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Version 1.0.1
23 downloads
######## SUMMARY ######## CHORD: Is a Comprehensive, Holistic, Overhauled, Realistic, Difficulty mod that provides a thorough, interconnected enhancement to the game, making it more immersive, challenging, and engaging. Unlike other difficulty mods that only make small config changes or just add small tweaks, this mod seeks to provide a complete overhaul to all the existing items, creatures, and configuration settings that affect the game. In addition, this mod wants the settings to be flexible, fair, but challenging. Giving a Darksouls-like, modern-day experience. ######## REQUIREMENTS ######## This mod requires the following mods: - TSL Restored Content Mod 1.8.6 - High-Level Force Powers (v2 & v2.1) - Content Pack- Feats and Powers ######## INCOMPATIBLE MODS ######## Any mods that edits 2da files, the .utc creature files, or the .uti item files affected in this mod will be incompatible with this mod. For mods that add new armor or shield items altogether, for now they probably won't be compatible. But comment or message me and let me know which mod you're wanting to combine with this, and I will add a patch (I play with a ton of mods, new item mods included, so there's a good chance I already have made a patch for my local version). Mods that would be redundant or clash with this and aren't needed are: - Formidable Sith Lords - Unstoppable Lightsaber Damage - Ultimate Balancing Mod Incompatible mods: Anything that adds new content like M4-78 where it edits existing items, monsters, and adds new ones will need to have a patch made. Someone is welcomed to do this if they really care enough, personally I am not a fan of M4-78 so that is why this mod doesn't have built in compatibility. These mods won't ruin this mod or cause any crashes, etc. But it will break the very tight system that is carefully put together and planned out for this mod. So, if you start seeing less than ideal balance and integration, you know why! ######## HIGHLY RECOMMENDED MODS ######## - Improved AI 2.2 (I might add my own custom AI that integrates better and adds more depth, but this is a great mod / solution for now) - Lonna Vash Mod for TSLRCM (Imho a much better mod than something like m4-78, also makes it so that a gray force user can enter the force cave / tomb where you have the "apathy is death" line. In the default game you need max / very high dark side or light side alignment to enter. So, this mod in combination with mine actually makes a gray force user character a rewarding and viable option) - v2.0 Ultimate Workbench (TSL Crafting System) - KOTOR2-Loot-Overhaul (just copy files in tslpatcher folder to override to install) ######## IINSTALLATION ######## Just drag and override all .uti, .utc, and . 2da files in your override folder. For the dialog.tlk and changes.ini file I recommend you add my changes by hand (tedious I know, but I am planning to add a patcher to hopefully solve this in a future update). ######## CHANGES OVERVIEW ######## - This mod changes all the original games armor, robes, armored robes, armor upgrade items, and human shields, as well as some belts, masks, and implants. - It also modifies all creatures / npcs so they are more challenging. For a good number of common creatures / npcs and unique monsters, bosses, and sub-bosses they have been carefully customized to have unique stats, skills, custom gear and inventory items, and power and feat setups for added challenge. - Finally, this mod modifies a large amount of 2da configuration files as well. ######## ARMOR, ROBES and ARMORED ROBES LOGIC SUMMARY ######## In KOTOR 2 the Defense stat has nothing to do with damage reduction, it only determines if an enemies attack hit or misses using a d20 DnD system. For source see: https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Combat Because DEF basically is evasion, it makes no sense that heavy armor makes you essentially move like a gazelle and make you hard to hit. Whereas robes make it to where you basically have little to no dodge-ability and are basically a tank but without the damage reduce that realistically being a tank should provide you. So, a massive change needs to happen here to fix this problem within the KOTOR 2 game system. I made it so that robes give you very high dodge-ability as you would come to expect based on logic and what we see in the movies. Whereas with armor you now have damage immunity properties attached to all armor, and their DEF bonuses and DEX bonuses heavily reduced and rebalanced. This rebalancing applies to not just light, medium, and heavy armor, but also the sub-tiers within those categories. For instance: Light Armor includes: - class / tier 4 armor - class / tier 5 armor Medium Armor includes: - class / tier 6 armor - class / tier 7 armor Heavy Armor includes: - class / tier 8 armor - class / tier 9 armor So, the rebalancing even takes into consideration the subcategory ligher and heavier light/medium/heavy armors in these breakdowns so that logically and realistically it makes more sense and gives a more thorough level of customization. Jedi Armored Robes and Robes also receive their own custom rebalancing that follows a logic trend. In essence, robes provide high dodging, generous bonuses, and increase force/lightsaber damage output, but no damage reduction whatsoever (which can be bad depending on the areas, bosses, and difficulty settings). Robes don't cap the +1 defense bonus you get for every 2 points of DEX, so with this setup you are having to rely on dodging, shields, and brains to avoid taking hits. Jedi Armored Robes provide damage reduction, but less than what you'd see in even the lightest traditional light armor. That said, you