darthbdaman

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Posts posted by darthbdaman


  1. 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.

    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.

    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

    Other Links

    Multifire and Autofire and Superior Feats by darthbdaman is licensed under CC BY-SA 4.0


    • Submitter
    • Submitted
      04/23/2025
    • Category
    • TSLRCM Compatible
      Yes

     


  2. Multifire and Autofire and Finesse (KotOR)


    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 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 is used with a Blaster Rifle, both attacks will stack properly, and will all be made at a -4 penalty, while if Master Speed 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.

    The Finesse: Lightsaber and Finesse: Melee Weapons feats from TSL have been added to the game. Finesse: Lightsaber is automatically granted to Jedi Classes, however if a character manages to use a Lightsaber without having this feats, it will no longer be treated as a Finesse weapon for them. Finesse: Melee Weapons is selectable by all human classes, and works as it does in TSL (but the bug that allows it affect Lightsabers is not replicated). 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.

    The Dueling feats line will also affect Unarmed attacks, as it does in TSL. 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.

    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.

    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.

    Recommended Mods

    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

    Credits

    • DarthParametric - Scripts from KOTOR 1 Community Patch

    Mirrors

    Other Links

    Multifire and Autofire and Finesse by darthbdaman is licensed under CC BY-SA 4.0


    • Submitter
    • Submitted
      04/23/2025
    • Category
    • K1R Compatible
      Yes

     


  3. Sentinel Sneak Attack with Multiclassing (TSL)


    Overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Watchmen and Assassins from Sentinels to continue increasing their Sneak Attack.

    Description

    The Sentinel class corresponds to the Scoundrel, having the most skill points, affinity for Stealth and Security (at least in TSL), and the Sneak Attack feat line... they don't get Sneak Attack Feats? Well then what do they get...
     
    Other mods have added Sneak Attack to Sentinels before, however, if a Sentinel character became a Jedi Watchman, they would gain very little benefit from the progression, despite being the most natural choice, as their Sneak Attack die would already be higher than any that they could be granted from the Watchman class. This mod overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Jedi Watchmen or Sith Assassins from Sentinels (as well as Sentinels from Scoundrels for companions) to continue increasing their Sneak Attack.
     
    The original Sneak Attack feats are no longer granted when leveling up. Instead, new dummy versions have been added to the feat interface to tell you when you will get a new Sneak Attack die. Scoundrels gain a new Sneak attack die every 2 levels, starting at level 1 (1,3,5,7,etc.), while Sentinels gain a new die every 4 levels, starting at level 1 (1,5,9,13,17). Jedi Watchmen and Sith Assassins have both had their Sneak Attack progression reduced, to avoid Sentinel becoming redundant due to getting all 10 Sneak Attack ranks from one class. Watchmen now gain a new die every 4 levels, starting at level 1 (1,5,9,13,etc.), the same as Sentinels, while Sith Assassin gain a new die every 3 levels, starting at level 1 (1,4,7,10,etc.). Both classes (as well as Sentinels) will also continue gaining ranks above level 20, instead of ceasing progression as Watchmen did in the original game. Multiclass characters will add all of their dice from these classes together when calculating their final Sneak Attack rank.
     
    For example, a Level 15 Jedi Sentinel/Level 17 Jedi Watchman would have 4 ranks from Jedi Sentinel, and 5 ranks from Jedi Watchman, giving them a total Sneak Attack level of 9. The maximum possible Sneak Attack rank remains 10, and this cannot be changed.
     
    This mod also includes a workaround for a vanilla bug, where Bao-dur and Handmaiden would stop gaining ranks in Unarmed Specialist when the multiclassed into Jedi, until their Jedi level surpassed their original level. They will now be given their appropriate level of feat, if their character level meets the requirement. This will not be visible on the level up screen, but should be immediately granted, after they finish leveling up.

    Install/Uninstall

    Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream.

    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.

    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

    Other Links

    Sentinel Sneak Attack with Multiclassing by darthbdaman is licensed under CC BY-SA 4.0


    • Submitter
    • Submitted
      04/18/2025
    • Category
    • TSLRCM Compatible
      Yes

     


  4. Sentinel Sneak Attack with Multiclassing (KotOR)


    Overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Sentinels from Scoundrels to continue increasing their Sneak Attack.

    Description

    The Sentinel class corresponds to the Scoundrel, having the most skill points, affinity for Stealth and Security (at least in TSL), and the Sneak Attack feat line... they don't get Sneak Attack Feats? Well then what do they get...
     
    Other mods have added Sneak Attack to Sentinels before, however, if a Scoundrel character became a Sentinel, they would gain very little benefit from the progression, despite being the most natural choice, as their Sneak Attack die would already be higher than any that they could be granted from the Sentinel class. This mod overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Sentinels from Scoundrels to continue increasing their Sneak Attack.
     
