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Timbo last won the day on August 23
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18 Jedi PadawanAbout Timbo
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Which mod is this? I'll need to ask Thor110 since he understands the script better. If I were to guess though, those might be the scripts related to HK-47s simulations, which are accessed through his normal ship banter. If I'm right, deleting them would likely get you paid for doing the simulation. Again, this is just a guess. I'm not able to look over the script atm and I haven't had the chance to speak with Thor110 yet. When we worked on this, we didn't think any other mods would ever touch this so we didn't really bother with compatibility. I say, go for it.
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View File Rebalanced Grenades Star Wars: Knights of the Old Republic - Rebalanced Grenades v1.0.0 Overview The goal of Rebalanced Grenades was to make makes grenades, Dexterity, and Demolitions more useful throughout the entirety of Kotor 1 by giving grenades scaling DCs similar to force powers based off of Dexterity and scaling bonus damage based off Demolitions. By making grenades more useful for ranged characters they will hopefully serve a function similar to Force powers for non-Jedi characters. Grenades now use the following formula unless stated otherwise: DC = 5 + Level + Dexterity modifier if DC < 15 then DC = 15 Bonus Damage = Total Demolitions Rank/2 A minimum DC threshold of 15 is maintained to keep grenades at least as useful as they are in Vanilla in early levels. Additionally, each of the affected grenades has a damage cap added in to keep them near the game’s existing benchmarks. Grenade Changes Fragmentation Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 36 Stun Grenade - DC: 5 + Level + DEX + INT (min DC: 15) Thermal Detonator - DC: 5 + Level + DEX + INT (min DC: 15), 60 Damage Poison Grenade - DC: 30, 5 Damage every 3 seconds Sonic Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 36 Cryoban Grenade - DC: 5 + Level + DEX + INT (min DC: 15), Fortitude save, max damage: 36 Plasma Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 60 Ion Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 30, +30 Damage vs Droids Adhesive Grenade – unchanged Notes: A damage cap of 36 was chosen for Fragmentation, Sonic, and Cryoban grenades because it allows them to scale up to the total damage of a vanilla plasma grenade or the average damage of Force Lightning at full power. Thermal Detonators are one of the most devastating weapons in Star Wars cannon and since 60 damage is the maximum damage of Force Lightning at full power, I let it stand. Additionally, for 2000 credits a pop, I feel like they should always consistently be good. Since Plasma Grenades start at 36 damage it felt natural to cap them at 60 and with a dedicated build and the right equipment you can in fact get there if you want to. Ion Grenades cap at 30 for humanoids and still add an additional 30 for droids for the same reasons. Acknowledgements jc2's Improved Grenades is the forebear to this mod. As far as I know jc2 is the first person to do this. Thor110 who taught me much of what I needed to know to finish the script changes for this mod and most of everything else I know about modding KotOR. Submitter Timbo Submitted 08/25/2024 Category Mods K1R Compatible Yes
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Timbo started following Rebalanced Grenades
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Version 1.0.0
49 downloads
Star Wars: Knights of the Old Republic - Rebalanced Grenades v1.0.0 Overview The goal of Rebalanced Grenades was to make makes grenades, Dexterity, and Demolitions more useful throughout the entirety of Kotor 1 by giving grenades scaling DCs similar to force powers based off of Dexterity and scaling bonus damage based off Demolitions. By making grenades more useful for ranged characters they will hopefully serve a function similar to Force powers for non-Jedi characters. Grenades now use the following formula unless stated otherwise: DC = 5 + Level + Dexterity modifier if DC < 15 then DC = 15 Bonus Damage = Total Demolitions Rank/2 A minimum DC threshold of 15 is maintained to keep grenades at least as useful as they are in Vanilla in early levels. Additionally, each of the affected grenades has a damage cap added in to keep them near the game’s existing benchmarks. Grenade Changes Fragmentation Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 36 Stun Grenade - DC: 5 + Level + DEX + INT (min DC: 15) Thermal Detonator - DC: 5 + Level + DEX + INT (min DC: 15), 60 Damage Poison Grenade - DC: 30, 5 Damage every 3 seconds Sonic Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 36 Cryoban Grenade - DC: 