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Myrthian
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Posts posted by Myrthian
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Kotor companion tweaks
A few character adjustments to better fit the classes and default skillset/gear they have.
Carth: dual-wielding ranged soldier
- Removed: Power Attack
- Added: Rapid Shot
- Removed: Specialization: Blaster Pistol
To ensure he only has 1 lvl 4 feat in Improved Two-Weapon Fighting
- Removed: 1 point in Repair -> 0 Repair
- Added: 2 points in Demolition -> 2 Demolition
A soldier with 1 point each in cross-class skills is just weird
The point in Security makes sense to some degree, as he's the commanding officer on the Endar SpireMission: ranged/melee scoundrel hybrid
As every other companion has pretty clear-cut use-cases Mission will therefore become a true hybrid to spice things up, but
even then playing a backstabbing scoundrel is way too awkward in Kotor
- Removed: 2 INT points -> 12 INT
- Removed: 2 DEX points -> 14 DEX
- Added: 4 STR -> 14 STR
- Added 1 WIS -> 12 WIS
Mission is a smart girl
Being a rogue and having Scoundrel's Luck + Sneak Attack has to be offset by not adjusting HP and CONZaalbar: face-tank melee
- Removed: Improved Power Attack, as scouts don't get a feat at lvl 4Bastilla: Jedi Sentinel
- Removed: Proficiency: Blaster Pistol
It always struck me as odd that Kotor Jedis have blaster training
- Removed: 2 DEX -> 16 DEX
- Added: 2 STR -> 14 STR
- Removed: 3 CHA -> 12 CHA
- Added: 2 CON -> 14 CON
As a force/melee hybrid she should actually have the stats for itJolee: Jedi Consular
- Removed: Proficiency: Blaster Pistol
- Removed: 2 DEX -> 14 DEX
- Removed: 1 WIS -> 14 WIS
- Removed: 1 CHA -> 14 CHA
Too many overall points by default, and as a consular his focus should be the forceJuhani: Jedi Guardian
- Removed: Proficiency: Blaster Pistol
- Added: Flurry
More choices for melee
- Removed: 2 WIS -> 10 WIS
- Removed: 1 CHA -> 12 CHA
- Removed: 2 INT -> 12 INT
- Added: 3 STR -> 16 STR
A melee build with force on the sideCanderous: yet another ranged soldier
- Removed: Power Attack
- Removed: 2 WIS -> 12
- Removed: 1 STR -> 14 STR
- Addded: 3 DEX -> 15 DEXHK-47: ranged meatbag assassin
- Added: Rapid Shot
He was 1 feat short for being a lvl 6 combat droid
- Removed: 4 STR -> 12 STR
- Added: 2 DEX -> 16 DEX
- Added: 2 CON -> 12 CONCompatibility:
- As far as I understand it tweaking character stats without touching anything else should be pretty compatible with everything
- I reckon it should work just fine with K1R, but as I did a test playthrough with the community patch instead of K1R I flagged it as no just to be safe
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Submitter
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Submitted09/06/2020
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Category
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K1R CompatibleNo
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I had to play from the start as I had no prior saves before going down, but after removing p_jolee001.utc the cutscene went back to normal and I could progress further.
On the plus side I made my own companion tweaks which I will upload once I've finished the game.
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22 hours ago, ebmar said:If anything this could be the one -- #12 KOTOR 1 NPC fixes
Is it this mod? --
If indeed that is, you may want to check any instance of p_jolee001.UTC in your Override. And if there, try to remove it temporarily and see if you can proceed.
For further details you can try following this post and on.
Yes, it's that mod, and no, moving anything related to Jolee out of Override doesn't do anything, even if I start from a save where I've used the lift to get up top again.
Any other ideas how I can just skip this cutscene and try to progress that way?
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Nope: those solutions did nothing.
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Quite a few mods installed:
Through the mention of Jolee I found this: https://steamcommunity.com/app/32370/discussions/0/451848855028138726/
I'm currently trying those suggestions, but it seems K1R is the culprit.
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7 minutes ago, DarthParametric said:Is Jolee not there? Would probably explain why it hangs.
I hear battle music, and the cutscene is exactly like on the screenshot.
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I have no idea how to progress further: used the elevator to get down, killed Calo, and just a short distance further this cutscene plays, but nothing is happening + I can't skip it.
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On 9/1/2020 at 4:42 PM, Salk said:To my knowledge this kind of behavior would require a complete rewriting of the AI (which is desirable and sorely needed but way beyond my paygrade)
There was a party member here that had that exact goal in mind but his Enemy Enhancer project never saw the light of the day.
The way it is now the default AI for each party member overrides your given commands as soon as you switch control to another party member and I don't think there is anything that can be done about it other than possibly remove completely the AI script associated to them which would in turn require that you issue each command manually.
I have personally created a "dummy" script which I use when I want to disable the AI because I hate when party members charge into melee attack going through detected mines. In such cases I switch their AI off temporarily and restore it soon afterwards.
I have no idea about coding, but would it really require a complete re-write of the AI?
The default attack script has to have something like "Use the default attack mode" somewhere among its decision tree(s), so wouldn't it be sufficient to just replace that with the desired attack mode, e.g. Flurry, and leaving everything else untouched?
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Is there a simple fix or mod to adjust the default attack mode?
If I e.g. use Flurry as my main attack on my PC, but I switch to companions + my prepared commands for my PC have been executed the attack mode goes back to the default one, which really annoys me. The same applies when the current target dies, and everyone just goes back to using the default attack.
Scope: I just want a simple choice of "Companion A uses attack mode B instead of the default attack".
Kotor 1 - Game Movie, 1440p
in Knights of the Old Republic General
Posted
My game movie of Kotor 1 is already several months old, but as I'm currently browsing for Kotor 2 mods I though I might as well drop the link as this very site is the home of Kotor modding, and I play heavily modded.