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Found 31 results

  1. Version 1

    57,748 downloads

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

    Party Tweaks

    Version 1.3

    817 downloads

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

    Blasters Reloaded

    Version 1.0

    1,187 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). 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...
  4. View File Party Tweaks Party Tweaks Knights of the Old Republic II - The Sith Lords By ChaosRonin --------------------------------------------------- Overview --------------------------------------------------- This mod will do a few things: - Set all party members level to 1 when they join. - Set skills using their class templates (Skill Point Per LVL + INT)*4 to set initial skills using their original skill point placement as templates with two exceptions being the Handmaiden and Disciple as they have quite a few bonus skill points. - Fix any inconsistencies between Vitality/Force/Skill Points. - Set level 1 feats with an aim towards build freedom for the player while staying true to the character, hopefully no more redundant feats. - Set believable extra feats or force powers if characters come with more feats or force powers than their class levels allows with the exception of unique feats. Overall this mod allows you to have more control on how to build each party member and have less redundant abilities. Installation -------------------------------------------------- Copy files to Override folder. If using TLSRCM place the p_hanharr.utc file in the TSLRCM Compatibility folder instead. Compatibility -------------------------------------------------- This mod is currently not compatible with other mods that alter the same files unless they use TSL Patcher, in that case you can try loading my mod first then using the other mods TSL Patcher. I can not guarantee anything so do it at your own discretion. Also you need to start a new game or install this mod before loading an area where a party member will spawn. Uninstall -------------------------------------------------- Delete the 12 following files from your Override. - p_atton.utc - p_baodur.utc - p_disciple.utc - p_g0t0.utc - p_handmaiden.utc - p_hanharr.utc - p_hk47.utc - p_kreia.utc - p_mand.utc - p_mira.utc - p_t3m4.utc - p_visas.utc Permissions -------------------------------------------------- This mod can be uploaded or shared as long as I am credited. Please contact with any inquiries. Acknowledgements -------------------------------------------------- Fred Tetra for the KotOR Tool. Stoffe for the TSL Patcher. The Modding Community for enhancing my many plays of K1 & TSL & inspiring me to mod. JC2 for his Party Leveler TSL & TSL NPC Stat Fixes 1.1 by Mellowtron11, as they gave me the inspiration for the work I did here. All who made TSLRCM & M4-78 EP possible. Strategy Wiki’s KOTOR2 Guide for the class templates and party stats at time of joining. Legal --------------------------------------------------- Star Wars, Star Wars Knights of the Old Republic & Star Wars Knights of the Old Republic II - The Sith Lords & all other associated material are the intellectual property of their respective legal owners & creators. This mod is not legally endorsed by any party. Submitter ChaosRonin Submitted 02/15/2018 Category Mods TSLRCM Compatible Yes  
  5. Version 1.1

    4,322 downloads

    A basic mod to allow you to choose starting feats at character creation. All classes keep the following starting feats: Armor Proficiency: Light Weapon Proficiency: Melee Weapons Jedi Defence Jedi Sense Each class will also start with their class feat and x number of feats to allocate, where x is the number of starting feats removed. Guardian: Force Jump + 11 Feats Sentinel: Force Immunity: Fear + 10 Feats Consular: Force Focus + 10 Feats Installation: Drag files to your Override folder.
  6. TK-664

