GearHead

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Posts posted by GearHead


  1. Guys, i am having trouble uploading content. Yesterday i tried to upload an update for my KotOR1 - Improved AI mod but it failed. Today i tried again, same thing, here's a picture of what happened:

    error.jpg.8b3513be280434fdec93d49293419b4a.jpg


  2. Star Forge Horde Spawn Intensity Changer


    This mod changes the number of troops that spawn on the Star Forge. More specifically in Deck 2 and the Command Center. Options range from Half to x10.

    Star Forge Horde Half - For people who are playing the game for the first time.
    Star Forge Horde x2    - Jedi Knight difficulty.
    Star Forge Horde x3    - Jedi Master difficulty.
    Star Forge Horde x4    - Jedi Grand Master difficulty.
    Star Forge Horde x5    - Chosen One difficulty.
    Star Forge Horde x10  - You are insane.


    • Submitter
    • Submitted
      03/14/2024
    • Category
    • K1R Compatible
      Yes

     


  3. Revan's Custom Fitted Robes


    When you generate Revan's Robe on the Star Forge, the robe will be custom fitted to your character. For example, if your highest attribute is dexterity, you will get a robe with dexterity bonus. If something else is your highest attribute, you get a robe with that attribute. If you have multiple highest attributes, you get a robe with constitution bonus, more HP is always usefull. All robes are black, i hate the look of the brown version. Also no dark or light side requirements.


    • Submitter
    • Submitted
      03/07/2024
    • Category
    • K1R Compatible
      Yes

     


  4. KotOR2 Improved AI


    Improves the AI of KotOR 2.

    I know there are other Improved AI mods out there, but here is my version. Hope you guys are gonna like it.

    Changes:

    - Enemy forceusers now use Saber Styles and Force Forms if they have one (unfortunately by default most NPCs don't have one)
    - Enemy forceusers now use all force powers that they have (previously the AI ignored some force powers completely)
    - Enemy forceusers now use force buffs more often (Force Speed, Force Armor ect...)
    - NPCs with the Force Jump feat actually do force jumps if they are further than 10m from the target
    - Enemys reactivate shields after 200s
    - Some minor bug fixes
    - Jedi Support AI reworked


    • Submitter
    • Submitted
      02/07/2024
    • Category
    • TSLRCM Compatible
      Yes

     


  5. KotOR2 Stronger Sith Lords


    This mod makes Darth Nihilus, Darth Sion and Darth Traya stronger. I also replaced the 3 purple lightsabers that Darth Traya summons with Sith Assassins, in my opinion they make more sense.

    Warning:

    This mod is made to be compatible with TSLRCM 1.8.6. If you install this mod without TSLRCM 1.8.6, the install process will result in error messages, but the mod will still work.


    • Submitter
    • Submitted
      02/05/2024
    • Category
    • TSLRCM Compatible
      Yes

     


  6. KotOR2 Combat Rebalance


    This mod mainly rebalances force powers and grenades to make the game be more than just a spam fest of force speed and force lightning.

    1.0.8 Changes:

    - Simplified item descriptions.
    - Master Heal is changed back to pre v1.0.4 because the Treat Injury bonus was too OP.

    1.0.7 Changes:

    - Droid devices such as flame throwers and ion beams now scale with level.
    - Kyber Darts now do 25 damage by default not 26.

    1.0.6 Changes:

    - Rockets and darts are repriced to match their performance in combat.

    1.0.5 Changes:

    - Grenades and rockets now have a minimum guaranteed damage (their original damage).
    - Harmful event signal fix for grenades.

    1.0.4 Changes:

    - Master Heal now benefits from skill points invested into Treat Injury.

    1.0.3 Changes:

    - Description fix for grenades and rockets.

    1.0.2 Changes:

    - Removed the blurry air wave effect of Force Wave.
    - Minor changes to autobalance.2da.
    - Saving throws are reworked, every class gains 1 of each saving throw type every time they level up.
    - Most grenades and rockets now benefit from Demolitions skill.
    - Poison grenades and poison rockets scale with user level.
    - Darts now also scale with user level.

    1.0.1 Changes:

    - Death Field now actually does what the description sais, only heals the user for the equivalent of the most damage dealt to any single enemy.
    - Master Heal is nerfed, heals a bit less.

