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Found 21 results

  1. Version 1.0.0

    647 downloads

    Integrates Force powers from KOTOR II into KOTOR I. DETAILS This mod adds 6 Light side and 6 Dark side Force powers from KOTOR II to KOTOR I. Added powers: • Master Heal • Force Barrier • Improved Force Barrier • Master Force Barrier • Revitalize • Improved Revitalize • Drain Force • Improved Drain Force • Master Drain Force • Force Scream • Improved Force Scream • Master Force Scream I wanted any added powers to feel like they fit naturally in K1 while keeping faithful to their design in K2. For this and other reasons the following powers are excluded: • Powers restricted to prestige classes - Check out Prestige Powers • Powers granted to the Exile through the story • Powers with hardcoded effects / that would take more involved scripting to implement (Mind Trick, Force Body, Force Deflection) • Battle Meditation - Try my mod Bastila Has TSL Battle Meditation to give this to Bastila as a unique starting power. • Master Energy Resistance - The Energy Resistance tree was rebalanced in KOTOR II so this power isn’t much better than Improved Energy Resistance in K1, at least not enough to justify it taking its own slot. • Master Revitalize - Level 21 power in K2, level capped at 20 in K1 This mod doesn’t give powers to NPCs and doesn’t touch AI scripts. This means enemies will not use the powers and party members will only use them if commanded to. The Force Scream VFX/sound, Revitalize VFX, and Force power icons are ported from KOTOR II. INSTALLATION To install, run TSLPatcher.exe (Required) Unaltered copies of any modified files will be placed in the “backup” folder in the location of TSLPatcher.exe. UNINSTALLATION 1. Remove the following files from override: • spells.2da • visualeffects.2da • effecticon.2da • k_fp_barrier1.ncs • k_fp_barrier2.ncs • k_fp_barrier3.ncs • k_fp_masterheal.ncs • k_fp_revitalize1.ncs • k_fp_revitalize2.ncs • k_fp_scream1.ncs • k_fp_scream2.ncs • k_fp_scream3.ncs • k_fp_drainforce1.ncs • k_fp_drainforce2.ncs • k_fp_drainforce3.ncs • ip_frcbarrier01.tga • ip_frcbarrier02.tga • fp_frcebarrier03.tga • ip_frcscream01.tga • ip_frcscream02.tga • ip_frcscream03.tga • ip_masterheal.tga • ip_revital01.tga • ip_revital02.tga • ip_drainforce01.tga • ip_drainforce02.tga • ip_drainforce03.tga • v_frcscrm1.mdl & .mdx • v_frcscrm2.mdl & .mdx • v_frcscrm3.mdl & .mdx • v_revite.mdl & .mdx • v_pro_scream.wav • fx_slash04.tpc 2. Replace dialog.tlk in the main game folder with the unaltered version in the backup folder. 3. Move any remaining files in the backup folder to override. COMPATIBILITY AND NOTES Should be compatible with most other mods provided they use TSLPatcher or you install this mod after. I recommend installing after any others mods that add Force powers. Must be installed after uwadmin12's Force Enlightenment. While technically compatible, the mod Four Force Powers adds a similar Revitalize power, so you will have two versions of this power if you install both mods. From k_inc_force it seems that some of the powers in KOTOR II don’t function exactly like they’re described. For example the Revitalize powers heal a flat amount instead of a percentage as stated in the description. Drain Force steals a maximum of 20 FP from an enemy, not 10, and Improved Drain Force affects multiple enemies in a range, instead of a single enemy. Some of these seem to be intentional changes that were just never updated in the Force power description. I decided to implement the powers the same way they function in TSL and correct the descriptions. I’m not sure it’s possible to add custom casting animations so Force Scream uses the regular “hand out” animation instead of the “fury” animation it uses in KOTOR II. PERMISSIONS Please don’t reupload this without my permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides This mod contains assets from SW: KOTOR II TSL
  2. Version 1.0.1