will get bonuses, damage reduction, and some decent dodge-ability. Here's a rundown of how the logic plays out in general for armor, robes, etc. (note for special named items there's some intentional variance here, also, depending on the item name and description there might be some custom flavorings added intentionally). Armor Mod Logic: Heavy = 65%-70% damage immunity resistance, Def = -11 to -12 (negative def modifier and MAX DEX DEF bonus = 0, usually will result in lowering DEF from this modifier, heavy armor by default gives 8-9 DEF, so this fixes that) Medium = 57.5%-60% damage immunity resistance, Def = - 6 to -7 (0 or 1, if no custom DEF bonuses and MAX DEX DEF bonus = 0 to 1) Light = 45%-50% damage immunity resistance, Def = - 2-3 (should only be 2 if no custom item bonuses and MAX DEX DEF bonus = 2 unless other bonuses) Robes / Clothes = 0% damage immunity resistance, DEF 13-15, lots of other bonuses (especially attribute bonuses, more force damage/power, and more force recovery) Jedi Armor = DEF + 7-9, and 35% to 40% damage immunity resistance + other bonuses (but less than what robes would provide, unless it's a rare armored robe and you're comparing to like a Padawan robe) Droid Armor (generally follows a similar system as the light to heavy armors above, with some realism tweaks like being more resilient to fire and elemental damage like cold and sonic, but more vulnerable to elements like ion and electrical damage). In general, droids aren't really supposed to move like gazelles, and heavy and assault armor will provide better results with party members like HK-47. ######## OTHER CHANGES ######## - shields now are 1.5x stronger across the board and have 10 charges instead of 5, feats and give an addition 1.6x strength boost. - Force alignment breakdown: from forceadjust.2da file: row ---------goodcost --evilcost 0 -----------2.25 ------- 1 // max evil, 1 to 1 cost or base cost of a given dark/neutral power, 2.25x means over double FP cost for good 1 -----------2.00 ------- 1 2 -----------1.75 ------- 1 3 -----------1.50 ------- 1 4 -----------1.25 ------- 1 5 -----------0.85 ------- 0.85 //neutral alignment, since no attribute bonuses, these characters given a 15% FP reduction for all powers. 6 -----------1 ---------- 1.25 7 -----------1 ---------- 1.50 8 -----------1 ---------- 1.75 9 -----------1 ---------- 2.00 10 ----------1 ---------- 2.25. // max good, 1 to 1 cost or base cost of a given good/neutral power, 2.25x FP cost for dark powers - All force powers are easily 2x to 4x times more costly. the more broken the power, the more the cost. That said, cost is reasonable and calculated, but you won't be spamming all force powers willy nilly unless youre a neutral, gray force user. In general, you will get to spam a high level ability about 4-5 times if using someone like Kreia with a ton of Wisdom - all companions now gain 90% of the xp you gain, instead of 80% like base game - all level xp requirements are cut in half. So you can reach level 50 without cheats. - Autobalance.2da is modified to be slightly more balanaced here's the new updated version: Row ----------name ------------vpmult ------------tohitmult ------------armormult ------------damagemult ------------savemult ------------crmod ------------levelmult 0 ----------No_Auto_Balance 0.0--------------------0.0---------------------0.0 ------------------------0.0-------------------------- 0.0 ---------------------0 -------------------0 1------------Set_1------------------- 0.80-----------------1.3----------------------1.3----------------------- 0.100------------------------1.3----------------------1--------------------1.00 2------------Set_2------------------- 0.90-----------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------1.5-----------------1.00 3------------Set_3--------------------1.00-----------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------2--------------------1.00 4------------Set_4--------------------1.10-----------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------3--------------------1.00 5------------Set_5--------------------1.2-------------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------4--------------------1.00 Before in version 1.0.0 damagemult was 1.000 for all 5 sets of enemies, which was leading to massive damage with armor, so now I reverted it to 0.100 which is very close to the default settings for this value in the original, default autobalance.2da settings. For more info on autobalance.2da see source: https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Autobalance Note, these values are pretty balanced so far and had a lot of thought put into them. enemies lack armor, so having slightly more health than normal, better chances / attack to hit (requiring higher DEF to evade), having more base DEF from armormult by 1.3x and having better saving throws 1.3x all works really well. For levelmult in the base default settings enemies are never 1 to 1 as you, there level mainly effects their health and their chance to resist / save against force powers like insanity. That said, even with all of these slight buffs, my Kreia with 25 wisdom can beat their save throws atleast 4/5 times, and I can hit them with my STR build character with 25 STR about 3.5/5 times per each attack roll. crmod does nothing to affect difficulty, it only determines the amount of xp given by enemies. damagemult is very close to the base game's configuration for these enemy sets, I just made it more uniform for ease of calculation. - difficultyopt.2da has been modified to the following: (these are the gameplay difficulty settings you can manually set in the options scr desc ------------damage multiplier Effortless-------------0.00 Very Easy-------------0.25 