Timbo

Members
  • Content Count

    23
  • Joined

  • Last visited

Community Reputation

3 Neutral

1 Follower

About Timbo

  • Rank
    Jedi Apprentice

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I was always going to add you in a special thanks section of my mod but now I'm going to also add you to the credits. Thank you
  2. What happens if I remove Force Whirlwind as a Prerequisite for Force Wave without removing Force Push as a requirement for either power?
  3. Did you make this? Also, do you know if the recommended button skips force powers for consulars?
  4. You are incredible. Which file(s) would this be in?
  5. Has anyone figured out a fix for auto level only choosing one power per level (for consulars who get two powers) or a way to disable it completely?
  6. View File KotOR: Balance in the Force KotOR 1: Balance in the Force v1.0.0 Core Concept The big idea present in both versions of this mod is updated and more balanced gameplay and a streamlined leveling experience with its sequel KotOR 2. The most prominent change is that I've rebalanced the base weapon types and heavily increased the damage for ranged weapons, removed overpowered powers. The Auto-Level Feature was removed as well due to it shorting the player Force Powers under certain conditions. Recommended level up features have been updated to add a more consistent experience for first time players. I've also removed some overpowered force powers that trivialize the difficulty of the game such as Knight Speed, Master Speed, and Improved Energy Resistance. Balance in the Force also contains a number of quality-of-life features that can been found in other mods as well that make sense here. For example, all of the classes have been modernized to KotOR 2’s feat, power progression, and attack bonus progression, persuasion is a class skill for the main character regardless of starting class, impossible difficulty has been restored, and Intelligence now rounds up instead of down for gaining skill points during level up. An alternate version of the mod called the Radical Jedi Version, is also included. The big idea In this version is to address the need/desire to save levels on Taris in order to create a more optimal character after cross-classing on Dantooine. Here, I’ve made the Jedi Sentinel a main character exclusive class and updated the dialogue on Dantooine to locked players into it. To encourage players to level normally, the Jedi Sentinel stops gaining feats and powers after 12 levels but in exchange, players have the option to choose the exclusive Guardian and Consular feats while leveling. Furthermore, it gains increased force points and all 21 of its career force powers in those 12 levels as well. In this version, Bastila has her class changed to Consular to accommodate this. Global Changes The bonus skill points gained at level up formula (Class Base + INT/2) now rounds up. You now gain +1 skill point at 12 INT, +2 at 16 INT, and +3 at 20 INT. It's still not as generous as KotOR 2 but since skills aren't terribly useful in K1, I think it works pretty well. Auto-Level Removed. This feature had bugs that could cause consulars to miss out on choosing powers at certain levels. All Companion Characters now join at Level 1. This change was made to allow the player greater flexibility when choosing how to build their companion characters. Heavy Weapons no longer exist as a category and Repeating Blasters have been merged with Rifles. All of the relevant feats have been adjusted accordingly like in KotOR 2. Impossible Difficulty has been restored to the difficulty settings; just in case all of the power-creep makes the game too easy. Security can now be use untrained like in KotOR 2. Players can no longer learn Knight Speed, Master Speed, and Improved Energy Resistance. These powers trivialized the game. Burst of Speed now lasts for 100 seconds and costs 10 FP Force Aura, Force Shield, Force Armor, Master, Force Valor, Knight Valor, and Master Valor now last