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Found 43 results

  1. Version 1.0.0

    0 downloads

    Implements bonus attacks and penalties for using Blaster Rifles and Heavy Weapons. Rifles allow making one extra attack per round, at a -4 attack penalty. Heavy weapons allow making two extra attacks per round, at a -6 attack penalty. Description In the original Star Wars d20 roleplaying game that KotOR is very loosely based off of, the Blaster Rifle type and Repeating Blaster types had unique functions that allowed them to make multiple attacks per round, at a penalty. KotOR was originally going to include a similar function for the Heavy Weapons group, but it is unimplemented, leaving Heavy Weapons as generally equivalent or inferior to Blaster Rifles. There are multiple mods which have attempted to restore this, but they are generally buggy, have awkward interactions with force speed, and only seek to restore the game functionality, and do not attempt to expand into the areas covered by the original roleplaying game. This mod implements the bonus attacks and penalties for using multifire (Blaster Rifles) and autofire (Heavy Weapons). Multifire allows making one extra attack per round, but all attacks made during the round suffer a -4 attack penalty. Autofire allows making two extra attacks per round, but all attacks made during the round suffer a -6 attack penalty. Unlike in the roleplaying game, these are not optional, and cannot be toggled off. These penalties can be offset however. Inspired by feats in the roleplaying game, and how KotOR adapted other feats, this mod implements a new Multishot feat tree, which has 3 ranks, which increase attack when using Rifles or Heavy Weapons by +2, +1, and +1 respectively. This tree acts as an equivalent to Two-Weapon Fighting and Dueling for these weapons. Due to hardcoded limitations with how extra attacks can be granted within the game, Rifles and Heavy Weapons can never make more than 3 attack when using Power Blast or Sniper Shot, or making a regular attack. Rapid Shot can grant a maximum of 4 attacks. If Master Speed (or Fury) is used, these limitations will obviously be a problem. As a solution, this mod will automatically reduce the penalties of multifire and autofire depending on how many attacks the player should have. For example, if Knight Speed (or Improved Fury) is used with a Blaster Rifle, both attacks will stack properly, and will all be made at a -4 penalty, while if Master Speed (or Master Fury) is used with a Heavy Weapon, autofire will be disabled, and 3 attacks will be made without any penalty being suffered. The Multishot feat will continue to increase attack bonus while Speed is active. One the (many) complaints made about characters options in TSL, is the extreme disparity in feats support for different options. Two-Weapon Fighting and Lightsabers get high level advanced feats on the Weapon Master and Marauder, but no other options are available. This mod corrects that, by adding Superior Weapon Focus feats for Blaster Pistols, Blaster Rifles, and Melee Weapons. It also adds a Superior Dueling line, as well as a Superior Multishot line, to continue the earlier tree introduced by this mod. The Focus feats all add +1 to attack rolls per level, while the Dueling feats add +1 to attacks rolls and AC. The AC bonus is implemented as a Shield Bonus (i.e. think a magical shield from Neverwinter Nights). This should stack with all other AC bonuses. The Superior Multishot tree, grants +1, +1, and +2 to attack rolls respectively. The bug that allows Finesse: Melee Weapons to affect Lightsabers is fixed. The bonus from that feat will be removed if the character has Finesse: Melee Weapons, but not Finesse: Lightsaber. Either feat will allow Dexterity modifier to be added to attack rolls for Unarmed attacks as well, as there was previously no way to do this. All of these changes are implemented in a heartbeat script, that runs every second on the player and companions, and on NPCs during combat events. You will have to close the inventory and reopen it after changing your equipment, to make sure that all of the effects are properly applied. This is the only way of doing changes like this unfortunately. Install/Uninstall Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream. See the docs folder for more information. Compatibility This mod uses a k_ai_master.ncs Heartbeat script to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching. Fully compatible with TSLRCM. Fully compatible with Sentinel Sneak Attack with Multiclassing. Recommended Mods TSLRCM is strongly recommended. You can find the KotOR version here. Special Thanks/Acknowledgements KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Mirrors Nexus ModPub Other Links Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Multifire and Autofire and Superior Feats by darthbdaman is licensed under CC BY-SA 4.0
  2. Version 1.0.0

    0 downloads

    Implements bonus attacks and penalties for using Blaster Rifles and Heavy Weapons. Rifles allow making one extra attack per round, at a -4 attack penalty. Heavy weapons allow making two extra attacks per round, at a -6 attack penalty. Description In the original Star Wars d20 roleplaying game that KotOR is very loosely based off of, the Blaster Rifle type and Repeating Blaster types had unique functions that allowed them to make multiple attacks per round, at a penalty. KotOR was originally going to include a similar function for the Heavy Weapons group, but it is unimplemented, leaving Heavy Weapons as generally equivalent or inferior to Blaster Rifles. There are multiple mods which have attempted to restore this, but they are generally buggy, have awkward interactions with force speed, and only seek to restore the game functionality, and do not attempt to expand into the areas covered by the original roleplaying game. This mod implements the bonus attacks and penalties for using multifire (Blaster Rifles) and autofire (Heavy Weapons). Multifire allows making one extra attack per round, but all attacks made during the round suffer a -4 attack penalty. Autofire allows making two extra attacks per round, but all attacks made during the round suffer a -6 attack penalty. Unlike in the roleplaying game, these are not optional, and cannot be toggled off. These penalties can be offset however. Inspired by feats in the roleplaying game, and how KotOR adapted other feats, this mod implements a new Multishot feat tree, which has 3 ranks, which increase attack when using Rifles or Heavy Weapons by +2, +1, and +1 respectively. This tree acts as an equivalent to Two-Weapon Fighting and Dueling for these weapons. Due to hardcoded limitations with how extra attacks can be granted within the game, Rifles and Heavy Weapons can never make more than 3 attack when using Power Blast or Sniper Shot, or making a regular attack. Rapid Shot can grant a maximum of 4 attacks. If Master Speed is used, these limitations will obviously be a problem. As a solution, this mod will automatically reduce the penalties of multifire and autofire depending on how many attacks the player should have. For example, if Knight Speed is used with a Blaster Rifle, both attacks will stack properly, and will all be made at a -4 penalty, while if Master Speed is used with a Heavy Weapon, autofire will be disabled, and 3 attacks will be made without any penalty being suffered. The Multishot feat will continue to increase attack bonus while Speed is active. The Finesse: Lightsaber and Finesse: Melee Weapons feats from TSL have been added to the game. Finesse: Lightsaber is automatically granted to Jedi Classes, however if a character manages to use a Lightsaber without having this feats, it will no longer be treated as a Finesse weapon for them. Finesse: Melee Weapons is selectable by all human classes, and works as it does in TSL (but the bug that allows it affect Lightsabers is not replicated). Either feat will allow Dexterity modifier to be added to attack rolls for Unarmed attacks as well, as there was previously no way to do this. When wielding a Melee Weapon in one hand, you now add 1.5x your Strength modifier to Damage, as it works in TSL. The Dueling feats line will also affect Unarmed attacks, as it does in TSL. The AC bonus is implemented as a Shield Bonus (i.e. think a magical shield from Neverwinter Nights). This should stack with all other AC bonuses. All of these changes are implemented in a heartbeat script, that runs every second on the player and companions, and on NPCs during combat events. You will have to close the inventory and reopen it after changing your equipment, to make sure that all of the effects are properly applied. This is the only way of doing changes like this unfortunately. Install/Uninstall Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream. See the docs folder for more information. Compatibility This mod uses a k_ai_master.ncs Heartbeat script to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching. Fully compatible with KotOR 1 Community Patch. Fully compatible with Sentinel Sneak Attack with Multiclassing. Recommended Mods KotOR 1 Community Patch is strongly recommended. You can find the TSL version here. Special Thanks/Acknowledgements KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Credits DarthParametric - Scripts from KOTOR 1 Community Patch Mirrors Nexus ModPub Other Links Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Multifire and Autofire and Finesse by darthbdaman is licensed under CC BY-SA 4.0
  3. Version 1.1.0