5 + Level + DEX + INT (min DC: 15), Fortitude save, max damage: 36 Plasma Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 60 Ion Grenade - DC: 5 + Level + DEX + INT (min DC: 15), max damage: 30, +30 Damage vs Droids Adhesive Grenade – unchanged Notes: A damage cap of 36 was chosen for Fragmentation, Sonic, and Cryoban grenades because it allows them to scale up to the total damage of a vanilla plasma grenade or the average damage of Force Lightning at full power. Thermal Detonators are one of the most devastating weapons in Star Wars cannon and since 60 damage is the maximum damage of Force Lightning at full power, I let it stand. Additionally, for 2000 credits a pop, I feel like they should always consistently be good. Since Plasma Grenades start at 36 damage it felt natural to cap them at 60 and with a dedicated build and the right equipment you can in fact get there if you want to. Ion Grenades cap at 30 for humanoids and still add an additional 30 for droids for the same reasons. Acknowledgements jc2's Improved Grenades is the forebear to this mod. As far as I know jc2 is the first person to do this. Thor110 who taught me much of what I needed to know to finish the script changes for this mod and most of everything else I know about modding KotOR. -
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View File Starship Combat Pay Starship Combat Pay v1.0.1 Overview Starship Combat Pay give players a tangible reward, beyond avoiding a game over screen, for surviving the Ebon Hawk Gunnery Station mini-game. After escaping the Sith Blockade and landing on Dantooine, you’ll get a message from the Republic. It reads: "Republic Combat Pay Thank you for registering your Dynamic-class freighter, designation: the Ebon Hawk, as a civilian paramilitary vessel. Until further notice, as an enlisted soldier of the Galactic Republic Navy, you are hereby entitled to a financial reward of 200 Republic credits for the successful elimination of each Sith Imperial starfighter you encounter aboard your registered personal starship. You'll find a payment of 1200 Republic credits has already been deposited directly into your account. Further payments will be deposited immediately after each conflict. May the Force be with you." …And that’s exactly what the mod does. It pays you a total of 1200 credits every time you’re forced to play the Ebon Hawk Gunner Station mini game. Notes Unfortunately, this mod doesn’t change the mini-game itself in any meaningful way. It does however make playing it more rewarding. When deciding on the number of credits players should receive, we looked at different amounts of pay that scale with level and we arrived at a flat 1200 credits for a number of reasons. A scaling number of credits requires an in-setting explanation for why the main character’s pay increases, which logically goes to rank. Applying any sort of rank to the main character adds a level of non-canon material that I’m not comfortable adding in my mods. In terms of the game’s existing financial rewards go 1200 credits is pushing it. However, in terms of the setting, a 1200 credit bonus is a paltry sum for destroying a 300,000 credits worth of starfighters. So, since most players tend to only travel between planets after fully completing them, the number of randomly generated starfighter encounters is relatively low. In any case, once you get full access to the Ebon Hawk, you’re free to win heaps of credits by swoop racing or savescum an infinite number of credits by gambling with Suvam Tan. So, exploiting the turret minigame isn’t going to unbalance anything. Credits Script Writer: Thor110 Contributor: Zoctavous Mod Author: Timbo Special Thanks I want to thank Thor110 who had the script almost entirely worked out within minutes of pitching the idea and for patiently sticking with it over the next couple weeks to fine tune it. Seriously, this part was about 90% of the work. I also want to thank Zoctavous who has very quickly become my go-to scripting confidante. Whenever there’s something I don’t understand or need help fixing. He’s usually the first person I hit up. Without him helping me get past the very first problem with this mod, this release simply wouldn’t have happened. Finally, I want to give a special thanks to Discord user sharkynebula from the KOTOR server who casually suggested that the Republic should have to pay you for playing the minigame. This is the idea set this whole thing off. Submitter Timbo Submitted 08/18/2024 Category Mods K1R Compatible Yes
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Version 1.0.1
59 downloads
