Timbo

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Posts posted by Timbo


  1. Rebalanced Force Powers


    Star Wars: Knights of the Old Republic -

    Rebalanced Force Powers [K1] v1.0.0

    By Timbo

     

    Overview

    The Force has undergone some dramatic changes in this mod. In the Vanilla game, Force powers are relatively inexpensive regardless of your Force alignment. Rebalanced Force Powers addresses this problem by introducing FP costs that increase as you upgrade the powers and a simplified alignment system that’s specifically designed to complement these scaling changes.

    Another major change is that Skills have incorporated into some of the force powers. Awareness now extends the duration of buff spells and Treat Injury increases the potency of healing powers. This mod, alongside it’s companion mod Rebalanced Grenades, should bring some much-needed attention to Kotor 1’s underdeveloped skills system.

    The powers themselves have had some important shakeups as well. Many powers had the descriptions corrected, and had their bugs fixed. However, the biggest changes come in the form of nerfing many of the game’s buffs.

    Please note that Rebalanced Force Powers is a standalone version of Balance in the Force’s changes to the Force Power system. It contains updated changes that will appear in v2.0 of that mod as well.

     

    List of Changes

    • Neutral Alignment now covers alignment scores of 40-59 with regards to Force powers.
    • Alignments between 0 and 39 and give a 50% FP cost discount with dark side aligned powers and 50% FP cost increase with light side aligned powers.
    • Alignments between 60 and 100 and give a 50% FP cost discount with light side aligned powers and 50% FP cost increase with dark side aligned powers.
    • Heal, formerly known as Cure, costs 30 FP. It heals 5 + CHA + Treat Injury + level/2.
    • Improved Heal, formerly known as Heal, costs 40 FP. It heals 15 + CHA + Treat Injury + level/2 and removes poison.
    • Force Enhance, formerly known as Force Aura, costs 20 FP. It adds +2 physical attributes. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants.
    • Knight Enhance, formerly known as Force Shield, costs 30 FP. It adds +4 to physical attributes and Immunity: Critical Hits. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants.
    • Master Enhance, formerly known as Force Armor, costs 30 FP. It adds +6 physical attributes and adds Immunity: Critical Hits. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants.
    • Force mind, formerly known as Force Valor, costs 20 FP, adds +2 to mental attributes. It affects all party members. It lasts 20 + Awareness seconds.
    • Knight Mind, formerly known as Knight Valor, costs 30 FP. It adds +4 mental attributes and Immunity: Poison. It affects all party members. It lasts 20 + Awareness seconds.
    • Master Mind, formerly known as Master Valor, costs 40 FP. It adds +6 mental attributes and Immunity: Poison. It affects all party members. It lasts 20 + Awareness seconds.
    • Stun costs 20 FP.
    • Stasis costs 30 FP.
    • Stasis Field costs 40 FP.
    • Stun Droid costs 10 FP.
    • Disable Droid costs 20 FP and it now requires a Fortitude Save as stated in its description.
    • Destroy Droid costs 30 FP, adds 1d6(Level) and it now requires a Fortitude Save as stated in its description.
    • Force Speed, formerly known as Burst of Speed, costs 20 FP, it doubles movement speed, and it adds +2 to Defense. It lasts 20 + Awareness seconds. It can be used with armor.
    • Knight Speed costs 30 FP. It doubles movement speed and adds +5 to Defense. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Its prerequisite level has been reduced to 6. It cannot be used with armor.
    • Master Speed costs 40 FP, doubles movement speed and adds +5 to Defense. It adds 1 bonus attack per round and a -2 penalty on all attacks. It lasts 20 + Awareness seconds. Its prerequisite level has been reduced to 12. It cannot be used with armor.
    • Energy Resistance costs 30 FP. It reduces fire, cold, electrical, and sonic damage by 6. it reduces energy damage by 3. It lasts for 20 + Awareness seconds. It no longer stacks with Energy Shields.
    • Improved Energy Resistance costs 40 FP. It reduces fire, cold, electrical, and sonic damage by 12. It reduces energy damage by 6. It affects all party members. It lasts for 20 + Awareness seconds. It no longer provides poison immunity. It no longer stacks with Energy Shields.
    • Force Push has had its stun duration fixed. It now actually lasts 3 seconds.
    • Force Whirlwind is 20 FP, requires a Fortitude Save, and its description has been corrected to reflect its actual damage and duration.
    • Force Wave is 30 FP.
    • Force Resistance costs 20 and has a DC of 5 + Defender Level.
    • Force Immunity costs 30 FP and has a DC of 10 + Defender Level.
    • Force Suppression is 20 FP.
    • Force Breach costs 30 FP.
    • Lightsaber Throw costs 10 FP.
    • Drain Life costs 30 FP.
    • Death Field costs 40.
    • Fear costs 20 FP.
    • Horror costs 30 FP.
    • Insanity costs 40 FP.
    • Shock costs 20 FP.
    • Force Lightning cost 30 FP.
    • Force Storm costs 40 FP.
    • Slow costs 10 FP.
    • Affliction costs 20 FP and its description has been corrected to reflect its actual effects and duration.
    • Plague costs 30 FP and its description has been corrected to reflect its actual effects and duration.
    • Wound costs 10 FP.
    • Choke costs 20 FP.
    • Kill costs 30 FP.