    1.0.0 Changes:

    - Force Channel Form description fix.
    - Added Force Power Area of Effect: +50% to Force Affinity Form.
    - Force Affliction fix.
    - Force Plague fix.
    - Force Aura buffed to +4 defense and s.t. bonus from +2.
    - Force Shield buffed to +6 defense and s.t. bonus from +4.
    - Force Armor buffed to +8 defense and s.t. bonus from +6.
    - Force Aura, Force Shield and Force Armor now works with Force Chain even if it is applied through Force Enlightenment.
    - No more blur effect when using Force Speed (all 3 levels).
    - Burst of Speed buffed from +2 defense bonus to +2 defense bonus and +2 attack roll bonus.
    - Knight Speed changed from +4 defense bonus and +1 extra round of attack to +4 defense bonus and +4 attack roll bonus.
    - Master Speed changed from +4 defense bonus and +2 extra round of attack to +6 defense bonus and +6 attack roll bonus.
    - Fury/Wookiee Rage now also gives +2 attack rolls.
    - Improved Fury/Wookiee Fury now adds +4 attack rolls instead of +1 extra round of attack.
    - Master Fury/Wookiee Frenzy now adds +6 attack rolls instead of +2 extra round of attack.
    - No more blur effect when using Fury/Wookiee Rage (all 3 levels).
    - Fixed the ’Bad StrRef’ text bug when activating Wookiee Rage, Wookiee Fury and Wookiee Frenzy while i was at it.
    - Destroy Droid now does 50% less damage.
    - Kill now does about 33% of enemy hit points in damage instead of 50%.
    - Shock, Force Lightning and Force Storm now does 50% less damage.
    - Drain Life and Death Field are now 50% less effective.
    - Removed the level 10 cap from Drain Life and Death Field.
    - Force Crush now does 50% less damage.
    - Force Crush plays no animation on a successful save.
    - Force Suppression and Force Breach now removes all listed force powers.


    • Submitter
    • Submitted
      01/26/2024
    • Category
    • TSLRCM Compatible
      Yes

     

    • Like 2

  7. KotOR2 Companion Fix


    This mod corrects companion stats. For example Visas is level 6 when she joins you but she only has 30 HP, this is not the correct value , 54 is. The mod corrects these kind of tiny bugs and makes companion stats what they should have been to begin with.

    Requires a new game to work.


    • Submitter
    • Submitted
      01/01/2024
    • Category
    • TSLRCM Compatible
      Yes

     


  8. KotOR1 Companion Fix


    This mod corrects companion stats. For example HK-47 is level 6 when he joins you but he only has 66 HP, this is not the correct value , 78 is. The mod corrects these kind of tiny bugs and makes companion stats what they should have been to begin with. Also makes dark side Bastila level 3. She has the same feats and skills as before, but dark side powers instead of light side ones. (Stun -> Fear, Force Aura -> Wound)

    WARNING:
    To make the mod as compatible as possible with other mods the installer tries to edit the unk_m44ac.mod file by default. This means if you have a mod that uses this file the installer will run just fine. But if you don’t have a mod that contains this file, you will get an error message, this is normal, just ignore it.

    Requires a new game to work.


    • Submitter
    • Submitted
      12/27/2023
    • Category
    • K1R Compatible
      Yes

     


  9. NPC Collection


    This mod adds an armband to the game that allows you to spawn NPCs and control them.

    If you start a new game you will find the new item on Peragus - Administration Level after you leave the Medical Bay in the Medical Lab & Lab Station area in the very first lootable container. In existing playthroughs you need to use the console to add the item to your inventory, type "giveitem npc_collection" in the console. I still need to add more NPCs to the mod but it is in usable condition.


    • Submitter
    • Submitted
      07/23/2023
    • Category
    • TSLRCM Compatible
      Yes

     


  10. Better Wookiee Warblade


    Don't you hate it when you get a cool looking item at the endgame but it has early game stats. Because i do. So i made the Wookiee Warblade a bit more useful. (If you already been to the Black Rakatan Settlement or you have the item in your inventory you need to use KotOR Savegame Editor to remove the original item then add the moded one to your inventory.)


    • Submitter
    • Submitted
      06/30/2023
    • Category
    • K1R Compatible
      Yes

     

    • Like 1

  11. High Quality Blasters 1.1 Fix - KotOR1 version


    After installing the High Quality Blasters 1.1 mod by Sithspecter i run into some problems:

    1. The Mandalorian Ripper shoots laser bolts from the ground.

    2. The Baragwin Distruptor-X Weapon is invisible.

    This mod aims to fix these problems. You still need to install the original mod and then this one.

    (If you have the Mandalorian Ripper or the Baragwin Distruptor-X Weapon in your inventory already,

    then you need to remove them and then add them back with the KotOR Savegame Editor.)


    • Submitter
    • Submitted
      06/28/2023
    • Category
    • K1R Compatible
      Yes

     


  12. Uff... I made this mod like 8 years ago i can hardly remember the details but i try.

    So what it does:
    - Companions and most other npcs use blaster feats (except droids their animations are buggy)
    - Enemy forceusers now use force buffs (Force Speed, Force Armor ect...) more often
    - Enemys reactivate shields after 120s
    - Some enemy forceuser now use Force Breach and Lightsaber Throw
    - Npcs Jedi Guardians use force jump if available
    - Some general bug fixes

    What it doesn't do:
    - Companions doesn't avoid mines
    - Companions dont use force buffs automatically the idea is that you have to make them work :) (but this can be changed easily i might make a different version of the mod that makes companions fight better)
    - Droid animations are buggy so they either don't or just partially use blaster feats
    - Enemys don't use stims (i might add this in the future)

    As for fixing animations, i know little about it.  I never worked on animations.

    Just install the mod and try to fight Darth Malak on the Star Forge and you will see that he is a little bit smarter.