Starship Combat Pay v1.0.1 Overview Starship Combat Pay give players a tangible reward, beyond avoiding a game over screen, for surviving the Ebon Hawk Gunnery Station mini-game. After escaping the Sith Blockade and landing on Dantooine, you’ll get a message from the Republic. It reads: "Republic Combat Pay Thank you for registering your Dynamic-class freighter, designation: the Ebon Hawk, as a civilian paramilitary vessel. Until further notice, as an enlisted soldier of the Galactic Republic Navy, you are hereby entitled to a financial reward of 200 Republic credits for the successful elimination of each Sith Imperial starfighter you encounter aboard your registered personal starship. You'll find a payment of 1200 Republic credits has already been deposited directly into your account. Further payments will be deposited immediately after each conflict. May the Force be with you." …And that’s exactly what the mod does. It pays you a total of 1200 credits every time you’re forced to play the Ebon Hawk Gunner Station mini game. Notes Unfortunately, this mod doesn’t change the mini-game itself in any meaningful way. It does however make playing it more rewarding. When deciding on the number of credits players should receive, we looked at different amounts of pay that scale with level and we arrived at a flat 1200 credits for a number of reasons. A scaling number of credits requires an in-setting explanation for why the main character’s pay increases, which logically goes to rank. Applying any sort of rank to the main character adds a level of non-canon material that I’m not comfortable adding in my mods. In terms of the game’s existing financial rewards go 1200 credits is pushing it. However, in terms of the setting, a 1200 credit bonus is a paltry sum for destroying a 300,000 credits worth of starfighters. So, since most players tend to only travel between planets after fully completing them, the number of randomly generated starfighter encounters is relatively low. In any case, once you get full access to the Ebon Hawk, you’re free to win heaps of credits by swoop racing or savescum an infinite number of credits by gambling with Suvam Tan. So, exploiting the turret minigame isn’t going to unbalance anything. Credits Script Writer: Thor110 Contributor: Zoctavous Mod Author: Timbo Special Thanks I want to thank Thor110 who had the script almost entirely worked out within minutes of pitching the idea and for patiently sticking with it over the next couple weeks to fine tune it. Seriously, this part was about 90% of the work. I also want to thank Zoctavous who has very quickly become my go-to scripting confidante. Whenever there’s something I don’t understand or need help fixing. He’s usually the first person I hit up. Without him helping me get past the very first problem with this mod, this release simply wouldn’t have happened. Finally, I want to give a special thanks to Discord user sharkynebula from the KOTOR server who casually suggested that the Republic should have to pay you for playing the minigame. This is the idea set this whole thing off. -
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Those are just preset stats. Since most players who use mods know them game inside and out, I made them very general for people who are playing the game for the first time. I always start with 14 Charisma. My favorite build is: STR 14, DEX 14 or 12, CON 10 or 12, INT 12, WIS 14, CHA 14. As I level I put 2 points into WIS, 2 points into CHA, and 1 point somewhere else depending on the class choices. As a Guardian or Scout this lets you beat most saves (not last two bosses though) and with equipment lets you melee everyone just fine. Just remember your INT modifier rounds up instead of down for Skill Points so 12 INT gets you what 14 used to for skill points.
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I'm honestly not sure. There's not an explicit changelog for that mod. BitF currently doesn't support compatibility with other gameplay mods because it's designed to be it's own gameplay ecosystem. BitF will eventually overhaul loot, merchants, and equipment but those changes are reserved for 1.5.0 and probably won't come along for awhile yet. Sorry.
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Recently, I've learned how to edit scripting and it allows me to make more profound changes to the mod. I can edit powers in a more meaningful way, I can stop players from saving their levels before becoming a jedi, and I can reward them with the extra powers they would have gained by doing so. It's all pretty much done. I've got to carve out some time for testing and build everything into a patch before release. I've included a tentative copy of the readme in the spoilers below. It's not included in the changelog below but one of the experimental things I'm working on is adding in my own version of Wookie Rage. I won't be sure if it will make the final cut or not until I can find the time to test it all out. As always, feedback and suggestions are appreciated.
