GearHead

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Everything posted by GearHead

  1. View File KotOR2 HK-47 Power Blast Fix When HK-47 uses the power blast feat with 2 blaster pistols equipped only 1 shot is being fired, this mod fixes this issue, now 2 shots are being fired. Submitter GearHead Submitted 04/08/2024 Category Mods TSLRCM Compatible Yes  
  2. Version 1.0.0

    208 downloads

    When HK-47 uses the power blast feat with 2 blaster pistols equipped only 1 shot is being fired, this mod fixes this issue, now 2 shots are being fired.
  3. Version 1.0.1

    345 downloads

    When HK-47 uses the power blast feat with 2 blaster pistols equipped only 1 shot is being fired, this mod fixes this issue, now 2 shots are being fired.
  4. View File KotOR1 Droid Claw Fix This mod fixes a bug that stopped droids from using ’creature claw’ aka creature melee items. Specifically variants that has 'slashing damage' as there base damage type. Submitter GearHead Submitted 03/29/2024 Category Mods TSLRCM Compatible Yes  
  5. View File KotOR2 Droid Claw Fix This mod fixes a bug that stopped droids from using ’creature claw’ aka creature melee items. Specifically variants that has 'slashing damage' as there base damage type. Submitter GearHead Submitted 03/29/2024 Category Mods TSLRCM Compatible Yes  
  6. It is. There is a mod like that already. It is for KotOR1 though:
  7. Version 1.0.0

    149 downloads

    This mod fixes a bug that stopped droids from using ’creature claw’ aka creature melee items. Specifically variants that has 'slashing damage' as there base damage type.
  8. Hmm... I thought only the repeaters supposed to shoot twice and the regular rifles simply meant to do more damage than the pistols.
  9. View File 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 ~/2 - Padawan difficulty. 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 GearHead Submitted 03/14/2024 Category Mods K1R Compatible Yes  
  10. View File KotOR2 Crafting Rebalance Crafting in KotOR2 is OP, so i nerfed it a little bit. You can still craft basic upgrades, but the better ones you have to loot or buy. Submitter GearHead Submitted 03/10/2024 Category Mods TSLRCM Compatible Yes  
  11. View File KotOR2 Blaster Pistol Rebalance A pair of fully upgraded blaster pistols render blaster rifles redundant in KotOR2, so i changed the upgradable pistols to only take scopes. Submitter GearHead Submitted 03/16/2024 Category Mods TSLRCM Compatible Yes  
  12. View File Jekk'Jekk Tarr all bar patrons armed By default not all Jekk'Jekk Tarr bar patrons have weapons, yet they attack you, an armed to the teeth Jedi, this makes no sense, so i added weapons to their inventory, they will draw them once the combat starts. Submitter GearHead Submitted 03/21/2024 Category Mods TSLRCM Compatible Yes  
  13. Version 1.0.0

    210 downloads

    By default not all Jekk'Jekk Tarr bar patrons have weapons, yet they attack you, an armed to the teeth Jedi, this makes no sense, so i added weapons to their inventory, they will draw them once the combat starts.
  14. Version 1.0.0

    74 downloads

    A pair of fully upgraded blaster pistols render blaster rifles redundant in KotOR2, so i changed the upgradable pistols to only take scopes.
  15. Version 1.0.0

    136 downloads

    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 ~/2 - Padawan difficulty. 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.
  16. Version 1.0.0

    53 downloads

    Crafting in KotOR2 is OP, so i nerfed it a little bit. You can still craft basic upgrades, but the better ones you have to loot or buy.
  17. View File 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 GearHead Submitted 03/07/2024 Category Mods K1R Compatible Yes  
  18. Version 1.0.0

    276 downloads

    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.
  19. This mod is made for smart people who enjoy challenges, clearly not for you. Oh, and one more thing... stop... being... A SNOWFLAKE !!!
  20. Have you even tried the mod? Or just spamming?
  21. View File KotOR2 - Improved AI Improves the AI of KotOR 2. Changes: - Enemy forceusers now use Saber Styles and Force Forms if they have one (unfortunately by default most NPCs don't have any) - 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 - NPCs use Master Rapid Shot or Master Flurry if available instead of the default attack - NPCs use the highest level of feats and force powers available to them - Bao-Dur now uses his Shield Breaker during combat - The AI now uses feats granted by items - Once the player reaches a high enough level, the Jedi Support AI no longer uses low level force buffs, because they became obsolete - T3-M4 now automatically uses his Shock Arm and Renewable Shield - Companions now heal every team member properly not just the one controlled by the player (injury check fix) - Companions now use all types of force buffs (Jedi Support AI: uses buffs that apply to the whole team, Other AI styles: use powers that only buff the caster) - Version 1.2.3 and higher supports plugins - Grenade target selection fix List of supported plugins: - all of darthbdaman's mods - add_feat plugin (more enemies will have active feats like Critical Strike, Power Attack ect...) - add_shield plugin (enemies will more often use energy shields) Submitter GearHead Submitted 02/07/2024 Category Mods TSLRCM Compatible Yes  
  22. View File 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 GearHead Submitted 02/05/2024 Category Mods TSLRCM Compatible Yes  
  23. That would make a bunch of force powers unbalanced, so no.
  24. Version 1.3.1

    1,849 downloads

    Improves the AI of KotOR 2. Changes: - Enemy forceusers now use Saber Styles and Force Forms if they have one (unfortunately by default most NPCs don't have any) - 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 - NPCs use Master Rapid Shot or Master Flurry if available instead of the default attack - NPCs use the highest level of feats and force powers available to them - Bao-Dur now uses his Shield Breaker during combat - The AI now uses feats granted by items - Once the player reaches a high enough level, the Jedi Support AI no longer uses low level force buffs, because they became obsolete - T3-M4 now automatically uses his Shock Arm and Renewable Shield - Companions now heal every team member properly not just the one controlled by the player (injury check fix) - Companions now use all types of force buffs (Jedi Support AI: uses buffs that apply to the whole team, Other AI styles: use powers that only buff the caster) - Version 1.2.3 and higher supports plugins - Grenade target selection fix List of supported plugins: - all of darthbdaman's mods - add_feat plugin (more enemies will have active feats like Critical Strike, Power Attack ect...) - add_shield plugin (enemies will more often use energy shields)
  25. Version 1.0.2

    176 downloads

    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.