     

    Acknowledgements

    • offthegridmorty’s Treat Injury Affects Force Healing is the forebear to this mod. As far as I know, offthegridmorty is the first person to add skills to Force powers. Not only that, offthegridmorty himself provided feedback and taught me some critical things needed for this mod. Thank you offthegridmorty.
    • Thor110 has taught me so much regarding KotOR mods that he pretty much gets a permanent spot in all of my acknowledgements. Thank you Thor110.

     

    Compatibility

    Rebalanced Force Powers is expressly not compatible with any mods that change the scripting of Force Powers, combat shots, or energy shields. It’s also not compatible with Balance of the Force. It will be included in the next major update of that mod but at the time of this writing, there’s still much work to be done before that happens.

     

    Frequently Asked Questions

     

    Why do some of these changes feel like nerfs?

    That’s because they. Rebalanced Force Powers is actually a piece of a major gameplay overhaul mod called Balance in the Force that rebalances every aspect of the game to make all player options viable and add some challenge to the game. I’ve released it as a standalone mod because even on its own it adds several neat ideas to the game and reduces the overpowered nature of the force power system a little bit. Balance in the Force will actually nerf things a little bit more.

     

    What did you do to Aura?

     Force Aura, while also ridiculously powerful, was so redundant that no one used it. So, I tossed it. Fun fact: I added Immunity: Critical Hit so that I could justify keeping those shield icons the same the tier 2 and 3 versions of the power.

     

    What did you do to Valor?

    Force Valor is tied for most overpowered force power in the game. Providing +5 to all six attributes and Saving Thows is bonkers. So, I split it into two powers called Force Mind and Force Enhance that split the mental and physical attributes between them. I did increase the buffs to +6 as consolation for making them no longer stack with stims. The Balance in the Force version will cap at +4.

     

    What did you do to Speed?

    Force Speed is the other power tied for most overpowered Force power in the game. Now, at level 1 it only provides double movement speed with no defense bonus. This is a quality-of-life change for armor wearing Jedi who still want to navigate the map quickly. Tier 2 opens up 3 levels earlier at level 6 and adds a bonus defense of 5. This functionally allows it to fully replace force Aura line of spells. Tier 3 opens up 3 levels earlier at level 12 however, instead of getting two extra attacks you only get 1.

     

    What did you do to Energy Resistance?

    Improved Energy Resistance was an incredibly strong power that served as one of the many ways of making players functionally immortal. In past mods I probably nerfed it too aggressively so in this version. I scaled it to K2’s damage resistance values for cold, electric, fire, and sonic and I reintroduced blaster resistance but at half the value of the other resistances.


    • Submitter
    • Submitted
      09/15/2024
    • Category
    • K1R Compatible
      Yes

     

    • Like 2

  2. 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
    • Submitted
      08/25/2024
    • Category
    • K1R Compatible
      Yes

     


  3. 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

     

    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
    • Submitted
      08/18/2024
    • Category
    • K1R Compatible
      Yes

     

    • Like 1
    • Haha 1

  4. 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.


