temper

    ===============
    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.

    Camo

    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.

    Influence

     

    =============

    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


     


  8. No Health Regeneration


    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


     


  9. Repair Affects Stun Droid [K1]


    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.


     


  10. Treat Injury Affects Force Healing [K1]


    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.


     


  11. Repair Affects Stun Droid [TSL]


    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.


     


  12. Treat Injury Affects Force Healing [TSL]


    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.


     

    • Like 1

  13. Thanks for checking it out!

    I decided against adding any Prestige class powers since I wanted it to be a more vaniila+ type of mod and those classes aren't in K1. Also to make things easier on myself. I'd consider making an option or separate mod to add it, maybe as a higher level power. Scripting the stat bonuses should be straightforward but I'd need to learn more about models and animations to get the visuals right. Force Scream is supposed to use the same "fury" casting animation but I couldn't figure that out so I just left it default for now. I read somewhere you can't put custom casting animations in spells.2da.

    • Like 1

  14. K2 Force Powers for K1


    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


     


  15. Bastila Has TSL Battle Meditation


    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


     

    • Like 1

  16. I'm not extremely knowledgeable about this stuff and haven't seen anyone talk about it but I was hoping someone here knows something.

     

    The bump maps for the water textures are not showing up in vanilla TSL for Mac (from the App store). The texture is there and transparent but there is no "bumpyshinytexture" effect. I've attached a picture of this. The pictured texture is DAN_water03N, but it seems to be a problem with all water in the game. Also, I can override the texture file but I tried putting a new .txi with different effects or values to see if I could change anything like the transparency but it didn't seem to do anything.

     

    AFAIK this isn't just a problem with my computer; you can see it in this Youtube video at 20:26. It looks like he is using the Aspyr version, though I don't know if it is on Mac. I'm running macOS Mojave with Intel graphics. I know KOTOR is notoriously weird with these Intel cards but the water bump maps work fine in KOTOR 1 on the same computer so I'm hesitant to blame it on that.

     

    I was just wondering if anyone had insight into why this is happening? I doubt it would be a problem if there was an easy fix, but I'm just interested if anybody knows anything, or can confirm whether they've ever seen this with the Aspyr version on either Mac or Windows.

     

    DAN_water03N_nobumpmap.png