    95 downloads

    Adds 3 new high level Force powers inspired by the prestige classes from TSL, with effects that change depending on your alignment. SUMMARY This mod adds 3 Force powers to K1 inspired by the unique powers granted to the different prestige classes in TSL - specifically Fury for Sith Marauders, Force Camouflage for Jedi Watchmen and Sith Assassins, and Inspire Followers/Crush Opposition for Jedi Masters and Sith Lords. In TSL, your access to these powers depends on both your character's alignment and class choice. To keep that exclusivity when bringing these powers to K1, and without a way to grant powers in K1 or restrict them based on alignment, I decided to create a single power for each class and make the effects change depending on the caster's alignment. The powers are all universal powers and available at level 15. Each Jedi class can learn one of these powers, coming from the analogous prestige class (Marauder/Weapon Master for Guardian; Assassin/Watchman for Sentinel; Master/Lord for Consular). The power effects change every 10 points of alignment (except in the neutral range from 41-60), becoming stronger as your character moves closer to the light or dark side. Where possible, the effects are modeled off the corresponding power tree in TSL, starting from the lowest tier power and moving towards the highest tier at maximum LS or DS alignment. Some powers have slightly different effects from their TSL counterparts. Neutral characters will experience a balanced but weaker blend of both sides' effects. Any Jedi in your party can learn these powers, but their potential is only fully realized by the main character. DETAILS ============ Force Temper Level 15 Jedi Guardian Cost = 30 FP This power channels the Force to concentrate the Jedi Guardian's inner temperament, placing the light Jedi in a state of composure and heightened defense, or driving the dark Jedi into a furious rage. This power was inspired by Fury, the power granted to Sith Marauders in TSL. The dark side effects are practically identical to Fury, giving bonuses to Strength, Vitality, Fortitude, Will, attacks per round, and granting immunity to Paralysis and Stasis effects, while penalizing Defense. The values depend on the caster's alignment. Additionally, every enemy killed while the power is active grants a bonus to damage up to a maximum of +6. Naturally the light side version of this power enhances defensive statistics rather than offensive. Jedi Weapon Masters don't have a unique power in TSL, but do get a unique feat which boosts blaster deflection. For light Jedi Guardians, this power applies the "Assured Deflection" effect, making it so all incoming blaster bolts are guaranteed to be deflected while wielding a lightsaber, but they can not be returned to enemies while this power is active. It also gives bonuses to Defense, Fortitude and Will saves, grants Critical Hit immunity, and applies a regeneration effect, but decreases damage. Neutral Jedi get a smaller bonus to Strength, Defense, Vitality, Regeneration, Fortitude and Will, with no penalties. =============== Force Camouflage Level 15 Jedi Sentinel Cost = 0 FP This power enhances the Jedi Sentinel's stealth abilities, allowing them to camouflage at will and deliver deadly sneak attacks. This power was inspired by the TSL power with the same name, granted to Jedi Watchmen and Sith Assassins in TSL. In TSL it is a passive power which allows you to enter Stealth Mode without a Stealth Field Generator and gives bonuses to Stealth. In this mod, the power is castable and will cause you to enter Stealth Mode. After casting it once however, you will always be able to activate Stealth without a belt either through the usual toggle or by casting the power, and will be granted the additional stat bonuses indefinitely. The bonuses include an increase to the Sneak skill and a bonus Sneak Attack feat. The Sneak bonus and rank of Sneak Attack depend on your alignment. Light Jedi gain Sneak Attack V (granted to Scoundrels at level 9) and a bonus to Stealth which scales with alignment up to +10. Dark Jedi get no Stealth bonus but get increasing ranks of Sneak Attack up to the maximum rank of X, providing 9-54 extra damage on Sneak Attacks. Neutral Jedi are given the Sneak Attack VI feat and a bonus of +2 to Stealth. These bonuses will automatically update as your alignment changes. You need at least 1 point manually invested in Stealth to enter Stealth Mode. Unlike in TSL, Stealth is not a class skill for Jedi Sentinels, so Sentinel characters might not usually be built for Stealth unless they started as a Scoundrel. Because of this, I've made an optional patch which makes Stealth a class skill for Sentinels so they can get the most out of this power. ============= Force Influence Level 15 Jedi Consular Cost = 20 FP This power projects the Jedi Consular's influence on others, bolstering the morale and effectiveness of a light Jedi's allies, or crushing the spirit of a dark Jedi's enemies. This power is based on the Inspire Followers and Crush Opposition powers granted to the Jedi Master and Sith Lord classes in TSL. The effects of this power are identical to those in TSL, with Inspire Followers effects applied for Light alignment (bonus to party attack, Damage and Will saves) and Crush Opposition effects applied for Dark alignment (decrease to enemy attack and Will saves). The corresponding power rank (I-V) scales with the alignment of the caster, reaching rank V for an alignment of <10 or >90. For neutral characters, the power applies both effects at rank I. ============= This mod doesn’t give powers to NPCs and doesn’t touch AI scripts. This means enemies will not use the powers and party members will only use them if commanded to. INSTALLATION To install, run TSLPatcher.exe and select the main install option. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe. Optional: Run the patch to make Stealth a class skill for Jedi Sentinels. UNINSTALLATION 1. Remove the following files from override: spells.2da visualeffects.2da effecticon.2da m_imp_temper.ncs m_imp_camo.ncs m_imp_influence.ncs m_fury_heartbeat.ncs m_fury_killcount.ncs k_act_lighthigh.ncs k_act_lightmed.ncs k_act_lightsml.ncs k_act_darkhigh.ncs k_act_darkmed.ncs k_act_darksml.ncs k_def_death01.ncs ip_camo.tga ip_influence.tga ip_influence_e1l.tga ip_influence_e2l.tga ip_influence_e3l.tga ip_influence_e4l.tga ip_influence_e5l.tga ip_temper.tga ip_temper_e1n.tga ip_temper_e2l.tga ip_temper_e3l.tga ip_temper_e4l.tga ip_temper_e5l.tga ip_temper_e2d.tga ip_temper_e3d.tga ip_temper_e4d.tga ip_temper_e5d.tga fury_killcount.utp nat_camo_belt_0n.uti nat_camo_belt_1l.uti nat_camo_belt_2l.uti nat_camo_belt_3l.uti nat_camo_belt_4l.uti nat_camo_belt_1d.uti nat_camo_belt_2d.uti nat_camo_belt_3d.uti nat_camo_belt_4d.uti fx_dot02.tpc v_light_temper.mdl v_light_temper.mdx v_dark_temper.mdl v_dark_temper.mdx If you installed the optional patch, remove skills.2da from the override folder. 