    8 downloads

    Overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Watchmen and Assassins from Sentinels to continue increasing their Sneak Attack. Description The Sentinel class corresponds to the Scoundrel, having the most skill points, affinity for Stealth and Security (at least in TSL), and the Sneak Attack feat line... they don't get Sneak Attack Feats? Well then what do they get... Other mods have added Sneak Attack to Sentinels before, however, if a Sentinel character became a Jedi Watchman, they would gain very little benefit from the progression, despite being the most natural choice, as their Sneak Attack die would already be higher than any that they could be granted from the Watchman class. This mod overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Jedi Watchmen or Sith Assassins from Sentinels (as well as Sentinels from Scoundrels for companions) to continue increasing their Sneak Attack. The original Sneak Attack feats are no longer granted when leveling up. Instead, new dummy versions have been added to the feat interface to tell you when you will get a new Sneak Attack die. Scoundrels gain a new Sneak attack die every 2 levels, starting at level 1 (1,3,5,7,etc.), while Sentinels gain a new die every 4 levels, starting at level 1 (1,5,9,13,17). Jedi Watchmen and Sith Assassins have both had their Sneak Attack progression reduced, to avoid Sentinel becoming redundant due to getting all 10 Sneak Attack ranks from one class. Watchmen now gain a new die every 4 levels, starting at level 1 (1,5,9,13,etc.), the same as Sentinels, while Sith Assassin gain a new die every 3 levels, starting at level 1 (1,4,7,10,etc.). Both classes (as well as Sentinels) will also continue gaining ranks above level 20, instead of ceasing progression as Watchmen did in the original game. Multiclass characters will add all of their dice from these classes together when calculating their final Sneak Attack rank. For example, a Level 15 Jedi Sentinel/Level 17 Jedi Watchman would have 4 ranks from Jedi Sentinel, and 5 ranks from Jedi Watchman, giving them a total Sneak Attack level of 9. The maximum possible Sneak Attack rank remains 10, and this cannot be changed. This mod also includes a workaround for a vanilla bug, where Bao-dur and Handmaiden would stop gaining ranks in Unarmed Specialist when the multiclassed into Jedi, until their Jedi level surpassed their original level. They will now be given their appropriate level of feat, if their character level meets the requirement. This will not be visible on the level up screen, but should be immediately granted, after they finish leveling up. Install/Uninstall Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream. See the docs folder for more information. Compatibility This mod uses a k_ai_master.ncs Heartbeat script to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching. Fully compatible with TSLRCM. Fully compatible with Multifire and Autofire and Superior Feats. Recommended Mods TSLRCM is strongly recommended. You can find the KotOR version here. Special Thanks/Acknowledgements KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Mirrors Nexus ModPub Other Links Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Sentinel Sneak Attack with Multiclassing by darthbdaman is licensed under CC BY-SA 4.0
  4. Version 1.1.0