    The original Sneak Attack feats are no longer granted when leveling up. Instead, new dummy versions have been added to the feat interface to tell you when you will get a new Sneak Attack die. Scoundrels gain a new Sneak attack die every 2 levels, starting at level 1 (1,3,5,7,etc.), while Sentinels gain a new die every 4 levels, starting at level 1 (1,5,9,13,17). Multiclass characters will add all of their dice from these classes together when calculating their final Sneak Attack rank.
     
    For example, a Level 7 Scoundrel/Level 13 Jedi Sentinel would have 4 ranks from Scoundrel, and 4 ranks from Jedi Sentinel, giving them a total Sneak Attack level of 8. The maximum possible Sneak Attack rank remains 10, and this cannot be changed.

    Install/Uninstall

    Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream.

    See the docs folder for more information.

    Compatibility
    This mod uses a k_ai_master.ncs Heartbeat script, as well as creature Hide items, to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching.

    Recommended Mods

    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

    Credits

    • DarthParametric - Scripts from KOTOR 1 Community Patch

    Mirrors

    Other Links

    Sentinel Sneak Attack with Multiclassing by darthbdaman is licensed under CC BY-SA 4.0


    • Submitter
    • Submitted
      04/18/2025
    • Category
    • K1R Compatible
      Yes

     

    • Like 1

  5. 18 hours ago, Snigaroo said:

    Force Sight, Breath Control and Beast Trick are fine. Battle Precognition, Crush and Enlightenment are a no-go for me, though--there need to be things that keep the companions (and the player) feeling unique. Force Sight is shown to be relatively easy to teach, but Battle Precognition is something that the Echani train their entire lives on and is simply not easy to pick up in a short period, which is precisely why the Handmaiden is so incredulous when she realizes the Exile is doing it subconsciously. As for Crush and Enlightenment, they are far too overpowered, them being unique to the Exile aside; giving them out to companions would just make the balance even worse for, IMO, no benefit in terms of flavor.

    I'm not strongly wedded to training Precog, Crush, Enlightenment, though I think you are overestimating their power in the hands of companions (mostly for precog). Due to the distribution of equipment, and lack of the player crystal, followers are unlikely to get the obscenely high simultaneous Dex and Wis values that the player can get to. I think you are really overhyping Handmaiden's shock as well.

    "{A little confused}You are already doing it. "

    "If you do not know you are doing it, then training will make you a dangerous opponent indeed. "

    "Perhaps it is your connection to the Force that allows such things, but I do not think so. "

    There isn't anything in the dialogue or in the power description that implies Battle Precog is a super unique trait. Maybe not one possessed by all Jedi, but I don't see why combatants in a war wouldn't have it. You could make a strong argument for Atton having access to it flavourwise, and arguments could certainly be made for Bao-dur and Visas as well.

    Enlightenment is strong, but largely a late game convenience option. Crush may be too powerful though. They also aren't available normally anyway, another mod would have to give the player access to them before the Enclave.


  6. Regarding the companion training, I worked out something like this:

    Fighting Techniques trains Unarmed Specialist up to the players current rank (this gets around a Vanilla bug where Handmaiden and Bao-dur do not continue getting Unarmed Specialist as they level up, because there specific feats entries check there current class level, and not there overall level), otherwise it tends to be a useless ability as the numbers are too low unless you save all level ups for Jedi.

    Lightsaber Forms remains the same, but also allows the level up forms to be taught, so they dont get locked until Jedi level 13 (They are generally worse than the ones you could teach anyway)

    For the powers, I changed it to the unlockable powers that aren't taken by leveling up (I loathe when the game invalidates a level up choice by giving it to you for free later)

    • Affect Mind (doesn't do anything in the base game, but I don't see any reason to remove it IMO)
    • Dominate Mind (ditto)
    • Force Sight (not Visas) (I did this at one point, but there is a bug where if Kreia or Visas use Force Sight as a power, it turns off when they are in first person)
    • Breath Control
    • Beast Trick
    • Battle Precognition (Handmaiden always gets this when becoming a Jedi)
    • Force Crush (won’t be opportunity to train in normal game)
    • Force Enlightenment (won’t be opportunity to train in normal game)

    I also made it auto train everything that could be trained upon being made a Jedi for the first time as a QOL change.

    The dialogue patching wasn't setup properly for Holopatcher at the time so I never released it, I will check the required features have been added at some point.

    • Like 1

  7. The original version of the mod released 14 years ago today on KotORFiles. I was originally angry about the unvoiced dialogue present in the existing Padawan mods, and set out to fix that. It was incredibly different from what exists today, but I am eternally grateful that I started working on it.

    I've released a new major update, which reworks the mod substantially. It replaces Tutorial Remover as well, as you now have the option to not be a Jedi, so I no longer need to maintain separate mods with the same functionality. It should be much cleaner and more compatible, and uses a more modern installer, that has version for linux and mac if needed.

    Thanks to everyone who has downloaded the mod over the years. I've gotten a lot of good feedback (and bad obviously), but I only really remember the good stuff. Thank you!