  5. 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.


  6. I'm guessing you'll never see this but this is an excellent mod. I'd like to suggest some changes to the Speed power tree.

    Since the game has a defense bonus cap of +10 and Jedi automatically get +6 at level 12, it would make sense to reduce the defense bonuses these powers provide in order to prevent Force Aura from becoming redundant.

    Here's my take:

    1. Burst of Speed: Just the movement speed, no armor restriction, low FP cost.
    2. Knight Speed: +2 Attack bonus.
    3. Master Speed: +2 Attack bonus, +1 Attack per round.
    • Like 1

  7. With BitF's initial framework complete, I've moved ahead to rebalancing equipment. I started out with robes and armor and I have some ideas I'd like discuss with anyone interested.

    I have two ideas I'm tossing around in my head.

    1. I'd like to make certain pieces of equipment like Exar Kun and Darth Bandon's armors compatible with all force powers

    2. I'd like to make Robes function like regular armor in that they provide a proper defense score rather than just the bonus that gets capped at +10.

    One of the chief reasons for the second reason is that it's so extraordinarily easy to cap that bonus that powers like Aura/Shield/Armor are totally unnecessary. To this end I've also removed Knight and Master Speed.

    Problems:

    1. These two ideas make each other redundant.

    2. An armor that provides 8 AC and let's you cast supercedes all but the latest game robes. So the armor itself will have to be brought down to 4 or 5 AC max.

    Ideas:

    1. The unique robes cap at 3 AC and the armors cap at 4 or 5 AC.

    2. The robes give that Force Regen bonus that they give in TSL.

    Does anyone have any criticisms, suggestions, or big ideas I should consider regarding armor?


  8. 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


  9. 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

  10. 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

  11. 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?


  12. 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?


  13. 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?


  14. Balance in the Force


    Balance in the Force

    Balance in the force is a gameplay overhaul mod that provides a streamlined leveling experience that’s 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.

    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, force power, and attack bonus progression. Persuade is a class skill for the main character regardless of starting class. The Force Power and Alignment system gets an important revision. All characters have functional background feats that help to deepen the immersive roleplaying experience.

    There are also several optional patches included that revert some of the more controversial changes made by this mod to allow for a more customized experience.

     

    Full Change List

    Spoiler

     

    Main Character Specific Changes

    Balance in the Force makes some important changes are made to the main character. Players will no longer be allowed to save their level ups by remaining level 2 until becoming a Jedi. Vanilla KotOR rewards players who do this with extra Jedi levels and extra Force Powers but playing this way requires using metagame strategies that destroy the roleplaying experience.

    To address this problem, some scripts have been implemented that require a minimum level of 8 before taking your first level of a Jedi Class and to ensure that you have enough XP to do so. Players will receive enough extra force powers upon multi-classing to make up the difference.

    • The main character gets the remaining four active combat feats (Power Attack/Power Blast, Flurry/Rapid Shot, and Critical Strike/Sniper Shot) not granted by their starting class, at level 2.
    • Upon reaching the Jedi Enclave on Dantooine, if the player has not received enough XP to get to level 8, the game will now discreetly award it to them.
    • The main character will not be allowed to take their first level of a Jedi class until gaining level 8.
    • The main character gets 6 extra powers when taking their first level of Jedi Guardian, 7 extra powers taking their first level of Jedi Sentinel, and 8 extra powers when taking their first level of Jedi Consular.

     

    Class Changes

    Balance in the Force features several changes to its class system that either update the game classes to be more consistent with its sequel. There are a few exceptions to this. The Scout retains its Medium Armor Proficiency and Implant feats because the Evasion, Targeting, and Precise Shot feats simply do not exist in Kotor 1.

    Even after the Kotor 2 class upgrade Jedi Sentinels still needed a little love because the extra skills they get simply don’t mean as much as they do in Kotor 2 and because Force Immunity: Fear and Force Immunity: Stun are rendered obsolete by gear you can get well before the main character even becomes a Jedi. By the time the main character gets Force Immunity: Paralysis, the game is basically over.

    So, I leaned into the Jedi Sentinel’s hybrid warrior/mage status and gave them half the extra powers Jedi Consulars get and I added Weapon Specialization: Lightsabers to their selectable feat list.