Easy-------------------- 0.5 Normal-----------------1.0 Tough-------------------2.0 Challenging-----------2.5 Difficult-----------------3.0 Very Difficulty--------3.5 Overpowering--------4.0 Insanity-----------------4.5 Suicide------------------5.0 Default------------------1.0 - diffsettings.2da: (ths can add an additional damage multiplier, previously was 100, 125, 150, 175, 200) not sure how this works (the general consensus is still out on what this does exactly and how it behaves. So I set everything to 100 so that there is no damage reduction or modifier here to simplify balancing enemy damge: name MaxNPCDamagePercent dmeasy easy---normal---hardcore----dmplayers --------------------------------------25----------100 ---100--------100-----------100 ######## DIFFICULTY SETTING OPTIONS RECOMMENDATION ######## Personally, I recommend you play this with a difficulty level between Difficult (3x enemy damage modifier), Very Difficult (3.5x enemy damage modifier), and Overpowering (4x enemy damage modifier). I personally like Very Difficult to Overpowering, the balance there feels just about right in most cases. If you choose to play on Insanity (4.5x enemy damage modifier) or Suicide (5x enemy damage modifier) and you manage to beat the game without cheats, then you will have all bragging rights, and I will be personally impressed. ######## FUTURE UPDATES ######## I plan to add custom patches for other armor mods, as well as continue to refine the creature and item updates, so stay tuned and consider following this mod! ######## PERMISSIONS ######## This mod can be freely used and shared for non-commercial purposes; all I ask is that I am properly credited. So, feel free to make your own patches and mods on top of this one. ######## SUPPORT ######## I poured my heart and soul into this mod. Hundreds of individual files were edited using the KOTOR TOOL. As well as hours thinking about the new, balanced armor system that allowed for rewarding gameplay without making you unstoppable and breaking the immersion this mod seeks to establish. I spent a long time on this, so I hope it brings you enjoyment in your KOTOR 2 game. All I ask is that if you enjoy this mod that you like it, endorse it, rate it, and tell your friends about it! If you're feeling generous then please star the Github repo for this mod and consider following me on GitHub. If you'd like to help me on this modding journey than feel free to reach out. The ultimate goal of this mod is the make the best mod possible and I am happy to share the spotlight. If we can greatly increase KOTOR 2's replayability and make it way more fun than this mod will have accomplished what it set out to do. NOW GO OUT THERE AND HAVE SOME FUN! And remember... Apathy is death! -
View File C.H.O.R.D. A Comprehensive, Holistic, Overhauled, Realistic, Difficulty Mod ######## SUMMARY ######## CHORD: Is a Comprehensive, Holistic, Overhauled, Realistic, Difficulty mod that provides a thorough, interconnected enhancement to the game, making it more immersive, challenging, and engaging. Unlike other difficulty mods that only make small config changes or just add small tweaks, this mod seeks to provide a complete overhaul to all the existing items, creatures, and configuration settings that affect the game. In addition, this mod wants the settings to be flexible, fair, but challenging. Giving a Darksouls-like, modern-day experience. ######## REQUIREMENTS ######## This mod requires the following mods: - TSL Restored Content Mod 1.8.6 - High-Level Force Powers (v2 & v2.1) - Content Pack- Feats and Powers ######## INCOMPATIBLE MODS ######## Any mods that edits 2da files, the .utc creature files, or the .uti item files affected in this mod will be incompatible with this mod. For mods that add new armor or shield items altogether, for now they probably won't be compatible. But comment or message me and let me know which mod you're wanting to combine with this, and I will add a patch (I play with a ton of mods, new item mods included, so there's a good chance I already have made a patch for my local version). Mods that would be redundant or clash with this and aren't needed are: - Formidable Sith Lords - Unstoppable Lightsaber Damage - Ultimate Balancing Mod Incompatible mods: Anything that adds new content like M4-78 where it edits existing items, monsters, and adds new ones will need to have a patch made. Someone is welcomed to do this if they really care enough, personally I am not a fan of M4-78 so that is why this mod doesn't have built in compatibility. These mods won't ruin this mod or cause any crashes, etc. But it will break the very tight system that is carefully put together and planned out for this mod. So, if you start seeing less than ideal balance and integration, you know why! ######## HIGHLY RECOMMENDED MODS ######## - Improved AI 2.2 (I might add my own custom AI that integrates better and adds more depth, but this is a great mod / solution for now) - Lonna Vash Mod for TSLRCM (Imho a much better mod than something like m4-78, also makes it so that a gray force user can enter the force cave / tomb where you have the "apathy is death" line. In the default game you need max / very high dark side or light side alignment to enter. So, this mod in combination with mine actually makes a gray force user character a rewarding and viable option) - v2.0 Ultimate Workbench (TSL Crafting System) - KOTOR2-Loot-Overhaul (just copy files in tslpatcher folder to override to install) ######## IINSTALLATION ######## Just drag and override all .uti, .utc, and . 