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Files posted by R2-X2
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Bastila rejoins at player level
This script "fixes" the script that lets Bastila rejoin the player on the Unknown World temple summit: The script checks for the caller's level, and depending on that, you get a different one of the six Bastila UTC files joined as your new party member:
Levels <= 15: Bastila level 15 (p_bastilla001.utc)
Level = 16: Bastila level 16 (p_bastilla002.utc)
Level = 17: Bastila level 17 (p_bastilla003.utc)
Level = 18: Bastila level 18 (p_bastilla004.utc)
Level = 19: Bastila level 19 (p_bastilla005.utc)
Level = 20: Bastila level 20 (p_bastilla006.utc)
The different Bastilas of course not only have a different level, but also more feats and force powers as the levels progress (appropriate change per level).
The script however was called in a dialogue line of Bastila, which during that time is a level 18 Jedi Guardian, so it always selected the "p_bastilla004.utc". I believe the intention was however to have this scaled to the player level, to have a same-level Bastila rejoin the party. So I adjusted the script to check for the PC's levels rather than Bastila's (that are always 18).
Now, I don't even recommend using this, and I won't be using it myself, as I feel that when Bastila joins you at level 18 that's better both for low, and high-level characters: At low level, the upcoming fights are going to be quite hard, so having a level 18 partymember should help you out a bit (especially since the other two Jedi will be unavailable at that point), and if you are at a level > 18, which is common if you did most quests, then having Bastila join at level 18 at least allows you to steer her remaining development very slightly with the two remaining levelups she'll get. (If she joins at level 20 there's nothing at all you can do anymore to adjust her rather questionable Dark Side build). But I wanted to put it up here for anyone who might find that little discovery interesting. Enjoy.
Installation instructions: Put the file "k_punk_bastjoin.ncs" into your Override folder.
100 downloads
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Updated
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Repeating blaster attacks restoration
Short story: Repeating blasters were originally intended to give the user an additional attack in every round of combat (like twin-blade melee weapons do). This mod implements that effect. I.e. a character without force speed would normally do 1 attack when using a repeater, 2 when using rapid shot as well. Now, 2 attacks will be done when using the default attack and 3 when using rapid shot.
Long story: After investigating in 2015 what could be the reason for repeaters costing more (500 vs 300) credits while having a worse crit range (5% vs 10%) than blaster rifles while having no advantage whatsoever, I found out that repeaters were originally intended to give the user an additional attack per round, sort of making them the double-blades of the blasters. Sadly, this was never implemented, as one internal item comment even comments on. I didn't know enough about scripting back then and quickly lost interest in fixing this. But now, more than 3 years later, it's finally fixed via scripting, placing the required code in the k_ai_master script.
Known issues: Due to hardcoded mechanics, power blast can never do more than 1 attack, and sniper shot never more than 2. Normal attack appears to usually only do 2, but may rarely do 3 when using force speed as well. Sadly, these cannot be changed without access to the game code. This information turned out to be incorrect, and the user Darg727 made a fix for this. However, this has a downside: It works by making power blast and sniper shot always shoot 4 shots regardless of how many attacks are available, which looks very strange because all shots that don't have a corresponding attack round are auto-misses. For example, using a sniper shot with a blaster rifle or single pistol will cause 4 shots to be fired simultaneously, like a shotgun blast, with 3 of the 4 automatically hitting the floor/ceiling/wall. Using knight speed would allow 2 of those 4 to hit and only 2 would be an auto-miss, etc.... As per Darg727's upload permissions, I have included the responsible file (weapondischarge.2da) as an optional mod in the download for additional visibility for those people that might want to use the feature but would not come across his modification otherwise.
Compatible with any mod that does not edit the k_ai_master.ncs file, and incompatible with any that does. (However, it is easy for any modder to add the compatibility, source is included.)
Note that this fix works for both the player and enemies! This can make some fights of the game slightly more challenging.
34,534 downloads
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Energy shield damage fix
In KotOR 1, there is a distinct problem with energy shields: They do not actually block electricity damage, despite the description saying so. Upon looking at the forceshields.2da file, I noticed that their bit flags are set to block light side damage (64) instead of electrical damage (128). This applies to every single energy shield but the mandalorian melee shield - which isn't even supposed to counter either, so no surprise there. Another thing is the amount of damage that Verpine prototype shields block: in the description, it is 70, but in the actual game, it's 120.
I knew this post about shields, but it is actually wrong, the damage types are not switched between the games, only the shields are set wrongly for the first.
This very simple 2da edit fixes both issues, making energy shields actually protect from electrical damage and rectifying the amount of protection a verpine shield gives.
Using the TSLPatcher, compatibility is ensured.
13,596 downloads
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No Dark Side Transitions
I was always bothered by the abhorrent grey your face becomes as soon as you wander down the dark side a little too much, up to the point where I switched to a light side playthrough just because I couldn't stand the grey face anymore.
So I made a quick search and was actually quite surprised that nobody made such a small edit yet, so I made it myself.
What this tiny mod does is to simply remove the dark side's visual effects on your face. If this makes any sense lore-wise - I don't know and honestly don't care. I figured that there might be others sharing my displeasure over having your face all dead and grey, so I thought I'd upload it.
It uses the TSLPatcher to edit the heads, portraits and appearance.2da files, simply ****-ing out (nothing censored here, there are actually 4 aterisks) the dark side texture entries. Shouldn't give any compatibility problems with anything that doesn't specifically alter the dark side face transitions, dark side portraits and dark side underwear.
1,875 downloads