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Found 8 results

  1. Version 0.9.0 Beta

    179 downloads

    KOTOR Quick Overhaul v0.5Beta Hi! This is a beta of my upcoming rebalancing/overhaul mod for Knights Of The Old Republic 1. The mod itself is complete (AkA, it affects the entire game, from start to finish), but I've only tested it on Taris so far (hence the screenshots), thus it's still a beta. It changes armor mechanics (now they offer a fixed 25% immunity to physical, ion, and energy damage in addition to Defence bonuses, which go higher then in vanilla on high-quality armors, to keep them relevant late-game), robes (various immunities, and CON bonuses in addition to Defence), even standard clothing (it offers same Defence as medium armor, without the damage immunities, but with immunity to crits - logic being you're just as mobile, and a bit more aware, so you don't take crit damage, but you take more regular damage then in armor - and of course it's non restrictive so you can use all Force powers in an outfit with some decent Defence - should make keeping clothing more appealing as an alternative). Weapons have been tweaked as a baseline (2da file), and individually (.uti files), ranged weapons especially do a LOT more damage, speccing for a ranged character is now a very viable option, they are now, IMO, easily on par with melee weapons in usefulness. High STR characters are still better off just speccing into melee, but for everyone else - you be the judge. They can now hurt. A lot. More types of weapons are now available earlier in-game on Taris (if you want a Disruptor for example, Kebla sells a rifle, and you can pick up a pistol not soon after - and you might consider one, a lot of enemies now like putting up a shield). Enemies also use different weapons, it's not just a blaster-haven, so don't be surprised if you get incoming sonic or disruptor fire going right through your pretty shield. Repeating blasters are now actually useful - short ranged, but big accuracy buff (simulating spray-and-pray actually hitting more often by virtue of throwing enough sh*t at a wall and hoping some of it sticks). Also more powerful then blaster rifles, but they incurr a slight Defence debuff (recoil, and unwieldy). For hard-to-hit enemies and Force users, you might want to use a repeater if your base attack bonus is low, more chance of bypassing their defence/blaster deflection. Disruptors are more powerful then blasters, but less consistent (1/3 to 1 damage ratio, instead of 1/2 to 1 for blasters). Ion weapons got a big anti-droid damage buff. Sonic weapons have been left untouched (but still more usefull, since armors don't provide sonic damage immunity). Non-powered swords are now a viable alternative to vibroswords (slightly higher top damage, lower bottom, but worse crit threat). Some weapons have crit threat or crit range bonuses. Energy shield are now unlimited-use, and a LOT cheaper to buy (and sell, should make selling a 100 shields for big money later in the game a non-option). Don't be afraid to use them often - you'll need them. Most enemies are a LOT tougher now. Droids now have a -5 Defence penalty baseline (their Defence could get to ridiculous levels in vanilla, thanks to uncapped armors and logic feats), but have inherent /5 resistance to physical and energy damage (NOT ion, big incentive to use Ion weapons more often). This includes party droids. Most enemy droids will now be shielded, and have a LOT more health. Again, ion weapons are your buddy. Many NPCs in the game have been buffed, massively. Some also drop unique weapons (hint-hint, do Canderous's personal quest - just one example). Force users are especially enhanced (most Dark Jedi in vanilla are a joke). This is all throughout the game, but not all (some NPCs use duplicate forms, I couldn't edit them directly into Override, I'd have to edit the modules, which I refused to do, to make this mod more compatible with other mods). Classes get more HP as baseline. 12 for Soldiers/Guardians, 10 for Scouts/Sentinels, 8 for Scoundrels/Consulars. Soldiers and Scoundrels, and Guardians and Sentinels, get slightly increased Feat gain. Sentinels get 1 more Force power overall, to differentiate them from Guardians. Combat droids get Scout feat gain, can now Specialize in Rifles, Pistols, and Heavy weapons. All party member HP has been adjusted accordingly. Carth no longer starts with twin pistols, he uses a carbine (trust me, having an inaccurate twin-weapon user at the start would get you killed, given the buffed enemies on Taris - your party needs some consistency, he provides it). He has his personal upgradeable carbine. Bastila uses a standard lightsaber now (same reason, her flailing-around with that double-saber WILL get her killed early on). And it makes sense, in cutscenes she uses a standard saber. HK47 buffed MASSIVELY. He now has 20 CON, 18 DEX and roughly double the health as a result, and he comes with his own special targeting computer. He was pathetically weak in vanilla. INSTALLATION: Simple. Drop everything into your Override folder. I took great pains to make this mod very hands-on to install, so there's no messing with modules or dialog file. Should be compatible with everything, as long as my mod comes FIRST (and I cannot overemphasise this enough), on a blank vanilla game. It doesn't use a patcher, and it does edit .2da files, so there WILL be incompatibilites if you plaster it over a bunch of other mods, it will overwrite them. Make a fresh game install, dump my mod in Override, then install every other mod you want. As for K1R compatibility, there shouldn't be problems (I don't use it on my game, but since my mod only affects Override folder and doesn't touch any modules, I see no reason why anything should conflict). Again for safety, put my mod in BEFORE installing K1R.
