Timbo

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Posts posted by Timbo


  1. I finally think I've figured out a way to get around my Jedi Class limitation woes but it requires knowledge I don't possess. Thankfully, I'm not above begging for someone to help me or teach me if they have the time. I'll gleefully credit you for your efforts either way.

     

    Here's the pitch:

    I'd like to start Bastila, Jolee, and Juhani with custom classes. For the part I need help with, I'd like to add some dialogue options when speaking to the player that trigger a multiclass script for them to graduate to their natural class. It would be ideal if this would happen after gaining their 8th level but even that's not necessary as I can use dialogue to warn the player not to do this too early.

    What this does is make it so that I can restore the player's choice of jedi classes in the Radical Jedi version or eliminate it altogether.

     

    Is there anyone who's willing to either take this on as a request or take me on as an apprentice?

    Here's a link to my mod


  2. 1 hour ago, JCarter426 said:

    It's not possible to create new feats that do much of anything. Most feat mechanics are hard-coded in the engine, and the feat itself is just a signal to the engine that whether a character has the feat.

    There is a script function to grant the player permanent bonus Force Points in KOTOR 2, but not KOTOR 1. There is no script which is fired whenever a character levels up, but there are scripts that run every few seconds (e.g. the player's heartbeat script) which could be edited to replicate such an effect. There would be compatibility issues with other mods, though.

    This is how mods like the repeating blasters fix or the weapon finesse mod work right?

    I would be okay with it not being compatible with other mods that do this stuff so long as it's compatible with graphics mods, the community mod, and k1r (even if those mods aren't compatible with one another as long as it "behaved normally".

    Meaning that it the characters that had those feats (or hides or whatever) had normally functioning force point pools that were indistinguishable from the three normal Jedi classes.

    • Like 1

  3. Does anyone know how to make custom feats that would either create a couple feats for me or teach me how to do it?

    What I need are 3 separate feats that essentially mimic Toughness except that they add 4, 6, and 8 FP (instead of VP) per level.

    This would make for an absolutely huge change in my Balance in the Force Mod.

    Edit: I've since realized that unless there's already a script that adds FP per level, that this request will be impossible.

    • Like 1

  4. I'm thinking about doing something like this with my own mod. I'm wondering, do you know if it's possible to separate Force Whirlwind but still have Force Push be a prerequisite for both Whirlwind and Wave?

    • Like 1

  5. Actually, I have lots of reasons for doing this. For example I could create a some fake classes all called Force Adept with different starting skills and feat tables and give the NPCs a few levels of those classes. Since we're locked to only 3 classes with FP. This would allow for subtle variations between the PC and the NPCs.

    For example, you could make Juhani a Guardian who's got Stealth and Demolitions as a class skills without giving the PC this luxury when taking Guardian. Or giving Bastila the ability to take Weapon Specialization without letting the PC take it as a Sentinel.

    So, is it possible?


  6. Has anyone seen this glitch where during level up the game randomly gives you phantom ranks in skills you don't actually have? Then after leveling they disappear? It's happening in my mod and I can't figure out if it's a known issue or something I did?


  7. 31 minutes ago, DeathScepter said:

    Columns are hardcoded and Level cap is 20.

     

    You can't make proper Force Using Classes but you can add Normal classes from the existing Normal classes. for example you have a custom class with soldier feat table, scout saving throw and scoundrel feat gain. Also using class and dialogue will be important

    Thanks for getting back to me! Are they hard coded? I feel like you can convert them to xml with Kotor Tool, change the names of the columns, add your own, and convert them back, can you not?

    Edit:

    I just got it to work with featgain! I converted the scd_bon column into nsd_reg. Then in classes.2da, I pointed Scoundrel to draw feat gains from this column and it totally worked! Unfortunately, this method is a little more tricky for feat.2da as I have no idea which columns are actually unused and it's much harder to test.

    So, again, does anyone know if any of the columns in Feat.2da are unused?


  8. KotOR: Balance in the Force


    KotOR 1: Balance in the Force V1.2.0

     

    IMPORTANT!

    This new update adds a some important new features and changes a lot of things on the back end. You'll need to start a new save file, again (Sorry).

     

    Core Concept

    Balance in the force is a gameplay balancing mod that provides a streamlined leveling experience more in line with its sequel with some important departures. I've rebalanced the base weapon types and heavily increased the damage for ranged weapons. Not only does this keep ranged builds competitive with melee builds but it also makes the enemies more difficult. Now, you’ll have an excuse to use those Energy Shields during those early levels on Taris.

    Power have been rebalanced so that force point costs scale with the tier of the power. 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. Thanks to offthegridmorty and djh269, Bastila gets the playable Battle Meditation Power from Kotor 2.