2da files in your override folder. For the dialog.tlk and changes.ini file I recommend you add my changes by hand (tedious I know, but I am planning to add a patcher to hopefully solve this in a future update). ######## CHANGES OVERVIEW ######## - This mod changes all the original games armor, robes, armored robes, armor upgrade items, and human shields, as well as some belts, masks, and implants. - It also modifies all creatures / npcs so they are more challenging. For a good number of common creatures / npcs and unique monsters, bosses, and sub-bosses they have been carefully customized to have unique stats, skills, custom gear and inventory items, and power and feat setups for added challenge. - Finally, this mod modifies a large amount of 2da configuration files as well. ######## ARMOR, ROBES and ARMORED ROBES LOGIC SUMMARY ######## In KOTOR 2 the Defense stat has nothing to do with damage reduction, it only determines if an enemies attack hit or misses using a d20 DnD system. For source see: https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Combat Because DEF basically is evasion, it makes no sense that heavy armor makes you essentially move like a gazelle and make you hard to hit. Whereas robes make it to where you basically have little to no dodge-ability and are basically a tank but without the damage reduce that realistically being a tank should provide you. So, a massive change needs to happen here to fix this problem within the KOTOR 2 game system. I made it so that robes give you very high dodge-ability as you would come to expect based on logic and what we see in the movies. Whereas with armor you now have damage immunity properties attached to all armor, and their DEF bonuses and DEX bonuses heavily reduced and rebalanced. This rebalancing applies to not just light, medium, and heavy armor, but also the sub-tiers within those categories. For instance: Light Armor includes: - class / tier 4 armor - class / tier 5 armor Medium Armor includes: - class / tier 6 armor - class / tier 7 armor Heavy Armor includes: - class / tier 8 armor - class / tier 9 armor So, the rebalancing even takes into consideration the subcategory ligher and heavier light/medium/heavy armors in these breakdowns so that logically and realistically it makes more sense and gives a more thorough level of customization. Jedi Armored Robes and Robes also receive their own custom rebalancing that follows a logic trend. In essence, robes provide high dodging, generous bonuses, and increase force/lightsaber damage output, but no damage reduction whatsoever (which can be bad depending on the areas, bosses, and difficulty settings). Robes don't cap the +1 defense bonus you get for every 2 points of DEX, so with this setup you are having to rely on dodging, shields, and brains to avoid taking hits. Jedi Armored Robes provide damage reduction, but less than what you'd see in even the lightest traditional light armor. That said, you will get bonuses, damage reduction, and some decent dodge-ability. Here's a rundown of how the logic plays out in general for armor, robes, etc. (note for special named items there's some intentional variance here, also, depending on the item name and description there might be some custom flavorings added intentionally). Armor Mod Logic: Heavy = 65%-70% damage immunity resistance, Def = -11 to -12 (negative def modifier and MAX DEX DEF bonus = 0, usually will result in lowering DEF from this modifier, heavy armor by default gives 8-9 DEF, so this fixes that) Medium = 57.5%-60% damage immunity resistance, Def = - 6 to -7 (0 or 1, if no custom DEF bonuses and MAX DEX DEF bonus = 0 to 1) Light = 45%-50% damage immunity resistance, Def = - 2-3 (should only be 2 if no custom item bonuses and MAX DEX DEF bonus = 2 unless other bonuses) Robes / Clothes = 0% damage immunity resistance, DEF 13-15, lots of other bonuses (especially attribute bonuses, more force damage/power, and more force recovery) Jedi Armor = DEF + 7-9, and 35% to 40% damage immunity resistance + other bonuses (but less than what robes would provide, unless it's a rare armored robe and you're comparing to like a Padawan robe) Droid Armor (generally follows a similar system as the light to heavy armors above, with some realism tweaks like being more resilient to fire and elemental damage like cold and sonic, but more vulnerable to elements like ion and electrical damage). In general, droids aren't really supposed to move like gazelles, and heavy and assault armor will provide better results with party members like HK-47. ######## OTHER CHANGES ######## - shields now are 1.5x stronger across the board and have 10 charges instead of 5, feats and give an addition 1.6x strength boost. - Force alignment breakdown: from forceadjust.2da file: row ---------goodcost --evilcost 0 -----------2.25 ------- 1 // max evil, 1 to 1 cost or base cost of a given dark/neutral power, 2.25x means over double FP cost for good 1 -----------2.00 ------- 1 2 -----------1.75 ------- 1 3 -----------1.50 ------- 1 4 -----------1.25 ------- 1 5 -----------0.85 ------- 0.85 //neutral alignment, since no attribute bonuses, these characters given a 15% FP reduction for all powers. 