  2. View File KOTOR Quick Overhaul KOTOR Quick Overhaul v0.5Beta Hi! This is a beta of my upcoming rebalancing/overhaul mod for Knights Of The Old Republic 1. The mod itself is complete (AkA, it affects the entire game, from start to finish), but I've only tested it on Taris so far (hence the screenshots), thus it's still a beta. It changes armor mechanics (now they offer a fixed 25% immunity to physical, ion, and energy damage in addition to Defence bonuses, which go higher then in vanilla on high-quality armors, to keep them relevant late-game), robes (various immunities, and CON bonuses in addition to Defence), even standard clothing (it offers same Defence as medium armor, without the damage immunities, but with immunity to crits - logic being you're just as mobile, and a bit more aware, so you don't take crit damage, but you take more regular damage then in armor - and of course it's non restrictive so you can use all Force powers in an outfit with some decent Defence - should make keeping clothing more appealing as an alternative). Weapons have been tweaked as a baseline (2da file), and individually (.uti files), ranged weapons especially do a LOT more damage, speccing for a ranged character is now a very viable option, they are now, IMO, easily on par with melee weapons in usefulness. High STR characters are still better off just speccing into melee, but for everyone else - you be the judge. They can now hurt. A lot. More types of weapons are now available earlier in-game on Taris (if you want a Disruptor for example, Kebla sells a rifle, and you can pick up a pistol not soon after - and you might consider one, a lot of enemies now like putting up a shield). Enemies also use different weapons, it's not just a blaster-haven, so don't be surprised if you get incoming sonic or disruptor fire going right through your pretty shield. Repeating blasters are now actually useful - short ranged, but big accuracy buff (simulating spray-and-pray actually hitting more often by virtue of throwing enough sh*t at a wall and hoping some of it sticks). Also more powerful then blaster rifles, but they incurr a slight Defence debuff (recoil, and unwieldy). For hard-to-hit enemies and Force users, you might want to use a repeater if your base attack bonus is low, more chance of bypassing their defence/blaster deflection. Disruptors are more powerful then blasters, but less consistent (1/3 to 1 damage ratio, instead of 1/2 to 1 for blasters). Ion weapons got a big anti-droid damage buff. Sonic weapons have been left untouched (but still more usefull, since armors don't provide sonic damage immunity). Non-powered swords are now a viable alternative to vibroswords (slightly higher top damage, lower bottom, but worse crit threat). Some weapons have crit threat or crit range bonuses. Energy shield are now unlimited-use, and a LOT cheaper to buy (and sell, should make selling a 100 shields for big money later in the game a non-option). Don't be afraid to use them often - you'll need them. Most enemies are a LOT tougher now. Droids now have a -5 Defence penalty baseline (their Defence could get to ridiculous levels in vanilla, thanks to uncapped armors and logic feats), but have inherent /5 resistance to physical and energy damage (NOT ion, big incentive to use Ion weapons more often). This includes party droids. Most enemy droids will now be shielded, and have a LOT more health. Again, ion weapons are your buddy. Many NPCs in the game have been buffed, massively. Some also drop unique weapons (hint-hint, do Canderous's personal quest - just one example). Force users are especially enhanced (most Dark Jedi in vanilla are a joke). This is all throughout the game, but not all (some NPCs use duplicate forms, I couldn't edit them directly into Override, I'd have to edit the modules, which I refused to do, to make this mod more compatible with other mods). Classes get more HP as baseline. 12 for Soldiers/Guardians, 10 for Scouts/Sentinels, 8 for Scoundrels/Consulars. Soldiers and Scoundrels, and Guardians and Sentinels, get slightly increased Feat gain. Sentinels get 1 more Force power overall, to differentiate them from Guardians. Combat droids get Scout feat gain, can now Specialize in Rifles, Pistols, and Heavy weapons. All party member HP has been adjusted accordingly. Carth no longer starts with twin pistols, he uses a carbine (trust me, having an inaccurate twin-weapon user at the start would get you killed, given the buffed enemies on Taris - your party needs some consistency, he provides it). He has his personal upgradeable carbine. Bastila uses a standard lightsaber now (same reason, her flailing-around with that double-saber WILL get her killed early on). And it makes sense, in cutscenes she uses a standard saber. HK47 buffed MASSIVELY. He now has 20 CON, 18 DEX and roughly double the health as a result, and he comes with his own special targeting computer. He was pathetically weak in vanilla. INSTALLATION: Simple. Drop everything into your Override folder. I took great pains to make this mod very hands-on to install, so there's no messing with modules or dialog file. Should be compatible with everything, as long as my mod comes FIRST (and I cannot overemphasise this enough), on a blank vanilla game. It doesn't use a patcher, and it does edit .2da files, so there WILL be incompatibilites if you plaster it over a bunch of other mods, it will overwrite them. Make a fresh game install, dump my mod in Override, then install every other mod you want. As for K1R compatibility, there shouldn't be problems (I don't use it on my game, but since my mod only affects Override folder and doesn't touch any modules, I see no reason why anything should conflict). Again for safety, put my mod in BEFORE installing K1R. Submitter NecroAvalon Submitted 11/23/2022 Category Mods K1R Compatible Yes  
  3. Version 1.2.0