for 80 seconds. The FP cost penalties and discounts for opposing alignment now scale evenly, maxing out at 1.5 or 0.5 x base cost. Main Character Changes Persuade is always a class skill for the main character. The main character gets all six basic active combat feats (Power Attack/Power Blast, Flurry/Rapid Shot, and Critical Strike/Sniper Shot) between level 1 and 2. This is as close as I could get to how it was done in KotOR 2. Class Changes All Classes now get Full Base Attack Bonus like in kotOR 2 Scoundrels get Sneak Attack X at level 19 like in KotOR 2. Expert Droids now gets access to Master Two-Weapon Fighting. Combat Droids now get access to Weapon Specialization: Blaster Pistols and Weapon Specialization: Blaster Rifles Jedi Guardians gain Demolitions as a class skill like in kotOR 2 Jedi Sentinels gain selectable feats at levels 1, 3, 6, 7, 9, 12, 13 15, 18, and 19. Jedi Sentinels gain Computer Use, Demolitions, Repair, Security, and Stealth as class skills like in kotOR 2 Jedi Sentinels gain 3 skill points per level like in KotOR 2. Jedi Consulars gain Repair as a class kill like in kotOR 2 Jedi Consulars gain 2 skill points per level like in KotOR 2. Party Changes Bastila gains 4 ranks in computers due to Jedi Sentinels increase of skill points. She loses Force Aura, Stun, and Flurry due to level decrease. Canderous loses 1 point of Strength, 2 ranks of Demolition, s ranks of Treat Injury, Rapid Shot, Improved Power Blast, Weapon Focus: Rifles (formerly heavy weapons), and Weapon Specialization: Rifles (formerly heavy weapons) due to level decrease. Carth gains 2 ranks of Awareness due to high intelligence and loses 1 point of Dexterity, 1 rank of Repair, 1 rank of Security, Improved Two Weapon Fighting, Weapon Focus Blaster Pistols, and Weapon Specialization: Blaster Pistols due to level decrease. His generic Blaster Pistol is no longer equipped and will instead be added to your inventory when he joins. HK-47 loses 1 point of Strength, 1 rank of Demolitions, 1 rank of Awareness, 2 ranks of Repair, Power Blast, and Weapon Focus: Rifles due to level decrease. Jolee gains 4 ranks of Repair due to Jedi Consulars increase of skill points. He loses 1 point of Dexterity, 1 rank of Awareness, Cure, Force Aura, Force Valor, Force Push, Throw Lightsaber, Conditioning, and Improved Dueling. He also adds a suit of basic clothing to your inventory when he joins. Juhani 1 point of Dexterity, 1 rank of Stealth, 4 ranks of Awareness, and 4 ranks of Treat Injury, Force Aura, Force Push, Energy Resistance, Stun, Throw Lightsaber, Power Attack, and Conditioning due to level decrease. She adds a suit of basic clothing and a red lightsaber crystal to your inventory when she joins and she retains the 4 of her bonus Stealth skill points that could not be accounted for during level decrease. Mission loses 1 ranks of Demolitions, 1 rank of Stealth, 1 rank of Awareness, two ranks of Security, and Caution due to level decrease. T3-M4 gains 1 rank in Demolitions due to high intelligence and loses 2 ranks of Computer Use, 1 ranks of Awareness, 2 ranks of Repair, and 2 ranks of Security, and Caution due to level decrease. Zaalbar loses 1 point of Strength, 2 ranks of Demolitions, 6 ranks of Awareness, 1 rank of Treat Injury, Power Attack, and Improved Power Attack due to level decrease. Weapon Changes Stun Batons are now 1d4, 19-20 x2. Short Swords are now 1d8, 19-20 x2. Longswords are now 1d12, 19-20 x2. Gamorrean Axes are now 1d12, 19-20 x2. Quarterstaffs are now 1d8, 19-20 x2. Gaffi Sticks are now 1d8, 19-20 x2 Double-Bladed Swords are now 1d10, 19-20 x2. Vibro Double-Blades are now 1d12, 19-20 x2. Wookie Warblades are now 1d12, 19-20 x2. Lightsabers are now 2d10, 19-20, x2. Short Lightsabers are now 2d8, 19-20 x2. Double Lightsabers are now 2d8, 19-20 x2. Blaster Pistols are now 2d8 damage, 19-20, x2. Heavy Blasters are now 2d10 damage, 19-20 x2. Holdout Blasters are now 2d6 damage, 19-20 x2. Disruptors Pistols are now 2d6 damage, 18-20 x2, Universal