Search the Community
Showing results for tags 'blasters'.
Found 15 results
-
Version 1.0
1,230 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... -
Version 0.2.0 Beta
777 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 0.1.3 Beta Release Date: 14.03.2024 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Simply click on the INSTALL.exe, click install and sit back and watch the TSLPatcher do its magic. Description: The Kotor games wouldn't be the same without the diverse array of items you can collect along your journey across the galaxy. With many of these items, you can mix and match your favorite items for the best defense or offense... or can you? A major problem I see in the first Kotor game is the distinct lack of loot drops... or more specifically, the lack of any "useful" loot drops. A good example of this are the Hold Out Blasters, these blasters are small pistols that do 1-4 energy damage with a chance of stun. These unique blasters are weaker then normal blasters, but unlike normal blasters, Hold Out Blasters have that chance of stun. This *could* give the player a choice between more energy based danage VS a chance for stun, however, you can only obtain the Hold Out Blaster on Tatooine and Manaan via merchants... so by the time you even have a chance to get the weakest Hold Out Blaster it's already been outclassed by the stronger weapons you found earlier in the game. Speaking of Hold Out Blasters, the strongest Hold Out Blaster is dropped via a mandatory enemy on Tatooine... this makes every other Hold Out Blaster in the game redundant, why even bother using any Hold Out Blaster when you can get the strongest one for free whereas the weaker ones are sold from merchants. This same problem applies to the armor you can obtain as well. On Taris, you can obtain the Echani Fiber Armor relatively early in the game... this has one big problem though. Echani Fiber Armor is a Class 4 armor type, Class 4 armors are some of the lightest armors you can find in the game with the weakest armor that you first obtain being a standard Combat Suit with 4 defense bonus (hence why it's called a "class 4"). So you start the game with the weak Combat Suit and you can then obtain the Echani Fiber Armor before any other armor piece, but once you upgrade this armor it turns from a 5 defense bonus to a 7 defense bonus. You can upgrade this armor to max capacity before finishing Taris, and after doing so the Echani Fiber Armor becomes one of *the* strongest Class 4 armors in the game. By obtaining this upgradeable armor so early, you no longer need to use the Zabrak Combat Suit, Echani Light Armor, Massassi Ceremonial Armor or the Cinnagar Weave Armor... and why would you? All those armors are weaker then the upgraded Echani Fiber Armor. And all that's just the tip of the ice burg! The K1 Loot Overhaul changes the loot of enemy drops, placeable objects, merchant inventories and even some quest rewards. This mod will make your next playthrough very interesting as you'll have the opportunity to use items you might never have considered previously, this mod will make your next playthrough a challenge as some items you've grown to use might no longer be available as it once was in the vanilla game, this mod will give you a genuine reason to save your credits and buy from merchants. Even if you don't use the new items you encounter, you can certainly sell them to buy better equipment. Known Bugs: This mod shouldn't have bugs, but if there are feel free to report it to me on Deadlystream. Do note that this mod is a Beta, some loot choice you might find to be odd might've been intended. As such, I'm open to player feedback to improve the mod going forward! Incompatibilities: Incompatible with the Enhanced Merchants mod. Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! 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. -
View File K1 Loot Overhaul A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 0.1.3 Beta Release Date: 14.03.2024 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Simply click on the INSTALL.exe, click install and sit back and watch the TSLPatcher do its magic. Description: The Kotor games wouldn't be the same without the diverse array of items you can collect along your journey across the galaxy. With many of these items, you can mix and match your favorite items for the best defense or offense... or can you? A major problem I see in the first Kotor game is the distinct lack of loot drops... or more specifically, the lack of any "useful" loot drops. A good example of this are the Hold Out Blasters, these blasters are small pistols that do 1-4 energy damage with a chance of stun. These unique blasters are weaker then normal blasters, but unlike normal blasters, Hold Out Blasters have that chance of stun. This *could* give the player a choice between more energy based danage VS a chance for stun, however, you can only obtain the Hold Out Blaster on Tatooine and Manaan via merchants... so by the time you even have a chance to get the weakest Hold Out Blaster it's already been outclassed by the stronger weapons you found earlier in the game. Speaking of Hold Out Blasters, the strongest Hold Out Blaster is dropped via a