    • 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 an extra power on level 6, 12, and 18.
    • Jedi Sentinels gain access to the Weapon Specialization: Lightsabers feat.
    • Jedi Consulars gain Repair as a class kill.
    • Jedi Consulars gain an extra power on levels 3, 6, 9, 12, 15, and 18

     

    Skill System Changes

    When compared to D&D, skills are mostly unimportant KotOR 1. At some point during the game’s design a decision was made to cut the Intelligence modifier bonus to skills in half, most likely to make skill points feel more valuable. In my opinion, this only made the problem worse. Since there’s no way to fix this directly, I’ve increased the number of skills points each class gains and I’ve made it so that the Intelligence modifier rounds up instead of down when determining skill points gained. Expert Droids are the exception to this as the change to Intelligence maxes out T3-M4’s skills completely.

    • The bonus skill points gained at level up formula (Class Base + INT/2) now rounds up instead of down. You now gain +1 skill point at 12 INT, +2 at 16 INT, and +3 at 20 INT.
    • Except for Expert Droid, all classes get 4 extra skill points at level 1.
    • Soldiers gain 2 skill points per level.
    • Scouts gain 4 skill points per level.
    • Scoundrels gain 5 skill points per level.
    • Jedi Guardians gain 2 skill points per level.
    • Jedi Sentinels gain 4 skill points per level.
    • Jedi Consulars gain 3 skill points per level.
    • Combat Droids gain 2 skill points per level.

     

    Force Power Changes

    The Force has undergone some dramatic changes in this mod. In the Vanilla game, Force powers are relatively inexpensive regardless of your Force alignment. Balance in the Force addresses this problem by introducing FP costs that increase as you upgrade the powers and a simplified alignment system that’s specifically designed to complement these scaling changes.

    The powers themselves have had some important shakeups as well. Force powers have been updated to match their Kotor 2 counterparts, nerfed because of their overwhelming power, had the descriptions corrected, and had their bugs fixed. More importantly, offthegridmorty and djh269’s Bastila has TSL Battle Meditation has been fully incorporated into the mod.

    • Neutral Alignment now covers alignment scores of 40-59 with regards to Force powers.
    • Alignments between 0 and 39 and give a 50% FP cost discount with dark side aligned powers and 50% FP cost increase with light side aligned powers.
    • Alignments between 60 and 100 and give a 50% FP cost discount with light side aligned powers and 50% FP cost increase with dark side aligned powers.
    • Cure was renamed Heal. It costs 20 FP.
    • Heal was renamed Improved Heal. It costs 40 FP, heals 15 + CHA + WIS + level, and neutralizes Stun. (It still neutralizes Poison).
    • Force Aura costs 10 FP and lasts 36 seconds.
    • Force Shield costs 20 FP and lasts 36 seconds.
    • Force Armor costs 30 FP and lasts 36 seconds.
    • Force Valor costs 20 FP and lasts 36 seconds. It no longer adds to saves.
    • Knight Valor costs 20 FP, adds +4 to Attributes and lasts 36 seconds. It no longer adds to saves.
    • Master Valor costs 40 FP, adds +6 to Attributes and lasts 36 seconds. It no longer adds to saves.
    • Stun costs 20 FP.
    • Stasis costs 30 FP.
    • Stasis Field costs 40 FP.
    • Stun Droid costs 10 FP.
    • Disable Droid costs 20 FP and it now requires a Fortitude Save as stated in its description.
    • Destroy Droid costs 30 FP and it now requires a Fortitude Save as stated in its description.
    • Battle Meditation costs 30 FP, grants +2 to attack, +2 to damage, +2 to Will saves, and VP regeneration. 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 -2 to attack, -2 to damage, and -2 to Will saves. It lasts for 36 seconds, it doesn’t affect droids, and it’s exclusive to Bastila.
    • Burst of Speed costs 20 FP, no longer provides a defense bonus, and is compatible with armor.
    • Knight Speed costs 30 FP, provides a +2 defense bonus, adds a -4 penalty to attacks, requires a lightsaber. (It still provides 1 attack per round.)
    • Master Speed costs 40 FP, adds a -2 penalty to attacks, requires a lightsaber, and only provides 1 attack per round. (It still provides its normal +4 defense bonus)
    • Energy Resistance costs 20 FP. It reduces fire, cold, electrical, and sonic damage by 5, It lasts for 36 seconds.
    • Improved Energy Resistance costs 30 FP, it reduces fire, cold, electrical, and sonic damage by 10, and lasts for 36 seconds. It no longer reduces energy weapon damage or provides poison immunity.
    • Force Push’s stun duration has been fixed and actually lasts 3 seconds.
    • Force Whirlwind is 20 FP, requires a Fortitude Save, and its description has been corrected to reflect its actual damage and duration.
    • Force Wave is 30 FP.
    • Force Resistance costs 20 and has a DC of 5 + Defender Level.
    • Force Immunity costs 30 FP and has a DC of 10 + Defender Level.
    • Force Suppression is 20 FP.
    • Force Breach costs 30 FP.
    • Lightsaber Throw costs 10 FP.
    • Drain Life costs 20 FP.
    • Death Field costs 40 FP.
    • Horror costs 20 FP.
    • Insanity costs 30 FP.
    • Shock costs 20 FP.
    • Force Lightning cost 30 FP.
    • Force Storm costs 40 FP.
    • Slow costs 10 FP.
    • Affliction costs 20 FP and its description has been corrected to reflect its actual effects and duration.
    • Plague costs 30 FP and its description has been corrected to reflect its actual effects and duration.
    • Wound costs 10 FP.
    • Choke costs 20 FP.
    • Kill costs 30 FP.