Damage. Ion Blasters are now 2d6 damage, x3. Sonic Pistols are now 2d8, x2. Blaster Carbines are now 3d8, 19-20 x2. Blaster Rifles are now 3d8, 19-20 x2. Bowcasters are now 3d10, 19-20 x2. Disruptor Rifles are now 3d6, 18-20, x2, Universal Damage Ion Rifles are now 3d6, x3. Sonic Rifles are now 3d8, x2. Repeating Blasters are now 4d6, x2 Heavy Repeating Blasters are now 5d6, x2. Recommendation Changes Skills, Feats, and Powers priority updated when taking recommendations at level up. Recommended Attributes for Soldiers are 14 STR, 14, DEX, 14, CON, 14 WIS, 12 INT, 10 CHA. Recommended Attributes for Scouts are 14 STR, 14, DEX, 14, CON, 14 WIS, 12 INT, 10 CHA. Recommended Attributes for Scoundrels are 10 STR, 14, DEX, 14, CON, 14 WIS, 12 INT, 14 CHA. Primary Attributes for Scouts is changed to Strength. Other Changes Brejik now also drops the yellow single bladed lightsaber from the cutscene where Bastila battles Revan. Apparently, she dropped both of them under her seat… Radical Jedi Version Changes The main character is limited to the Jedi Sentinel Class during cross-class. As a Jedi Sentinel, the main character is no longer granted Force Immunity: Fear, Force Immunity: Stun, and Force Immunity: Paralysis for free. Instead, these feats are added to their selectable feat table and 3 selectable feats are added to their feat schedule. As a Jedi Sentinel, the main character gains selectable feats at Levels, 1, 2, 4, 5, 6, 8, 9, 10, and 12. As a Jedi Sentinel, the main character has had Weapon Specialization: Lightsaber added to their feat table at Level 4. They’ve had Force Immunity: Fear, Force Focus, and Force Jump added to their feat table at Level 9. They’ve had Force Immunity: Stun, Improved Force Focus, and Improved Force Jump, added to their feat table at level 11, and Force Immunity: Paralysis, Master Force Focus, and Master Force Jump added to their feat table at level 14. Since Radical Jedi version has to limit the player to one of the three Jedi Classes during cross class, the Jedi Sentinel was given access to the Jedi Guardian and Jedi Consular’s exclusive feats. This change was made to allow the player to effectively play as a Guardian, Sentinel, or a Consular. As a Jedi Sentinel, the main character gains all skills, as class skills. Since the main character is supposed to represent any of the three Jedi classes, this change was made to allow them to choose the appropriate skills. As a Jedi Sentinel, the main character stops gaining feats after level 12. This change was made to encourage normal leveling before becoming a Jedi. As a Jedi Sentinel, the main character now gains 2 powers from levels 1-9, 1 power from levels 10-12, and 0 powers per level from levels 13-20. This change was made to encourage normal leveling before becoming a Jedi. After becoming a Jedi Sentinel, the main character gains 10 Force points per level. This change was made to encourage normal leveling before becoming a Jedi. Bastila changes class from Jedi Sentinel to Jedi Consular. This change was made in order to rebalance the Jedi Sentinel Class as described above. Bastila loses Force Aura, Stun, and Flurry due to level decrease. Bastila’s yellow double-bladed lightsaber, dropped from Brejik, has been replaced with a green one to reflect the Bastila’s change in class. Future Updates I’ve not yet tested a full playthrough of this mod, so, that’s next. Individual weapon rebalancing, looking at you Yavin Station gear. Loot and vendor redistribution. Probably more bug fixes. Submitter Timbo Submitted 05/16/2024 Category Mods K1R Compatible Yes  
  7. Version 1.00

    12 downloads