mandatory enemy on Tatooine... this makes every other Hold Out Blaster in the game redundant, why even bother using any Hold Out Blaster when you can get the strongest one for free whereas the weaker ones are sold from merchants. This same problem applies to the armor you can obtain as well. On Taris, you can obtain the Echani Fiber Armor relatively early in the game... this has one big problem though. Echani Fiber Armor is a Class 4 armor type, Class 4 armors are some of the lightest armors you can find in the game with the weakest armor that you first obtain being a standard Combat Suit with 4 defense bonus (hence why it's called a "class 4"). So you start the game with the weak Combat Suit and you can then obtain the Echani Fiber Armor before any other armor piece, but once you upgrade this armor it turns from a 5 defense bonus to a 7 defense bonus. You can upgrade this armor to max capacity before finishing Taris, and after doing so the Echani Fiber Armor becomes one of *the* strongest Class 4 armors in the game. By obtaining this upgradeable armor so early, you no longer need to use the Zabrak Combat Suit, Echani Light Armor, Massassi Ceremonial Armor or the Cinnagar Weave Armor... and why would you? All those armors are weaker then the upgraded Echani Fiber Armor. And all that's just the tip of the ice burg! The K1 Loot Overhaul changes the loot of enemy drops, placeable objects, merchant inventories and even some quest rewards. This mod will make your next playthrough very interesting as you'll have the opportunity to use items you might never have considered previously, this mod will make your next playthrough a challenge as some items you've grown to use might no longer be available as it once was in the vanilla game, this mod will give you a genuine reason to save your credits and buy from merchants. Even if you don't use the new items you encounter, you can certainly sell them to buy better equipment. Known Bugs: This mod shouldn't have bugs, but if there are feel free to report it to me on Deadlystream. Do note that this mod is a Beta, some loot choice you might find to be odd might've been intended. As such, I'm open to player feedback to improve the mod going forward! Incompatibilities: Incompatible with the Enhanced Merchants mod. Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! 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. Submitter N-DReW25 Submitted 03/03/2024 Category Mods K1R Compatible No
-
433 downloads
After installing the High Quality Blasters 1.1 mod by Sithspecter i run into some problems: 1. The Mandalorian Ripper shoots laser bolts from the ground. 2. The Baragwin Distruptor-X Weapon is invisible. This mod aims to fix these problems. You still need to install the original mod and then this one. (If you have the Mandalorian Ripper or the Baragwin Distruptor-X Weapon in your inventory already, then you need to remove them and then add them back with the KotOR Savegame Editor.) -
View File High Quality Blasters 1.1 Fix - KotOR1 version After installing the High Quality Blasters 1.1 mod by Sithspecter i run into some problems: 1. The Mandalorian Ripper shoots laser bolts from the ground. 2. The Baragwin Distruptor-X Weapon is invisible. This mod aims to fix these problems. You still need to install the original mod and then this one. (If you have the Mandalorian Ripper or the Baragwin Distruptor-X Weapon in your inventory already, then you need to remove them and then add them back with the KotOR Savegame Editor.) Submitter GearHead Submitted 06/28/2023 Category Mods K1R Compatible Yes
-
I have a few points with KOTOR that I am trying to resolve. First, in the dialogue files such as the one attached below, do you know what Old Hit Check means and what it does? I want to know in case it is something that I might want to deselect. Second, I know on Manaan that you have equip a special diving suit to venture out underwater. Do you know if this can be changed with a mod or is hardwired into the game? I ask because I know there is a mod that allows you to take your party with you so I am hoping that I can keep the armor, headgear, and weapons that I normally have my character wear. Finally I want to know how to change the outfit for Bastilla. What I mean is that after she is taken by Malak and turns to the Dark Side she is shown wearing a black Jedi Robe. I want to know how to change her outfit so she will be wearing what I equip her with when she is in my party. For example, when she joins my party I will equipping her was a Blaster Cannon rather than a lightsaber and the Verpine Zal Alloy Mesh armor rather than robes. I want her to still be carrying, using, and wearing those items during the scene where Malak starts to entice her and when my character encounters her on the Unknown World and Star Forge System. I have edited the appearance.2da file by adding a new line (Line 509) changed the modules lines to the outfit I want. I have attached it here so you can see it. Please tell me if I am wrong anywhere. Now I need to know which columns to edit and how to give her the miscellaneous items and weapon I want. Also I absolutely want her to be wearing a headgear item so which columns do I edit for that. If I