    227 downloads

    What this mod does: It adds four (one is not usable) new difficulty options, one easier and three harder (one not usable) . Read the info.rtf for more details. Installation: Run the TSLpatcher included in the file. Compatibility: It should be compatible with anything that doesn't change the difficultyopt.2da file. Plans: -Translate this mod into other languages, such as French and Italian, if you want the mod in your language, contact me and provide me with a translation into your desired language and I'll add it. You will appear on the credits. Enjoy the mod! Sith Lord difficulty is super hard, be careful. Credits: -@cortisol, for making the Holocron Toolset I used to extract the files and edit them. Download it here -Stoffe for making TSLpatcher.
  4. View File More difficulty options What this mod does: It adds four (one is not usable) new difficulty options, one easier and three harder (one not usable) . Read the info.rtf for more details. Installation: Run the TSLpatcher included in the file. Compatibility: It should be compatible with anything that doesn't change the difficultyopt.2da file. Plans: -Translate this mod into other languages, such as French and Italian, if you want the mod in your language, contact me and provide me with a translation into your desired language and I'll add it. You will appear on the credits. Enjoy the mod! Sith Lord difficulty is super hard, be careful. Credits: -@cortisol, for making the Holocron Toolset I used to extract the files and edit them. Download it here -Stoffe for making TSLpatcher. Submitter DarthDrija Submitted 02/28/2022 Category Mods TSLRCM Compatible Yes  
  5. Version 1.0.0

    750 downloads

    Info: This mod restores Impossible difficulty for use in builds without K1R, although it can be used with K1R if you wish to use the Hardcore or Extreme package. As a bonus, I have included brand new Hardcore and Extreme difficulty packages, each with 3 new difficulty options that give a whole new meaning to the term Impossible Mode. These packages are for use with modded characters who still crave a challenge. Use in conjunction with my other mods for maximum difficulty. This should give even heavily modded characters a challenge! (Level Up Rate and Extensive Difficulty Overhaul) https://deadlystream.com/files/file/1684-level-up-rate/ https://deadlystream.com/files/file/1685-extensive-difficulty-overhaul/ Mod Packages Default: Easy (x0.5) Normal (x1.0) Difficult (x1.5) Impossible: Easy (x0.5) Normal (x1.0) Difficult (x1.5) Impossible (x3.0) Hardcore: Cautious (x1.0) Soldier (x2.5) Insanity (x5.0) Impossible (x10.0) Extreme: Impossible (x25.0) Horror (x50.0) Death (x75) Instant Death (x100) Installation: Chose which package you want and copy the file "difficultyopt" into your Override Folder and the new options will show up the next time you open the game. Compatibility: Compatible with all mods that don't add or edit the difficulty options file.
  6. View File Impossible Mode Restored Info: This mod restores Impossible difficulty for use in builds without K1R, although it can be used with K1R if you wish to use the Hardcore or Extreme package. As a bonus, I have included brand new Hardcore and Extreme difficulty packages, each with 3 new difficulty options that give a whole new meaning to the term Impossible Mode. These packages are for use with modded characters who still crave a challenge. Use in conjunction with my other mods for maximum difficulty. This should give even heavily modded characters a challenge! (Level Up Rate and Extensive Difficulty Overhaul) https://deadlystream.com/files/file/1684-level-up-rate/ https://deadlystream.com/files/file/1685-extensive-difficulty-overhaul/ Mod Packages Default: Easy (x0.5) Normal (x1.0) Difficult (x1.5) Impossible: Easy (x0.5) Normal (x1.0) Difficult (x1.5) Impossible (x3.0) Hardcore: Cautious (x1.0) Soldier (x2.5) Insanity (x5.0) Impossible (x10.0) Extreme: Impossible (x25.0) Horror (x50.0) Death (x75) Instant Death (x100) Installation: Chose which package you want and copy the file "difficultyopt" into your Override Folder and the new options will show up the next time you open the game. Compatibility: Compatible with all mods that don't add or edit the difficulty options file. Submitter Zulkain Submitted 03/16/2020 Category Mods K1R Compatible Yes  
  7. Hi everyone, Recently I have been replaying K2 with Beancounters Hardcore Mod on the Insane preset with my own damage modifier (4X) and it has so far been fun and a great challenge to be had at the same time. My request, I haven't played K1 since my earliest childhood and I would like to enjoy it today but am worried about the difficulty. K1R offers an Impossible difficulty mode but this from what I have seen does not offer the brutal experience that I am seeking. Would someone be able to handle my request of importing this great mod into K1? With love and respect, ~Lukipaluki
  8. Has anyone on Deadlystream beaten the entire K1R without cheats on Impossible difficulty? If so, what mods did you have? I had thought several people had done this already, but ZM90 said, "I wonder if anybody has beaten Impossible Difficulty? I can tell you I am the one responsible for Impossible Difficulty and even I haven't beaten K1 on it." He also said, "I'll personally congratulate the first person that players through K1 on Impossible Difficulty only with no cheats and successfully beats the game." Which leaves me perplexed that it has not been done yet.