    Level progression gets an important overhaul as well. When the main character becomes a Jedi, they’ll receive 4 extra bonus powers. While this doesn’t prevent the player from trying to stay level 2 on Taris, it makes it feel less necessary for those who would attempt such a feat. This provides the player with some extra versatility without providing much in the way of damage or defensive capabilities they wouldn’t already have.

    Balance in the Force also contains a number of quality-of-life features. 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. Intelligence now rounds up instead of down for gaining skill points during level up. Thanks to MoustacheVerte, Force Buffs have extended durations. There’s much more too. Check out the full change list below.

     

    Tips

    There is a noticable and unavoidable difficulty spike in the beginning of the game. With blasters being tuned up in terms of damage, enemies can cook you with them early on before you have enough HP to survive them. Thankfully there is an in game solution to this problem. Remember, when Larim aggressively tries to sell you an energy shield at the beginning of the game, that's because they are useful now.

     

    Full Change List

    Spoiler

    General Gameplay 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.
    • Impossible Difficulty has been restored to the difficulty settings.
    • Heavy Weapons no longer exist as a weapon category and Repeating Blasters have been merged with Rifles. All of the relevant feats have been adjusted accordingly.
    • All NPC Characters now join at Level 1.
    • NPC characters and Jedi classes no longer gain selectable feats at level 1 but instead gain them at level 2 in addition to their normal feats. This and the above change were made to allow players greater freedom when leveling their characters.

     Class Changes

    • All Classes now get Full Base Attack Bonus.
    • Scoundrels get Sneak Attack X at level 19.
    • Expert Droids now gets access to Master Two-Weapon Fighting and the Sniper Shot feat tree.
    • Soldiers and Scouts now gain Persuade as a class skill (only the main character can use it).
    • Jedi Guardians gain Demolitions as a class skill.
    • Jedi Guardians gain 2 selectable feats at level 2, and 1 selectable feat at level 3, 5, 7, 9, 11, 13, 15, 17, and 19.
    • Jedi Sentinels gain selectable feats at levels 2, 3, 6, 7, 9, 12, 13 15, 18, and 19.
    • Jedi Sentinels gain Computer Use, Demolitions, Repair, Security, and Stealth as class skills.
    • Jedi Sentinels gain 3 skill points per level.
    • Jedi Consulars gain Repair as a class kill.
    • Jedi Consulars gain 2 skill points per level.

     Character Changes

    • The main character gets all six basic active combat feats (Power Attack/Power Blast, Flurry/Rapid Shot, and Critical Strike/Sniper Shot) at level 2. Due to system limitations this is as close as I could get to how it was done in KotOR 2.
    • The main character gains 4 extra powers when gaining their first level of Jedi. This change was made to discourage players from saving levels on Taris to squeeze out extra powers for their build.
    • Bastila gains 4 ranks in computers due to Jedi Sentinel’s increase of skill points.
    • Bastila loses Force Aura and Stun due to level decrease.
    • Bastila’s Battle Meditation feat now grants Battle Meditation as a bonus power.
    • Bastila always recovers her double-bladed lightsaber and a single bladed lightsaber after the battle with Brejik herself and adds them to your inventory when she joins. Her lightsabers are no longer lootable from Brejik’s corpse. This change was made to allow players who want to build her as a single blade wielder, the option to do so while still on Taris.
    • Canderous loses 1 point of Strength due to level decrease.
    • Canderous loses 2 ranks of Demolition and 2 ranks of Treat Injury due to level decrease.
    • Canderous’ regeneration ability is now linked to a unique feat called Combat Regeneration that he gains at 1st level.
    • Carth loses 1 point of Dexterity due to level decrease.
    • Carth starts with 4 ranks of Awareness, 4 ranks of Repair, and 4 ranks of Treat Injury due to a combination of level decrease, high Intelligence, and a special feat he now receives at 1st level.
    • Carth gains a new feat at 1st level called Skilled Mechanic that adds 4 ranks of Repair, makes Repair into a class skill, and gives him 1 additional skill point at level ups.
    • Carth’s generic Blaster Pistol is no longer equipped and will instead be added to your inventory when he joins.
    • HK-47 loses 1 point of Dexterity due to level decrease.
    • HK-47 loses 1 rank of Demolitions, 1 rank of Awareness, and 2 ranks of Repair due to level decrease.
    • HK-47 gains a new feat called Combat Protocols at 1st level that Rapid Shot and Improved Rapid Shot at Level 4.
    • Jolee loses 1 point of Dexterity due to level decrease.
    • Jolee gains 4 ranks of Repair due to Jedi Consulars increase of skill points and he loses 1 rank of Awareness due to level decrease.
    • Jolee loses Cure, Disable Droid, Force Aura, Force Valor, Force Push, and Throw Lightsaber due to level decrease
    • Jolee gains a new feat called Psychic Smuggler at 1st level that adds Affect Mind as a bonus power, Empathy as a bonus feat, and Improved Empathy as a bonus feat at 4th level.
    • Jolee adds a suit of basic clothing to your inventory when he joins.
    • Juhani loses 1 point of Dexterity due to level decrease.
    • Juhani loses 4 ranks of Awareness, and 4 ranks of Treat Injury due to level decrease.
    • Juhani loses Burst of Speed, Force Push, Energy Resistance, Stun, and Throw Lightsaber due to level decrease.
    • Juhani’s Camouflage now explains her extra ranks of Stealth and gives her Force Aura as a bonus power.
    • Juhani adds a suit of basic clothing and a red lightsaber crystal to your inventory when she joins.
    • Mission loses 2 ranks of Demolitions, 2 ranks of Stealth, 2 ranks of Awareness, 2 ranks of Security, and 1 rank of Treat Injury due to level decrease.
    • Mission gains a new feat called Rough Crowd that gives her 1 extra VP per level, Caution as a bonus feat, and Improved Caution as a bonus feat at Level 4.
    • T3-M4 gains 1 rank in Demolitions due to high intelligence and loses 2 ranks of Computer Use, 1 rank of Awareness, 2 ranks of Repair, and 2 ranks of Security due to level decrease.
    • T3-M4’s Blaster Integration now grants Weapon Focus: Blaster Pistols and Weapon Specialization Blaster Pistols at level 4.
    • Zaalbar loses 1 point of Strength due to level decrease
    • Zaalbar loses 2 ranks of Demolitions, 6 ranks of Awareness, and 1 rank of Treat Injury due to level decrease.
    • Zaalbar’s Wookie Toughness now also provides +2 to defense. This increases to +4 at level 6, and +6 at level 12.