    Build-A-Bastila

    Version 1.0

    406 downloads

    Players who take in Bastila as their Sith apprentice probably find themselves disappointed that she isn't exactly the same as when she left your party, mechanically speaking. I don't claim to offer the optimal dark Jedi Sentinel builds here, but it's hard beating the atrocious vanilla stat allocation for last place. Receive Bastila exactly how she first joined you in the Taris apartments or select from a list of available presets. You can switch your chosen build at any point during the game before reaching the Rakatan temple summit. Simply run the patcher again and pick a new spec. This mod should be installed first, before any mods that affect party member Bastila at the Rakatan temple. If said mods are already installed then they must be reinstalled after this one. KTool..........................................................Fred Tetra TSLPatcher.....................................................stoffe & Fair Strides ERFEdit........................................................stoffe & Fair Strides K-GFF..........................................................TK102 Thanks to @DarthParametric and @ebmar for helping me how to approach this for maximum user-friendliness.
  7. File Name: Character Start Up Change File Submitter: jonathan7 File Submitted: 26 Oct 2013 File Category: Mods AUTHOR: jonathan7 EMAIL: Message me via lucas forums user name is jonathan7 NAME: Character Start Up Changes CREDITS: Fred Tetra for the wonderful KotOR tool, all at Lucas Forums for the various Tutrials and Stoffe for TSLpatcher. FILENAME: Character Start Up Changes FILE SIZE: 725kb unzipped DATE RELEASED: 12/12/2010 DESCRIPTION: This essentially changes the starting feats for the three classes and makes pretty much all the feats availible for the player to select for their individual PC. Personally it always bugged me that often my PC would end up with quite a few useless feats that she did not need. So what this does is delete all the preset feats for the classes and give you free selectable ones, the Soldiers have the most, then Scouts then Scoundrels; you have the same ammounts of feats as in the vanilla game but you are free to choose what you want. I think this does improve the RPG aspect of the game, be warned however to make sure you specialise in either melee weapons or some form of blaster, otherwise you won't be doing much in combat! The mod also changes Persuade into a class skill, so it's availible to all three classes, always struck me as silly that Bioware didn't do this, as the PC is the only charachter who can actually use Persuade, seemed unfair only one of the classes got it; but maybe thats just me. A couple of pre-set feats remain; for the Scout the Implant Feat 1, because the scount automatically gets them as the PC is leveled up. The scoundrel keeps Scoundrels luck for obvious reasons, not that its a selectable feat, but things like that and "uncanny dodge" I have left alone. INSTALLATION INSTRUCTIONS:"Extract from the zip and then run the installer, simple enough! COMMENTS: Enjoy! BUGS: Should be none, may well require a little work to make compatible with other mods which edit these .2da's - Shem's extra feat mod spring to mind, but to be honest if you have that, then I don't see why your installing this :-p PERMISSIONS: PM me at LF to discuss useage. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Click here to download this file
  8. View File K1 NPC Immersive Feats K1 NPC Immersive Feats by Sdub Version: 1.0 Description: In TSL certain items can be limited to certain characters, In K1 however that is not possible... until now. I sought to create a workaround to limit certain items to certain characters. Especially for when modders create items. The solution I came up with was creating unique feats for the NPC's that do not have one. Four NPC's already have a unique feat with. Bastila - Battle Meditation Juhani - Force Camouflage T3M4 - Blaster Integration Zaalbar - Wookiee Toughness I created one for each: Carth - Decorated Pilot Mission - Streetwise Canderous - Regenerative Healing Implants Jolee - Hermit HK-47 - Assassin Droid One important thing to note. These feats are for immersion only. They do not have any active effects attached to them unless the active effect already exists for the characters, like Canderous and his regen. This mod is intended to be used as a resource. I'm planning on releasing a few mods that will require this as a base. Feel free to use it as well, all I ask is that proper credit is given. A huge thanks to @Effix for helping me get the mod properly setup with the TSL patcher. Please let me know if you have any issues. Installation: Run TSLPatcher.exe and locate your swkotor folder Uninstallation: Delete UTC Files for characters, icon images, and replace the dialog.tlk with the one in backup from patcher installation Compatibility: This mod should be compatible with all mods K1R Compatible: Yes Tools Used: TSL Patcher ChangeEdit TLKEdit KOTOR Tool Holocron Toolset Big thanks to the KOTOR Modding Discord, Deadlystream, and @Effix Submitter Sdub Submitted 05/05/2022 Category Mods K1R Compatible Yes  
  9. Version 1.1