6 -----------1 ---------- 1.25 7 -----------1 ---------- 1.50 8 -----------1 ---------- 1.75 9 -----------1 ---------- 2.00 10 ----------1 ---------- 2.25. // max good, 1 to 1 cost or base cost of a given good/neutral power, 2.25x FP cost for dark powers - All force powers are easily 2x to 4x times more costly. the more broken the power, the more the cost. That said, cost is reasonable and calculated, but you won't be spamming all force powers willy nilly unless youre a neutral, gray force user. In general, you will get to spam a high level ability about 4-5 times if using someone like Kreia with a ton of Wisdom - all companions now gain 90% of the xp you gain, instead of 80% like base game - all level xp requirements are cut in half. So you can reach level 50 without cheats. - Autobalance.2da is modified to be slightly more balanaced here's the new updated version: Row ----------name ------------vpmult ------------tohitmult ------------armormult ------------damagemult ------------savemult ------------crmod ------------levelmult 0 ----------No_Auto_Balance 0.0--------------------0.0---------------------0.0 ------------------------0.0-------------------------- 0.0 ---------------------0 -------------------0 1------------Set_1------------------- 0.80-----------------1.3----------------------1.3----------------------- 0.100------------------------1.3----------------------1--------------------1.00 2------------Set_2------------------- 0.90-----------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------1.5-----------------1.00 3------------Set_3--------------------1.00-----------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------2--------------------1.00 4------------Set_4--------------------1.10-----------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------3--------------------1.00 5------------Set_5--------------------1.2-------------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------4--------------------1.00 Before in version 1.0.0 damagemult was 1.000 for all 5 sets of enemies, which was leading to massive damage with armor, so now I reverted it to 0.100 which is very close to the default settings for this value in the original, default autobalance.2da settings. For more info on autobalance.2da see source: https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Autobalance Note, these values are pretty balanced so far and had a lot of thought put into them. enemies lack armor, so having slightly more health than normal, better chances / attack to hit (requiring higher DEF to evade), having more base DEF from armormult by 1.3x and having better saving throws 1.3x all works really well. For levelmult in the base default settings enemies are never 1 to 1 as you, there level mainly effects their health and their chance to resist / save against force powers like insanity. That said, even with all of these slight buffs, my Kreia with 25 wisdom can beat their save throws atleast 4/5 times, and I can hit them with my STR build character with 25 STR about 3.5/5 times per each attack roll. crmod does nothing to affect difficulty, it only determines the amount of xp given by enemies. damagemult is very close to the base game's configuration for these enemy sets, I just made it more uniform for ease of calculation. - difficultyopt.2da has been modified to the following: (these are the gameplay difficulty settings you can manually set in the options scr desc ------------damage multiplier Effortless-------------0.00 Very Easy-------------0.25 Easy-------------------- 0.5 Normal-----------------1.0 Tough-------------------2.0 Challenging-----------2.5 Difficult-----------------3.0 Very Difficulty--------3.5 Overpowering--------4.0 Insanity-----------------4.5 Suicide------------------5.0 Default------------------1.0 - diffsettings.2da: (ths can add an additional damage multiplier, previously was 100, 125, 150, 175, 200) not sure how this works (the general consensus is still out on what this does exactly and how it behaves. So I set everything to 100 so that there is no damage reduction or modifier here to simplify balancing enemy damge: name MaxNPCDamagePercent dmeasy easy---normal---hardcore----dmplayers --------------------------------------25----------100 ---100--------100-----------100 ######## DIFFICULTY SETTING OPTIONS RECOMMENDATION ######## Personally, I recommend you play this with a difficulty level between Difficult (3x enemy damage modifier), Very Difficult (3.5x enemy damage modifier), and Overpowering (4x enemy damage modifier). I personally like Very Difficult to Overpowering, the balance there feels just about right in most cases. If you choose to play on Insanity (4.5x enemy damage modifier) or Suicide (5x enemy damage modifier) and you manage to beat the game without cheats, then you will have all bragging rights, and I will be personally impressed. ######## FUTURE UPDATES ######## I plan to add custom patches for other armor mods, as well as continue to refine the creature and item updates, so stay tuned and consider following this mod! ######## PERMISSIONS ######## This mod can be freely used and shared for non-commercial purposes; all I ask is that I am properly credited. So, feel free to make your own patches and mods on top of this one. ######## SUPPORT ######## I poured my heart and soul into this mod. Hundreds of individual files were edited using the KOTOR TOOL. As well as hours thinking about the new, balanced armor system that allowed for rewarding gameplay without making you unstoppable and breaking the immersion this mod seeks to establish. I spent a long time on this, so I hope it brings you enjoyment in your KOTOR 2 game. All I ask is that if you enjoy this mod that you like it, endorse it, rate it, and tell your friends about it! If you're feeling generous then please star the Github repo for this mod and consider following me on GitHub. If you'd like to help me on this modding journey than feel free to reach out. The ultimate goal of this mod is the make the best mod possible and I am happy to share the spotlight. If we can greatly increase KOTOR 2's replayability and make it way more fun than this mod will have accomplished what it set out to do. NOW GO OUT THERE AND HAVE SOME FUN! And remember... Apathy is death! Submitter Aviat3d Submitted 08/11/2024 Category Mods TSLRCM Compatible Yes
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Version 0.9.0 Beta
235 downloads
