GearHead

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Everything posted by GearHead

  1. There is a compatibility patch for the "Jedi from the Start 4.0.0" mod now. It is strongly recommend to read the README.txt though.
  2. GearHead

    K2 - Animation Fix

    Mainly weird hand movements. 2 cast animations were playing at the same time. But i don't recommend installing this mod, because after thorough testing, i found that removing the double animations can cause the AI to go crazy and start spamming forcepowers insanely fast. (50 Force Screams / second = instant team wipe)
  3. View File More Jedi Companions This mod allow you to turn Carth and Mission into Jedi, once you became a Jedi yourself. Known Bugs: - Clicking on the Powers tab of the jedi companion at jedi level 0 will crush the game. - Clicking on the Powers tab of other jedi companions, then switching to the jedi level 0 one, will also result in a game crush. - When they become jedi the amount of XP they get to level up to jedi level 1, actually goes to the player instead of the the new jedi, resulting in not enough xp to level them up, since companions get ~85% of player XP. - A solution to all these problems is to save a levelup for Carth and Mission before turning them into Jedi. Or turn them into Jedi at the same time, this will almost certainly guarantee enough XP to level them up. Submitter GearHead Submitted 04/07/2025 Category Mods K1R Compatible Yes  
  4. Version 1.0.0b

    26 downloads

    This mod allow you to turn Carth and Mission into Jedi, once you became a Jedi yourself. Known Bugs: - Clicking on the Powers tab of the jedi companion at jedi level 0 will crush the game. - Clicking on the Powers tab of other jedi companions, then switching to the jedi level 0 one, will also result in a game crush. - When they become jedi the amount of XP they get to level up to jedi level 1, actually goes to the player instead of the the new jedi, resulting in not enough xp to level them up, since companions get ~85% of player XP. - A solution to all these problems is to save a levelup for Carth and Mission before turning them into Jedi. Or turn them into Jedi at the same time, this will almost certainly guarantee enough XP to level them up.
  5. No, my AI is a single file 'k_ai_master.ncs', if you overwrite it with anything then it is not installed. So you have to install my mod second. Or just use mine by itself it is really good.
  6. Technically you can install Stoffe's Improved AI first, then replace the k_ai_master.ncs file with the one from my mod. But i have no idea what will be the endresult. Make sure you backup the k_ai_master.ncs file from Stoffe's mod. Yes, the AI ignored powers like Force Fury, but not anymore. 😀
  7. View File K2 - Less Alignment Penalty Less force point cost penalty for using opposite alignment powers, but you still get the full force point cost reduction if you use force powers that correspond with your alignment. Aka you can Force Lightning with a full lightside character without runing out of forcepoints. Submitter GearHead Submitted 04/01/2025 Category Mods TSLRCM Compatible Yes  
  8. Version 1.0.0

    20 downloads

    Less force point cost penalty for using opposite alignment powers, but you still get the full force point cost reduction if you use force powers that correspond with your alignment. Aka you can Force Lightning with a full lightside character without runing out of forcepoints.
  9. The one on Tatooine under the Ebon Hawk is fixed already, and the only other blaster on the ground that i know of is on Taris inside the Sith Base, but i have no idea how to fix that one. Also check this out: JC's Merchant Inventory Fix for K1
  10. View File Impaled Rakata instead of a Pillar I replaced the Pillar on the Rakatan World - Temple Exterior with an impaled Rakata. Why? Because why the heck not. The mod only works if you haven't visited the Temple Exterior yet. Submitter GearHead Submitted 03/16/2025 Category Mods K1R Compatible Yes  
  11. Version 1.0.0

    13 downloads

    I replaced the Pillar on the Rakatan World - Temple Exterior with an impaled Rakata. Why? Because why the heck not. The mod only works if you haven't visited the Temple Exterior yet.
  12. Only enemies activate force speed.
  13. Damage Resistance definitely stuck, even with the Toughness and the Ignore Pain / Inner Strength feats. You can literally become immune to damage. Also Energy Resistance was renamed to Environmental Resistance, which was the originally intended name for the force power according to the game files. Force Heal is OP because there are lots of gear in the game that helps you resist a ton of damage, and that is a huge indirect boost to healing in general. If you invest enough attribute points into wisdom or charisma you will stun and do damage to droids every single time. We all hate the blur effect, and this hatred unites us, this is the reason why this community is alive and well to this day.
  14. Well... Energy Resistance was OP, if you combine it with armor that has energy resistance you basically become immune to energy damage. The Force Heal series is still OP in my opinion, especially if all 3 group members cast it at the same time. Destroy Droid hard stuns droids and also does a ton of damage so i felt like the nerf was necessary. And as a graphics connoisseur i can assure you only weirdos like the blur effects.
  15. There are a bunch of other items like this in the game: - no unique name - no unique item description - not upgradable - stronger then their standard counterparts These type of items are used by enemies, but these ones never drop, except these 2. Because of this i think these type of items only ment to make the fights harder, but not to be lootable.
  16. K1CP Compatibility Patch only contains 1 minor bugfix, just install the mod and play, a Compatibility Patch is totally unnecessary.
  17. By the way there is already a separate mod that fixes HK's dual power blast: KotOR2 HK-47 Power Blast Fix
  18. The skills of Handmaiden, Disciple and Mandalore are supposed to be lower. Their force points only exist because their .utc file (the file that contains the data for the NPC) was based on Juhani's .utc file from KotOR1, the same goes for their skills. The devs forgot to chage the skills and force points to be the proper value. Mira's feats: Scouts were able to wear medium armor in KotOR1 and they also had flurry instead of critical strike. Again the devs forgot to change some of her values, her .utc file was based on Mission Voa's from KotOR1. The soldier class: This was the only way to fix a bug where every soldier benefited from Mandalore's Mandalorian Courage Feat (Defense bonus only). I could rename the Mandalorian class to be called Soldier again, but if i would do that it would be hard to tell the difference between the 2 soldier classes in the Kotor Tool editor, so this is just to help me edit NPCs faster.
  19. View File Universal Weapon Damage Allows you to change the lightsaber and disruptor weapon base damage type to Universal. Submitter GearHead Submitted 01/08/2025 Category Mods K1R Compatible Yes  
  20. Version 1.0.1

    41 downloads

    Allows you to change the lightsaber and disruptor weapon base damage type to Universal.
  21. View File Sith Disruptor Fix This mod changes the Sith Disruptor +1 Energy Bonus to +1 Unstoppable. Submitter GearHead Submitted 01/02/2025 Category Mods TSLRCM Compatible Yes  
  22. Version 1.0.0

    36 downloads

    This mod changes the Sith Disruptor +1 Energy Bonus to +1 Unstoppable.
  23. View File Heavy Repeater Buffs This mod buffs the Heavy Repeating Blaster and the Mandalorian Heavy Repeater to match their KotOR2 versions. Submitter GearHead Submitted 12/30/2024 Category Mods K1R Compatible Yes  
  24. Version 1.0.0

    50 downloads

    This mod buffs the Heavy Repeating Blaster and the Mandalorian Heavy Repeater to match their KotOR2 versions.