2. Replace dialog.tlk in the main game folder with the unaltered version in the backup folder. 3. Move any remaining files in the backup folder to override. COMPATIBILITY & OTHER NOTES This mod edits a few vanilla scripts to achieve some functionalities. It will conflict with other mods that edit the following scripts for alignment shifts or NPC OnDeath events: k_def_death01, k_act_lighthigh, k_act_lightmed, k_act_lightsml, k_act_darkhigh, k_act_darkmed, k_act_darksml Known Incompatible Mods Alignment Fancy Bits by ebmar Content Pack: Feats and Powers by TamerBill Otherwise, should be compatible with most other mods as long as they use TSLPatcher or this mod is installed after. I recommend installing this after other Force power mods to ensure compatibility. For DS Temper, damage increase on killing enemies will only work in the module that the power is cast in. If you transition to a different area, you will stop gaining damage bonuses from killing enemies until the power is cast again. This specific effect also only works on the main character, though without cheats your party members wouldn't get the DS effects of this power anyway. Please report any bugs or incompatibilities. Feedback on the power effects or balance is welcome. PERMISSIONS Do not reupload this mod or any contained files anywhere without my expressed permission. CREDITS offthegridmorty Thanks JCarter426 and other folks on Discord for scripting help KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Holocron Toolset - Cortisol This mod contains assets from SW KOTOR II: TSL
  3. View File Prestige Powers Adds 3 new high level Force powers inspired by the prestige classes from TSL, with effects that change depending on your alignment. SUMMARY This mod adds 3 Force powers to K1 inspired by the unique powers granted to the different prestige classes in TSL - specifically Fury for Sith Marauders, Force Camouflage for Jedi Watchmen and Sith Assassins, and Inspire Followers/Crush Opposition for Jedi Masters and Sith Lords. In TSL, your access to these powers depends on both your character's alignment and class choice. To keep that exclusivity when bringing these powers to K1, and without a way to grant powers in K1 or restrict them based on alignment, I decided to create a single power for each class and make the effects change depending on the caster's alignment. The powers are all universal powers and available at level 15. Each Jedi class can learn one of these powers, coming from the analogous prestige class (Marauder/Weapon Master for Guardian; Assassin/Watchman for Sentinel; Master/Lord for Consular). The power effects change every 10 points of alignment (except in the neutral range from 41-60), becoming stronger as your character moves closer to the light or dark side. Where possible, the effects are modeled off the corresponding power tree in TSL, starting from the lowest tier power and moving towards the highest tier at maximum LS or DS alignment. Some powers have slightly different effects from their TSL counterparts. Neutral characters will experience a balanced but weaker blend of both sides' effects. Any Jedi in your party can learn these powers, but their potential is only fully realized by the main character. DETAILS ============ Force Temper Level 15 Jedi Guardian Cost = 30 FP This power channels the Force to concentrate the Jedi Guardian's inner temperament, placing the light Jedi in a state of composure and heightened defense, or driving the dark Jedi into a furious rage. This power was inspired by Fury, the power granted to Sith Marauders in TSL. The dark side effects are practically identical to Fury, giving bonuses to Strength, Vitality, Fortitude, Will, attacks per round, and granting immunity to Paralysis and Stasis effects, while penalizing Defense. The values depend on the caster's alignment. Additionally, every enemy killed while the power is active grants a bonus to damage up to a maximum of +6. Naturally the light side version of this power enhances defensive statistics rather than offensive. Jedi Weapon Masters don't have a unique power in TSL, but do get a unique feat which boosts blaster deflection. For light Jedi Guardians, this power applies the "Assured Deflection" effect, making it so all incoming blaster bolts are guaranteed to be deflected while wielding a lightsaber, but they can not be returned to enemies while this power is active. It also gives bonuses to Defense, Fortitude and Will saves, grants Critical Hit immunity, and applies a regeneration effect, but decreases damage. Neutral Jedi get a smaller bonus to Strength, Defense, Vitality, Regeneration, Fortitude and Will, with no penalties. =============== Force Camouflage Level 15 Jedi Sentinel Cost = 0 FP This power enhances the Jedi Sentinel's stealth abilities, allowing them to camouflage at will and deliver deadly sneak attacks. This power was inspired by the TSL power with the same name, granted to Jedi Watchmen and Sith Assassins in TSL. In TSL it is a passive power which allows you to enter Stealth Mode without a Stealth Field Generator and gives bonuses to Stealth. In this mod, the power is castable and will cause you to enter Stealth Mode. After casting it once however, you will always be able to activate Stealth without a belt either through the usual toggle or by casting the power, and will be granted the additional stat bonuses indefinitely. The bonuses include an increase to the Sneak skill and a bonus Sneak Attack feat. The Sneak bonus and rank of Sneak Attack depend on your alignment. Light Jedi gain Sneak Attack V (granted to Scoundrels at level 9) and a bonus to Stealth which scales with alignment up to +10. Dark Jedi get no Stealth bonus but get increasing ranks of Sneak Attack up to the maximum rank of X, providing 9-54 extra damage on Sneak Attacks. Neutral Jedi are given the Sneak Attack VI feat and a bonus of +2 to Stealth. These bonuses will automatically update as your alignment changes. You need at least 1 point manually invested in Stealth to enter Stealth Mode. Unlike in TSL, Stealth is not a class skill for Jedi Sentinels, so Sentinel characters might not usually be built for Stealth unless they started as a Scoundrel. Because of this, I've made an optional patch which makes Stealth a class skill for Sentinels so they can get the most out of this power. ============= Force Influence Level 15 Jedi Consular Cost = 20 FP This power projects the Jedi Consular's influence on others, bolstering the morale and effectiveness of a light Jedi's allies, or crushing the spirit of a dark Jedi's enemies. This power is based on the Inspire Followers and Crush Opposition powers granted to the Jedi Master and Sith Lord classes in TSL. The effects of this power are identical to those in TSL, with Inspire Followers effects applied for Light alignment (bonus to party attack, Damage and Will saves) and Crush Opposition effects applied for Dark alignment (decrease to enemy attack and Will saves). The corresponding power rank (I-V) scales with the alignment of the caster, reaching rank V for an alignment of <10 or >90. For neutral characters, the power applies both effects at rank I. ============= This mod doesn’t give powers to NPCs and doesn’t touch AI scripts. This means enemies will not use the powers and party members will only use them if commanded to. INSTALLATION To install, run TSLPatcher.exe and select the main install option. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe. Optional: Run the patch to make Stealth a class skill for Jedi Sentinels. UNINSTALLATION 1. Remove the following files from override: spells.2da visualeffects.2da effecticon.2da m_imp_temper.ncs m_imp_camo.ncs m_imp_influence.ncs m_fury_heartbeat.ncs m_fury_killcount.ncs k_act_lighthigh.ncs k_act_lightmed.ncs k_act_lightsml.ncs k_act_darkhigh.ncs k_act_darkmed.ncs k_act_darksml.ncs k_def_death01.ncs ip_camo.tga ip_influence.tga ip_influence_e1l.tga ip_influence_e2l.tga ip_influence_e3l.tga ip_influence_e4l.tga ip_influence_e5l.tga ip_temper.tga ip_temper_e1n.tga ip_temper_e2l.tga ip_temper_e3l.tga ip_temper_e4l.tga ip_temper_e5l.tga ip_temper_e2d.tga ip_temper_e3d.tga ip_temper_e4d.tga ip_temper_e5d.tga fury_killcount.utp nat_camo_belt_0n.uti nat_camo_belt_1l.uti nat_camo_belt_2l.uti nat_camo_belt_3l.uti nat_camo_belt_4l.uti nat_camo_belt_1d.uti nat_camo_belt_2d.uti nat_camo_belt_3d.uti nat_camo_belt_4d.uti fx_dot02.tpc v_light_temper.mdl v_light_temper.mdx v_dark_temper.mdl v_dark_temper.mdx If you installed the optional patch, remove skills.2da from the override folder. 2. Replace dialog.tlk in the main game folder with the unaltered version in the backup folder. 3. Move any remaining files in the backup folder to override. COMPATIBILITY & OTHER NOTES This mod edits a few vanilla scripts to achieve some functionalities. It will conflict with other mods that edit the following scripts for alignment shifts or NPC OnDeath events: k_def_death01, k_act_lighthigh, k_act_lightmed, k_act_lightsml, k_act_darkhigh, k_act_darkmed, k_act_darksml Known Incompatible Mods Alignment Fancy Bits by ebmar Content Pack: Feats and Powers by TamerBill Otherwise, should be compatible with most other mods as long as they use TSLPatcher or this mod is installed after. I recommend installing this after other Force power mods to ensure compatibility. For DS Temper, damage increase on killing enemies will only work in the module that the power is cast in. If you transition to a different area, you will stop gaining damage bonuses from killing enemies until the power is cast again. This specific effect also only works on the main character, though without cheats your party members wouldn't get the DS effects of this power anyway. Please report any bugs or incompatibilities. Feedback on the power effects or balance is welcome. PERMISSIONS Do not reupload this mod or any contained files anywhere without my expressed permission. CREDITS offthegridmorty Thanks JCarter426 and other folks on Discord for scripting help KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Holocron Toolset - Cortisol This mod contains assets from SW KOTOR II: TSL Submitter offthegridmorty Submitted 10/06/2024 Category Mods K1R Compatible Yes  
  4. View File Treat Injury Affects Force Healing [K1] This mod makes it so Treat Injury modifies the vitality points gained from Force healing powers. SUMMARY The Treat Injury skill isn’t very useful for Force users, since medpacs become pretty much obsolete when you can heal with Force points. I wanted to make the skill more valuable to Jedi classes while rebalancing Force heals a bit. Now, Jedi will need to invest points into Treat Injury to be effective healers. Characters with low Treat Injury will heal less and may want to rely on other party members with high Treat Injury for healing, or advanced medpacs/life support kits. Lore-wise, it makes sense that a Jedi would need some understanding of the body’s healing process in order to heal effectively through the Force, and that some Jedi are more specialized in healing than others. This mod may make the game slightly more challenging on average, since a Treat Injury lower than your character level will lead to less VP healed compared to vanilla. See details below. DETAILS In vanilla, the number of vitality points you gain from Force healing is tied to your level and Wisdom/Charisma modifiers, plus a flat bonus of 5 VP from Cure and 10 VP from Heal. This mod replaces the character level modifier by the average of your level and Treat Injury skill. Here’s a breakdown of each power’s VP gain: Cure VANILLA: VP = WIS + CHA + level + 5 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 5 Heal VANILLA: VP = WIS + CHA + level + 10 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 10 With this mod, you’ll need a Treat Injury equal to your character level to heal the same amount as in vanilla. Points above or below this will increase or decrease the amount compared to vanilla. INSTALLATION To install, run TSLPatcher.exe inside of the “Main Install” folder. If spells.2da already exists in your override folder, an unaltered copy will be placed in the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk. If you have K2 Force Powers for K1 installed, run the optional patch. UNINSTALLATION To uninstall, remove k_fp_heal1ti.ncs, k_fp_heal2ti.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk in the backup folder. If there’s a spells.2da inside the backup folder, move it to override. If you installed the K2 FPs patch, remove k_fp_heal3ti.ncs from override, and replace it with the k_fp_heal3ti.ncs found in the backup folder inside the patch subfolder. NOTE: If you installed both the mod and patch, a backup folder may have been created in both subfolders. If there’s a spells.2da or dialog.tlk found in both backup folders, and you want to uninstall both the mod and patch, move the version to override that was created first (probably from the main installation) to completely revert the changes, or else the mod may not be uninstalled properly. COMPATIBILITY Should be compatible with any mod that doesn’t affect the scripts for the Heal, Improved Heal, and Master Heal powers. A patch is included for my other mod K2 Force Powers for K1 to bring the effects of Master Heal in line with this mod. The patch must be installed after K2 FPs. The changes to VP gained by Master Heal are listed below. Master Heal ORIGINAL: VP = WIS + CHA + 2*level + 15 NEW: VP = WIS + CHA + level + Treat Injury + 15 PERMISSIONS Please don’t reupload without my permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Screenshot uses Pramod Marlon's AI upscaled icons. Submitter offthegridmorty Submitted 08/04/2024 Category Mods K1R Compatible Yes  
  5. Version 1.0.0

