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darthbdaman last won the day on April 25 2025
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84 Jedi Grand MasterAbout darthbdaman

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- Birthday February 8
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darthbdaman started following MOD:Sentinel Sneak Attack with Multiclassing (TSL)
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MOD:Sentinel Sneak Attack with Multiclassing (TSL)
darthbdaman replied to darthbdaman's topic in Mod Releases
Couldn't disagree more. Its absolutely possible to get to level 34 with TSLRCM, which would give assassin full Sneak Attack in vanilla. More to the point, even if they only got to 8 or 9, that still means taking the first 15 levels as a sentinel is substantially less beneficial in the long run if you are going Watchman or Assassin, then it would be if you are going for the other Prestige Classes. You can certainly argue the long run doesn't matter, but I personally think most people who design character builds do build around the final point, even if that isn't actually optimal. There's satisfaction from maximizing the utility of all you choices at the final moment, which is very core to rpg progression. I also think nerfing the Watchman/Assassin is good thing. Even weaker is an odd thing to say about by far the best prestige classes. They get the most skills, which are actually important in K2, and due to the sneak attack feats, are far and away the best at combat. Sneak attack is immensely powerful as an ability. Without BaB differentiation, there is no reason to pick the other options. With this mod, some mix and match can make sense still, as you can get 4 sneak attack levels from sentinel to add to the other prestige classes, while you no longer are choosing between some damage and extra feats access, some more force powers, and 7 or 10 SNEAK ATTACK RANKS. You are now choosing between up to 6 Sneak Attack ranks at max level and the other options, which still isn't a good trade. Watchmen and Assassin are still the best prestige classes imo. I strongly dislike the idea of Assassin's capping out there Sneak Attack at level 26, especially as Watchmen will start to catch-up and pass them at level 31, as you pointed out. This can already happen with this mod if you some get into the high 30s, but I've left it alone as that doesn't happen by default. If I did not make the change to Watchmen/Assassin progression, the problem with vanilla would persist, where Watchmen/Assassin is by far the best prestige class choice, but now you would be losing out on some of the perceived value of taking Sentinel in the long term (even if objectively there isn't any real difference from vanilla, save getting the feats earlier). I think it is very positive that you can't max out Sneak Attack without being a Sentinel to start off with. That was the whole point of making the progression changes to Watchman/Assassin in the first place. The real problem with this mod is that it makes sentinel the only real choice of base class, without any other changes like restoring BaB, but that was basically true in vanilla already. -
I don't think anyone's asked yet, but a level cap increase should be doable, and is something that gets requested all the time. I much more difficult task, would be expanding the reading of the appearance.2da file, to get extra columns, so that more armor model types could be added to the game. This is probably the oldest and most well known modding limitation in kotor. I imagine this would be incredibly complicated though
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darthbdaman started following JC's Recruitable T3-H8 for K1
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Regarding the Sith Armors don't restrict force powers request, I have a personal mod I've used for a long time that changes Exar Kun's Armor, Ulic Qel Dromas Armor(in K2 and K1 if restored), and Darth Bandon's Armor (in K1), to not restrict force powers (and edits the descriptions to match the K2 Jedi Armors verbiage). I personally haven't had a strong desire to nerf the armor as well (though I'm not opposed). The thing I really dislike about the K2 Jedi Armors is how absolutely horrific they are. Some of this is just Battle Precognition breaking the game, but the armors themselves just have extremely low defenses, compared to the attainable Dex values with Robes. K1 doesn't have quite the same problem (your Dex isn't likely to get over 40, while 50+ is not out the question in K2, nevermind adding Wisdom on top of that with battle precog) The Qel-Droma robes are already +5 defense and +2 Wisdom, which is very strong, and have no Dex restriction (and Darth Revans and Star Forge robes are both better, but so late I won't consider them). Fully upgraded, Bandon's armor is 7 defense, +5 max dex, and some fire and mind affecting bonuses, Ulic Qel Dromas is +8 defense, +4 max dex, fire and cold bonuses, and Exar Kuns is +9 defense, +3 max dex. They also all require armor feats (Exar Kuns will require medium and won't be available to scoundrel players, while the others won't be available to jedi companions without a feat, so this is mostly affecting the player) Assuming you are under the affects of valor at all times, you would have a constant +5 to Dex, and Dex adrenal can add another +6, you are probably not pumping those constantly in K1, but for important fights you can use them. If you were invested heavily into Dex and had 20 base, with another +10 from items, at the end of the game, that gives you a +15 modifier, or +12 without adrenal. That would give you +20 defense in Qel-droma robes (+17 no adrenal). Exar Kuns armor obviously caps out at +12 no matter what, and you can conveniently set your Dex at 11, and go into strength. This is overall proabably still better (though your maximum defense will be lower and you do not get the +2 Wisdom) because you can focus Strength for damage. (I know that there are other issues with the effects mod cap which will reduce the value of defense bonuses, but increase the value of raw armor defense and dex mod, but that's too complicated and probably washes out anyway) I do think there is a place for some nerfing of defense values, but I don't think Wisdom penalties and the like are right direction imo. Wearing Armor as a Jedi should be a valid choice, and it absolutely isn't in either game now.