    282 downloads

    K1 NPC Immersive Feats by Sdub Version: 1.0 Description: In TSL certain items can be limited to certain characters, In K1 however that is not possible... until now. I sought to create a workaround to limit certain items to certain characters. Especially for when modders create items. The solution I came up with was creating unique feats for the NPC's that do not have one. Four NPC's already have a unique feat with. Bastila - Battle Meditation Juhani - Force Camouflage T3M4 - Blaster Integration Zaalbar - Wookiee Toughness I created one for each: Carth - Decorated Pilot Mission - Streetwise Canderous - Regenerative Healing Implants Jolee - Hermit HK-47 - Assassin Droid One important thing to note. These feats are for immersion only. They do not have any active effects attached to them unless the active effect already exists for the characters, like Canderous and his regen. This mod is intended to be used as a resource. I'm planning on releasing a few mods that will require this as a base. Feel free to use it as well, all I ask is that proper credit is given. A huge thanks to @Effix for helping me get the mod properly setup with the TSL patcher. Please let me know if you have any issues. Installation: Run TSLPatcher.exe and locate your swkotor folder Uninstallation: Delete UTC Files for characters, icon images, and replace the dialog.tlk with the one in backup from patcher installation Compatibility: This mod should be compatible with all mods K1R Compatible: Yes Tools Used: TSL Patcher ChangeEdit TLKEdit KOTOR Tool Holocron Toolset Big thanks to the KOTOR Modding Discord, Deadlystream, and @Effix
  10. SITH'S BLOOD!!!!!!!!! This is a follow up to my previous thread here but I am thinking there HAS to be a way to correct this utilizing the correct damage displayed in the Combat Log report screen, where I discovered the bug many years ago. My prior thread is still on page 1 and addressed the issues of using the Shien lightsaber form, with all of the other Sith Marauder Powers. Since I knew that the current community patch hasn't been able to fix the negative "strength mod" damage bonus from Master Power Attack using the Shien light saber form which when combined with Master Speed and scoring a critical strike gives you X4 damage, I figured I would try another entire playthrough with both Jedi Weapon Master and Sith Marauder and a different approach, hoping to avoid the bug. My thinking was that initially going full Jedi Weapon Master when you reach full Light Side, you get that +3 STR bonus and it would be easier and quicker to naturally, without cheating, to hit the strength mod bonus cap quicker, but Sith Marauder is far superior when it comes to a Strength Stacking build using Master Power Attack to try and discover the biggest Crits possible, which is kinda "my thing". Since the Sith Marauder can use the Credo Robe for +6 Strength and the "Named" Dark Side Crystal once fully upgraded yields an additional +7 Strength, the Jedi Weapon Master actually falls far short compared to the Marauder as the majority of the damage with Master Power Attack comes from your STR, especially on a crit with the x3 or x4 multiplier. So what I did on this playthrough was start with 18 strength, every chance I had to raise an attribute point, it went into strength, then for equipment, used the following strength based gear: Crado Robe (+6 Str), Physical Boost D Package (+3 Str), Dominator Gauntlets (+5 Str), GNS Strength Enhancer Belt (+4 Str) and the my light saber build is: Opila Crystal for the Massive Critical damage boost Named Crystal, Dark Side, Rank 9 (Highest Rank) +7 Str, Ponite Lens Expert Fencing Emitter Ultimate Diatium Energy Cell (screenshot of lightsaber included below) ----------------------------------------------------- I also utilized the mod that is supposed to give you an XP boost for stuff that you kill as it claimed in a full playthrough you can reach level 50? But I 'm thinking combined with the community patch that that is not possible, however, it did aid in me doing an honest playthrough with only mods and I only used the save game editor to grant me a few additional feats so that the main character can get all of the XP from things like mines, unlocking security crates & lockers, repairing droids instead of say Atton or HK-47 and lastly made sure that the witch Kreia was always in the party because I previously failed to pay attention that when she is in your party she has the "Mentor" Feat which gives the entire party an additional 7% XP when she is in the party and it gives an nice additional boost to leveling up. This build is so powerful that my main Jedi hasn't even trained Heal as I found if you force Kreia into "Jedi Support" she'll heal the party and do all sorts of random buffs. So this Dark Side playthrough I knew Shein Form would immediately be broken as once your strength is above a buffed 54, and you score a "crit" of x4 damage, your "strength mod bonus" according to the combat log goes from 124 points of damage to -124 points of damage. I have extensive screenshots of this in my previous thread. So I played entirely with only the Makaski Form which gives a much more modest damage boost of +3 damage and keeps your "crits" on a x3 multiplier with Master Speed compared to the Shein form which boosts it to an x4 crit multiplier. Things were going quite well, I was consistently getting Master Power Attack Crits of 300+ to 350 points of damage with only a x3 multiplier, as I think my previous best with a x4 multiplier was 375 points of damage. But sure enough, once I finished doing all of the evil Dark Side options for Onderon Part 1, I was able to get the last Dark Side Crystal upgrade with +7 Strength, started to solo the stealthed hissa's in the beginning of Korriban and it happened.... With a buffed Strength of 67 you can actually get a Strength bonus of 126 points, but once you get to a buffed Strength of 68, I think it's considered an "overflow" error, your strength mod bonus goes NEGATIVE again, but this time to -127 points. I've included screenshots in this thread to show this unfortunate discovery. My thinking on this is though, the correct damage is actually displayed in the combat log, isn't there some way to pull this data into a "mod" then have the same "mod" that is like an additional overlay on the main screen to display your properly re-calculated critical damage? The other weird thing I've observed is that granted if a foe you kill doesn't have a total amount of health of hit points, the combat log still will display your additional hits but it won't display it in the standard red floating damage numbers when you succeed with an attack or miss. So that is the challenge I would like to pose to the community, to create like an overlay damage mod that properly re-calculates your crits despite the negative strength mod damage and to also show all damage that a single saber strike does, so you can finally see honest and accurate damage numbers? On my present playthrough I am seeing non-critical hits in excess of 135+ points of damage and since I am on Korribon, I don't yet have the Ludo Kresh armband which should give me another +1 Strength and with the boosted XP mod I should be able to get an additional point of Str (or more) for a fully buffed strength of 70 and that is without any cheating. A x3 crit of say 140 damage would be 420 damage with Makashi and Master Speed and using the Shien form with Master Speed would be an x4 crit of an insane 560 points of damage. Imagine actually seeing those sweet red crit numbers via a mod on your main screen! Talk about a much needed attitude adjustment for that over confident Darth Sion! I highly encourage anybody considering another playthrough to check this out and confirm it for yourself. A strength stacking Sith Marauder build, with a double saber and Master Power Attack IS the biggest hitter period, yet, the original game code is seriously leaving the full potential of this build and approach in the realm of the UNKNOWN. Please dear community, consider researching this yourself and throwing this conundrum into your creative modding experience and fulfill my dream for all lovers of KOTOR 2 to know the full potential of build! I know one of you or maybe networking together it can be achieved! For now, I am going to put my main playthrough on hold, do a little more research on Korriban as the Shyrak Cave is a GREAT PLACE to get tons of crits on the winged beasties in there and see if Master Critical Strike and Master Flurry get affected by the "negative strength damage mod" bug as well or not. If I discover anything else, I will of course be back to report! And let me just clarify about my vision for a true combat damage mod as an overlay. What I am thinking is, if you've ever used the program FRAPS for showing FPS, taking screenshots or making videos, Fraps does have a built in overlay for the FPS variable that can be displayed in either of the 4 corners. That is basically what I am visualizing for this mod, to just pull out the damage variables, re-calculate and total them, then have a similar overlay that shows something simple like "True Saber Damage" then a secondary display of the stacked red damage numbers, ideally in the same font as the original code. I think that would be a pretty bad ass idea and I hope it can be done as somebody in my original thread stated that trying to fix the actual damage equation or the damage tables, is hardcoded into the .exe. So doing an overlay approach, I would think, could bypass this restriction. Please let me know what you think! Remember, if you play around with this and get really religious studying Master Power Attack hits you'll also notice that quite often you'll do damage that is reported in the combat log but isn't displayed in the red numbers on the main screen. This potential mod actually kills two birds with one stone, if it possible to do it! Darth Fart
  11. View File Build-A-Bastila Players who take in Bastila as their Sith apprentice probably find themselves disappointed that she isn't exactly the same as when she left your party, mechanically speaking. I don't claim to offer the optimal dark Jedi Sentinel builds here, but it's hard beating the atrocious vanilla stat allocation for last place. Receive Bastila exactly how she first joined you in the Taris apartments or select from a list of available presets. You can switch your chosen build at any point during the game before reaching the Rakatan temple summit. Simply run the patcher again and pick a new spec. This mod should be installed first, before any mods that affect party member Bastila at the Rakatan temple. If said mods are already installed then they must be reinstalled after this one. KTool..........................................................Fred Tetra TSLPatcher.....................................................stoffe & Fair Strides ERFEdit........................................................stoffe & Fair Strides K-GFF..........................................................TK102 Thanks to @DarthParametric and @ebmar for helping me how to approach this for maximum user-friendliness. Submitter TK-664 Submitted 01/02/2022 Category Mods K1R Compatible Yes  
  12. I was changing the levels in which each class gets feats, it does not seem to work. I basically made it so scout gets a feat the first three levels then another every other, and scoundrel gets a feat the first two levels, and then every other. Mission Joins the party at lvl 3, so when she hit level 4 I expected her to get another feat. She however did not. The featgain.2da is located here --> C:\Program Files (x86)\Steam\steamapps\common\swkotor\override (on my pc). I edited it with the Kotor Tool program and saved it in the mentioned folder. Not sure if party members level up using a different table? or is another file necessary for this to work? Any input is greaty appreciated.
  13. Jj117