need to create new columns for these results how do I do that? Then after I have the appearance.2da file set I will edit the appearance lines in the Bastila.utc files to give the appearance I want. Does that sound right to all of you? Can you please tell me how to do all this? I am willing to take another look but I need to know what I am looking for. Is there another file that I need to be using? Hopefully by looking at them you can tell me where I went wrong. Also I am asking all of you to please check my other forum about editing placeables at the link below. I am having trouble getting a metal-box container to spawn by script, especially in the place I want it to. Perhaps you can tell me what I am doing wrong. Thank you in advance. https://deadlystream.com/topic/6857-editing-placeable-items-in-kotor/ appearance.2da lev40_darthmalak.dlg
- 8 replies
-
- manaan
- appearances
-
(and 8 more)
Tagged with:
-
Version 1.0
6,306 downloads
I recently showed off some screenshots of enhanced blaster pistols using Captain Hair's blaster pistol model over on Lucas Forums. The goal of this mod is to finish, in a sense, what Captain Hair started with the blasters and make all blaster pistols in both KotOR 1 and KotOR 2 of high quality. When reskinning for the blasters I attempted to match them as closely as possible to their default icons within the game. Anyway, without Captain Hair this mod wouldn't exist so a big thanks to him.- 9 comments
- 16 reviews
-
- 2
-
- blasters
- improvement
- (and 8 more)
-
lightsabers Editing Placeable Items In KOTOR
ALPHA000102 posted a topic in General Kotor/TSL Modding
I want to know how to add items to containers in KOTOR. Specifically I want to add items from other mods and custom items that I created to the first footlocker on the Endire Spire. I cannot get them to appear in the custom items in the Inventory Editor of KOTOR Tool as shown in the image below. This way I can get them in the game itself without having to use a cheat code or the Save Game Editor. Please help me do this and provide all details. Thank you in advance.- 14 replies
-
- endar spire
- placeables
-
(and 7 more)
Tagged with:
-
I am having trouble with some of the dialogue files for Star Wars: Knights Of The Old Republic, specifically: “k_sta_darthmalak”, at the moment. The problem is that some lines of text are not appearing in certain dialogue editors. The line that I am specifically looking for is: “I was saved from the darkness, Malak. You can be too, if you wish.”. As you can see in the enclosed image I could easily find that line when I used the Conversation Editor that is built into KOTOR Tool. But when I open it in the Dialogue Editor the line is not available even after I have opened all the options like show orphan lines. I have attached images of the Conversation Editor and Dialogue Editor with the “k_sta_darthmalak” file opened to show what I mean. I ask for help in getting ALL lines to show up. I want to edit dialogue with my own scripts as I am modding the game to extra enjoyment. I may be having the same problem with multiple dialogue files so I want to get it resolved so I can edit the files that I want. Thank you in advance.
-
I have tried posting this request for help in the general section but I have not received any luck so I chose to try again in mod requests. I hope that will not be a problem. I am looking to make two Jedi Trainers. I know there are mods created by Redhawke that allow you to make other members of your party into Jedi such as Carth, Canderous, and Mission. You can find them yourself at the 1st link below. The YouTube video link will show you how they work. However there is no such option for Zaalbar. I want to be shown how to make a Jedi Trainer for myself and Zaalbar. I ask to be shown how to design to characters, set their positions, and dialogue and script in the game, and how to get them to give me specific item.. I have created the dialogue and the .utc files that I want to use for both characters. You can see them in the attached files below. Now I just need to finish the rest. I have seen instructions on how to make an NPC at the final link below but I cannot understand them fully and they are not enough anyway. Besides they are decided to show you how to create a NPC to join your party when I want to just speak to an individual and receive training. Furthermore I know there is a mod that allows each party member to be a Jedi as they join your party. I do not wish to use that. With mods that can turn each other party member into Jedi incorporated into the story of the game I would like one for Zaalbar as well. I can for all the help anyone can provide. I have pasted examples of the mod I would like to have to this thread. Thank you in advance. http://www.jumpstationz.com/RedHawke/mods.html http://z6.invisionfree.com/Mandalorian16965/ar/t57.htm Carth.zip Canderous.zip RHMissionJediMod.zip Mod Files.zip
-
