Search the Community

Showing results for tags 'Balance'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Kotor Modding
    • Mod Releases
    • General Kotor/TSL Modding
    • Modding Tools
    • Work In Progress
    • Tutorials
    • Game Saves
  • Mod Projects
    • TSLRCM
    • VarsityPuppet's Mods
    • M4-78 Enhancement Project
    • KotOR1 Restoration (K1R)
    • Revenge of Revan
    • KotOR Toolset
  • Jedi Knight Series
    • General Discussion
    • Mod Releases
  • Other Games
    • Other Games
    • Dantooine Theater Company
  • General
    • News
    • Knights of the Old Republic General
    • Star Wars
    • The Old Republic
    • Site Feedback
    • General Discussion

Blogs

There are no results to display.

There are no results to display.

Categories

  • Knights of The Old Republic
    • Media
    • Mods
    • Skins
    • Modder's Resources
  • The Sith Lords
    • Media
    • Mods
    • Skins
    • Modder's Resources
  • Jedi Knight Series
    • Maps
    • Mods
    • Skins
    • Other
  • Game Saves
  • Other Games
  • Modding Tools

Product Groups

  • Premium Membership
  • Modders Account

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 4 results

  1. TK-664

    Weapon Base Stats Re-balance (K1)

    Version

    932 downloads

    In KotOR 1 there is a obvious balancing issue concerning weapons that is especially noticeable in the early game, ie: Taris. What is it? Ranged Weapons are utterly outclassed by melee wepons. Yes, i know a stun stick isn't more powerful than a heavy repeater but I'm addressing the general problem here - In almost all situations you'll be better off charging at an enemy using your vibroblade instead of firing a blaster rifle, even when it seems like using a blaster would be the best option. The developers at Obsidian noticed this and in KotOR 2 blasters are now a viable option as well. So this mod changes the base stats of ranged weapons (damage, criticals etc.) to be like the ones on K2. But that's not all - I've also modified the lightsabers as well. Basically, ranged weapons and lightsabers will be statistically equal to their K2 counterparts; except for ion and sonic weaponry damage values, i've kept those unaltered purposely - It doesn't make sense that, for example, a disruptor and an ion pistol would do the same damage against an organic target. So following that: Blaster Pistols now do 1-8 damage instead of 1-6; Disruptors' critical threat range is now 18-20x2 instead of 20-20x2; Regular lightsabers now deal 2-20 damage instead of 2-16 etc... ____________________________________________ I have included optional files to add massive criticals to Hold Out Blasters (like in K2)
  2. Marauder

    Droid Energized Armor Balance Fix

    Version 1.0

    107 downloads

    This mod changes the requirements for droids to equip the Energized Armor set. You can find and equip these high level armors before you've levelled your droids, so this changes that so they need the Droid Upgrade Class 3 feat (level 13). Use it however you like, just mention me when doing so.
  3. File Name: Weapon Base Stats Re-balance (K1) File Submitter: TK-664 File Submitted: 11 Apr 2018 File Category: Mods K1R Compatible: Yes In KotOR 1 there is a obvious balancing issue concerning weapons that is especially noticeable in the early game, ie: Taris. What is it? Ranged Weapons are utterly outclassed by melee wepons. Yes, i know a stun stick isn't more powerful than a heavy repeater but I'm addressing the general problem here - In almost all situations you'll be better off charging at an enemy using your vibroblade instead of firing a blaster rifle, even when it seems like using a blaster would be the best option. The developers at Obsidian noticed this and in KotOR 2 blasters are now a viable option as well. So this mod changes the base stats of ranged weapons (damage, criticals etc.) to be like the ones on K2. But that's not all - I've also modified the lightsabers as well. Basically, ranged weapons and lightsabers will be statistically equal to their K2 counterparts; except for ion and sonic weaponry damage values, i've kept those unaltered purposely - It doesn't make sense that, for example, a disruptor and an ion pistol would do the same damage against an organic target. So following that: Blaster Pistols now do 1-8 damage instead of 1-6; Disruptors' critical threat range is now 18-20x2 instead of 20-20x2; Regular lightsabers now deal 2-20 damage instead of 2-16 etc... ____________________________________________ I have included optional files to add massive criticals to Hold Out Blasters (like in K2) Click here to download this file
  4. File Name: Droid Energized Armor Balance Fix File Submitter: Marauder File Submitted: 05 Jun 2017 File Category: Mods TSLRCM Compatible: Yes This mod changes the requirements for droids to equip the Energized Armor set. You can find and equip these high level armors before you've levelled your droids, so this changes that so they need the Droid Upgrade Class 3 feat (level 13). Use it however you like, just mention me when doing so. Click here to download this file