    117 downloads

    This mod makes it so Treat Injury modifies the vitality points gained from Force healing powers. SUMMARY The Treat Injury skill isn’t very useful for Force users, since medpacs become pretty much obsolete when you can heal with Force points. I wanted to make the skill more valuable to Jedi classes while rebalancing Force heals a bit. Now, Jedi will need to invest points into Treat Injury to be effective healers. Characters with low Treat Injury will heal less and may want to rely on other party members with high Treat Injury for healing, or advanced medpacs/life support kits. Lore-wise, it makes sense that a Jedi would need some understanding of the body’s healing process in order to heal effectively through the Force, and that some Jedi are more specialized in healing than others. This mod may make the game slightly more challenging on average, since a Treat Injury lower than your character level will lead to less VP healed compared to vanilla. See details below. DETAILS In vanilla, the number of vitality points you gain from Force healing is tied to your level and Wisdom/Charisma modifiers, plus a flat bonus of 5 VP from Cure and 10 VP from Heal. This mod replaces the character level modifier by the average of your level and Treat Injury skill. Here’s a breakdown of each power’s VP gain: Cure VANILLA: VP = WIS + CHA + level + 5 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 5 Heal VANILLA: VP = WIS + CHA + level + 10 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 10 With this mod, you’ll need a Treat Injury equal to your character level to heal the same amount as in vanilla. Points above or below this will increase or decrease the amount compared to vanilla. INSTALLATION To install, run TSLPatcher.exe inside of the “Main Install” folder. If spells.2da already exists in your override folder, an unaltered copy will be placed in the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk. If you have K2 Force Powers for K1 installed, run the optional patch. UNINSTALLATION To uninstall, remove k_fp_heal1ti.ncs, k_fp_heal2ti.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk in the backup folder. If there’s a spells.2da inside the backup folder, move it to override. If you installed the K2 FPs patch, remove k_fp_heal3ti.ncs from override, and replace it with the k_fp_heal3ti.ncs found in the backup folder inside the patch subfolder. NOTE: If you installed both the mod and patch, a backup folder may have been created in both subfolders. If there’s a spells.2da or dialog.tlk found in both backup folders, and you want to uninstall both the mod and patch, move the version to override that was created first (probably from the main installation) to completely revert the changes, or else the mod may not be uninstalled properly. COMPATIBILITY Should be compatible with any mod that doesn’t affect the scripts for the Heal, Improved Heal, and Master Heal powers. A patch is included for my other mod K2 Force Powers for K1 to bring the effects of Master Heal in line with this mod. The patch must be installed after K2 FPs. The changes to VP gained by Master Heal are listed below. Master Heal ORIGINAL: VP = WIS + CHA + 2*level + 15 NEW: VP = WIS + CHA + level + Treat Injury + 15 PERMISSIONS Please don’t reupload without my permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Screenshot uses Pramod Marlon's AI upscaled icons.
  6. Version 1.0.0