    8 downloads

    Overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Sentinels from Scoundrels to continue increasing their Sneak Attack. Description The Sentinel class corresponds to the Scoundrel, having the most skill points, affinity for Stealth and Security (at least in TSL), and the Sneak Attack feat line... they don't get Sneak Attack Feats? Well then what do they get... Other mods have added Sneak Attack to Sentinels before, however, if a Scoundrel character became a Sentinel, they would gain very little benefit from the progression, despite being the most natural choice, as their Sneak Attack die would already be higher than any that they could be granted from the Sentinel class. This mod overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Sentinels from Scoundrels to continue increasing their Sneak Attack. The original Sneak Attack feats are no longer granted when leveling up. Instead, new dummy versions have been added to the feat interface to tell you when you will get a new Sneak Attack die. Scoundrels gain a new Sneak attack die every 2 levels, starting at level 1 (1,3,5,7,etc.), while Sentinels gain a new die every 4 levels, starting at level 1 (1,5,9,13,17). Multiclass characters will add all of their dice from these classes together when calculating their final Sneak Attack rank. For example, a Level 7 Scoundrel/Level 13 Jedi Sentinel would have 4 ranks from Scoundrel, and 4 ranks from Jedi Sentinel, giving them a total Sneak Attack level of 8. The maximum possible Sneak Attack rank remains 10, and this cannot be changed. Install/Uninstall Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream. See the docs folder for more information. Compatibility This mod uses a k_ai_master.ncs Heartbeat script, as well as creature Hide items, to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching. Fully compatible with KotOR 1 Community Patch. Fully compatible with Multifire and Autofire and Finesse. Recommended Mods KotOR 1 Community Patch is strongly recommended. Consular Sentinel Class Skill Swap (or KotOR 1 Community Patch which includes it) is recommended if you really want the Sentinel class to fill its role as the Jedi Scoundrel. You can find the TSL version here. Special Thanks/Acknowledgements KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Credits DarthParametric - Scripts from KOTOR 1 Community Patch Mirrors Nexus ModPub Other Links Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Sentinel Sneak Attack with Multiclassing by darthbdaman is licensed under CC BY-SA 4.0
  5. View File Multifire and Autofire and Superior Feats (TSL) Implements bonus attacks and penalties for using Blaster Rifles and Heavy Weapons. Rifles allow making one extra attack per round, at a -4 attack penalty. Heavy weapons allow making two extra attacks per round, at a -6 attack penalty. Description In the original Star Wars d20 roleplaying game that KotOR is very loosely based off of, the Blaster Rifle type and Repeating Blaster types had unique functions that allowed them to make multiple attacks per round, at a penalty. KotOR was originally going to include a similar function for the Heavy Weapons group, but it is unimplemented, leaving Heavy Weapons as generally equivalent or inferior to Blaster Rifles. There are multiple mods which have attempted to restore this, but they are generally buggy, have awkward interactions with force speed, and only seek to restore the game functionality, and do not attempt to expand into the areas covered by the original roleplaying game. This mod implements the bonus attacks and penalties for using multifire (Blaster Rifles) and autofire (Heavy Weapons). Multifire allows making one extra attack per round, but all attacks made during the round suffer a -4 attack penalty. Autofire allows making two extra attacks per round, but all attacks made during the round suffer a -6 attack penalty. Unlike in the roleplaying game, these are not optional, and cannot be toggled off. These penalties can be offset however. Inspired by feats in the roleplaying game, and how KotOR adapted other feats, this mod implements a new Multishot feat tree, which has 3 ranks, which increase attack when using Rifles or Heavy Weapons by +2, +1, and +1 respectively. This tree acts as an equivalent to Two-Weapon Fighting and Dueling for these weapons. Due to hardcoded limitations with how extra attacks can be granted within the game, Rifles and Heavy Weapons can never make more than 3 attack when using Power Blast or Sniper Shot, or making a regular attack. Rapid Shot can grant a maximum of 4 attacks. If Master Speed (or Fury) is used, these limitations will obviously be a problem. As a solution, this mod will automatically reduce the penalties of multifire and autofire depending on how many attacks the player should have. For example, if Knight Speed (or Improved Fury) is used with a Blaster Rifle, both attacks will stack properly, and will all be made at a -4 penalty, while if Master Speed (or Master Fury) is used with a Heavy Weapon, autofire will be disabled, and 3 attacks will be made without any penalty being suffered. The Multishot feat will continue to increase attack bonus while Speed is active. One the (many) complaints made about characters options in TSL, is the extreme disparity in feats support for different options. Two-Weapon Fighting and Lightsabers get high level advanced feats on the Weapon Master and Marauder, but no other options are available. This mod corrects that, by adding Superior Weapon Focus feats for Blaster Pistols, Blaster Rifles, and Melee Weapons. It also adds a Superior Dueling line, as well as a Superior Multishot line, to continue the earlier tree introduced by this mod. The Focus feats all add +1 to attack rolls per level, while the Dueling feats add +1 to attacks rolls and AC. The AC bonus is implemented as a Shield Bonus (i.e. think a magical shield from Neverwinter Nights). This should stack with all other AC bonuses. The Superior Multishot tree, grants +1, +1, and +2 to attack rolls respectively. The bug that allows Finesse: Melee Weapons to affect Lightsabers is fixed. The bonus from that feat will be removed if the character has Finesse: Melee Weapons, but not Finesse: Lightsaber. Either feat will allow Dexterity modifier to be added to attack rolls for Unarmed attacks as well, as there was previously no way to do this. All of these changes are implemented in a heartbeat script, that runs every second on the player and companions, and on NPCs during combat events. You will have to close the inventory and reopen it after changing your equipment, to make sure that all of the effects are properly applied. This is the only way of doing changes like this unfortunately. Install/Uninstall Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream. See the docs folder for more information. Compatibility This mod uses a k_ai_master.ncs Heartbeat script to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching. Fully compatible with TSLRCM. Fully compatible with Sentinel Sneak Attack with Multiclassing. Recommended Mods TSLRCM is strongly recommended. You can find the KotOR version here. Special Thanks/Acknowledgements KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Mirrors Nexus ModPub Other Links Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Multifire and Autofire and Superior Feats by darthbdaman is licensed under CC BY-SA 4.0 Submitter darthbdaman Submitted 04/23/2025 Category Mods TSLRCM Compatible Yes  
  6. View File Multifire and Autofire and Finesse (KotOR) Implements bonus attacks and penalties for using Blaster Rifles and Heavy Weapons. Rifles allow making one extra attack per round, at a -4 attack penalty. Heavy weapons allow making two extra attacks per round, at a -6 attack penalty. Description In the original Star Wars d20 roleplaying game that KotOR is very loosely based off of, the Blaster Rifle type and Repeating Blaster types had unique functions that allowed them to make multiple attacks per round, at a penalty. KotOR was originally going to include a similar function for the Heavy Weapons group, but it is unimplemented, leaving Heavy Weapons as generally equivalent or inferior to Blaster Rifles. There are multiple mods which have attempted to restore this, but they are generally buggy, have awkward interactions with force speed, and only seek to restore the game functionality, and do not attempt to expand into the areas covered by the original roleplaying game. This mod implements the bonus attacks and penalties for using multifire (Blaster Rifles) and autofire (Heavy Weapons). Multifire allows making one extra attack per round, but all attacks made during the round suffer a -4 attack penalty. Autofire allows making two extra attacks per round, but all attacks made during the round suffer a -6 attack penalty. Unlike in the roleplaying game, these are not optional, and cannot be toggled off. These penalties can be offset however. Inspired by feats in the roleplaying game, and how KotOR adapted other feats, this mod implements a new Multishot feat tree, which has 3 ranks, which increase attack when using Rifles or Heavy Weapons by +2, +1, and +1 respectively. This tree acts as an equivalent to Two-Weapon Fighting and Dueling for these weapons. Due to hardcoded limitations with how extra attacks can be granted within the game, Rifles and Heavy Weapons can never make more than 3 attack when using Power Blast or Sniper Shot, or making a regular attack. Rapid Shot can grant a maximum of 4 attacks. If Master Speed is used, these limitations will obviously be a problem. As a solution, this mod will automatically reduce the penalties of multifire and autofire depending on how many attacks the player should have. For example, if Knight Speed is used with a Blaster Rifle, both attacks will stack properly, and will all be made at a -4 penalty, while if Master Speed is used with a Heavy Weapon, autofire will be disabled, and 3 attacks will be made without any penalty being suffered. The Multishot feat will continue to increase attack bonus while Speed is active. The Finesse: Lightsaber and Finesse: Melee Weapons feats from TSL have been added to the game. Finesse: Lightsaber is automatically granted to Jedi Classes, however if a character manages to use a Lightsaber without having this feats, it will no longer be treated as a Finesse weapon for them. Finesse: Melee Weapons is selectable by all human classes, and works as it does in TSL (but the bug that allows it affect Lightsabers is not replicated). Either feat will allow Dexterity modifier to be added to attack rolls for Unarmed attacks as well, as there was previously no way to do this. When wielding a Melee Weapon in one hand, you now add 1.5x your Strength modifier to Damage, as it works in TSL. The Dueling feats line will also affect Unarmed attacks, as it does in TSL. The AC bonus is implemented as a Shield Bonus (i.e. think a magical shield from Neverwinter Nights). This should stack with all other AC bonuses. All of these changes are implemented in a heartbeat script, that runs every second on the player and companions, and on NPCs during combat events. You will have to close the inventory and reopen it after changing your equipment, to make sure that all of the effects are properly applied. This is the only way of doing changes like this unfortunately. Install/Uninstall Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream. See the docs folder for more information. Compatibility This mod uses a k_ai_master.ncs Heartbeat script to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching. Fully compatible with KotOR 1 Community Patch. Fully compatible with Sentinel Sneak Attack with Multiclassing. Recommended Mods KotOR 1 Community Patch is strongly recommended. You can find the TSL version here. Special Thanks/Acknowledgements KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Credits DarthParametric - Scripts from KOTOR 1 Community Patch Mirrors Nexus ModPub Other Links Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Multifire and Autofire and Finesse by darthbdaman is licensed under CC BY-SA 4.0 Submitter darthbdaman Submitted 04/23/2025 Category Mods K1R Compatible Yes  
  7. View File Sentinel Sneak Attack with Multiclassing (TSL) Overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Watchmen and Assassins from Sentinels to continue increasing their Sneak Attack. Description The Sentinel class corresponds to the Scoundrel, having the most skill points, affinity for Stealth and Security (at least in TSL), and the Sneak Attack feat line... they don't get Sneak Attack Feats? Well then what do they get... Other mods have added Sneak Attack to Sentinels before, however, if a Sentinel character became a Jedi Watchman, they would gain very little benefit from the progression, despite being the most natural choice, as their Sneak Attack die would already be higher than any that they could be granted from the Watchman class. This mod overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Jedi Watchmen or Sith Assassins from Sentinels (as well as Sentinels from Scoundrels for companions) to continue increasing their Sneak Attack. The original Sneak Attack feats are no longer granted when leveling up. Instead, new dummy versions have been added to the feat interface to tell you when you will get a new Sneak Attack die. Scoundrels gain a new Sneak attack die every 2 levels, starting at level 1 (1,3,5,7,etc.), while Sentinels gain a new die every 4 levels, starting at level 1 (1,5,9,13,17). Jedi Watchmen and Sith Assassins have both had their Sneak Attack progression reduced, to avoid Sentinel becoming redundant due to getting all 10 Sneak Attack ranks from one class. Watchmen now gain a new die every 4 levels, starting at level 1 (1,5,9,13,etc.), the same as Sentinels, while Sith Assassin gain a new die every 3 levels, starting at level 1 (1,4,7,10,etc.). Both classes (as well as Sentinels) will also continue gaining ranks above level 20, instead of ceasing progression as Watchmen did in the original game. Multiclass characters will add all of their dice from these classes together when calculating their final Sneak Attack rank. For example, a Level 15 Jedi Sentinel/Level 17 Jedi Watchman would have 4 ranks from Jedi Sentinel, and 5 ranks from Jedi Watchman, giving them a total Sneak Attack level of 9. The maximum possible Sneak Attack rank remains 10, and this cannot be changed. This mod also includes a workaround for a vanilla bug, where Bao-dur and Handmaiden would stop gaining ranks in Unarmed Specialist when the multiclassed into Jedi, until their Jedi level surpassed their original level. They will now be given their appropriate level of feat, if their character level meets the requirement. This will not be visible on the level up screen, but should be immediately granted, after they finish leveling up. Install/Uninstall Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream. See the docs folder for more information. Compatibility This mod uses a k_ai_master.ncs Heartbeat script to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching. Fully compatible with TSLRCM. Fully compatible with Multifire and Autofire and Superior Feats. Recommended Mods TSLRCM is strongly recommended. You can find the KotOR version here. Special Thanks/Acknowledgements KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Mirrors Nexus ModPub Other Links Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Sentinel Sneak Attack with Multiclassing by darthbdaman is licensed under CC BY-SA 4.0 Submitter darthbdaman Submitted 04/18/2025 Category Mods TSLRCM Compatible Yes  
  8. View File Sentinel Sneak Attack with Multiclassing (KotOR) Overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Sentinels from Scoundrels to continue increasing their Sneak Attack. Description The Sentinel class corresponds to the Scoundrel, having the most skill points, affinity for Stealth and Security (at least in TSL), and the Sneak Attack feat line... they don't get Sneak Attack Feats? Well then what do they get... Other mods have added Sneak Attack to Sentinels before, however, if a Scoundrel character became a Sentinel, they would gain very little benefit from the progression, despite being the most natural choice, as their Sneak Attack die would already be higher than any that they could be granted from the Sentinel class. This mod overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Sentinels from Scoundrels to continue increasing their Sneak Attack. The original Sneak Attack feats are no longer granted when leveling up. Instead, new dummy versions have been added to the feat interface to tell you when you will get a new Sneak Attack die. Scoundrels gain a new Sneak attack die every 2 levels, starting at level 1 (1,3,5,7,etc.), while Sentinels gain a new die every 4 levels, starting at level 1 (1,5,9,13,17). Multiclass characters will add all of their dice from these classes together when calculating their final Sneak Attack rank. For example, a Level 7 Scoundrel/Level 13 Jedi Sentinel would have 4 ranks from Scoundrel, and 4 ranks from Jedi Sentinel, giving them a total Sneak Attack level of 8. The maximum possible Sneak Attack rank remains 10, and this cannot be changed. Install/Uninstall Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream. See the docs folder for more information. Compatibility This mod uses a k_ai_master.ncs Heartbeat script, as well as creature Hide items, to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching. Fully compatible with KotOR 1 Community Patch. Fully compatible with Multifire and Autofire and Finesse. Recommended Mods KotOR 1 Community Patch is strongly recommended. Consular Sentinel Class Skill Swap (or KotOR 1 Community Patch which includes it) is recommended if you really want the Sentinel class to fill its role as the Jedi Scoundrel. You can find the TSL version here. Special Thanks/Acknowledgements KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Credits DarthParametric - Scripts from KOTOR 1 Community Patch Mirrors Nexus ModPub Other Links Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Sentinel Sneak Attack with Multiclassing by darthbdaman is licensed under CC BY-SA 4.0 Submitter darthbdaman Submitted 04/18/2025 Category Mods K1R Compatible Yes  
  9. Version 1.0.0