KOTOR Quick Overhaul v0.5Beta Hi! This is a beta of my upcoming rebalancing/overhaul mod for Knights Of The Old Republic 1. The mod itself is complete (AkA, it affects the entire game, from start to finish), but I've only tested it on Taris so far (hence the screenshots), thus it's still a beta. It changes armor mechanics (now they offer a fixed 25% immunity to physical, ion, and energy damage in addition to Defence bonuses, which go higher then in vanilla on high-quality armors, to keep them relevant late-game), robes (various immunities, and CON bonuses in addition to Defence), even standard clothing (it offers same Defence as medium armor, without the damage immunities, but with immunity to crits - logic being you're just as mobile, and a bit more aware, so you don't take crit damage, but you take more regular damage then in armor - and of course it's non restrictive so you can use all Force powers in an outfit with some decent Defence - should make keeping clothing more appealing as an alternative). Weapons have been tweaked as a baseline (2da file), and individually (.uti files), ranged weapons especially do a LOT more damage, speccing for a ranged character is now a very viable option, they are now, IMO, easily on par with melee weapons in usefulness. High STR characters are still better off just speccing into melee, but for everyone else - you be the judge. They can now hurt. A lot. More types of weapons are now available earlier in-game on Taris (if you want a Disruptor for example, Kebla sells a rifle, and you can pick up a pistol not soon after - and you might consider one, a lot of enemies now like putting up a shield). Enemies also use different weapons, it's not just a blaster-haven, so don't be surprised if you get incoming sonic or disruptor fire going right through your pretty shield. Repeating blasters are now actually useful - short ranged, but big accuracy buff (simulating spray-and-pray actually hitting more often by virtue of throwing enough sh*t at a wall and hoping some of it sticks). Also more powerful then blaster rifles, but they incurr a slight Defence debuff (recoil, and unwieldy). For hard-to-hit enemies and Force users, you might want to use a repeater if your base attack bonus is low, more chance of bypassing their defence/blaster deflection. Disruptors are more powerful then blasters, but less consistent (1/3 to 1 damage ratio, instead of 1/2 to 1 for blasters). Ion weapons got a big anti-droid damage buff. Sonic weapons have been left untouched (but still more usefull, since armors don't provide sonic damage immunity). Non-powered swords are now a viable alternative to vibroswords (slightly higher top damage, lower bottom, but worse crit threat). Some weapons have crit threat or crit range bonuses. Energy shield are now unlimited-use, and a LOT cheaper to buy (and sell, should make selling a 100 shields for big money later in the game a non-option). Don't be afraid to use them often - you'll need them. Most enemies are a LOT tougher now. Droids now have a -5 Defence penalty baseline (their Defence could get to ridiculous levels in vanilla, thanks to uncapped armors and logic feats), but have inherent /5 resistance to physical and energy damage (NOT ion, big incentive to use Ion weapons more often). This includes party droids. Most enemy droids will now be shielded, and have a LOT more health. Again, ion weapons are your buddy. Many NPCs in the game have been buffed, massively. Some also drop unique weapons (hint-hint, do Canderous's personal quest - just one example). Force users are especially enhanced (most Dark Jedi in vanilla are a joke). This is all throughout the game, but not all (some NPCs use duplicate forms, I couldn't edit them directly into Override, I'd have to edit the modules, which I refused to do, to make this mod more compatible with other mods). Classes get more HP as baseline. 12 for Soldiers/Guardians, 10 for Scouts/Sentinels, 8 for Scoundrels/Consulars. Soldiers and Scoundrels, and Guardians and Sentinels, get slightly increased Feat gain. Sentinels get 1 more Force power overall, to differentiate them from Guardians. Combat droids get Scout feat gain, can now Specialize in Rifles, Pistols, and Heavy weapons. All party member HP has been adjusted accordingly. Carth no longer starts with twin pistols, he uses a carbine (trust me, having an inaccurate twin-weapon user at the start would get you killed, given the buffed enemies on Taris - your party needs some consistency, he provides it). He has his personal upgradeable carbine. Bastila uses a standard lightsaber now (same reason, her flailing-around with that double-saber WILL get her killed early on). And it makes sense, in cutscenes she uses a standard saber. HK47 buffed MASSIVELY. He now has 20 CON, 18 DEX and roughly double the health as a result, and he comes with his own special targeting computer. He was pathetically weak in vanilla. INSTALLATION: Simple. Drop everything into your Override folder. I took great pains to make this mod very hands-on to install, so there's no messing with modules or dialog file. Should be compatible with everything, as long as my mod comes FIRST (and I cannot overemphasise this enough), on a blank vanilla game. It doesn't use a patcher, and it does edit .2da files, so there WILL be incompatibilites if you plaster it over a bunch of other mods, it will overwrite them. Make a fresh game install, dump my mod in Override, then install every other mod you want. As for K1R compatibility, there shouldn't be problems (I don't use it on my game, but since my mod only affects Override folder and doesn't touch any modules, I see no reason why anything should conflict). Again for safety, put my mod in BEFORE installing K1R.- 7 comments