    520 downloads

    With this mod installed when you become a Jedi you gain 9 force powers (10 if Jedi Consular) instead of 2. This means you don’t miss out on anything if you level up your character on Taris.
  7. Version 1.0.0

    362 downloads

    This mod makes it so Treat Injury modifies the vitality points gained from Force healing powers. SUMMARY The Treat Injury skill isn’t very useful for Force users, since medpacs become pretty much obsolete when you can heal with Force points. I wanted to make the skill more valuable to Jedi classes while rebalancing Force heals a bit. Now, Jedi will need to invest points into Treat Injury to be effective healers. Characters with low Treat Injury will heal less and may want to rely on other party members with high Treat Injury for healing, or advanced medpacs/life support kits. Lore-wise, it makes sense that a Jedi would need some understanding of the body’s healing process in order to heal effectively through the Force, and that some Jedi are more specialized in healing than others. This mod may make the game slightly more challenging on average, since a Treat Injury lower than your character level will lead to less VP healed compared to vanilla. See details below. DETAILS In vanilla, the number of vitality points you gain from Force healing is tied to your level and Wisdom/Charisma modifiers, plus a flat bonus of 5 VP from Heal and 15 VP from Improved and Master Heal. This mod replaces the character level modifier by the average of your level and Treat Injury skill. Here’s a breakdown of each power’s VP gain: Heal VANILLA: VP = WIS + CHA + level + 5 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 5 Improved Heal VANILLA: VP = WIS + CHA + level + 15 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 15 Master Heal VANILLA: VP = WIS + CHA + 2*level + 15 NEW: VP = WIS + CHA + level + Treat Injury + 15 With this mod, you’ll need a Treat Injury equal to your character level to heal the same amount as in vanilla. Points above or below this will increase or decrease the amount compared to vanilla. INSTALLATION To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed inside the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk. UNINSTALLATION To uninstall, remove k_fp_heal1ti.ncs, k_fp_heal2ti.ncs, k_fp_heal3ti.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk located in the backup folder. If there's a spells.2da inside the backup folder, move it to override. COMPATIBILITY Should be compatible with any mod that doesn’t affect the scripts for the Heal, Improved Heal, and Master Heal powers. PERMISSIONS Please don’t reupload without my permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Screenshot uses Pramod Marlon's AI upscaled icons.
  8. View File More Jedi Starting Powers With this mod installed when you become a Jedi you gain 9 force powers (10 if Jedi Consular) instead of 2. This means you don’t miss out on anything if you level up your character on Taris. Submitter GearHead Submitted 01/26/2024 Category Mods K1R Compatible Yes  
  9. View File Treat Injury Affects Force Healing [TSL] This mod makes it so Treat Injury modifies the vitality points gained from Force healing powers. SUMMARY The Treat Injury skill isn’t very useful for Force users, since medpacs become pretty much obsolete when you can heal with Force points. I wanted to make the skill more valuable to Jedi classes while rebalancing Force heals a bit. Now, Jedi will need to invest points into Treat Injury to be effective healers. Characters with low Treat Injury will heal less and may want to rely on other party members with high Treat Injury for healing, or advanced medpacs/life support kits. Lore-wise, it makes sense that a Jedi would need some understanding of the body’s healing process in order to heal effectively through the Force, and that some Jedi are more specialized in healing than others. This mod may make the game slightly more challenging on average, since a Treat Injury lower than your character level will lead to less VP healed compared to vanilla. See details below. DETAILS In vanilla, the number of vitality points you gain from Force healing is tied to your level and Wisdom/Charisma modifiers, plus a flat bonus of 5 VP from Heal and 15 VP from Improved and Master Heal. This mod replaces the character level modifier by the average of your level and Treat Injury skill. Here’s a breakdown of each power’s VP gain: Heal VANILLA: VP = WIS + CHA + level + 5 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 5 Improved Heal VANILLA: VP = WIS + CHA + level + 15 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 15 Master Heal VANILLA: VP = WIS + CHA + 2*level + 15 NEW: VP = WIS + CHA + level + Treat Injury + 15 With this mod, you’ll need a Treat Injury equal to your character level to heal the same amount as in vanilla. Points above or below this will increase or decrease the amount compared to vanilla. INSTALLATION To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed inside the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk. UNINSTALLATION To uninstall, remove k_fp_heal1ti.ncs, k_fp_heal2ti.ncs, k_fp_heal3ti.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk located in the backup folder. If there's a spells.2da inside the backup folder, move it to override. COMPATIBILITY Should be compatible with any mod that doesn’t affect the scripts for the Heal, Improved Heal, and Master Heal powers. PERMISSIONS Please don’t reupload without my permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Screenshot uses Pramod Marlon's AI upscaled icons. Submitter offthegridmorty Submitted 01/19/2024 Category Mods TSLRCM Compatible Yes  
  10. View File K2 Force Powers for K1 Integrates Force powers from KOTOR II into KOTOR I. DETAILS This mod adds 6 Light side and 6 Dark side Force powers from KOTOR II to KOTOR I. Added powers: • Master Heal • Force Barrier • Improved Force Barrier • Master Force Barrier • Revitalize • Improved Revitalize • Drain Force • Improved Drain Force • Master Drain Force • Force Scream • Improved Force Scream • Master Force Scream I wanted any added powers to feel like they fit naturally in K1 while keeping faithful to their design in K2. For this and other reasons the following powers are excluded: • Powers restricted to prestige classes - Check out Prestige Powers • Powers granted to the Exile through the story • Powers with hardcoded effects / that would take more involved scripting to implement (Mind Trick, Force Body, Force Deflection) • Battle Meditation - Try my mod Bastila Has TSL Battle Meditation to give this to Bastila as a unique starting power. • Master Energy Resistance - The Energy Resistance tree was rebalanced in KOTOR II so this power isn’t much better than Improved Energy Resistance in K1, at least not enough to justify it taking its own slot. • Master Revitalize - Level 21 power in K2, level capped at 20 in K1 This mod doesn’t give powers to NPCs and doesn’t touch AI scripts. This means enemies will not use the powers and party members will only use them if commanded to. The Force Scream VFX/sound, Revitalize VFX, and Force power icons are ported from KOTOR II. INSTALLATION To install, run TSLPatcher.exe (Required) Unaltered copies of any modified files will be placed in the “backup” folder in the location of TSLPatcher.exe. UNINSTALLATION 1. Remove the following files from override: • spells.2da • visualeffects.2da • effecticon.2da • k_fp_barrier1.ncs • k_fp_barrier2.ncs • k_fp_barrier3.ncs • k_fp_masterheal.ncs • k_fp_revitalize1.ncs • k_fp_revitalize2.ncs • k_fp_scream1.ncs • k_fp_scream2.ncs • k_fp_scream3.ncs • k_fp_drainforce1.ncs • k_fp_drainforce2.ncs • k_fp_drainforce3.ncs • ip_frcbarrier01.tga • ip_frcbarrier02.tga • fp_frcebarrier03.tga • ip_frcscream01.tga • ip_frcscream02.tga • ip_frcscream03.tga • ip_masterheal.tga • ip_revital01.tga • ip_revital02.tga • ip_drainforce01.tga • ip_drainforce02.tga • ip_drainforce03.tga • v_frcscrm1.mdl & .mdx • v_frcscrm2.mdl & .mdx • v_frcscrm3.mdl & .mdx • v_revite.mdl & .mdx • v_pro_scream.wav • fx_slash04.tpc 2. Replace dialog.tlk in the main game folder with the unaltered version in the backup folder. 3. Move any remaining files in the backup folder to override. COMPATIBILITY AND NOTES Should be compatible with most other mods provided they use TSLPatcher or you install this mod after. I recommend installing after any others mods that add Force powers. Must be installed after uwadmin12's Force Enlightenment. While technically compatible, the mod Four Force Powers adds a similar Revitalize power, so you will have two versions of this power if you install both mods. From k_inc_force it seems that some of the powers in KOTOR II don’t function exactly like they’re described. For example the Revitalize powers heal a flat amount instead of a percentage as stated in the description. Drain Force steals a maximum of 20 FP from an enemy, not 10, and Improved Drain Force affects multiple enemies in a range, instead of a single enemy. Some of these seem to be intentional changes that were just never updated in the Force power description. I decided to implement the powers the same way they function in TSL and correct the descriptions. I’m not sure it’s possible to add custom casting animations so Force Scream uses the regular “hand out” animation instead of the “fury” animation it uses in KOTOR II. PERMISSIONS Please don’t reupload this without my permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides This mod contains assets from SW: KOTOR II TSL Submitter offthegridmorty Submitted 12/19/2023 Category Mods K1R Compatible Yes  
  11. File Name: Four Force Powers File Submitter: InSidious File Submitted: 24 Feb 2014 File Category: Mods This mod adds four new, three-tier Force Powers to KotOR - Rage, Scorch, Revitalise and Floating Lightsabres. 1 is Light Side, 1 is Dark Side, and there are two Universal Force Powers. You may recognise a few of these names from TSL or Jedi Academy, and that's because I have now recreated them for K1. Rage: Dark Side power, available at Level 13. Gives the user a bonus of +4 to Strength, +3 to Dexterity,+2 to Constitution for 20 seconds and a 50% speed bonus, while there is also a penalty of -3 to Intelligence, -2 to Wisdom, -1 to Charisma; after that the character's FPs are severely depleted, as are the character's VPs. Further, the penalties to Wisdom/Intelligence/Charisma remain, and the bonuses to Strength, Dexterity and Constitution are now penalties for 10 seconds. Knight Rage: Dark Side power, available at Level 16. Same as above, but the bonuses have increased to +4 STR, +4 DEX, +3 CON, and the penalty has increased to -4 STR, -3 DEX, -3 CON; the WIS/INT/CHA penalties remain the same. Master Rage: Dark Side power, available at Level 19. Same as above, but the bonuses have increased to STR +5, DEX +4, CON +4; the penalties remain the same. Revitalise: Light Side power, available at Level 9. Allows you to restore to life any non-droid party member killed in combat, restoring 10 VPs. Knight Revitalise: Light Side power, available at Level 12. Same as above, but will restore 20 VPs. Master Revitalise: Light Side power, available at Level 15. Same as above, but will restore 30 VPs. Scorch: Universal power, available at Level 9. Projects a spray of flame at the target, causing damage. Knight Scorch: Universal power, available at Level 12. Same as above, but does twice the damage. Master Scorch: Universal power, available at Level 15. Same as above Scorch, but does three times the damage. Floating Lightsabres I: Universal power, available at Level 10. Spawns a single lightsabre, to help you in combat, which lasts for 20 seconds . Without giving too much away, this should remind people who've played TSL of the final battle...These sabres will be a different colour depending on your alignment if you are Light Side – blue for guardians, green for consulars, yellow for sentinels, or red if you are Dark Side. Floating Lightsabres II: Universal power available at Level 13. Same as above, but spawns two lightsabres, which last for 30 seconds. Floating Lightsabres III: Universal power available at Level 16. Same as above, but spawns three lightsabres, which last for 40 seconds. Known Bugs: -The floating lightsabres have humanoid shadows. Sorry, but this seems to be someting to do with the game engine itself... -Some people - those with Radeon graphics cards, in particular - may run into some graphical issues - namely, the lightsabres appearing to have an all-black 'body'. I've tried to get rid of this effect, but have had no luck so far. -For some reason, I occasionally have problems with the KotOR Tool .utc editor when I use this mod. This may just be a problem for my system, though. Click here to download this file
  12. 5,422 downloads