    KotOR 1: Balance in the Force v1.0.0 Core Concept The big idea present in both versions of this mod is updated and more balanced gameplay and a streamlined leveling experience with its sequel KotOR 2. The most prominent change is that I've rebalanced the base weapon types and heavily increased the damage for ranged weapons, removed overpowered powers. The Auto-Level Feature was removed as well due to it shorting the player Force Powers under certain conditions. Recommended level up features have been updated to add a more consistent experience for first time players. I've also removed some overpowered force powers that trivialize the difficulty of the game such as Knight Speed, Master Speed, and Improved Energy Resistance. Balance in the Force also contains a number of quality-of-life features that can been found in other mods as well that make sense here. For example, all of the classes have been modernized to KotOR 2’s feat, power progression, and attack bonus progression, persuasion is a class skill for the main character regardless of starting class, impossible difficulty has been restored, and Intelligence now rounds up instead of down for gaining skill points during level up. An alternate version of the mod called the Radical Jedi Version, is also included. The big idea In this version is to address the need/desire to save levels on Taris in order to create a more optimal character after cross-classing on Dantooine. Here, I’ve made the Jedi Sentinel a main character exclusive class and updated the dialogue on Dantooine to locked players into it. To encourage players to level normally, the Jedi Sentinel stops gaining feats and powers after 12 levels but in exchange, players have the option to choose the exclusive Guardian and Consular feats while leveling. Furthermore, it gains increased force points and all 21 of its career force powers in those 12 levels as well. In this version, Bastila has her class changed to Consular to accommodate this. Global Changes The bonus skill points gained at level up formula (Class Base + INT/2) now rounds up. You now gain +1 skill point at 12 INT, +2 at 16 INT, and +3 at 20 INT. It's still not as generous as KotOR 2 but since skills aren't terribly useful in K1, I think it works pretty well. Auto-Level Removed. This feature had bugs that could cause consulars to miss out on choosing powers at certain levels. All Companion Characters now join at Level 1. This change was made to allow the player greater flexibility when choosing how to build their companion characters. Heavy Weapons no longer exist as a category and Repeating Blasters have been merged with Rifles. All of the relevant feats have been adjusted accordingly like in KotOR 2. Impossible Difficulty has been restored to the difficulty settings; just in case all of the power-creep makes the game too easy. Security can now be use untrained like in KotOR 2. Players can no longer learn Knight Speed, Master Speed, and Improved Energy Resistance. These powers trivialized the game. Burst of Speed now lasts for 100 seconds and costs 10 FP Force Aura, Force Shield, Force Armor, Master, Force Valor, Knight Valor, and Master Valor now last for 80 seconds. The FP cost penalties and discounts for opposing alignment now scale evenly, maxing out at 1.5 or 0.5 x base cost. Main Character Changes Persuade is always a class skill for the main character. The main character gets all six basic active combat feats (Power Attack/Power Blast, Flurry/Rapid Shot, and Critical Strike/Sniper Shot) between level 1 and 2. This is as close as I could get to how it was done in KotOR 2. Class Changes All Classes now get Full Base Attack Bonus like in kotOR 2 Scoundrels get Sneak Attack X at level 19 like in KotOR 2. Expert Droids now gets access to Master Two-Weapon Fighting. Combat Droids now get access to Weapon Specialization: Blaster Pistols and Weapon Specialization: Blaster Rifles Jedi Guardians gain Demolitions as a class skill like in kotOR 2 Jedi Sentinels gain selectable feats at levels 1, 3, 6, 7, 9, 12, 13 15, 18, and 19. Jedi Sentinels gain Computer Use, Demolitions, Repair, Security, and Stealth as class skills like in kotOR 2 Jedi Sentinels gain 3 skill points per level like in KotOR 2. Jedi Consulars gain Repair as a class kill like in kotOR 2 Jedi Consulars gain 2 skill points per level like in KotOR 2. Party Changes Bastila gains 4 ranks in