Myrthian

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Posts posted by Myrthian


  1. 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 Spire

    Mission: 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 CON

    Zaalbar: face-tank melee
        - Removed: Improved Power Attack, as scouts don't get a feat at lvl 4

    Bastilla: 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 it

    Jolee: 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 force

    Juhani: 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 side

    Canderous: yet another ranged soldier
        - Removed: Power Attack
        - Removed: 2 WIS -> 12
        - Removed: 1 STR -> 14 STR
        - Addded: 3 DEX -> 15 DEX

    HK-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 CON

     

    Compatibility:

    - 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


    • Submitter
    • Submitted
      09/06/2020
    • Category
    • K1R Compatible
      No

     


  2. 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?

    Save: https://www.file-upload.com/s2r9n359bqi4.


  3. 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?


  4. 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".