    155 downloads

    Changes the Jedi Master/Sith Lord unique feats to also increase influence changes. SUMMARY: The unique feats Light Side Enlightenment and Dark Side Corruption granted to Jedi Masters and Sith Lords cause your influence to have a greater effect on party members' alignment. Unfortunately, party members don't get stat bonuses from LS or DS mastery, making these feats have little practical use. This is one of the factors that make JM/SL cool for role-playing but without much extra to offer in functionality. This mod aims to make the feats a little more useful by having them also amplify changes to companion influence. Now, Jedi Masters and Sith Lords will gain 50% more influence with party members. However, influence lost will also be increased by 50%. Low influence is the same as high influence in terms of unlocking dialogue so I don't want to bias one strategy over the other. Still you will be able to gain or lose influence faster. For example, with these feats, 3 influence gains and 1 loss will net the equivalent to 3 regular gains. INSTALLATION: Copy the contents of "to override" to your game's override folder. UNINSTALLATION: Remove the following files from override: - a_influence_dec.ncs - a_influence_inc.ncs COMPATIBILITY: Not compatible with Modified Influence System by Hassat Hunter. CREDITS: offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Holocron Toolset - Cortisol
  10. BillyYank

    Unarmed Atton

    Version 1.1.0

    42 downloads

    INSTALLATION Have TSLRCM 1.8.6 installed Unzip folder, copy-paste files into \Knights of the Old Republic II\Override\ and overwrite when asked COMPATIBILITY Any mod that does not edit atton.dlg or 262atton.dlg Description In the base game, you can ask Atton where he got Echani training. This mod makes it so that whenever you get him to respond positively - "I was just asking - no harm meant." or "I'm not accusing you, I just want to know..." - he will gain Unarmed Specialist 1 and Complex Unarmed Animations (the latter of which is a hidden feat). Additionally, if he tells you how he killed Jedi with a 70+ influence check, he will gain levels in Unarmed Specialist at the same rate as Jedi, Bao-Dur, and the Handmaiden. He will also be "caught up", meaning that he will not lag behind other party members with his hand-to-hand skills, since he's revealing his skills. Limitations/roadmap There isn't a notification for him learning Unarmed Specialist - This is next on the roadmap. The script I use to make Atton gain Unarmed Specialist as he levels is dirty; It's not bugged or problematic outright, but it is certainly a jury-rig. Once I've got this project in a more complete state, I'll make it into a TSLPatcher install with improved compatibility.
  11. View File Unarmed Atton INSTALLATION Have TSLRCM 1.8.6 installed Unzip folder, copy-paste files into \Knights of the Old Republic II\Override\ and overwrite when asked COMPATIBILITY Any mod that does not edit atton.dlg or 262atton.dlg Description In the base game, you can ask Atton where he got Echani training. This mod makes it so that whenever you get him to respond positively - "I was just asking - no harm meant." or "I'm not accusing you, I just want to know..." - he will gain Unarmed Specialist 1 and Complex Unarmed Animations (the latter of which is a hidden feat). Additionally, if he tells you how he killed Jedi with a 70+ influence check, he will gain levels in Unarmed Specialist at the same rate as Jedi, Bao-Dur, and the Handmaiden. He will also be "caught up", meaning that he will not lag behind other party members with his hand-to-hand skills, since he's revealing his skills. Limitations/roadmap There isn't a notification for him learning Unarmed Specialist - This is next on the roadmap. The script I use to make Atton gain Unarmed Specialist as he levels is dirty; It's not bugged or problematic outright, but it is certainly a jury-rig. Once I've got this project in a more complete state, I'll make it into a TSLPatcher install with improved compatibility. Submitter BillyYank Submitted 01/17/2025 Category Mods TSLRCM Compatible Yes  
  12. Version 1.1

