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darthbdaman

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Everything posted by darthbdaman

  1. Version 1.1.1

    287 downloads

    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. Fully compatible with TSLRCM. Fully compatible with Multifire and Autofire and Superior Feats. 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 Sentinel Sneak Attack with Multiclassing by darthbdaman is licensed under CC BY-SA 4.0
  2. View File 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. Fully compatible with KotOR 1 Community Patch. Fully compatible with Multifire and Autofire and Finesse. Fully compatible with Improved AI (v1.2.7 or higher). You must install Improved AI AFTER all of my mods, and let its k_ai_master.ncs file replace mine. Not compatible with Sneak Attack 10 Restoration. This mod includes the same functionality. Recommended Mods KotOR 1 Community Patch is strongly recommended. Consular Sentinel Class Skill Swap (or KotOR 1 Community Patch which includes it) is recommended if you really want the Sentinel class to fill its role as the Jedi Scoundrel. You can find the TSL 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 Credits DarthParametric - Scripts from KOTOR 1 Community Patch Mirrors Nexus ModPub Other Links Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Sentinel Sneak Attack with Multiclassing by darthbdaman is licensed under CC BY-SA 4.0 Submitter darthbdaman Submitted 04/18/2025 Category Mods K1R Compatible Yes  
  3. Version 1.2.0

    239 downloads

    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. Fully compatible with KotOR 1 Community Patch. Fully compatible with Multifire and Autofire and Finesse. Fully compatible with Improved AI (v1.2.7 or higher). You must install Improved AI AFTER all of my mods, and let its k_ai_master.ncs file replace mine. Not compatible with Sneak Attack 10 Restoration. This mod includes the same functionality. Recommended Mods KotOR 1 Community Patch is strongly recommended. Consular Sentinel Class Skill Swap (or KotOR 1 Community Patch which includes it) is recommended if you really want the Sentinel class to fill its role as the Jedi Scoundrel. You can find the TSL 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 Credits DarthParametric - Scripts from KOTOR 1 Community Patch Mirrors Nexus ModPub Other Links Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Sentinel Sneak Attack with Multiclassing by darthbdaman is licensed under CC BY-SA 4.0
  4. I see what you're getting at. Personally I like the idea of the exile making the companions more like themself, and sharing/forcing their unique abilities on them. Though I understand why you would like keeping them exclusive.
  5. 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. The Bastila Lightsaber exists because of how the scripts check for items. When you save Bastila, if you haven't picked up the Yellow Double Bladed Lightsaber from Brejiks corpse, she will go and collect it. Because the player can now come into the scenario with a Yellow Double Bladed Lightsaber, it is possible for the player to not loot Bastila's Lightsaber, and have her then not collect it. I restored the Lightsaber to get around this. There are other solutions, but they all have downsides, so I will keep the restored Lightsaber.
  7. 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.
  8. This is fucking incredible
  9. A lot of force power descriptions are incorrect
  10. More than 1000 other people have downloaded it, and no one else has reported this problem. It is probably some sort of windows permissions issue on your end, like N-DReW said.
  11. It is not
  12. A bunch of them probably are, but I'm not sure I would recommend reusing them
  13. Pretty sure the manaan Ithorian should sell swoop parts Sith Soldier: You got any armor plating for my swoop bike? Yortal Ixlis: Yes, I have a fine piece right here. A little dented, but still serviceable. And a real bargain at that price.
  14. 14 years ago today, Jedi from the start released on KotORFiles... 👴

    1. Sith Holocron

      Sith Holocron

      That was yours? Congratulations!

  15. 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!
  16. I forgot those were found. So 29 through 32 were almost certainly all Sleheyron
  17. 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.
  18. I was confused when I saw the author
  19. 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.
  20. Legendary is less than 10 bucks on steam right now... If you want to stick with the originals there were unofficial patches for those, but they mostly got abandoned for LE
  21. Absolutely awesome, thank you so much. I'll give it a test and report back Edit: I can verify that Achilles robe textures work fine with the new models. Thank you again
  22. 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).
  23. 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.
  24. Its not, its hardcoded, you can't change it
  25. The feats can be controlled in feat.2da, but I'm pretty sure the powers are hardcoded
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