    Power Changes

    • Players can no longer learn Knight Speed, Master Speed. These powers were simply too strong. Now, if you want extra attacks per round, you’ll need to invest in Flurry, Rapid Shot, or Two-Weapon Fighting.
    • Players can no longer learn Energy Resistance or Improved Energy Resistance. These powers can be combined with shields to provide exponential levels of damage reduction that trivialize the difficulty.
    • Players can no longer learn Force Immunity. This seldom used power is actually a bit too strong.
    • Force Aura is now 15 FP at base cost and lasts 40 seconds.
    • Force Shield is now 15 FP at base cost and lasts 40 seconds.
    • Force Armor is now 25 FP at base cost and lasts 40 seconds.
    • Force Valor is now 15 FP at base cost and lasts 40 seconds.
    • Knight Valor is now 20 FP at base cost and lasts 40 seconds.
    • Master Valor is now 25 FP at base cost and lasts 40 seconds. seconds.
    • Stun is now 15 FP at base cost.
    • Stasis Field is now 25 FP at base cost.
    • Disable Droid is now 15 FP at base cost.
    • Destroy Droid is now 20 FP at base cost.
    • Burst of Speed now costs 10 FP, lasts 50 seconds, and is compatible with armor. This power actually gets a pretty significant boost since it’s pretty much just a travel power.
    • Force Whirlwind is a standalone power and costs 20 FP.
    • Force Wave now costs 25 FP and only has Force Push as a prerequisite.
    • Force Immunity is no longer a player option.
    • Force Breach now costs 30 FP.
    • Death Field is now 25 FP at base cost.
    • Horror is now 15 FP at base cost.
    • Insanity is now 20 FP at base cost.
    • Shock is now 15 FP at base cost.
    • Force Storm is now 25 FP at base cost.
    • Slow is now 10 FP at base cost.
    • Plague is now 20 FP at base cost.
    • Wound is now 10 FP at base cost.
    • Kill is now 20 FP at base cost.
    • Battle Medication is a new power that costs 30 FP, grants +2 to attack rolls, +2 to damage, and +2 to Will saves to all party members. It also increases the vitality point regeneration rate of the party. Additionally, any enemies within 10 meters that fail a Will save against a DC of 5 + the attacking character's level + attacking character's Wisdom and Charisma modifiers suffer a -2 to attack rolls, -2 to damage, and -2 to Will saves. This effect lasts for 40 seconds and will not affect any droids in the party.