    • Like 2

  8. You can't add attributes, feats, or spells in K1. You can use hide items to simulate it, but it's not a perfect solution.

    It's not clear what the lower shadowlands level had. There isn't anything left except the actual area itself. If you look through the list of K1 Modules, you can see plenty of missing letters and numbers though. These are the ones that are visibly missing based on numbering, but there are very likely others we will never know about.

    • tar_m03ac (something in Taris Lower City, b and d are both present, so this very likely actually existed at some point)
    • tar_m06 and tar_m07 (who knows, both numbers are completely skipped)
    • tar_m10 (cut vulkar base level, this is the only basically finished cut level)
    • tat_m19 (tatooine temple, in lost modules pack)
    • m21aa (tatooine or korriban czerka depot, in lost modules pack)
    • kas_m25ab (cut shadowlands level, only reason we know this exists is the models as it isn't obvious its missing, as there is no m25ac)
    • m29-32 (who knows, between Manaan and Korriban numbering)

     

    For the Great Hunt, I think having Deesra as a potential starter works fine. You talk to him, and get the great hunt meta quest, but if you find either of the journals first, it just skips that journal entry and immediately starts you on the Yavin part. I think structurally how you would get to Yavin is interesting here. I assume you still start by going to the station first? Would the planet then unlock on the galaxy map, or would you shuttle down from the station. I think either would be interesting. In the old days before new modules the shuttle would have worked quite well, as you could retexture the top of the Unknown World temple which has Bastila's shuttle there, but I can see how retextured modules are not desirable anymore.


  9. 9 hours ago, Snigaroo said:
     

    Particular thanks to JCarter426, who made this entire mod at my request but then told me it would be funnier if I uploaded it like it was my own. Ok.

     

    I was confused when I saw the author


  10. On 9/12/2022 at 6:44 PM, InSidious said:

    Module injection is less compatible, not more; WAV files are already setup to go to streamwaves and lip files have to go in Override to work for K1, IIRC.

     

    I strongly disagree with this. I was looking at making this compatible with my mod, because I'm editing the k_player_dialog in the module file, so any changes that I make, are just overwritten by files you put in the override, even though they could be gff patched. Now I could change my mod to also put stuff in the override, but that is just kicking the can down the road. Anything else that gff edits modules will then be incompatible with my mod.

    Similarly I have no idea if this is overwriting stuff from the community patch, as all of that is module injected. It's very likely overwriting something. I really think most of the edits should be moved to module injection, that's simply more compatible with how most mods are currently being made.


  11. Two disguises wasn't necessarily the original intention. The party was originally the method to acquire the sith passcard to get into the military base (all the VO for this is in the game). You could also pay the same gender party goer to let you come (originally to get the passcard, later the disguise). 

    • Like 2

  12. I really enjoyed that. I think your videos are better when you are doing voice commentary.

    Even simple hack and slash mods like this are really quite impressive considering the tools that they were made with. Anyone who tried to do module editing with KotOR tool will know what I mean. Hopefully we will get more new content mods now that we have really excellent tools like Holocron Toolset. The lack of them has always been one of the more unfortunate parts of KotOR modding.

    One of the projects I've done a bit of work on is a mini TC that would act as a module starter hub for other mods, so people could make modules like they do for Neverwinter Nights or Dragon Age. I think little TC mods like this would benefit from having something like that as a framework.

    • Like 4

  13. For the BaB mod, this is possibly related  (though goes a lot further than you wanted);

    This is the changelog for a feat mod I'm working on. It's for both K1 and K2, but fulfills the same function. There are a lot of changes in there, but most of them are minor consistency tweaks between the games, restorations, or small fixes, similar to JC's Feat Fixes. There is also a ton of QoL edits and description changes to make the games more new player friendly (and also old player friendly because the game does a really bad job explaining itself).

    For K2, the major changes are restoring BaB and restoring the K1 style AC bonus feats. Instead of scaling forever, you just get the bonuses up to +6 at level 12. I've also stripped the bonuses from the Soldier and Jedi Prestige Classes (only Scoundrel, Droids, and Starting Jedi Classes get AC bonuses). This reduces player AC by 4-8 at level 30, without affecting the early game, but I'd like discussion on it.

    I've made the Superior Weapon Focus and TwF feats generic. Now that BaB is restored, the Weapon Master and Marauder don't need them to stand out.

    I've also tweaked the Saving Throws for most classes. Starting Jedi Classes are now in-between the Jedi and Sith prestige classes in terms of Saving Throws. I kept the Sith having slightly worse saves as I like it thematically, while making sure the Jedi Prestige classes get better saves than their base classes

    • Like 2

  14. 30 minutes ago, Snigaroo said:

    Doesn't that require WMO? I seem to remember there was a project to do texture enhancements without model change requirements, but if it does require WMO I recall that I was not super fond of WMO's changes.

    Yes it requires it. I don't find the melee weapon model changes that drastic, they match the aesthetic quite well, maybe give it a try (but make sure to install HQ Blasters after