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I believe I've found an error in KotOR 1's text that hasn't been fixed. While poking around in the script for Force Whirlwind I discovered that it lasts for 9 seconds rather than 12 it lists in the description. Strategy Wiki has it incorrect too. Another person and I both tested it to be sure and you can check in the feedback logs. What I did was I used Force Whirlwind, and then I added 3 physical attacks into the que. Sure enough, after 3 attacks, he's free and immediately uses with force lightning. What I don't understand is how the damage is actually broken up in segments of time it. It does in fact do Level/3 damage but it doesn't actually break it down into 2 second chunks. It break it down into 7 chunks which are scattered willy nilly throughout the 9 second duration. At level 20, it deals 20/3=6.66 damage. 6.66 - 2 damage because of Malak's master toughness rounded down = 4 damage per tic x 7 tics equal 28 damage. I'm not sure how or if you want to update this description but I just thought I'd report it. Edit: I included screenshots of the damage logs but it displayed them out of order. So rather than confuse you, I'll just let you replicate it yourself. Also, I got a different result as far as how many times it proc'd the damage over time effect. When I was attacking it proc'd 7 times in a scattered fashion but when I disengaged immediately after casting it proc'd 6 times. I'm pretty confident that there's either a bug in the log or the intermixing of the damage over time with physical attacks get mixed up in the combat queue. If I was a betting man, I'd wager that it actually procs the damage over time effect once every 1.5 seconds aka twice a round.
- 17 replies
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- improvement
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Timbo changed their profile photo
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I'm trying to edit Burst of/Knight/Master Speed. I used to make SNES romhacks back in the day so I'm pretty good at hex-editng and familiar enough with this that I can make sense of what I'm reading. I've figured out what values I need to edit to make it work but when I opened it in KotOR scripting tool and saved it. I thought I would just be able to edit it directly, save it, and throw it into the override folder, instead it just broke spellcasting. What am I doing wrong? Here's a sample of what I did to Burst of Speed: 00006234 05 00 00A5 01 ACTION EffectMovementSpeedIncrease(00A5), 01 00006239 01 01 FFFFFFEC 0004 CPDOWNSP FFFFFFEC, 0004 00006241 1B 00 FFFFFFFC MOVSP FFFFFFFC 00006247 04 03 00002007 CONSTI 00002007 0000624D 04 03 00000000 CONSTI 00000000 00006253 04 03 00000002 CONSTI 00000002 00006259 05 00 0073 03 ACTION EffectACIncrease(0073), 03 If I change these bottom lines like so it should change it from +2 to AC to a -4 in Attack. 00006253 04 03 00000004 CONSTI 00000004 00006259 05 00 01BF 02 ACTION EffectAttackDecrease(01BF), 02 Edit: NVM. It's actually way easier than this.
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Timbo started following Balance in the Force
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Sorry it took me so long to get this fixed it was a rough couple weeks. I'm not sure what happened but this bug was all fixed and somehow got reintegrated between testing and release. I actually went a different direction this time around and made it an optional patch. Anyway. It's up and should be working normally this time. Furthermore, I've been looking into modding powers and I think I've figured out how to modify effects. I'm still real wet behind the ears with scripting but I'm pretty sure I can modify buffs easily enough. I might be able to return Knight and Master Speed to the core patch. Removing the defense bonus is essential for keeping Force Aura/Shield/Armor from becoming redundant and adding either a penalty to attack or defense will hopefully keep it from being too overpowered. I'm thinking an attack penalty will stack nicely with all classes having full base attack bonus progression. Here's what I'm thinking... Burst of Speed: Increased Movement Speed, Compatible with Armor, 10 FP Cost Knight Speed: Increased Movement Speed, +1 Attack per round, -5 Attack or Defense Penalty, Armor Prohibited, 30 FP Cost Master Speed: Increased Movement Speed, +1 Attack per round, -2 Attack or Defense Penalty, Armor Prohibited, 40 FP Cost As always, feedback and suggestions would be greatly appreciated.