    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, x2.
    • Gaffi Sticks are now 1d8, x2
    • Double-Bladed Swords are now 1d10, x2.
    • Vibro Double-Blades are now 1d12, 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, x2.
    • Blaster Pistols are now 2d8 damage, x2.
    • Heavy Blasters are now 2d8 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 2d6, 19-20 x2.
    • Blaster Carbines are now 3d6, x2.
    • Blaster Rifles are now 3d6, 19-20 x2.
    • Bowcasters are now 3d6, 19-20 x3.
    • Disruptor Rifles are now 2d8, 18-20, x2, Universal Damage
    • Ion Rifles are now 2d8, x3.
    • Sonic Rifles are now 2d8, 19-20 x2.
    • Repeating Blasters are now 2d10, x2
    • Heavy Repeating Blasters are now 2d10, 19-20 x2.

     Recommendation Settings Changes

    • Priority Lists updated when taking recommendations at level up or when auto-leveling.
    • 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.
    • Recommended Primary Attributes for Zaalbar and Mission changed from Dexterity to Strength at level up.

     

    Credits

    • offthegridmorty and djh269: Bastila has TSL Battle Meditation
    • MoustacheVerte: Extended Buff Durations mod.
    • Darth_Sapiens: KotOR Tool.
    • Fair Strides: TSL Patcher, TLKEd
    • Cortisol: HoloPatcher.
    • VarsityPuppet: 2DA Editor.
    • Timbo: Everything else... I think.

     

    Special Thanks

    • Thor110 for teaching me how to do most of this. Seriously, this cannot be overstated.
    • offthegridmorty for patiently working with me over several weeks to incorporate Battle Meditation into this mod.
    • Sdub for inspiring me with his Immersive Feats Mod.

    • Submitter
    • Submitted
      05/16/2024
    • Category
    • K1R Compatible
      Yes

     


  9. 19 hours ago, Thor110 said:

     

    somewhere in your changes.ini file along with any changes it might make, all of which can be added manually or generated with changes.ini by comparing an edited version of the file with an original unaltered file.

    Speaking of my changes.ini file. Should I be concerned about orphaned ini sections warnings from holopatcher?


  10. 7 minutes ago, Thor110 said:

    No worries, I believe it is missing a few details here and there.

    by the looks of the error log, you do not have any changes being made to baseitems.2da

    IE : you have Table0=baseitems.2da in the 2DAList but you do not have [baseitems.2da] elsewhere in the .ini file.

    So for example

    references an entry for TSLPatcher to look for which is [traps.2da]

    [traps.2da] then references an instruction and further entry that changes values within traps.2da

    so in your case you need.

    somewhere in your changes.ini file along with any changes it might make, all of which can be added manually or generated with changes.ini by comparing an edited version of the file with an original unaltered file.

    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...


  11. I don't have an append

    25 minutes ago, Thor110 said:

    I hope that helps.

    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.

    Quote

    [Note] [17:58:11] Loading [Settings] section from ini...
    [Note] [17:58:11] Loading [TLKList] patches from ini...
    [Note] [17:58:11] Loading [InstallList] patches from ini...
    [Note] [17:58:11] Loading [2DAList] patches from ini...
    [Error] [17:58:11] KeyError: "The [baseitems.2da] section was not found in the ini, referenced by 'Table0=baseitems.2da' in [2DAList]"
    The installation was aborted with errors
     

    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.


  12. On 5/9/2024 at 11:37 AM, Thor110 said:

    Should be simple enough then, TSLPatcher's ChangeEdit can automatically generate the differences for the 2DA files and from there you can probably just add the dialog and character sheets to the override folder.

    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?

     


  13. 14 minutes ago, Thor110 said:

    I think that's an oversight by the writer of the readme so you aren't actually missing anything, you are correct.

    Place them in a separate folder for now, but after generating your changes.ini file, all of the changes you have made to files should become instructions in the changes.ini file, at that point you will want the original files for the reason it mentions.

    To be honest I would potentially suggest using HoloPatcher as it has a few new features and is actively being developed at the moment.

    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... 


  14. On 5/11/2024 at 1:17 AM, Thor110 said:

    There's a lengthy readme included with TSLPatcher which I read from time to time, though for the most part I read existing changes.ini files and took note of how they worked in order to make my own, I also make use of a few simple batch scripts I wrote to make lists for large numbers of files.

    I have a question with the readme file, I'm hoping you can answer.

    Quote

    2.3.Create a folder inside your Mod folder named exactly tslpatchdata.
    2.4.Copy all the files that belong to your MOD into the tslpatchdata folder.
    2.5.Extract UNALTERED copies of any 2DA and standard game GFF format files you want the TSLPatcher to work with. These files will be copied to override and then modified if the file did not already exist in the user's override folder. Put these files in the tslpatchdata folder.

    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?


  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.