    4,804 downloads

    A basic mod to allow you to choose starting feats at character creation. All classes keep the following starting feats: Armor Proficiency: Light Weapon Proficiency: Melee Weapons Jedi Defence Jedi Sense Each class will also start with their class feat and x number of feats to allocate, where x is the number of starting feats removed. Guardian: Force Jump + 11 Feats Sentinel: Force Immunity: Fear + 10 Feats Consular: Force Focus + 10 Feats Installation: Drag files to your Override folder.
  13. View File Improved LS Enlightenment & DS Corruption Feats Changes the Jedi Master/Sith Lord unique feats to also increase influence changes. SUMMARY: The unique feats Light Side Enlightenment and Dark Side Corruption granted to Jedi Masters and Sith Lords cause your influence to have a greater effect on party members' alignment. Unfortunately, party members don't get stat bonuses from LS or DS mastery, making these feats have little practical use. This is one of the factors that make JM/SL cool for role-playing but without much extra to offer in functionality. This mod aims to make the feats a little more useful by having them also amplify changes to companion influence. Now, Jedi Masters and Sith Lords will gain 50% more influence with party members. However, influence lost will also be increased by 50%. Low influence is the same as high influence in terms of unlocking dialogue so I don't want to bias one strategy over the other. Still you will be able to gain or lose influence faster. For example, with these feats, 3 influence gains and 1 loss will net the equivalent to 3 regular gains. INSTALLATION: Copy the contents of "to override" to your game's override folder. UNINSTALLATION: Remove the following files from override: - a_influence_dec.ncs - a_influence_inc.ncs COMPATIBILITY: Not compatible with Modified Influence System by Hassat Hunter. CREDITS: offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Holocron Toolset - Cortisol Submitter offthegridmorty Submitted 11/04/2024 Category Mods TSLRCM Compatible Yes  
  14. Malkior

    Blasters Reloaded

    Version 1.0

    1,241 downloads

    =__- Blasters Reloaded: -_= Ranged Weapon Feats Overhaul for KotOR 2 By:Malkior Description: Many of my mods span back several years, but this one is a bit more recent. Essentially at its core, this is a realism mod focused on changing all of the blaster feats to be tied to each individual item rather than being learnable on the Level Up screen. This in turn means that you will need to purchase a blaster with the Rapid Fire, Power Blast, or Sniper Shot feat in order to use those abilities. -Every single weapon UTI that I could find has been altered to add these feats when it is equipped, so each blaster should carry its own cost and benefit. Blaster Pistols have fewer feats but are generally more exotic, while Blaster Rifles offer more feats as well as advanced and master versions of them. A few unique blasters, like Luxa's Disruptor have their own share of surprises. Each weapon also follows a formula it "logically" would, such as heavy blasters carrying the Rapid Fire feat, and shotguns having the Power Blast. This should change up the general way to play, so experimenting on which weapon to choose may be necessary. I designed this mod after noticing how in the later game, all blasters except for very specific ones become pointless as the Master versions of the blaster feats make up for any insufficiencies they have. From a realism perspective, this made no sense, as you can't "learn" how to fire any gun you find on full-auto; (or any other ranged feat spells) and from a practical perspective, it removed the need to use anything other than the gun you prefer for the entire playthrough, thus making purchasing weapons a futile affair. This mod is aimed to remedy that situation. Installation: I have designed this mod to use the TSLPatcher for the benefit of mod compatibility. To install, hit the "Install Mod" button to proceed with the TSLPatcher installation, ensuring there aren't any errors in the changelog. Uninstallation: To uninstall, copy-paste the .uti files and feat.2da in your Override folder with the files from the "Backup" folder that the TSLPatcher created (Should be inside the same folder as the installer .exe). NOTE: This will effectively put your game files back to the point before you installed the mod, but you will still have to use a new savegame to fully remove this mod's changes. Unfortunately, this is just the way the game files work. Compatibility: Please let me know if there are any mods that conflict with mine, and I will work to make them compatible. Permissions: Please inform me and credit me if you would like to add my mod to your own. Credits: This would not have been possible without the many people on DeadlyStream who have helped immeasurably including: LiliArch for coming up with the mod idea in the IRC chat; Rece of RealRece Youtube fame for his work in drafting up the weapon feats for all 60 weapons; Fair Strides for walking me through the intricacies of setting up a TSLPatcher Install and helping with this very Readme; The rest of DS for their constant support and feedback; Fred Tetra for his Kotortool with which the UTI edits would have been much harder; Stoffe for the TSLPatcher; Bioware for making Kotor 1; Obsidian for making Kotor 2; Lucasarts for allowing that to happen; and George Lucas for creating the first Star Wars which started it all...
  15. Version 1.1

    374 downloads

    K1 NPC Immersive Feats by Sdub Version: 1.0 Description: In TSL certain items can be limited to certain characters, In K1 however that is not possible... until now. I sought to create a workaround to limit certain items to certain characters. Especially for when modders create items. The solution I came up with was creating unique feats for the NPC's that do not have one. Four NPC's already have a unique feat with. Bastila - Battle Meditation Juhani - Force Camouflage T3M4 - Blaster Integration Zaalbar - Wookiee Toughness I created one for each: Carth - Decorated Pilot Mission - Streetwise Canderous - Regenerative Healing Implants Jolee - Hermit HK-47 - Assassin Droid One important thing to note. These feats are for immersion only. They do not have any active effects attached to them unless the active effect already exists for the characters, like Canderous and his regen. This mod is intended to be used as a resource. I'm planning on releasing a few mods that will require this as a base. Feel free to use it as well, all I ask is that proper credit is given. A huge thanks to @Effix for helping me get the mod properly setup with the TSL patcher. Please let me know if you have any issues. Installation: Run TSLPatcher.exe and locate your swkotor folder Uninstallation: Delete UTC Files for characters, icon images, and replace the dialog.tlk with the one in backup from patcher installation Compatibility: This mod should be compatible with all mods K1R Compatible: Yes Tools Used: TSL Patcher ChangeEdit TLKEdit KOTOR Tool Holocron Toolset Big thanks to the KOTOR Modding Discord, Deadlystream, and @Effix
  16. Version 1.0

