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Found 8 results

  1. 12,079 downloads

    In KotOR 1, there is a distinct problem with energy shields: They do not actually block electricity damage, despite the description saying so. Upon looking at the forceshields.2da file, I noticed that their bit flags are set to block light side damage (64) instead of electrical damage (128). This applies to every single energy shield but the mandalorian melee shield - which isn't even supposed to counter either, so no surprise there. Another thing is the amount of damage that Verpine prototype shields block: in the description, it is 70, but in the actual game, it's 120. I knew this post about shields, but it is actually wrong, the damage types are not switched between the games, only the shields are set wrongly for the first. This very simple 2da edit fixes both issues, making energy shields actually protect from electrical damage and rectifying the amount of protection a verpine shield gives. Using the TSLPatcher, compatibility is ensured.
  2. Version 1.0

    11,192 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 12.07.2017 Installation: Double Click the TSLPatcher.exe and let it do its magic Uninstallation: When the TSLPatcher installs the mod correctly it generates a backups folder within the Simple Weapons Feat Restoration folder that contains the TSLPatcher. Open the backups folder and copy the "feat.2da" to the override folder overriding the Simple Weapons Feat Restoration files Description: In Kotor there are 9 sneak attack feats that the scoundrel can get, however, looking into the game files there is a 10nth sneak attack feat that appears to be unused. It is only available to the scoundrel (Mission and the scoundrel player character) at level 19. Sneak Attack 10 adds 10-60 points of extra damage to attacks when the target can't respond to the attacker, making it more powerful than sneak attack 9's 9-54 points of extra damage. Known Bugs: None known. If you find any report it to me either by commenting it in the release thread of via a PM Incompatibilities: Should be compatible with most mods If you spot an incompatibility please alert me Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission Thanks: The entire K1R team for making K1R and restoring most of the cut content Bioware for such an amazing game Fred Tetra for Kotor Tool 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.
  3. View File Weapon Base Stats Re-balance (K1) In KotOR 1 there is an obvious balancing issue concerning weapons that is especially noticeable in the early game, ie: Taris. What is it? Ranged Weapons are utterly outclassed by melee wepons. Yes, i know a stun stick isn't more powerful than a heavy repeater but I'm addressing the general problem here - In almost all situations you'll be better off charging at an enemy using your vibroblade instead of firing a blaster rifle, even when it seems like using a blaster would be the best option. The developers at Obsidian noticed this and in KotOR 2 blasters are now a viable option as well. So this mod changes the base stats of ranged weapons (damage, criticals etc.) to be like the ones on K2. But that's not all - I've also modified the lightsabers as well. Basically, ranged weapons and lightsabers will be statistically equal to their K2 counterparts; except for some weaponry damage values that i've kept unaltered purposely - It doesn't make sense that, for example, a disruptor and an ion pistol would do the same damage against an organic target. So following that: Blaster Pistols now do 1-8 damage instead of 1-6; Disruptors' critical threat range is now 18-20x2 instead of 20-20x2; Ion blasters' critical multiplier is now x3 instead of x2; Regular lightsabers now deal 2-20 damage instead of 2-16 etc... ____________________________________________ Haven't tested mod for K1R compatibility. Submitter TK-664 Submitted 04/11/2018 Category Mods K1R Compatible No  
  4. Version 1.1

    767 downloads

    Infinite Energy shields A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 22.10.2016 Release Date 1.1: 11.01.2018 Installation: Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic override folder Description: During the course of the game you will obtain various energy shields. These shields (Results may vary depending on which) are designed to block out certain damage whether its fire, electricity, energy etc. This may not sound like much but energy shields can mean the world when your facing a certain boss. Though the way there balanced is that after every 5 turns they burn out and can't be used meaning you will require to get a brand new one. This mod removes that, now whenever you use an energy shields you can use it as many times as you like without any fear of it burning out. The following items have been effected: Energy shields Sith Energy shields Arkanian Energy shields Mandalorian Melee shields Mandalorian Power shields Yusanis' Dueling shields Echani shields Echani Dueling shields Verpine Prototype shields All Droid Shields (If I miss any please let me know) Known Bugs: None but if their is Just PM me on Deadlystream. Incompatibilities: Will be incompatible with things that edits g_i_frarmbnds01.uti g_i_frarmbnds02.uti g_i_frarmbnds03.uti g_i_frarmbnds04.uti g_i_frarmbnds05.uti g_i_frarmbnds06.uti g_i_frarmbnds07.uti g_i_frarmbnds08.uti g_i_frarmbnds09.uti g_i_drdshld01.uti g_i_drdshld02.uti g_i_drdshld03.uti g_i_drdshld05.uti g_i_drdshld06.uti g_i_drdshld07.uti Permissions: Your are NOT allowed to claim this work to be your own Thanks: Bioware for such an amazing game,Fred Tetra for Kotor Tool 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.
  5. Version 2.0