     

    Feat Changes

    Now all NPC Characters gain special feats that provide functional background features. Since version 1.4.0 rendered the benefits of Carth’s Skilled Mechanic feat redundant, it’s been replaced with a new feat called Deadeye.

    •  Carth gains a new feat called Deadeye that grants him a +1 to attack, Two-Weapon Fighting at level 2, and Improved Two-Weapon Fighting at level 4.
    • Mission gains a new feat called Rough Crowd that gives her 1 extra VP per level, a +3 bonus to Stealth and +3 bonus to Security.
    • Bastila’s Battle Meditation feat now grants Battle Meditation as a bonus power.
    • Bastila gains a new feat called Force Sensitive that grants her Force Push as a bonus power.
    • T3-M4’s Blaster Integration feat now grants a +3 bonus to Repair, Weapon Focus: Blaster Pistols at level 2, and Weapon Specialization: Blaster Pistols at level 4.
    • Canderous gains a new feat called Mandalorian Veteran that grants immunity to Fear and Horror effects and explains his regeneration rate.
    • Juhani’s Force Camouflage feat now explains it’s +6 Stealth bonus.
    • Juhani gains a new feat called Force Sensitive that grants her Burst of Speed as a bonus power.
    • HK-47 gains a new feat called Combat Protocols that grants him a +6 damage bonus with grenades, Rapid Shot at level 2, and Improved Rapid Shot at Level 4.
    • Jolee gains a new feat called Psychic Smuggler that grants Affect Mind as a bonus power
    • Jolee gains a new feat called Force Sensitive that grants Cure as a bonus power.
    • Heavy Weapons Feats have been removed.

     

    Character Specific Changes

    Balance in the Force makes several character specific changes to be more in line with Kotor 2. All of character background feats now provide a mechanical benefit and all of the characters get them now. All of the NPC characters now join at level 1 and their level 1 feats are delayed until level 2 in order to give the player the freedom to customize their character roster however they like