    MOD:Featgain

    View File Featgain I tried using the Ultimate Feat mod but midway through the level I became too powerful and all the feats got assigned. To mitigate that I've edited the feats gain file to have only 3 instead of 4 so that we don't become too powerful midway through the game. Thank you and I hope you guys like it. Submitter Jj117 Submitted 06/06/2021 Category Mods TSLRCM Compatible Yes  
  14. Jj117

    Featgain

    Version 1.0.0

    857 downloads

    I tried using the Ultimate Feat mod but midway through the level I became too powerful and all the feats got assigned. To mitigate that I've edited the feats gain file to have only 3 instead of 4 so that we don't become too powerful midway through the game. Thank you and I hope you guys like it.
  15. 6,706 downloads

    Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit. This mod alters classes.2da, classpowergain.2da, feat.2da, featgain.2da, and skills.2da using the TSL Patcher. Changes 1. Soldier’s Base Skill Points increased from 2 to 4. 2. Jedi Consular’s Base Skill Points increased from 2 to 6. 3. Jedi Guardian’s Base Skill Points increased from 2 to 4. 4. Jedi Sentinel’s Base Skill Points increased from 4 to 8. 5. Jedi Consulars can now select up to 19 Powers by Level 12 & up to 32 by Level 20. 6. Jedi Guardians can now select up to 15 Powers by Level 12 & up to 26 by Level 20. 7. Jedi Sentinels can now select up to 16 Powers by Level 12 & up to 28 by Level 20. 8. Scoundrels can now select up to 6 Feats by Level 8 & up to 14 by Level 20. 9. Scouts can now select up to 6 Feats by Level 8 & up to 15 by Level 20. 10. Jedi Consulars can now select up to 6 Feats by Level 12 & up to 10 by Level 20. 11. Jedi Guardians can now select up to 10 Feats by Level 12 & up to 16 by Level 20. 12. Jedi Sentinels can now select up to 9 Feats by Level 12 & up to 15 by Level 20. 13. HK-47 (Combat Droid Class) granted the same Feat Progression as the Soldier Class. 14. T3-M4 (Expert Droid Class) granted 2 extra feats. 15. Scoundrels gain Treat Injury as a Class Skill. 16. Protagonist Soldier & Scout gain Persuade as a Class Skill. 17. T3-M4 (Expert Droid Class) can now select Master Two-Weapon Fighting when leveling up. 18. Fixed Weapon Proficiency/Focus Icons (Credit to Kainzorus Prime).
  16. MVacc224