    This mod adds four new, three-tier Force Powers to KotOR - Rage, Scorch, Revitalise and Floating Lightsabres. 1 is Light Side, 1 is Dark Side, and there are two Universal Force Powers. You may recognise a few of these names from TSL or Jedi Academy, and that's because I have now recreated them for K1. Rage: Dark Side power, available at Level 13. Gives the user a bonus of +4 to Strength, +3 to Dexterity,+2 to Constitution for 20 seconds and a 50% speed bonus, while there is also a penalty of -3 to Intelligence, -2 to Wisdom, -1 to Charisma; after that the character's FPs are severely depleted, as are the character's VPs. Further, the penalties to Wisdom/Intelligence/Charisma remain, and the bonuses to Strength, Dexterity and Constitution are now penalties for 10 seconds. Knight Rage: Dark Side power, available at Level 16. Same as above, but the bonuses have increased to +4 STR, +4 DEX, +3 CON, and the penalty has increased to -4 STR, -3 DEX, -3 CON; the WIS/INT/CHA penalties remain the same. Master Rage: Dark Side power, available at Level 19. Same as above, but the bonuses have increased to STR +5, DEX +4, CON +4; the penalties remain the same. Revitalise: Light Side power, available at Level 9. Allows you to restore to life any non-droid party member killed in combat, restoring 10 VPs. Knight Revitalise: Light Side power, available at Level 12. Same as above, but will restore 20 VPs. Master Revitalise: Light Side power, available at Level 15. Same as above, but will restore 30 VPs. Scorch: Universal power, available at Level 9. Projects a spray of flame at the target, causing damage. Knight Scorch: Universal power, available at Level 12. Same as above, but does twice the damage. Master Scorch: Universal power, available at Level 15. Same as above Scorch, but does three times the damage. Floating Lightsabres I: Universal power, available at Level 10. Spawns a single lightsabre, to help you in combat, which lasts for 20 seconds . Without giving too much away, this should remind people who've played TSL of the final battle...These sabres will be a different colour depending on your alignment if you are Light Side – blue for guardians, green for consulars, yellow for sentinels, or red if you are Dark Side. Floating Lightsabres II: Universal power available at Level 13. Same as above, but spawns two lightsabres, which last for 30 seconds. Floating Lightsabres III: Universal power available at Level 16. Same as above, but spawns three lightsabres, which last for 40 seconds. Known Bugs: -The floating lightsabres have humanoid shadows. Sorry, but this seems to be someting to do with the game engine itself... -Some people - those with Radeon graphics cards, in particular - may run into some graphical issues - namely, the lightsabres appearing to have an all-black 'body'. I've tried to get rid of this effect, but have had no luck so far. -For some reason, I occasionally have problems with the KotOR Tool .utc editor when I use this mod. This may just be a problem for my system, though.
  13. Version 0.2.0

    1,586 downloads

    This mod replaces Force Powers' SFXs in the SW:KotOR game with the modded version's SFXs. # Background # To tell the truth, I am pleased with the original Force Powers' SFX but it's just- I want to experience something different- something fresh; and the project was started then. # About this Mod # Inside this version are 7 modded Force Powers' Sound FXs; some based on in-game vanilla assets, and some others are modifications from Shem's "Ultimate Sound Mod"; which he gave permission for anyone whom wants to use the work he have done in a future mod, to just give him credit for what they have used. So, they are: Force Use [v_useforce] - Sound FX produced first when using Force Powers [noticeably heard with Force Cure, Force Heal, Force Armor, Force Aura, and Force Energy Resistance]. Force Lightning [v_pro_lightning] - Sound FX produced when using Force Lightning. Force Death Field [v_pro_deathfeld] - Sound FX produced when using Force Death Field. Force Wave [v_imp_frcwave] - Sound FX produced when using Force Wave. Force Choke [v_imp_choke] - Sound FX produced when using Force Choke. Force Throw Lightsaber [v_throw] - Sound FX produced when using Throw Lightsaber. Force Destroy Droid [v_pro_droidkill] - Sound FX produced when using Force Destroy Droid. This mod can be installed anytime and/or anywhere on the game, and will have direct effect to the game. Shem's Terms of Use: # Final Remarks # I suggest you to install Shem's "Ultimate Sound Mod" [first] along with JCarter426's "JC's K1 Sound Effects" [second], and then sync them with this mod [third]. After all this time, I still believe that Shem's "USM" is still the most enjoyable SFX mod. And later, JCarter426's "K1 SFXs" complete Shem's. And this mod aims to complete the Force Powers' part. Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- PM me at deadlystream.com [ebmar] or just write a public message on my feed. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: Run the installer [TSLPatcher.exe]. Uninstallation: Run the "Optional: Vanilla Force Powers' SFXs" option from the installer directory. As only for the Force Throw Lightsaber [v_throw], you must uninstall it manually by removing the said file from the 'Override' folder. Compatibility: There are 5 assets that will not compatible with Shem's, they are; Force Choke [v_imp_choke], Force Wave [v_imp_frcwave], Force Destroy Droid [v_pro_droidkill], Force Lightning [v_pro_lightning], and Force Throw Lightsaber [v_throw]. Install this mod after Shem's if you want that change. Redistribution: Do not redistribute this mod or re-release it on any website at all. As inside this mod, there are base assets which they are not belongs to mine. If you plan on using this mod or only the assets from this mod to a mod you will be developing, give credits to Shem, BioWare and LucasArts; as this mod contains their assets. Also, a credits to my name is always a welcome, welcome. Credits: Shem for the collaboration between the "Ultimate Sound Mod" assets with mine's. BioWare & LucasArts for the 'Game of the 21st Century'. All streamers on DeadlyStream which indirectly involved on this project that I couldn't possibly mentioned one by one. All modders either active or inactive. bead-v and ndix UR for the MDLedit. Fred Tetra for the KotOR Tool. stoffe and Fair Strides for the TSLPatcher setup. DeadlyStream for a place to hangout and to discuss. -eb 0.1 Preview : 0.2 Preview [Under Development]
  14. File Name: High-Level Force Powers File Submitter: Stoffe File Submitted: 06 Mar 2016 File Category: Mods TSLRCM Compatible: Yes Warning: ========== Both the 2.0 and the 2.1 update are available from the download button. You MUST download the 2.0 and install that BEFORE the 2.1 is installed. So, download "stlhforcep2.rar", install that, then come back and grab "sthlforcepowerv2u1.rar" and install that. ========== 2.0 Original Review on Filefront: 2.1 Update Original Review on Filefront: Click here to download this file
  15. Version 2.0 + Update

    19,034 downloads

    Warning: ========== Both the 2.0 and the 2.1 update are available from the download button. You MUST download the 2.0 and install that BEFORE the 2.1 is installed. So, download "stlhforcep2.rar", install that, then come back and grab "sthlforcepowerv2u1.rar" and install that. ========== 2.0 Original Review on Filefront: 2.1 Update Original Review on Filefront:
  16. Version 1.0.0