computers due to Jedi Sentinels increase of skill points. She loses Force Aura, Stun, and Flurry due to level decrease. Canderous loses 1 point of Strength, 2 ranks of Demolition, s ranks of Treat Injury, Rapid Shot, Improved Power Blast, Weapon Focus: Rifles (formerly heavy weapons), and Weapon Specialization: Rifles (formerly heavy weapons) due to level decrease. Carth gains 2 ranks of Awareness due to high intelligence and loses 1 point of Dexterity, 1 rank of Repair, 1 rank of Security, Improved Two Weapon Fighting, Weapon Focus Blaster Pistols, and Weapon Specialization: Blaster Pistols due to level decrease. His generic Blaster Pistol is no longer equipped and will instead be added to your inventory when he joins. HK-47 loses 1 point of Strength, 1 rank of Demolitions, 1 rank of Awareness, 2 ranks of Repair, Power Blast, and Weapon Focus: Rifles due to level decrease. Jolee gains 4 ranks of Repair due to Jedi Consulars increase of skill points. He loses 1 point of Dexterity, 1 rank of Awareness, Cure, Force Aura, Force Valor, Force Push, Throw Lightsaber, Conditioning, and Improved Dueling. He also adds a suit of basic clothing to your inventory when he joins. Juhani 1 point of Dexterity, 1 rank of Stealth, 4 ranks of Awareness, and 4 ranks of Treat Injury, Force Aura, Force Push, Energy Resistance, Stun, Throw Lightsaber, Power Attack, and Conditioning due to level decrease. She adds a suit of basic clothing and a red lightsaber crystal to your inventory when she joins and she retains the 4 of her bonus Stealth skill points that could not be accounted for during level decrease. Mission loses 1 ranks of Demolitions, 1 rank of Stealth, 1 rank of Awareness, two ranks of Security, and Caution due to level decrease. T3-M4 gains 1 rank in Demolitions due to high intelligence and loses 2 ranks of Computer Use, 1 ranks of Awareness, 2 ranks of Repair, and 2 ranks of Security, and Caution due to level decrease. Zaalbar loses 1 point of Strength, 2 ranks of Demolitions, 6 ranks of Awareness, 1 rank of Treat Injury, Power Attack, and Improved Power Attack due to level decrease. Weapon Changes Stun Batons are now 1d4, 19-20 x2. Short Swords are now 1d8, 19-20 x2. Longswords are now 1d12, 19-20 x2. Gamorrean Axes are now 1d12, 19-20 x2. Quarterstaffs are now 1d8, 19-20 x2. Gaffi Sticks are now 1d8, 19-20 x2 Double-Bladed Swords are now 1d10, 19-20 x2. Vibro Double-Blades are now 1d12, 19-20 x2. Wookie Warblades are now 1d12, 19-20 x2. Lightsabers are now 2d10, 19-20, x2. Short Lightsabers are now 2d8, 19-20 x2. Double Lightsabers are now 2d8, 19-20 x2. Blaster Pistols are now 2d8 damage, 19-20, x2. Heavy Blasters are now 2d10 damage, 19-20 x2. Holdout Blasters are now 2d6 damage, 19-20 x2. Disruptors Pistols are now 2d6 damage, 18-20 x2, Universal Damage. Ion Blasters are now 2d6 damage, x3. Sonic Pistols are now 2d8, x2. Blaster Carbines are now 3d8, 19-20 x2. Blaster Rifles are now 3d8, 19-20 x2. Bowcasters are now 3d10, 19-20 x2. Disruptor Rifles are now 3d6, 18-20, x2, Universal Damage Ion Rifles are now 3d6, x3. Sonic Rifles are now 3d8, x2. Repeating Blasters are now 4d6, x2 Heavy Repeating Blasters are now 5d6, x2. Recommendation Changes Skills, Feats, and Powers priority updated when taking recommendations at level up. Recommended Attributes for Soldiers are 14 STR, 14, DEX, 14, CON, 14 WIS, 12 INT, 10 CHA. Recommended Attributes for Scouts are 14 STR, 14, DEX, 14, CON, 14 WIS, 12 INT, 10 CHA. Recommended Attributes for Scoundrels are 10 STR, 14, DEX, 14, CON, 14 WIS, 12 INT, 14 CHA. Primary Attributes for Scouts is changed to Strength. Other Changes Brejik now also drops the yellow single bladed lightsaber from the cutscene where Bastila battles Revan. Apparently, she dropped both of them under her seat… Radical Jedi Version Changes The main character is limited to the Jedi Sentinel Class during cross-class. As a Jedi Sentinel, the main character is no longer granted Force Immunity: Fear, Force Immunity: Stun, and Force Immunity: Paralysis for