    Feats Tweak

    Version 1.4

    1,836 downloads

    Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit. 1. Protagonist Jedi Guardian granted Armor Proficiency Heavy at Character Generation. 2. Protagonist Jedi Sentinel granted Armor Proficiency Medium at Character Generation. 3. Protagonist Jedi Consular loses Weapon Proficiency Blaster Rifle at Character Generation. 4. Jedi Weapon Master/Sith Marauder granted Armor Proficiency Medium & Heavy. 5. Jedi Watchman/Sith Assassin granted Stealth Run. 6. Jedi Consular & Jedi Sentinel can now select Weapon Specialization Lightsaber starting at level 4. 7. Atton granted Stealth Run at Level 4 & Echani Strike at Levels 5, 11 & 17. 8. Bao Dur can now select Stealth Run, Weapon Focus Melee Weapons, Empathy & Conditioning when leveling up. 9. Stealth Run is now selectable for Scouts, Jedi Weapon Master/Sith Marauder & Jedi Master/Sith Lord. 10. Caution is now selectable for Jedi Weapon Master/Sith Marauder & Jedi Master/Sith Lord. 11. Empathy is now selectable for Jedi Weapon Master/Sith Marauder. 12. Gear Head is now selectable for Jedi Weapon Master/Sith Marauder & Jedi Master/Sith Lord. 13. Fixed Weapon Proficiency/Focus Icons (Credit to Kainzorus Prime). 14. Weapon Focus Blaster Rifle is now selectable for the Scoundrel Class.
  17. Version 1.4

    927 downloads

    Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit. This mod is designed to tap into the nostalgia of first creating your character in K1 by changing the feats of the starting Jedi Classes of TSL to mirror those found in K1. The perceived lack of uniqueness between the classes in TSL formed the basis of this project. I also hope it addresses the notion of being granted feats that the player would not necessarily use or be able to master throughout the game depending on class feat progression. Jedi Guardian = Soldier Jedi Sentinel = Scout Jedi Consular = Scoundrel Changes 1. Protagonist Jedi Guardian is granted Armor Proficiency Light, Medium & Heavy, Power Attack, Power Blast, Weapon Proficiency Blaster Pistol, Blaster Rifle, Melee Weapons & Lightsaber, Force Jump, Jedi Sense, Jedi Defense, and War Veteran at Character Generation. 2. Protagonist Jedi Sentinel is granted Armor Proficiency Light & Medium, Flurry, Rapid Shot, Weapon Proficiency Blaster Pistol, Blaster Rifle, Melee Weapons & Lightsaber, Force Immunity Fear, Jedi Sense, Jedi Defense, and War Veteran at Character Generation. 3. Protagonist Jedi Consular is granted Armor Proficiency Light, Critical Strike, Sniper Shot, Weapon Proficiency Blaster Pistol, Melee Weapons & Lightsaber, Force Focus, Jedi Sense, Jedi Defense, and War Veteran at Character Generation.
  18. Version 1.0