    • All NPC characters now join at Level 1.
    • NPC characters no longer gain selectable feats at level 1 but instead gain them at level 2.
    • NPC characters have different starting skills due to deleveling and the changes in the skill system.
    • Carth loses 1 point of Dexterity due to level decrease.
    • Carth gains 3 points of Demolitions and 3 points of Repair.
    • Carth’s generic Blaster Pistol is no longer equipped and is instead added to your inventory when he joins.
    • Mission gains 2 points of Repair, loses 2 points of Demolitions, loses 2 points of Stealth, loses 2 points of Awareness, loses 2 points of Security, and loses 1 point of Treat Injury.
    • Zaalbar loses 1 point of Strength due to level decrease
    • Zaalbar loses 2 points of Demolitions, 2 points of Awareness, and 1 point of Treat Injury.
    • Zaalbar’s Wookie Toughness feat now also provides +2 to defense. This increases to +4 at level 6, and +6 at level 12.
    • Zaalbar now comes equipped with a Response Package Implant.
    • Bastila gains 4 points of Computer Use and 4 points of Stealth.
    • Bastila loses Force Aura and Stun due to level decrease.
    • Canderous loses 1 point of Strength due to level decrease.
    • Canderous gains 2 points of Demolition and loses 2 points of Treat Injury.
    • T3-M4 gains 1 point in Demolitions, loses 2 points of Computer Use, loses 1 point of Awareness, loses 2 points of Repair, and loses 2 points of Security.
    • Juhani loses 1 point of Dexterity due to level decrease.
    • Juhani gains 4 points of Demolitions, loses 4 points of Awareness, and loses 4 points of Treat Injury.
    • Juhani loses Burst of Speed, Force Push, Energy Resistance, Stun, and Throw Lightsaber due to level decrease.
    • Juhani adds a suit of basic clothing to your inventory when she joins.
    • HK-47 loses 1 point of Dexterity due to level decrease.
    • HK-47 gains 4 points of Computer Use, loses 1 point of Demolitions, loses 1 point of Awareness, and loses 2 points of Repair.
    • Jolee loses 1 point of Dexterity due to level decrease.
    • Jolee gains 2 points of Computer Use, gains 4 points of Repair and loses 1 point of Awareness.
    • Jolee loses Affect Mind, Cure, Disable Droid, Force Aura, Force Valor, Force Push, and Throw Lightsaber due to level decrease.
    • Jolee adds a suit of basic clothing to your inventory when he joins.

     

    Base Weapon Type Changes

    Weapon balancing is probably the most important aspect of this mod. Improper weapon balance not only makes enemies ineffective but it biases informed players towards melee builds. Almost every weapon in the game has been touched by this mod. That said, future updates will also include tweaks to individual pieces of gear as well.

    Double weapons were too strong. They now do less damage than their single weapon counterpart because they require less investment from the player. Lightsabers do less damage overall but they are the only weapon that gets the extra attack from Knight or Master Speed’s extra attack. Melee weapons are weaker than blasters in general but with an investment in Strength and Two-Weapon Fighting they are still the strongest category in the game.

    Repeating Blasters and Heavy Repeating Blasters and their feats have been merged with Rifles. All blasters have significantly increased damage output. They can cook you in your armor, especially on higher difficulty settings. When Larrim tries to sell you that Energy Shield, you should listen to him.

    • Stun Batons are now 1d4, 19-20 x2.
    • Short Swords are now 1d8, 19-20 x2.
    • Longswords 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 2d8, 19-20, x2.
    • Short Lightsabers are now 2d6, 19-20 x2.
    • Double Lightsabers are now 2d6, 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.
    • Repeating Blasters and Heavy Repeating Blasters are now in the Rifles base weapon category.

     

    Restored Equipment:

    • Dark Jedi Robe: dropped by the Dark Jedi on the Endar Spire and the Sith Governor on Taris.
    • Memory Implant: sold by Igear in the Taris Undercity.
    • Biotech Package: sold by Igear in the Taris Undercity.
    • Bavakar Response Package: dropped by the Sith Governor on Taris
    • Bavakar Memory Chip: dropped by Kandon Arc or Gadon Thek on Taris.

     

    Specific Equipment Changes

    Several items now offer a Repair bonus in addition to their normal benefits. This allows players who are interested in repairing HK-47 to make a much smaller investment in their Repair skills. Some dark side exclusive equipment was given some hefty Charisma bonuses in order to allow dark sided spell caster builds to compete with light sided ones.

    • Interface Visor grants a +4 bonus to Repair.
    • Tulak Hord's Mask grants a +5 bonus to CHA and no longer grants Damage Resistance: Fire.
    • Marka Ragnos’ Gauntlets grant a +3 bonus to CHA.
    • Infiltrator Gloves grant a +4 bonus to Repair.
    • Memory Implant grants a +1 bonus to all skills and doesn’t grant a bonus to INT.
    • Bavakar Cario Package is a Level 2 implant.
    • Bavakar Memory Chip is a Level 2 implant, it grants a +2 bonus to all skills, and doesn’t grant a bonus to INT.
    • Bavakar Reflex Enhancement Package is a Level 2 Implant.