    512 downloads

    A Mod for Star Wars Knights of The Old Republic II The Sith Lords Author: N-DReW25 Release Date: 17.03.2017 Installation: Double Click the TSLPatcher.exe and let it do its magic Uninstallation: Remove or Delete the "p_baodur.utc", "p_disciple.utc", "p_handmaiden.utc", "p_hk47.utc" and "p_mand.utc". When the TSLPatcher installs the mod correctly it generates a backups folder within the Heavy Weapons Feat Restoration folder that contains the TSLPatcher. Open the backups folder and copy the "baseitems.2da" and "feat.2da" to the override folder overriding the Heavy Weapons Feat Restoration files If you have any problems be sure to contact me for support Description: Kotor 2 is known for a ton of cut content. The TSLRCM restores most of that content but there were some they left behind due to it being not restorable or not necessary. However, if you have sharp eyes you might notice the Heavy Weapons Feats are not in game, instead heavy repeating blasters have the blaster rifle feat instead. This is likely intentional by Obsidian as a heavy repeating blaster is technically a blaster rifle but when I discovered the icons I made it my priority to restore this small bit of cut content that TSLRCM doesn't even mention. WARNING: In the TSLPatcher I had an error message saying "Warning: Invalid column label "File1" encountered! Skipping entry..."! I have no idea what this means but it doesn't look to be too bad in game. If any problems do arise or if you know the reason behind this message please tell me immediately so I can hope to fix it Currently, only Bao Dur, Handmaiden, Disciple, HK-47 and Mandalore have the feats. If you want your main character to have the feats you must give it to them on the level up screen Also, ALL heavy repeating blasters will require this new feat instead of the Blaster Rifle Feat. This means there is a low chance of an NPC having no weapon since it doesn't have the new feat and cannot wield his heavy repeating blaster. If you spot these please let me know so I can fix them Recommendations: I highly recommend using Kainzorus Prime's TSL Fixed Proficiency/Focus Feat mod in conjunction with this one- http://deadlystream.com/forum/files/file/420-tsl-fixed-proficiencyfocus-feat-icons/ Known Bugs: this mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: The TSLPatcher will make it compatible with nearly any mod...but if you do find an incompatible mod please alert me so I can put it in the readme Permissions: Do NOT claim credit for this mod and do not use it in your own mods without my permission Thanks: Bioware for such an amazing game, Fred Tetra for Kotor Tool, Fair Strides for helping me get the Feat to appear on the character creation screen and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  17. Version 1

    69,630 downloads

    AUTHOR: jonathan7 EMAIL: Message me via lucas forums user name is jonathan7 NAME: Character Start Up Changes CREDITS: Fred Tetra for the wonderful KotOR tool, all at Lucas Forums for the various Tutrials and Stoffe for TSLpatcher. FILENAME: Character Start Up Changes FILE SIZE: 725kb unzipped DATE RELEASED: 12/12/2010 DESCRIPTION: This essentially changes the starting feats for the three classes and makes pretty much all the feats availible for the player to select for their individual PC. Personally it always bugged me that often my PC would end up with quite a few useless feats that she did not need. So what this does is delete all the preset feats for the classes and give you free selectable ones, the Soldiers have the most, then Scouts then Scoundrels; you have the same ammounts of feats as in the vanilla game but you are free to choose what you want. I think this does improve the RPG aspect of the game, be warned however to make sure you specialise in either melee weapons or some form of blaster, otherwise you won't be doing much in combat! The mod also changes Persuade into a class skill, so it's availible to all three classes, always struck me as silly that Bioware didn't do this, as the PC is the only charachter who can actually use Persuade, seemed unfair only one of the classes got it; but maybe thats just me. A couple of pre-set feats remain; for the Scout the Implant Feat 1, because the scount automatically gets them as the PC is leveled up. The scoundrel keeps Scoundrels luck for obvious reasons, not that its a selectable feat, but things like that and "uncanny dodge" I have left alone. INSTALLATION INSTRUCTIONS:"Extract from the zip and then run the installer, simple enough! COMMENTS: Enjoy! BUGS: Should be none, may well require a little work to make compatible with other mods which edit these .2da's - Shem's extra feat mod spring to mind, but to be honest if you have that, then I don't see why your installing this :-p PERMISSIONS: PM me at LF to discuss useage. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  18. ChaosRonin

    Party Tweaks

    Version 1.3

    921 downloads

    Party Tweaks Knights of the Old Republic II - The Sith Lords By ChaosRonin --------------------------------------------------- Overview --------------------------------------------------- This mod will do a few things: - Set all party members level to 1 when they join. - Set skills using their class templates (Skill Point Per LVL + INT)*4 to set initial skills using their original skill point placement as templates with two exceptions being the Handmaiden and Disciple as they have quite a few bonus skill points. - Fix any inconsistencies between Vitality/Force/Skill Points. - Set level 1 feats with an aim towards build freedom for the player while staying true to the character, hopefully no more redundant feats. - Set believable extra feats or force powers if characters come with more feats or force powers than their class levels allows with the exception of unique feats. Overall this mod allows you to have more control on how to build each party member and have less redundant abilities. Installation -------------------------------------------------- Copy files to Override folder. If using TLSRCM place the p_hanharr.utc file in the TSLRCM Compatibility folder instead. Compatibility -------------------------------------------------- This mod is currently not compatible with other mods that alter the same files unless they use TSL Patcher, in that case you can try loading my mod first then using the other mods TSL Patcher. I can not guarantee anything so do it at your own discretion. Also you need to start a new game or install this mod before loading an area where a party member will spawn. Uninstall -------------------------------------------------- Delete the 12 following files from your Override. - p_atton.utc - p_baodur.utc - p_disciple.utc - p_g0t0.utc - p_handmaiden.utc - p_hanharr.utc - p_hk47.utc - p_kreia.utc - p_mand.utc - p_mira.utc - p_t3m4.utc - p_visas.utc Permissions -------------------------------------------------- This mod can be uploaded or shared as long as I am credited. Please contact with any inquiries. Acknowledgements -------------------------------------------------- Fred Tetra for the KotOR Tool. Stoffe for the TSL Patcher. The Modding Community for enhancing my many plays of K1 & TSL & inspiring me to mod. JC2 for his Party Leveler TSL & TSL NPC Stat Fixes 1.1 by Mellowtron11, as they gave me the inspiration for the work I did here. All who made TSLRCM & M4-78 EP possible. Strategy Wiki’s KOTOR2 Guide for the class templates and party stats at time of joining. Legal --------------------------------------------------- Star Wars, Star Wars Knights of the Old Republic & Star Wars Knights of the Old Republic II - The Sith Lords & all other associated material are the intellectual property of their respective legal owners & creators. This mod is not legally endorsed by any party.
  19. View File Party Tweaks Party Tweaks Knights of the Old Republic II - The Sith Lords By ChaosRonin --------------------------------------------------- Overview --------------------------------------------------- This mod will do a few things: - Set all party members level to 1 when they join. - Set skills using their class templates (Skill Point Per LVL + INT)*4 to set initial skills using their original skill point placement as templates with two exceptions being the Handmaiden and Disciple as they have quite a few bonus skill points. - Fix any inconsistencies between Vitality/Force/Skill Points. - Set level 1 feats with an aim towards build freedom for the player while staying true to the character, hopefully no more redundant feats. - Set believable extra feats or force powers if characters come with more feats or force powers than their class levels allows with the exception of unique feats. Overall this mod allows you to have more control on how to build each party member and have less redundant abilities. Installation -------------------------------------------------- Copy files to Override folder. If using TLSRCM place the p_hanharr.utc file in the TSLRCM Compatibility folder instead. Compatibility -------------------------------------------------- This mod is currently not compatible with other mods that alter the same files unless they use TSL Patcher, in that case you can try loading my mod first then using the other mods TSL Patcher. I can not guarantee anything so do it at your own discretion. Also you need to start a new game or install this mod before loading an area where a party member will spawn. Uninstall -------------------------------------------------- Delete the 12 following files from your Override. - p_atton.utc - p_baodur.utc - p_disciple.utc - p_g0t0.utc - p_handmaiden.utc - p_hanharr.utc - p_hk47.utc - p_kreia.utc - p_mand.utc - p_mira.utc - p_t3m4.utc - p_visas.utc Permissions -------------------------------------------------- This mod can be uploaded or shared as long as I am credited. Please contact with any inquiries. Acknowledgements -------------------------------------------------- Fred Tetra for the KotOR Tool. Stoffe for the TSL Patcher. The Modding Community for enhancing my many plays of K1 & TSL & inspiring me to mod. JC2 for his Party Leveler TSL & TSL NPC Stat Fixes 1.1 by Mellowtron11, as they gave me the inspiration for the work I did here. All who made TSLRCM & M4-78 EP possible. Strategy Wiki’s KOTOR2 Guide for the class templates and party stats at time of joining. Legal --------------------------------------------------- Star Wars, Star Wars Knights of the Old Republic & Star Wars Knights of the Old Republic II - The Sith Lords & all other associated material are the intellectual property of their respective legal owners & creators. This mod is not legally endorsed by any party. Submitter ChaosRonin Submitted 02/15/2018 Category Mods TSLRCM Compatible Yes  
  20. TK-664