    12,060 downloads

    In KotOR 1 there is an obvious balancing issue concerning weapons that is especially noticeable in the early game, ie: Taris. What is it? Ranged Weapons are utterly outclassed by melee wepons. Yes, i know a stun stick isn't more powerful than a heavy repeater but I'm addressing the general problem here - In almost all situations you'll be better off charging at an enemy using your vibroblade instead of firing a blaster rifle, even when it seems like using a blaster would be the best option. The developers at Obsidian noticed this and in KotOR 2 blasters are now a viable option as well. So this mod changes the base stats of ranged weapons (damage, criticals etc.) to be like the ones on K2. But that's not all - I've also modified the lightsabers as well. Basically, ranged weapons and lightsabers will be statistically equal to their K2 counterparts; except for some weaponry damage values that i've kept unaltered purposely - It doesn't make sense that, for example, a disruptor and an ion pistol would do the same damage against an organic target. So following that: Blaster Pistols now do 1-8 damage instead of 1-6; Disruptors' critical threat range is now 18-20x2 instead of 20-20x2; Ion blasters' critical multiplier is now x3 instead of x2; Regular lightsabers now deal 2-20 damage instead of 2-16 etc... ____________________________________________ Haven't tested mod for K1R compatibility.
  6. File Name: Sneak Attack 10 Restoration File Submitter: N-DReW25 File Submitted: 12 Jul 2017 File Category: Mods K1R Compatible: Yes A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 12.07.2017 Installation: Double Click the TSLPatcher.exe and let it do its magic Uninstallation: When the TSLPatcher installs the mod correctly it generates a backups folder within the Simple Weapons Feat Restoration folder that contains the TSLPatcher. Open the backups folder and copy the "feat.2da" to the override folder overriding the Simple Weapons Feat Restoration files Description: In Kotor there are 9 sneak attack feats that the scoundrel can get, however, looking into the game files there is a 10nth sneak attack feat that appears to be unused. It is only available to the scoundrel (Mission and the scoundrel player character) at level 19. Sneak Attack 10 adds 10-60 points of extra damage to attacks when the target can't respond to the attacker, making it more powerful than sneak attack 9's 9-54 points of extra damage. Known Bugs: None known. If you find any report it to me either by commenting it in the release thread of via a PM Incompatibilities: Should be compatible with most mods If you spot an incompatibility please alert me Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission Thanks: The entire K1R team for making K1R and restoring most of the cut content Bioware for such an amazing game Fred Tetra for Kotor Tool 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. Click here to download this file
  7. Infinite Energy Sheilds View File Infinite Energy shields A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 22.10.2016 Release Date 1.1: 11.01.2018 Installation: Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic override folder Description: During the course of the game you will obtain various energy shields. These shields (Results may vary depending on which) are designed to block out certain damage whether its fire, electricity, energy etc. This may not sound like much but energy shields can mean the world when your facing a certain boss. Though the way there balanced is that after every 5 turns they burn out and can't be used meaning you will require to get a brand new one. This mod removes that, now whenever you use an energy shields you can use it as many times as you like without any fear of it burning out. The following items have been effected: Energy shields Sith Energy shields Arkanian Energy shields Mandalorian Melee shields Mandalorian Power shields Yusanis' Dueling shields Echani shields Echani Dueling shields Verpine Prototype shields All Droid Shields (If I miss any please let me know) Known Bugs: None but if their is Just PM me on Deadlystream. Incompatibilities: Will be incompatible with things that edits g_i_frarmbnds01.uti g_i_frarmbnds02.uti g_i_frarmbnds03.uti g_i_frarmbnds04.uti g_i_frarmbnds05.uti g_i_frarmbnds06.uti g_i_frarmbnds07.uti g_i_frarmbnds08.uti g_i_frarmbnds09.uti g_i_drdshld01.uti g_i_drdshld02.uti g_i_drdshld03.uti g_i_drdshld05.uti g_i_drdshld06.uti g_i_drdshld07.uti Permissions: Your are NOT allowed to claim this work to be your own Thanks: Bioware for such an amazing game,Fred Tetra for Kotor Tool 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. Submitter N-DReW25 Submitted 10/21/2016 Category Mods K1R Compatible  
  8. View File Energy shield damage fix In KotOR 1, there is a distinct problem with energy shields: They do not actually block electricity damage, despite the description saying so. Upon looking at the forceshields.2da file, I noticed that their bit flags are set to block light side damage (64) instead of electrical damage (128). This applies to every single energy shield but the mandalorian melee shield - which isn't even supposed to counter either, so no surprise there. Another thing is the amount of damage that Verpine prototype shields block: in the description, it is 70, but in the actual game, it's 120. I knew this post about shields, but it is actually wrong, the damage types are not switched between the games, only the shields are set wrongly for the first. This very simple 2da edit fixes both issues, making energy shields actually protect from electrical damage and rectifying the amount of protection a verpine shield gives. Using the TSLPatcher, compatibility is ensured. Submitter R2-X2 Submitted 06/04/2015 Category Mods