    483 downloads

    A Mod for Star Wars Knights of The Old Republic II The Sith Lords Author: N-DReW25 Release Date: 17.03.2017 Installation: Double Click the TSLPatcher.exe and let it do its magic Uninstallation: Remove or Delete the "p_baodur.utc", "p_disciple.utc", "p_handmaiden.utc", "p_hk47.utc" and "p_mand.utc". When the TSLPatcher installs the mod correctly it generates a backups folder within the Heavy Weapons Feat Restoration folder that contains the TSLPatcher. Open the backups folder and copy the "baseitems.2da" and "feat.2da" to the override folder overriding the Heavy Weapons Feat Restoration files If you have any problems be sure to contact me for support Description: Kotor 2 is known for a ton of cut content. The TSLRCM restores most of that content but there were some they left behind due to it being not restorable or not necessary. However, if you have sharp eyes you might notice the Heavy Weapons Feats are not in game, instead heavy repeating blasters have the blaster rifle feat instead. This is likely intentional by Obsidian as a heavy repeating blaster is technically a blaster rifle but when I discovered the icons I made it my priority to restore this small bit of cut content that TSLRCM doesn't even mention. WARNING: In the TSLPatcher I had an error message saying "Warning: Invalid column label "File1" encountered! Skipping entry..."! I have no idea what this means but it doesn't look to be too bad in game. If any problems do arise or if you know the reason behind this message please tell me immediately so I can hope to fix it Currently, only Bao Dur, Handmaiden, Disciple, HK-47 and Mandalore have the feats. If you want your main character to have the feats you must give it to them on the level up screen Also, ALL heavy repeating blasters will require this new feat instead of the Blaster Rifle Feat. This means there is a low chance of an NPC having no weapon since it doesn't have the new feat and cannot wield his heavy repeating blaster. If you spot these please let me know so I can fix them Recommendations: I highly recommend using Kainzorus Prime's TSL Fixed Proficiency/Focus Feat mod in conjunction with this one- http://deadlystream.com/forum/files/file/420-tsl-fixed-proficiencyfocus-feat-icons/ Known Bugs: this mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: The TSLPatcher will make it compatible with nearly any mod...but if you do find an incompatible mod please alert me so I can put it in the readme Permissions: Do NOT claim credit for this mod and do not use it in your own mods without my permission Thanks: Bioware for such an amazing game, Fred Tetra for Kotor Tool, Fair Strides for helping me get the Feat to appear on the character creation screen and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  19. HK-47, especially "canon" HK (By which I mean the assassin that can make a shot to the knees of a target 120 kilometers away using an Aratech sniper rifle with a tri-light scope), is underwhelming. Has been for a decade and a half. He's hilarious, and I love him as a companion, but he's never as deadly with a rifle as he could be. Even with his unique "Assassination Protocols" Feat in KOTOR II, he severely disappoints. You can give him twin pistols, and that helps, but then he just feels like every other ranged dual-wielder. SO. I propose that the Assassin droid (Or rather, the "Combat Droid" Character class) gets some tweaks to his class mechanics. Now, I want to preface this by saying that I know I can do all of these things with KSE. I have done this before - That's how I tested the class modifications to make sure it worked. But I want to make this organic, so that HK feels like he's supposed to be a proper assassin droid and not just a cool looking Soldier class. The Principle behind these changes is Disable-Destroy-Repeat, and revolves around giving HK the "Sneak attack" feats and the ability to stealth. His droid gadgets become more useful thanks to being able to make use of his own stuns, and the stun from master sniper shot combined with the larger crit range on rifles compared to pistols makes him feel like a proper marksma... droid. Marksdroid. There'd need to be two versions, one for KOTOR and another for KOTOR II. KOTOR -A new feat called "Integrated Cloaking" or some such - Basically a clone of Juhani's "Force Camouflage" - that lets Assassin/Combat Droids enter stealth. (Or, just give him Force camo and call it a day?) -Also make Stealth a Class Skill for Combat Droid -Combat Droid borrows Sneak Attack from the Scoundrel Class, gaining Levels naturally on level up. KOTOR II -Droid Cloaking already Exists as one of GOTO's unique feats. Give him that. -Stealth Class Skill -Precise shot, Targeting and Sneak attack awarded on Level up. So what do y'all think? Possible?