I have tried everything to make my Force Power mods compatible: installing them in different order, merging the .2da files, using the TSLPatcher, everything without any success. Several share the same spells.2da lines. Merging them mixes them up as does different order installation order. So I created a single one and added lines for all Force Powers. However I know I must change the line in their scripts to match my file. Consider the Four Force Powers Mod. You can see in image 1 it normally is in rows 132-144. However in my file it is in rows 135-146. I need to know how to edit the scripts to match the mods to the new rows. I can open the .ncs script files and .nss script files. But need to be shown where to look to find it and match the rows. Also if I replace the spells.2da file in each mod with mine will that make it easier for the mod to run as there would be nothing to change in the Override folder? I have placed everything in the zip folder below. The links to the mods are listed in the enclosed text document so you can look at them yourself. I ask to be shown how to edit scripts to match my spells.2da. I only need to be shown for one power. Once I get the experience one I can repeat the process for the rest myself. I give full credit to the respected authors. Please give me all help that you can. Thank you in advance. Mods And Spells.2da Files.zip
- 4 replies
-
- Lines
- Lightsabers
- (and 8 more)
-
I am having a problem with 2 mods that did not come with the TSLPatcher. I understand that you need that in order to install a mod into your override folder but it did not come with one. I also understand that you can setup the TSLPatcher to work with a mod but the problem is that I cannot tell it to install into my override file. When I run the TSLPatcher it just installs as is. I am asking for help to be shown how to get the mod to install to the override folder so it will actually work in the game. Furthermore I want their spells.2da files to merge with the one in the game to add their force powers to the game so none will be replaced. I have attached the mods I need help with all the progress I have made so far. I ask to please be shown how to set the TSLPatcher and its instructions to install the mods to the KOTOR override folder and merge their spells.2da files with the one in the game so all the force powers will be present. Mind_Trick2.1.zip Replication.zip
-
I am having a huge problem with Star Wars Knights Of The Old Republic. I understand that you can edit the featgain.2da and classpowergain.2da files to edit how many feats and force powers you gain at each level-up. However the problem for me is that whenever I try to use the recommend button to get a suggestion of which to go with the game freezes and crashes. That is not a large problem as I can easily get around it by just selecting the desired for powers myself. The main problem that I have is this. Say I have 10 feats to select but there are only 5 left available. When I have selected those 5 and try to move on the game tells me to select five more and will not let me proceed until I have selected all 10. But I cannot do that when there are no more feats available. That means I cannot go any further in the game. The same thing happens when I try to select force powers. I cannot fix this problem myself no matter how many times I edit the featgain.2da and classpowergain.2da files as my other party members automatically have specific feats and/or force powers when they join my party. Therefore there is no way that I can set the .2da files to grant exactly all the feats and force powers at the level 20 level-up because what will work for one party member including myself will not work for them all. I used to not have this problem. When I had selected all the feats and/or force powers I would be able to proceed to the next step of the level-up even if I had more numbers to select. I want to be able to do this again so I can actually play the entire game. I have tried everything to get it work now, such as reinstalling the game: changing the compatibility settings, everything and I have had absolutely no success. I ask anyone who can help me with this to please do so as soon as possible. Please help me with both problems including a way to make the recommend button again as well as let me move on no matter what once all feats and/or force powers have been selected. In case the issue may come from any of the .2da files that I use in my override folder I have attached them below. If you find a problem with them please let me know right away. Thank you in advance. .2da Files.zip
-
View File Blasters Reloaded =__- 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... Submitter Malkior Submitted 02/23/2017 Category Mods TSLRCM Compatible
- 10 replies
-
- 1
-
- rapidshot
- powerblast
-
(and 2 more)
Tagged with:
-
View File Blaster Pistol Enhancement I recently showed off some screenshots of enhanced blaster pistols using Captain Hair's blaster pistol model over on Lucas Forums. The goal of this mod is to finish, in a sense, what Captain Hair started with the blasters and make all blaster pistols in both KotOR 1 and KotOR 2 of high quality. When reskinning for the blasters I attempted to match them as closely as possible to their default icons within the game. Anyway, without Captain Hair this mod wouldn't exist so a big thanks to him. Submitter Fallen Guardian Submitted 06/01/2013 Category Mods K1R Compatible No
- 10 replies
-
- 1
-
- improved weapons
- weapons
- (and 8 more)