    1,110 downloads

    This is a simple mod that extends the duration of the following force auras to ten minutes: Force Aura > Force Shield > Force Armor Force Valor > Knight Valor > Master Valor Burst of Speed > Knight Speed > Master Speed Energy Resistance > Improved Energy Resistance > Master Energy Resistance Force Barrier > Improved Force Barrier > Master Force Barrier Battle Meditation > Improved Battle Meditation > Master Battle Meditation Force Resistance > Force Immunity Force Sight Force Enlightenment I've also included an additional file with "Drain Chain", this simply links the Drain Life and Drain Force series of powers to Force Chain. IE any characters linked by force chain will both receive the restorative benefits of those powers. Installation: Copy files to override folder.
  17. Version 1

    1,613 downloads

    This is a simple mod that "unchains" Force Push/Wave/Whirlwind and Shock/Lightning/Storm; in other words, you don't have to obtain the lower powers (such as Force Push) to learn the higher powers in the chain (such as Force Whirlwind). I haven't tested this with any other mods, but should be compatible with most all of them.
  18. Okay, I'm not sure if any of you have ever run into this before, but... I think there are some minor errors with force powers in KOTOR 1. Notably Force Storm and Death Field. The problem is, sometimes these force powers won't work on all enemies within the target area. Here's an example from a YouTube video. If you can see, Admiral Karath is the target, but only one Sith Trooper on the side is affected. This has happened with me on the computer and on mobile, so I'm sure it is an in-game bug. Some other errors, when using certain force powers on individuals. For example, using Force Storm on an individual with Force Resistance/Force Immunity, the force power is resisted. Unfortunately, the message "RESISTED" isn't displayed. Has anyone noticed these errors before? And is there a fix for them?
  19. View File Ten Minute Force Auras This is a simple mod that extends the duration of the following force auras to ten minutes: Force Aura > Force Shield > Force Armor Force Valor > Knight Valor > Master Valor Burst of Speed > Knight Speed > Master Speed Energy Resistance > Improved Energy Resistance > Master Energy Resistance Force Barrier > Improved Force Barrier > Master Force Barrier Battle Meditation > Improved Battle Meditation > Master Battle Meditation Force Resistance > Force Immunity Force Sight Force Enlightenment I've also included an additional file with "Drain Chain", this simply links the Drain Life and Drain Force series of powers to Force Chain. IE any characters linked by force chain will both receive the restorative benefits of those powers. Installation: Copy files to override folder. Submitter rkr87 Submitted 12/28/2018 Category Mods TSLRCM Compatible Yes  
  20. View File [K1] Force Powers' Sounds Pack This mod replaces Force Powers' SFXs in the SW:KotOR game with the modded version's SFXs. # Background # To tell the truth, I am pleased with the original Force Powers' SFX but it's just- I want to experience something different- something fresh; and the project was started then. # About this Mod # Inside this version are 7 modded Force Powers' Sound FXs; some based on in-game vanilla assets, and some others are modifications from Shem's "Ultimate Sound Mod"; which he gave permission for anyone whom wants to use the work he have done in a future mod, to just give him credit for what they have used. So, they are: Force Use [v_useforce] - Sound FX produced first when using Force Powers [noticeably heard with Force Cure, Force Heal, Force Armor, Force Aura, and Force Energy Resistance]. Force Lightning [v_pro_lightning] - Sound FX produced when using Force Lightning. Force Death Field [v_pro_deathfeld] - Sound FX produced when using Force Death Field. Force Wave [v_imp_frcwave] - Sound FX produced when using Force Wave. Force Choke [v_imp_choke] - Sound FX produced when using Force Choke. Force Throw Lightsaber [v_throw] - Sound FX produced when using Throw Lightsaber. Force Destroy Droid [v_pro_droidkill] - Sound FX produced when using Force Destroy Droid. This mod can be installed anytime and/or anywhere on the game, and will have direct effect to the game. Shem's Terms of Use: # Final Remarks # I suggest you to install Shem's "Ultimate Sound Mod" [first] along with JCarter426's "JC's K1 Sound Effects" [second], and then sync them with this mod [third]. After all this time, I still believe that Shem's "USM" is still the most enjoyable SFX mod. And later, JCarter426's "K1 SFXs" complete Shem's. And this mod aims to complete the Force Powers' part. Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- PM me at deadlystream.com [ebmar] or just write a public message on my feed. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: Run the installer [TSLPatcher.exe]. Uninstallation: Run the "Optional: Vanilla Force Powers' SFXs" option from the installer directory. As only for the Force Throw Lightsaber [v_throw], you must uninstall it manually by removing the said file from the 'Override' folder. Compatibility: There are 5 assets that will not compatible with Shem's, they are; Force Choke [v_imp_choke], Force Wave [v_imp_frcwave], Force Destroy Droid [v_pro_droidkill], Force Lightning [v_pro_lightning], and Force Throw Lightsaber [v_throw]. Install this mod after Shem's if you want that change. Redistribution: Do not redistribute this mod or re-release it on any website at all. As inside this mod, there are base assets which they are not belongs to mine. If you plan on using this mod or only the assets from this mod to a mod you will be developing, give credits to Shem, BioWare and LucasArts; as this mod contains their assets. Also, a credits to my name is always a welcome, welcome. Credits: Shem for the collaboration between the "Ultimate Sound Mod" assets with mine's. BioWare & LucasArts for the 'Game of the 21st Century'. All streamers on DeadlyStream which indirectly involved on this project that I couldn't possibly mentioned one by one. All modders either active or inactive. bead-v and ndix UR for the MDLedit. Fred Tetra for the KotOR Tool. stoffe and Fair Strides for the TSLPatcher setup. DeadlyStream for a place to hangout and to discuss. -eb 0.1 Preview : 0.2 Preview [Under Development] Submitter ebmar Submitted 05/31/2018 Category Mods K1R Compatible Yes
  21. File Name: Force Powers Unchained File Submitter: malxados File Submitted: 05 Oct 2015 File Category: Mods K1R Compatible: No This is a simple mod that "unchains" Force Push/Wave/Whirlwind and Shock/Lightning/Storm; in other words, you don't have to obtain the lower powers (such as Force Push) to learn the higher powers in the chain (such as Force Whirlwind). I haven't tested this with any other mods, but should be compatible with most all of them. Click here to download this file