  20. View File Classes, Feats, Powers, and Skills Tweak Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit. This mod alters classes.2da, classpowergain.2da, feat.2da, featgain.2da, and skills.2da using the TSL Patcher. Changes 1. Soldier’s Base Skill Points increased from 2 to 4. 2. Jedi Consular’s Base Skill Points increased from 2 to 6. 3. Jedi Guardian’s Base Skill Points increased from 2 to 4. 4. Jedi Sentinel’s Base Skill Points increased from 4 to 8. 5. Jedi Consulars can now select up to 19 Powers by Level 12 & up to 32 by Level 20. 6. Jedi Guardians can now select up to 15 Powers by Level 12 & up to 26 by Level 20. 7. Jedi Sentinels can now select up to 16 Powers by Level 12 & up to 28 by Level 20. 8. Scoundrels can now select up to 6 Feats by Level 8 & up to 14 by Level 20. 9. Scouts can now select up to 6 Feats by Level 8 & up to 15 by Level 20. 10. Jedi Consulars can now select up to 6 Feats by Level 12 & up to 10 by Level 20. 11. Jedi Guardians can now select up to 10 Feats by Level 12 & up to 16 by Level 20. 12. Jedi Sentinels can now select up to 9 Feats by Level 12 & up to 15 by Level 20. 13. HK-47 (Combat Droid Class) granted the same Feat Progression as the Soldier Class. 14. T3-M4 (Expert Droid Class) granted 2 extra feats. 15. Scoundrels gain Treat Injury as a Class Skill. 16. Protagonist Soldier & Scout gain Persuade as a Class Skill. 17. T3-M4 (Expert Droid Class) can now select Master Two-Weapon Fighting when leveling up. 18. Fixed Weapon Proficiency/Focus Icons (Credit to Kainzorus Prime). Submitter MVacc224 Submitted 09/16/2014 Category Mods K1R Compatible Yes  
  21. View File Custom Starting Feats A basic mod to allow you to choose starting feats at character creation. All classes keep the following starting feats: Armor Proficiency: Light Weapon Proficiency: Melee Weapons Jedi Defence Jedi Sense Each class will also start with their class feat and x number of feats to allocate, where x is the number of starting feats removed. Guardian: Force Jump + 11 Feats Sentinel: Force Immunity: Fear + 10 Feats Consular: Force Focus + 10 Feats Installation: Drag files to your Override folder. Submitter rkr87 Submitted 12/28/2018 Category Mods TSLRCM Compatible Yes  
  22. Version V1

    502 downloads

    This is a very simple mod that changes the skill and feat progression to be more like Pathfinder than D&D3.5. The big difference in Pathfinder is that all classes get a feat every other level by default. Also, one can always buy skills up to one's level with one point per skill level regardless of class. This gives you much more flexibility regarding character creation, though you are unfortunately still heavily limited by your class+int modifier (poor Fighters). What I've done is give all combat classes one feat per level, as the Fighter. All others receive one every other level. All skills are now class skills for every class, with obvious exceptions like Treat Injury for droids.
  23. Hello all! I'm new to the forums, but not new to Kotor or modding in general. I was wondering if anyone could point me in the right direction for modding in some additional feats to TSL? I have been working on a general re-balance of the classes for an upcoming mod, and would very much like to include many new feats to promote build diversity. The Feats.2da file itself seems to also reference additional files, and I am currently uncertain of which ones exactly or how they interact. Is there a tutorial out there for some simpler changes like +2 reflex saves, +1 defence while fighting with 2 weapons, etc. Simpler ones at first. Thanks for your time!
  24. 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
  25. 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