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Showing results for tags 'influence'.
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View File Improved LS Enlightenment & DS Corruption Feats Changes the Jedi Master/Sith Lord unique feats to also increase influence changes. SUMMARY: The unique feats Light Side Enlightenment and Dark Side Corruption granted to Jedi Masters and Sith Lords cause your influence to have a greater effect on party members' alignment. Unfortunately, party members don't get stat bonuses from LS or DS mastery, making these feats have little practical use. This is one of the factors that make JM/SL cool for role-playing but without much extra to offer in functionality. This mod aims to make the feats a little more useful by having them also amplify changes to companion influence. Now, Jedi Masters and Sith Lords will gain 50% more influence with party members. However, influence lost will also be increased by 50%. Low influence is the same as high influence in terms of unlocking dialogue so I don't want to bias one strategy over the other. Still you will be able to gain or lose influence faster. For example, with these feats, 3 influence gains and 1 loss will net the equivalent to 3 regular gains. INSTALLATION: Copy the contents of "to override" to your game's override folder. UNINSTALLATION: Remove the following files from override: - a_influence_dec.ncs - a_influence_inc.ncs COMPATIBILITY: Not compatible with Modified Influence System by Hassat Hunter. CREDITS: offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Holocron Toolset - Cortisol Submitter offthegridmorty Submitted 11/04/2024 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
57 downloads
Changes the Jedi Master/Sith Lord unique feats to also increase influence changes. SUMMARY: The unique feats Light Side Enlightenment and Dark Side Corruption granted to Jedi Masters and Sith Lords cause your influence to have a greater effect on party members' alignment. Unfortunately, party members don't get stat bonuses from LS or DS mastery, making these feats have little practical use. This is one of the factors that make JM/SL cool for role-playing but without much extra to offer in functionality. This mod aims to make the feats a little more useful by having them also amplify changes to companion influence. Now, Jedi Masters and Sith Lords will gain 50% more influence with party members. However, influence lost will also be increased by 50%. Low influence is the same as high influence in terms of unlocking dialogue so I don't want to bias one strategy over the other. Still you will be able to gain or lose influence faster. For example, with these feats, 3 influence gains and 1 loss will net the equivalent to 3 regular gains. INSTALLATION: Copy the contents of "to override" to your game's override folder. UNINSTALLATION: Remove the following files from override: - a_influence_dec.ncs - a_influence_inc.ncs COMPATIBILITY: Not compatible with Modified Influence System by Hassat Hunter. CREDITS: offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Holocron Toolset - Cortisol-
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- jedi master
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For some reason, even if my light side character has 100 influence to my companions, their force alignment (i.e. light side/dark side) always stops at 99 and never go up to 100 (including light side members like Bao-Dur and Handmaiden). While I'm able to make a dark side companion (Hanharr) to have 0 alignment with 0 influence with them. I really want to get them to max alignment because that allow them to get the mastery bonus. I'm wondering if any modder would like to make a mod for this, or at least tell me which file to override. (I've rich background in IT so feel to use all those technical terms)
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Hello! Just wondering if the Visas dialogue bug was fixed with regards to Force Sight. I've tried looking at the known issues list/changelog without much success. Specifically: The first time you speak to Visas, you are able to hear her describe her Force Sight ability and you get the notification that she has it. However, Asking "I've heard your species is blind..." will bring up an influence gate. While failing that check wont remove the dialogue anymore, it DOES seem to remove the subsequent option to ask "How do you see through the force?". Can anyone confirm that this is unfixed? Again: "I've heard your species is blind..." --> *influence check: success* --> "You sound as though your sight has been lost to you." --> "When one endures..." --> "How do you see through the force?" --> *influence check: success* --> Force Sight. However, failing the first influence check even once seems to remove the "How do you see through the force?" forever.