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TCS started following darthbdaman
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darthbdaman started following KotOR1 - Improved AI
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View File Multifire and Autofire and Superior Feats (TSL) Implements bonus attacks and penalties for using Blaster Rifles and Heavy Weapons. Rifles allow making one extra attack per round, at a -4 attack penalty. Heavy weapons allow making two extra attacks per round, at a -6 attack penalty. Description In the original Star Wars d20 roleplaying game that KotOR is very loosely based off of, the Blaster Rifle type and Repeating Blaster types had unique functions that allowed them to make multiple attacks per round, at a penalty. KotOR was originally going to include a similar function for the Heavy Weapons group, but it is unimplemented, leaving Heavy Weapons as generally equivalent or inferior to Blaster Rifles. There are multiple mods which have attempted to restore this, but they are generally buggy, have awkward interactions with force speed, and only seek to restore the game functionality, and do not attempt to expand into the areas covered by the original roleplaying game. This mod implements the bonus attacks and penalties for using multifire (Blaster Rifles) and autofire (Heavy Weapons). Multifire allows making one extra attack per round, but all attacks made during the round suffer a -4 attack penalty. Autofire allows making two extra attacks per round, but all attacks made during the round suffer a -6 attack penalty. Unlike in the roleplaying game, these are not optional, and cannot be toggled off. These penalties can be offset however. Inspired by feats in the roleplaying game, and how KotOR adapted other feats, this mod implements a new Multishot feat tree, which has 3 ranks, which increase attack when using Rifles or Heavy Weapons by +2, +1, and +1 respectively. This tree acts as an equivalent to Two-Weapon Fighting and Dueling for these weapons. Due to hardcoded limitations with how extra attacks can be granted within the game, Rifles and Heavy Weapons can never make more than 3 attack when using Power Blast or Sniper Shot, or making a regular attack. Rapid Shot can grant a maximum of 4 attacks. If Master Speed (or Fury) is used, these limitations will obviously be a problem. As a solution, this mod will automatically reduce the penalties of multifire and autofire depending on how many attacks the player should have. For example, if Knight Speed (or Improved Fury) is used with a Blaster Rifle, both attacks will stack properly, and will all be made at a -4 penalty, while if Master Speed (or Master Fury) is used with a Heavy Weapon, autofire will be disabled, and 3 attacks will be made without any penalty being suffered. The Multishot feat will continue to increase attack bonus while Speed is active. One the (many) complaints made about characters options in TSL, is the extreme disparity in feats support for different options. Two-Weapon Fighting and Lightsabers get high level advanced feats on the Weapon Master and Marauder, but no other options are available. This mod corrects that, by adding Superior Weapon Focus feats for Blaster Pistols, Blaster Rifles, and Melee Weapons. It also adds a Superior Dueling line, as well as a Superior Multishot line, to continue the earlier tree introduced by this mod. The Focus feats all add +1 to attack rolls per level, while the Dueling feats add +1-4 to damage, and +1 to attacks rolls and AC per rank. The AC bonus is implemented as a Shield Bonus (i.e. think a magical shield from Neverwinter Nights). This should stack with all other AC bonuses. The Superior Multishot tree, grants +1, +1, and +2 to attack rolls respectively. The bug that allows Finesse: Melee Weapons to affect Lightsabers is fixed. The bonus from that feat will be removed if the character has Finesse: Melee Weapons, but not Finesse: Lightsaber. Either feat will allow Dexterity modifier to be added to attack rolls for Unarmed attacks as well, as there was previously no way to do this. All of these changes are implemented in a heartbeat script, that runs every second on the player and companions, and on NPCs during combat events. You will have to close the inventory and reopen it after changing your equipment, to make sure that all of the effects are properly applied. This is the only way of doing changes like this unfortunately. Install/Uninstall Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream. During install you can choose to install 4 different versions of the mod. Only install 1 of them at at time. The different options allow you to apply multiple attacks to both Heavy Weapons and Rifles, give only Heavy Weapons 3 attacks or 2 attacks, and to install a version that does not give additional attacks to either, only adding the various feat changes and new feats from this mod. The options that add extra attacks to a weapon type, will reduce that weapons damage to match KotOR 1. See the docs folder for more information. Compatibility This mod uses a k_ai_master.ncs Heartbeat script to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching. Fully compatible with TSLRCM. Fully compatible with Sentinel Sneak Attack with Multiclassing. Fully compatible with Improved AI (v1.2.3 or higher). You must install Improved AI AFTER all of my mods, and let its k_ai_master.ncs file replace mine. Recommended Mods TSLRCM is strongly recommended. You can find the KotOR version here. Special Thanks/Acknowledgements KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Mirrors Nexus ModPub Other Links Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Multifire and Autofire and Superior Feats by darthbdaman is licensed under CC BY-SA 4.0 Submitter darthbdaman Submitted 04/23/2025 Category Mods TSLRCM Compatible Yes