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View File KOTOR Quick Overhaul KOTOR Quick Overhaul v0.5Beta Hi! This is a beta of my upcoming rebalancing/overhaul mod for Knights Of The Old Republic 1. The mod itself is complete (AkA, it affects the entire game, from start to finish), but I've only tested it on Taris so far (hence the screenshots), thus it's still a beta. It changes armor mechanics (now they offer a fixed 25% immunity to physical, ion, and energy damage in addition to Defence bonuses, which go higher then in vanilla on high-quality armors, to keep them relevant late-game), robes (various immunities, and CON bonuses in addition to Defence), even standard clothing (it offers same Defence as medium armor, without the damage immunities, but with immunity to crits - logic being you're just as mobile, and a bit more aware, so you don't take crit damage, but you take more regular damage then in armor - and of course it's non restrictive so you can use all Force powers in an outfit with some decent Defence - should make keeping clothing more appealing as an alternative). Weapons have been tweaked as a baseline (2da file), and individually (.uti files), ranged weapons especially do a LOT more damage, speccing for a ranged character is now a very viable option, they are now, IMO, easily on par with melee weapons in usefulness. High STR characters are still better off just speccing into melee, but for everyone else - you be the judge. They can now hurt. A lot. More types of weapons are now available earlier in-game on Taris (if you want a Disruptor for example, Kebla sells a rifle, and you can pick up a pistol not soon after - and you might consider one, a lot of enemies now like putting up a shield). Enemies also use different weapons, it's not just a blaster-haven, so don't be surprised if you get incoming sonic or disruptor fire going right through your pretty shield. Repeating blasters are now actually useful - short ranged, but big accuracy buff (simulating spray-and-pray actually hitting more often by virtue of throwing enough sh*t at a wall and hoping some of it sticks). Also more powerful then blaster rifles, but they incurr a slight Defence debuff (recoil, and unwieldy). For hard-to-hit enemies and Force users, you might want to use a repeater if your base attack bonus is low, more chance of bypassing their defence/blaster deflection. Disruptors are more powerful then blasters, but less consistent (1/3 to 1 damage ratio, instead of 1/2 to 1 for blasters). Ion weapons got a big anti-droid damage buff. Sonic weapons have been left untouched (but still more usefull, since armors don't provide sonic damage immunity). Non-powered swords are now a viable alternative to vibroswords (slightly higher top damage, lower bottom, but worse crit threat). Some weapons have crit threat or crit range bonuses. Energy shield are now unlimited-use, and a LOT cheaper to buy (and sell, should make selling a 100 shields for big money later in the game a non-option). Don't be afraid to use them often - you'll need them. Most enemies are a LOT tougher now. Droids now have a -5 Defence penalty baseline (their Defence could get to ridiculous levels in vanilla, thanks to uncapped armors and logic feats), but have inherent /5 resistance to physical and energy damage (NOT ion, big incentive to use Ion weapons more often). This includes party droids. Most enemy droids will now be shielded, and have a LOT more health. Again, ion weapons are your buddy. Many NPCs in the game have been buffed, massively. Some also drop unique weapons (hint-hint, do Canderous's personal quest - just one example). Force users are especially enhanced (most Dark Jedi in vanilla are a joke). This is all throughout the game, but not all (some NPCs use duplicate forms, I couldn't edit them directly into Override, I'd have to edit the modules, which I refused to do, to make this mod more compatible with other mods). Classes get more HP as baseline. 12 for Soldiers/Guardians, 10 for Scouts/Sentinels, 8 for Scoundrels/Consulars. Soldiers and Scoundrels, and Guardians and Sentinels, get slightly increased Feat gain. Sentinels get 1 more Force power overall, to differentiate them from Guardians. Combat droids get Scout feat gain, can now Specialize in Rifles, Pistols, and Heavy weapons. All party member HP has been adjusted accordingly. Carth no longer starts with twin pistols, he uses a carbine (trust me, having an inaccurate twin-weapon user at the start would get you killed, given the buffed enemies on Taris - your party needs some consistency, he provides it). He has his personal upgradeable carbine. Bastila uses a standard lightsaber now (same reason, her flailing-around with that double-saber WILL get her killed early on). And it makes sense, in cutscenes she uses a standard saber. HK47 buffed MASSIVELY. He now has 20 CON, 18 DEX and roughly double the health as a result, and he comes with his own special targeting computer. He was pathetically weak in vanilla. INSTALLATION: Simple. Drop everything into your Override folder. I took great pains to make this mod very hands-on to install, so there's no messing with modules or dialog file. Should be compatible with everything, as long as my mod comes FIRST (and I cannot overemphasise this enough), on a blank vanilla game. It doesn't use a patcher, and it does edit .2da files, so there WILL be incompatibilites if you plaster it over a bunch of other mods, it will overwrite them. Make a fresh game install, dump my mod in Override, then install every other mod you want. As for K1R compatibility, there shouldn't be problems (I don't use it on my game, but since my mod only affects Override folder and doesn't touch any modules, I see no reason why anything should conflict). Again for safety, put my mod in BEFORE installing K1R. Submitter NecroAvalon Submitted 11/23/2022 Category Mods K1R Compatible Yes