free. Instead, these feats are added to their selectable feat table and 3 selectable feats are added to their feat schedule. As a Jedi Sentinel, the main character gains selectable feats at Levels, 1, 2, 4, 5, 6, 8, 9, 10, and 12. As a Jedi Sentinel, the main character has had Weapon Specialization: Lightsaber added to their feat table at Level 4. They’ve had Force Immunity: Fear, Force Focus, and Force Jump added to their feat table at Level 9. They’ve had Force Immunity: Stun, Improved Force Focus, and Improved Force Jump, added to their feat table at level 11, and Force Immunity: Paralysis, Master Force Focus, and Master Force Jump added to their feat table at level 14. Since Radical Jedi version has to limit the player to one of the three Jedi Classes during cross class, the Jedi Sentinel was given access to the Jedi Guardian and Jedi Consular’s exclusive feats. This change was made to allow the player to effectively play as a Guardian, Sentinel, or a Consular. As a Jedi Sentinel, the main character gains all skills, as class skills. Since the main character is supposed to represent any of the three Jedi classes, this change was made to allow them to choose the appropriate skills. As a Jedi Sentinel, the main character stops gaining feats after level 12. This change was made to encourage normal leveling before becoming a Jedi. As a Jedi Sentinel, the main character now gains 2 powers from levels 1-9, 1 power from levels 10-12, and 0 powers per level from levels 13-20. This change was made to encourage normal leveling before becoming a Jedi. After becoming a Jedi Sentinel, the main character gains 10 Force points per level. This change was made to encourage normal leveling before becoming a Jedi. Bastila changes class from Jedi Sentinel to Jedi Consular. This change was made in order to rebalance the Jedi Sentinel Class as described above. Bastila loses Force Aura, Stun, and Flurry due to level decrease. Bastila’s yellow double-bladed lightsaber, dropped from Brejik, has been replaced with a green one to reflect the Bastila’s change in class. Future Updates I’ve not yet tested a full playthrough of this mod, so, that’s next. Individual weapon rebalancing, looking at you Yavin Station gear. Loot and vendor redistribution. Probably more bug fixes.
  8. Speaking of my changes.ini file. Should I be concerned about orphaned ini sections warnings from holopatcher?
  9. I'm not sure how to make the app compare the files. How do I do that? Edit: Hol up. I think I got it...
  10. I don't have an append I think it did but apparently I'm still struggling with the core concept of how the patcher is supposed to work. Here's the error log from the patcher. I tloaded all of my modded files into tslpatchdata folder, created your changes.ini file, then loaded your modded files into the changeedit app, then replaced them all with the original unmodded files, and ran the patcher (holopatcher). What am I doing wrong? Sorry, if I'm being a pain. The readme felt like it was missing some crucial steps and I don't really get what I'm supposed to be doing.
  11. I think I've got the ChangeEdit business figured out but I still have a couple questions if you don't mind. 1. I added the utc files as gffs in my changes.ini file. Is that going to be okay? 2. Should I also do with with dan13_dorak.dlg? 3. If I wanted to go about doing the whole append.tlk thing. How would I do that, I feel like I missed something?
  12. Thanks for explaining this. As a funny note, I went to double check this in Holopatcher's readme and it said to refer to TSLpatcher's readme...
  13. I have a question with the readme file, I'm hoping you can answer. If I copy all my files into the tslpatchdata folder and then copy unaltered versions of the same files with the same name, won't windows just overwrite all of my work? What am I missing?
  14. I'm referring to the +10 bonus to attack you get from being melee distance with a ranged weapon. Can this value be changed? If so, where might I find it?