     

    Enemy Changes

    In Vanilla, Bastila is pretty much stuck as a dual wielder. In order to give players more agency in this regard, the Jedi on the Endar Spire now drop some of their equipment. For completionists, Kandon and Gadon essentially drop one another’s exclusive gear.

    • The Jedi on the Endar Spire drops her lightsaber.
    • The Dark Jedi on the Endar Spire drops a Dark Jedi Robe and a Red Lightsaber Crystal.
    • The Sith Governor now drops his Dark Jedi Robe and a Bavakar Reflex Enhancement Package.
    • Kandon Arc now drops a Vibration Cell, a Bavakar Memory Package, a Power Belt, an Advanced Adrenaline Amplifier, and a Light-Scan Visor. He no longer drops a Response Package.
    • Gadon Thek now drops a Verpine Headband, a Hair Trigger, a Disruptor Pistol, and a Bavakar Memory Package instead of a Memory Package.

     

    Difficulty Settings Changes

    • Easy mode (0.5 damage received) has been removed from the difficulty settings.
    • Very Difficult mode (2.0 damage received) has been added to the difficulty settings.
    • Impossible mode (3.0 damage received) has been added to the difficulty settings.

     

    Recommendation Settings Changes

    • Priority Lists updated when taking recommendations at level up or when auto-leveling.
    • Recommended Attributes for all starting classes are 14 STR, 14, DEX, 14, CON, 14 WIS, 12 INT, 10 CHA.
    • Recommended Primary Attribute for Carth at level up is Dexterity.
    • Recommended Primary Attribute for Zaalbar at level up is Strength.

     

     

     

    Optional Patches

    Spoiler

     

    Vanilla Class Attack v1.0

    • Scout, Scoundrel, Jedi Sentinel, Jedi Consular, and Expert Droid revert to their original +0.75 per level Class Attack growth.

     

    Vanilla Difficulty Settings v1.0

    • Impossible Difficulty (3.0 damage received) removed.
    • Easy Difficulty (0.5 damage received) restored.

     

    Vanilla Jedi Powers v1.0

    • The main character no longer receives extra Jedi Powers when taking their first Jedi class level.

     

    Vanilla Skills (TSL) v1.0

    • All classes gain the amount off skills at character creation and level up seen during KotOR 2.
    • INT modifier rounds down when calculating skill gain at character creation and level up after being divided.
    • Recommended Attributes Adjusted.

     

     

    Compatibility

    Balance in the Force was expressly designed to be compatible with the KOTOR 1 Community Patch. The community patch is a compilation of new and previous community driven bug fixes. Another important mod is Kotor1 - Improved AI. It changes enemy and npc behaviors to actually use their upgraded powers, buffs, feats at their highest levels. It makes them apply buffs and use shields more frequently. Enemies will use lightsaber throw, force jump, and force breach now. I highly recommend both of these mods. 

    BitF should be compatible with all of the graphics mods as well as long as they don't also modify gameplay elements.

    BitF is designed to be its own gameplay ecosystem so other gameplay mods aren't recommended and most likely aren't even compatible. You're welcome to try them at your own risk. I can't promise you that things will work correctly. The proper patching order for mods involving BitF is as follows:

     

    Credits

    Below is a list of the people whose tools or works were included with this mod.

     

    Special Thanks…

    Below is a list of authors’ whose mods inspired the ideas presented in Balance in the Force.

     

    Extra Special Thanks

     These individuals have spent an unreasonable amount of time helping me with this mod.

    • Thor110 for teaching me how to do most of this. I could not have done any of this without him.
    • Zoctavous for helping me gain a deeper understanding of this game’s scripting.
    • Offthegridmorty for very patiently helping me incorporate Bastila has TSL Meditation into Balance in the Force.
    • JayB33UK for patiently hunting down a persistent little bug that to my great shame, existed across multiple versions. 

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

     


  15. 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?