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Version 1.2.0
260 downloads
What this mod does: It adds four (one is not usable) new difficulty options, one easier and three harder (one not usable) . Read the info.rtf for more details. Installation: Run the TSLpatcher included in the file. Compatibility: It should be compatible with anything that doesn't change the difficultyopt.2da file. Plans: -Translate this mod into other languages, such as French and Italian, if you want the mod in your language, contact me and provide me with a translation into your desired language and I'll add it. You will appear on the credits. Enjoy the mod! Sith Lord difficulty is super hard, be careful. Credits: -@cortisol, for making the Holocron Toolset I used to extract the files and edit them. Download it here -Stoffe for making TSLpatcher.- 1 comment
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View File More difficulty options What this mod does: It adds four (one is not usable) new difficulty options, one easier and three harder (one not usable) . Read the info.rtf for more details. Installation: Run the TSLpatcher included in the file. Compatibility: It should be compatible with anything that doesn't change the difficultyopt.2da file. Plans: -Translate this mod into other languages, such as French and Italian, if you want the mod in your language, contact me and provide me with a translation into your desired language and I'll add it. You will appear on the credits. Enjoy the mod! Sith Lord difficulty is super hard, be careful. Credits: -@cortisol, for making the Holocron Toolset I used to extract the files and edit them. Download it here -Stoffe for making TSLpatcher. Submitter DarthDrija Submitted 02/28/2022 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
829 downloads
Info: This mod restores Impossible difficulty for use in builds without K1R, although it can be used with K1R if you wish to use the Hardcore or Extreme package. As a bonus, I have included brand new Hardcore and Extreme difficulty packages, each with 3 new difficulty options that give a whole new meaning to the term Impossible Mode. These packages are for use with modded characters who still crave a challenge. Use in conjunction with my other mods for maximum difficulty. This should give even heavily modded characters a challenge! (Level Up Rate and Extensive Difficulty Overhaul) https://deadlystream.com/files/file/1684-level-up-rate/ https://deadlystream.com/files/file/1685-extensive-difficulty-overhaul/ Mod Packages Default: Easy (x0.5) Normal (x1.0) Difficult (x1.5) Impossible: Easy (x0.5) Normal (x1.0) Difficult (x1.5) Impossible (x3.0) Hardcore: Cautious (x1.0) Soldier (x2.5) Insanity (x5.0) Impossible (x10.0) Extreme: Impossible (x25.0) Horror (x50.0) Death (x75) Instant Death (x100) Installation: Chose which package you want and copy the file "difficultyopt" into your Override Folder and the new options will show up the next time you open the game. Compatibility: Compatible with all mods that don't add or edit the difficulty options file. -
View File Impossible Mode Restored Info: This mod restores Impossible difficulty for use in builds without K1R, although it can be used with K1R if you wish to use the Hardcore or Extreme package. As a bonus, I have included brand new Hardcore and Extreme difficulty packages, each with 3 new difficulty options that give a whole new meaning to the term Impossible Mode. These packages are for use with modded characters who still crave a challenge. Use in conjunction with my other mods for maximum difficulty. This should give even heavily modded characters a challenge! (Level Up Rate and Extensive Difficulty Overhaul) https://deadlystream.com/files/file/1684-level-up-rate/ https://deadlystream.com/files/file/1685-extensive-difficulty-overhaul/ Mod Packages Default: Easy (x0.5) Normal (x1.0) Difficult (x1.5) Impossible: Easy (x0.5) Normal (x1.0) Difficult (x1.5) Impossible (x3.0) Hardcore: Cautious (x1.0) Soldier (x2.5) Insanity (x5.0) Impossible (x10.0) Extreme: Impossible (x25.0) Horror (x50.0) Death (x75) Instant Death (x100) Installation: Chose which package you want and copy the file "difficultyopt" into your Override Folder and the new options will show up the next time you open the game. Compatibility: Compatible with all mods that don't add or edit the difficulty options file. Submitter Zulkain Submitted 03/16/2020 Category Mods K1R Compatible Yes
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Hi everyone, Recently I have been replaying K2 with Beancounters Hardcore Mod on the Insane preset with my own damage modifier (4X) and it has so far been fun and a great challenge to be had at the same time. My request, I haven't played K1 since my earliest childhood and I would like to enjoy it today but am worried about the difficulty. K1R offers an Impossible difficulty mode but this from what I have seen does not offer the brutal experience that I am seeking. Would someone be able to handle my request of importing this great mod into K1? With love and respect, ~Lukipaluki
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Has anyone on Deadlystream beaten the entire K1R without cheats on Impossible difficulty? If so, what mods did you have? I had thought several people had done this already, but ZM90 said, "I wonder if anybody has beaten Impossible Difficulty? I can tell you I am the one responsible for Impossible Difficulty and even I haven't beaten K1 on it." He also said, "I'll personally congratulate the first person that players through K1 on Impossible Difficulty only with no cheats and successfully beats the game." Which leaves me perplexed that it has not been done yet.
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