  15. K1GR started out as an attempt to modernize KotOR 1's classes to Kotor 2's standards and then it started growing into an overall update filled with quality of life upgrades, weapon rebalancing, and some other ideas to address some of the major issues in that gunk up the flow of gameplay. Namely, level saving. As I'm sure all of you are aware, the amount of powers you get is directly tied to the amount of Jedi levels you have. Players like myself, endlessly debate on what the right balance of class levels is. For a lot of people, it makes sense to hold back leveling up for the first half of the game. This mod addresses that by limiting the player to the Sentinel class after becoming a Jedi. In a perfect world, I would add player only versions of all three Jedi classes but due to the hard-coded limitations in the game's design, there's not space on the feat table for all three. The Sentinel was chosen for the main character because after updating the classes to KotOR 2's class progression, it stood out as both strong and versatile. Here's how it works: the Sentinel had all of its powers compressed into the first 12 levels of its class. After level 12 it gets no powers or feats of any kind. All of the other classes pretty much level up normally. This mod rewards you for leveling up your main character as you go. Another major change is that weapons groups have been totally rebalanced. Melee Double Weapons now do less damage than their one handed counterparts and have had their Critical Threats increased to compensate. Ranged weapons now have significantly increased damage overall and should be comparative, they might fall a little behind melee as you start to get better equipment mid to late game but when you calculate the investment it takes to get melee competitive and all of the other perks of ranged weapons, it might actually be overkill. So much so that I'm concerned about difficulty on Taris. Global Changes The bonus skill points gained at level up formula (Class Base + INT/2) now rounds up. You now gain +1 skill point at 12 INT, +2 at 16 INT, and +3 at 20 INT. It's still not as generous as K2 but since skills aren't terribly useful in K1, I think it works pretty well. All Companion Characters now join at Level 1. This change was made to allow the player greater flexibility when choosing how to build their companion characters. Selectable Level 1 feats are now gained at level 2. This change was made to allow the player greater flexibility when choosing how to build their companion characters. Heavy Weapons no longer exist as a category and Repeating Blasters have been merged with Rifles. All of the relevant feats have been adjusted accordingly like in KotOR 2. Impossible Difficulty has been restored to the difficulty settings; just incase all of the power-creep makes the game too easy. Main Character Changes Persuade is always a class skill for the main character. The main character gets all six basic active combat feats (Power Attack/Power Blast, Flurry/Rapid Shot, and Critical Strike/Sniper Shot) between level 1 and 2. This is as close as I could get to how it was done in KotOR 2. The main character is limited to the Jedi Sentinel Class up cross-class. The main character can choose to take the Force Focus feats, Force Jump, and Lightsaber Specialization Feats as they level up. This change was made to accommodate the inability to choose between Jedi classes. The main character now gains 2 powers from levels 1-9, 1 power from levels 10-12, and 0 powers per level from levels 13-20. This change was made to encourage normal leveling. The main character gains 6 force points per level as a Soldier, Scout, or Scoundrel. This change was made to smooth out force power gains regardless of what level they cross-classed at. Class Changes All Classes now get Full Base Attack Bonus. Equalized Attack bonus just feels good. Star Wars did it back in Saga, D&D started doing it back in 4E, and KotOR did it in TSL. Soldiers, Scouts, and Scoundrels are now granted their active combat feats (Power Attack/Power Blast, Flurry/Rapid Shot, and Critical Strike/Sniper Shot) at Level 2. This was made to allow the secondary characters to skip getting the other classes primary feats at level 1, like the main character. Scoundrels get Sneak Attack X at level 19 like in KotOR 2. Expert Droid now gets access to Master Two-Weapon Fighting and the ranged active combat feat lines (Power Blast, Rapid Shot, and Sniper Shot). Soldiers gain 2 selectable feats at level 2 and 1 additional selectable feat at levels 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, and 20. Scouts gain 2 selectable feats at level 2 and 1 additional selectable feat