    Build-A-Bastila

    Version 1.0

    491 downloads

    Players who take in Bastila as their Sith apprentice probably find themselves disappointed that she isn't exactly the same as when she left your party, mechanically speaking. I don't claim to offer the optimal dark Jedi Sentinel builds here, but it's hard beating the atrocious vanilla stat allocation for last place. Receive Bastila exactly how she first joined you in the Taris apartments or select from a list of available presets. You can switch your chosen build at any point during the game before reaching the Rakatan temple summit. Simply run the patcher again and pick a new spec. This mod should be installed first, before any mods that affect party member Bastila at the Rakatan temple. If said mods are already installed then they must be reinstalled after this one. KTool..........................................................Fred Tetra TSLPatcher.....................................................stoffe & Fair Strides ERFEdit........................................................stoffe & Fair Strides K-GFF..........................................................TK102 Thanks to @DarthParametric and @ebmar for helping me how to approach this for maximum user-friendliness.
  21. File Name: Character Start Up Change File Submitter: jonathan7 File Submitted: 26 Oct 2013 File Category: Mods AUTHOR: jonathan7 EMAIL: Message me via lucas forums user name is jonathan7 NAME: Character Start Up Changes CREDITS: Fred Tetra for the wonderful KotOR tool, all at Lucas Forums for the various Tutrials and Stoffe for TSLpatcher. FILENAME: Character Start Up Changes FILE SIZE: 725kb unzipped DATE RELEASED: 12/12/2010 DESCRIPTION: This essentially changes the starting feats for the three classes and makes pretty much all the feats availible for the player to select for their individual PC. Personally it always bugged me that often my PC would end up with quite a few useless feats that she did not need. So what this does is delete all the preset feats for the classes and give you free selectable ones, the Soldiers have the most, then Scouts then Scoundrels; you have the same ammounts of feats as in the vanilla game but you are free to choose what you want. I think this does improve the RPG aspect of the game, be warned however to make sure you specialise in either melee weapons or some form of blaster, otherwise you won't be doing much in combat! The mod also changes Persuade into a class skill, so it's availible to all three classes, always struck me as silly that Bioware didn't do this, as the PC is the only charachter who can actually use Persuade, seemed unfair only one of the classes got it; but maybe thats just me. A couple of pre-set feats remain; for the Scout the Implant Feat 1, because the scount automatically gets them as the PC is leveled up. The scoundrel keeps Scoundrels luck for obvious reasons, not that its a selectable feat, but things like that and "uncanny dodge" I have left alone. INSTALLATION INSTRUCTIONS:"Extract from the zip and then run the installer, simple enough! COMMENTS: Enjoy! BUGS: Should be none, may well require a little work to make compatible with other mods which edit these .2da's - Shem's extra feat mod spring to mind, but to be honest if you have that, then I don't see why your installing this :-p PERMISSIONS: PM me at LF to discuss useage. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Click here to download this file
  22. View File K1 NPC Immersive Feats K1 NPC Immersive Feats by Sdub Version: 1.0 Description: In TSL certain items can be limited to certain characters, In K1 however that is not possible... until now. I sought to create a workaround to limit certain items to certain characters. Especially for when modders create items. The solution I came up with was creating unique feats for the NPC's that do not have one. Four NPC's already have a unique feat with. Bastila - Battle Meditation Juhani - Force Camouflage T3M4 - Blaster Integration Zaalbar - Wookiee Toughness I created one for each: Carth - Decorated Pilot Mission - Streetwise Canderous - Regenerative Healing Implants Jolee - Hermit HK-47 - Assassin Droid One important thing to note. These feats are for immersion only. They do not have any active effects attached to them unless the active effect already exists for the characters, like Canderous and his regen. This mod is intended to be used as a resource. I'm planning on releasing a few mods that will require this as a base. Feel free to use it as well, all I ask is that proper credit is given. A huge thanks to @Effix for helping me get the mod properly setup with the TSL patcher. Please let me know if you have any issues. Installation: Run TSLPatcher.exe and locate your swkotor folder Uninstallation: Delete UTC Files for characters, icon images, and replace the dialog.tlk with the one in backup from patcher installation Compatibility: This mod should be compatible with all mods K1R Compatible: Yes Tools Used: TSL Patcher ChangeEdit TLKEdit KOTOR Tool Holocron Toolset Big thanks to the KOTOR Modding Discord, Deadlystream, and @Effix Submitter Sdub Submitted 05/05/2022 Category Mods K1R Compatible Yes  
  23. SITH'S BLOOD!!!!!!!!! This is a follow up to my previous thread here but I am thinking there HAS to be a way to correct this utilizing the correct damage displayed in the Combat Log report screen, where I discovered the bug many years ago. My prior thread is still on page 1 and addressed the issues of using the Shien lightsaber form, with all of the other Sith Marauder Powers. Since I knew that the current community patch hasn't been able to fix the negative "strength mod" damage bonus from Master Power Attack using the Shien light saber form which when combined with Master Speed and scoring a critical strike gives you X4 damage, I figured I would try another entire playthrough with both Jedi Weapon Master and Sith Marauder and a different approach, hoping to avoid the bug. My thinking was that initially going full Jedi Weapon Master when you reach full Light Side, you get that +3 STR bonus and it would be easier and quicker to naturally, without cheating, to hit the strength mod bonus cap quicker, but Sith Marauder is far superior when it comes to a Strength Stacking build using Master Power Attack to try and discover the biggest Crits possible, which is kinda "my thing". Since the Sith Marauder can use the Credo Robe for +6 Strength and the "Named" Dark Side Crystal once fully upgraded yields an additional +7 Strength, the Jedi Weapon Master actually falls far short compared to the Marauder as the majority of the damage with Master Power Attack comes from your STR, especially on a crit with the x3 or x4 multiplier. So what I did on this playthrough was start with 18 strength, every chance I had to raise an attribute point, it went into strength, then for equipment, used the following strength based gear: Crado Robe (+6 Str), Physical Boost D Package (+3 Str), Dominator Gauntlets (+5 Str), GNS Strength Enhancer Belt (+4 Str) and the my light saber build is: Opila Crystal for the Massive Critical damage boost Named Crystal, Dark Side, Rank 9 (Highest Rank) +7 Str, Ponite Lens Expert Fencing Emitter Ultimate Diatium Energy Cell (screenshot of lightsaber included below) ----------------------------------------------------- I also utilized the mod that is supposed to give you an XP boost for stuff that you kill as it claimed in a full playthrough you can reach level 50? But I 'm thinking combined with the community patch that that is not possible, however, it did aid in me doing an honest playthrough with only mods and I only used the save game editor to grant me a few additional feats so that the main character can get all of the XP from things like mines, unlocking security crates & lockers, repairing droids instead of say Atton or HK-47 and lastly made sure that the witch Kreia was always in the party because I previously failed to pay attention that when she is in your party she has the "Mentor" Feat which gives the entire party an additional 7% XP when she is in the party and it gives an nice additional boost to leveling up. This build is so powerful that my main Jedi hasn't even trained Heal as I found if you force Kreia into "Jedi Support" she'll heal the party and do all sorts of random buffs. So this Dark Side playthrough I knew Shein Form would immediately be broken as once your strength is above a buffed 54, and you score a "crit" of x4 damage, your "strength mod bonus" according to the combat log goes from 124 points of damage to -124 points of damage. I have extensive screenshots of this in my previous thread. So I played entirely with only the Makaski Form which gives a much more modest damage boost of +3 damage and keeps your "crits" on a x3 multiplier with Master Speed compared to the Shein form which boosts it to an x4 crit multiplier. Things were going quite well, I was consistently getting Master Power Attack Crits of 300+ to 350 points of damage with only a x3 multiplier, as I think my previous best with a x4 multiplier was 375 points of damage. But sure enough, once I finished doing all of the evil Dark Side options for Onderon Part 1, I was able to get the last Dark Side Crystal upgrade with +7 Strength, started to solo the stealthed hissa's in the beginning of Korriban and it happened.... With a buffed Strength of 67 you can actually get a Strength bonus of 126 points, but once you get to a buffed Strength of 68, I think it's considered an "overflow" error, your strength mod bonus goes NEGATIVE again, but this time to -127 points. I've included screenshots in this thread to show this unfortunate discovery. My thinking on this is though, the correct damage is actually displayed in the combat log, isn't there some way to pull this data into a "mod" then have the same "mod" that is like an additional overlay on the main screen to display your properly re-calculated critical damage? The other weird thing I've observed is that granted if a foe you kill doesn't have a total amount of health of hit points, the combat log still will display your additional hits but it won't display it in the standard red floating damage numbers when you succeed with an attack or miss. So that is the challenge I would like to pose to the community, to create like an overlay damage mod that properly re-calculates your crits despite the negative strength mod damage and to also show all damage that a single saber strike does, so you can finally see honest and accurate damage numbers? On my present playthrough I am seeing non-critical hits in excess of 135+ points of damage and since I am on Korribon, I don't yet have the Ludo Kresh armband which should give me another +1 Strength and with the boosted XP mod I should be able to get an additional point of Str (or more) for a fully buffed strength of 70 and that is without any cheating. A x3 crit of say 140 damage would be 420 damage with Makashi and Master Speed and using the Shien form with Master Speed would be an x4 crit of an insane 560 points of damage. Imagine actually seeing those sweet red crit numbers via a mod on your main screen! Talk about a much needed attitude adjustment for that over confident Darth Sion! I highly encourage anybody considering another playthrough to check this out and confirm it for yourself. A strength stacking Sith Marauder build, with a double saber and Master Power Attack IS the biggest hitter period, yet, the original game code is seriously leaving the full potential of this build and approach in the realm of the UNKNOWN. Please dear community, consider researching this yourself and throwing this conundrum into your creative modding experience and fulfill my dream for all lovers of KOTOR 2 to know the full potential of build! I know one of you or maybe networking together it can be achieved! For now, I am going to put my main playthrough on hold, do a little more research on Korriban as the Shyrak Cave is a GREAT PLACE to get tons of crits on the winged beasties in there and see if Master Critical Strike and Master Flurry get affected by the "negative strength damage mod" bug as well or not. If I discover anything else, I will of course be back to report! And let me just clarify about my vision for a true combat damage mod as an overlay. What I am thinking is, if you've ever used the program FRAPS for showing FPS, taking screenshots or making videos, Fraps does have a built in overlay for the FPS variable that can be displayed in either of the 4 corners. That is basically what I am visualizing for this mod, to just pull out the damage variables, re-calculate and total them, then have a similar overlay that shows something simple like "True Saber Damage" then a secondary display of the stacked red damage numbers, ideally in the same font as the original code. I think that would be a pretty bad ass idea and I hope it can be done as somebody in my original thread stated that trying to fix the actual damage equation or the damage tables, is hardcoded into the .exe. So doing an overlay approach, I would think, could bypass this restriction. Please let me know what you think! Remember, if you play around with this and get really religious studying Master Power Attack hits you'll also notice that quite often you'll do damage that is reported in the combat log but isn't displayed in the red numbers on the main screen. This potential mod actually kills two birds with one stone, if it possible to do it! Darth Fart
  24. View File Build-A-Bastila Players who take in Bastila as their Sith apprentice probably find themselves disappointed that she isn't exactly the same as when she left your party, mechanically speaking. I don't claim to offer the optimal dark Jedi Sentinel builds here, but it's hard beating the atrocious vanilla stat allocation for last place. Receive Bastila exactly how she first joined you in the Taris apartments or select from a list of available presets. You can switch your chosen build at any point during the game before reaching the Rakatan temple summit. Simply run the patcher again and pick a new spec. This mod should be installed first, before any mods that affect party member Bastila at the Rakatan temple. If said mods are already installed then they must be reinstalled after this one. KTool..........................................................Fred Tetra TSLPatcher.....................................................stoffe & Fair Strides ERFEdit........................................................stoffe & Fair Strides K-GFF..........................................................TK102 Thanks to @DarthParametric and @ebmar for helping me how to approach this for maximum user-friendliness. Submitter TK-664 Submitted 01/02/2022 Category Mods K1R Compatible Yes  
  25. I was changing the levels in which each class gets feats, it does not seem to work. I basically made it so scout gets a feat the first three levels then another every other, and scoundrel gets a feat the first two levels, and then every other. Mission Joins the party at lvl 3, so when she hit level 4 I expected her to get another feat. She however did not. The featgain.2da is located here --> C:\Program Files (x86)\Steam\steamapps\common\swkotor\override (on my pc). I edited it with the Kotor Tool program and saved it in the mentioned folder. Not sure if party members level up using a different table? or is another file necessary for this to work? Any input is greaty appreciated.