at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19 Scoundrels gain 2 selectable feats at level 2 and 1 additional selectable feat at levels 5, 8, 11, 14, 17, and 20. Jedi Guardians gain 2 selectable feats at level 2 and 1 additional selectable feat at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19 Jedi Sentinels gain 1 seletable feat at levels 2, 3, 6, 7, 9, 12, 13, 15, 17, and 18. Jedi Consulars gain 1 selectable feat at levels 2, 3, 6, 9, 12, 15, and 18. Expert Droids gain 1 selectable feat at levels 2, 3, 5, 6, 9, 11, 12, 15, 18, and 19. Combat Droids gain 1 selectable feat at levels 2, 3, 6, 9, 12, 15, and 18 Jedi Guardians gain Demolitions as a class skill, like in KotOR 2. Jedi Sentinels gain Computer Use, Demolitions, Repair, Security, and Stealth as class skills, like in KotOR 2. Jedi Consulars gain Repair as a class kill, like in KotOR 1. Jedi Sentinel gains 3 skill points per level like in KotOR 2. Jedi Consulars gain 2 skill points per level like in KotOR 2. Party Changes Bastila gains 4 ranks of computers due to Jedi Sentinels increase of skills. She loses Force Aura, Stun, and all selectable feats do to level decrease. Canderous loses 1 point of Strength, 2 rank of Demolition, 2 ranks of Treat Injury, and all selectable feats do to level decrease. Carth loses 1 point of Dexterity, 1 rank of Awareness, and 1 rank of Repair due to level decrease. HK-47 loses 1 point of Strength, 1 rank of Demolitions, 1 rank of Awareness, 2 ranks of Repair and all selectable feats due to level decrease except for Weapon Focus: Rifles as a bonus due to the limitations of feat table merging and wanting to give him a small buff. Jolee gains 4 ranks of Repair due to Jedi Guardians increase of skills. He loses 1 point of Dexterity, 1 ranks of Awareness, Cure, Force Aura, Force Valor, Force Push, Throw Lightsaber, and all selectable feats due to level decrease. He also adds a suit of basic clothing to your inventory when he joins. Juhani loses 1 point of Dexterity, 1 rank of Stealth, 4 ranks of Awareness, and 4 ranks of Treat Injury, Force Aura, Force Push, Energy Resistance, Stun, Throw Lightsaber and all selectable feats due to level decrease. She adds a suit of basic clothing and a red lightsaber crystal to your inventory when she joins and she retains the 4 of her bonus Stealth skill points that could not be accounted for during level decrease. T3-M4 loses 2 ranks of Computer Use, 1 ranks of Awareness, 2 ranks of Repair, and 2 ranks of Security, and all selectable feats due to level decrease. He gains a normally 1 rank of Demolitions due to the game forcibly shorting him a large number of skill points due to his high intelligence and nowhere to put them due to the game not saving unspent skill points on level 1 npc. Not to worry, with the changes to skill points due to high intelligence, T3 now gains enough skill points to max out all of his skills at level 20. Zaalbar loses 1 point of Strength, 2 ranks of Demolitions, 6 ranks of Awareness, 1 rank of Treat Injury, and all selectable feats due to level decrease. Bastila has been changed from Jedi Sentinel to Consular. This change was due to limitations in feat.2da that I have figured out an acceptable workaround for. Weapon Changes Stun Batons are now 1d4, 19-20 x2. Short Swords are now 1d8, 19-20 x2. Longswords are now 1d12, 19-20 x2. Gamorrean Axes are now 1d12, 19-20 x2. Quarterstaffs are now 1d8, 19-20 x2. Gaffi Sticks are now 1d8, 19-20 x2 Double-Bladed Swords are now 1d10, 19-20 x2. Vibro Double-Blades are now 1d12, 19-20 x2. Wookie Warblades are now 1d12, 19-20 x2. Lightsabers are now 2d10, 19-20, x2. Short Lightsabers are now 2d8, 19-20 x2. Double Lightsabers are now 2d8, 19-20 x2. Blaster Pistols are now 2d8 damage, 19-20, x2. Heavy Blasters are now 2d10 damage, 19-20 x2. Holdout Blasters are now 2d6 damage, 19-20 x2. Disruptors Pistols are now 2d6 damage, 18-20 x2, Universal Damage. Ion Blasters are now 2d6 damage, x3. Sonic Pistols are now 2d8, x2. Blaster Carbines are now 3d8, 19-20 x2. Blaster Rifles are now 3d8, 19-20 x2. Bowcasters are now 3d10, 19-20 x2. Disruptor Rifles are now 3d6, 18-20, x2, Universal Damage Ion Rifles are now 3d6, x3. Sonic Rifles are now 3d8, x2. Repeating Blasters are now 4d6, x2 Heavy Repeating Blasters are now 5d6, x2. Project Status: 95% Complete as of 5/15/2024 (Kinda) The initial mod is completely finished. It still needs to packaged up and released. The mod still remains untested but I'm going to due that after initial release. Future Updates: An actual release in the proper forum, probably tomorrow. Bug fixes. Individual weapon rebalancing, looking at you Yavin Station gear. Loot and vendor redistribution. Probably more bug fixes.