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Found 107 results

  1. Version 1.1.4

    1,066 downloads

    Improves the AI of KotOR 1. Changes: - Companions and most other NPCs use blaster feats (except droids their animations are buggy) - Enemy forceusers now use Force Breach and Lightsaber Throw (previously the AI ignored these force powers completely) - Enemy forceusers now use force buffs more often (Force Speed, Force Armor ect...) - NPCs with the Force Jump feat actually do force jumps if they are further than 10m from the target - Enemys reactivate shields after 200s - Some minor bug fixes - Jedi Support AI reworked - NPCs use Master Rapid Shot or Master Flurry if available instead of the default attack - NPCs use the highest level of feats and force powers available to them
  2. Version 1.3.2

    420 downloads

    KotOR 1: Balance in the Force V1.3.2 Balance in the force is a gameplay balancing mod that provides a streamlined leveling experience that’s more in line with its sequel with some important departures. I've rebalanced the base weapon types and heavily increased the damage for ranged weapons. Not only does this keep ranged builds competitive with melee builds but it also makes the enemies more difficult. Now, you’ll have an excuse to use those Energy Shields during those early levels on Taris. Powers have been rebalanced so that force point costs scale across power tiers. I've also removed some overpowered force powers that trivialize the difficulty of the game such as Knight Speed, Master Speed, and Improved Energy Resistance. Thanks to MoustacheVerte, the Aura and Valor power trees have extended durations of 40 seconds and Burst of Speed has an extended duration of 50 seconds. Balance in the Force also contains a number of quality-of-life features. For example, all of the classes have been modernized to KotOR 2’s feat, power, and attack bonus progression. Persuasion is a class skill for the main character regardless of starting class. Intelligence now rounds up instead of down for gaining skill points during level up. All characters have background feats that deepen the immersive roleplaying experience. There are also several optional patches included as well. These include a patch that gives the main character extra force powers, a patch that gives the party extra skills, and patches that revert some of the more controversial changes made by this mod. Thanks to offthegridmorty and djh269, there’s a patch that gives Bastila the playable Battle Meditation Power from Kotor 2. Full Change List Optional Patches Compatibility Balance in the Force was expressly designed to be compatible with the KOTOR 1 Community Patch and I highly recommend using it. It should be compatible with all of the graphics mods as well. It was built with Holopatcher so it should even be compatible with other gameplay mods that use TSLPatcher or Holopatcher as long as you apply them in the right order. That said, Balance in the Force is designed to be its own ecosystem so other gameplay mods aren't recommended. If you want to use other mods I recommend you apply the Community Patch or K1R first then you can install Balance in the Force and the non-gameplay or graphics mods you want in any order. Just make sure you install Balance in the Force before you install any of its included optional patches. Credits Offthegridmorty and djh269: Bastila has TSL Battle Meditation MoustacheVerte: Force Buffs Duration x2 djh269: Separate Force Whirlwind Sdub: Persuade Unlocked Darth_Sapiens: KotOR Tool Fair Strides: TSL Patcher, TLKEd Cortisol: HoloPatcher & Holocron Toolset VarsityPuppet: 2DA Editor Special Thanks… Below is a list of authors’ whose mods inspired the ideas presented in Balance in the Force. MoustacheVerte: K2-like Progression Sdub: Immersive Feats Mod Captain Spoque: Weapon Damages Overhaul TK-664: Weapon Base Stats Re-balanced Elm: Kotor1 balanced force powers Extra Special Thanks These individuals have spent an unreasonable amount of time helping me with this mod. Thor110 for teaching me how to do most of this. I could not have done any of this without him. Offthegrid morty for very patiently helping me incorporate Bastila has TSL Meditation into Balance in the Force. JayB33UK for patiently hunting down a persistent little bug that to my great shame, existed across multiple versions.
  3. Version 1.0.1

    485 downloads

    This mod allows you to choose between a single and a double-bladed lightsaber when you make your own lightsaber on Dantooine.
  4. Version 1.0.7

    362 downloads

    This mod corrects companion stats. Also makes dark side Bastila level 3. WARNING: This mod is made to be compatible with as many mods a possible. This means sometimes during the installation process you get error messages dou to the way the installer handles thing. Don't panic, this is normal, the mod will work just fine. If a companion already joined your party the changes will not apply. You need to start a new game or load a previous save. List of changes: Bastila: - Awareness Skill 4 -> 6 - Treat Injury Skill 4 -> 6 - Fixed a bug that caused some of her textures to be transparent. - Her dark side version is level 3 now. Same stats but evil and has dark side powers (Stun -> Fear, Force Aura -> Wound). Juhani: - Stealth Skill 5 -> 4 - Awareness Skill 8 -> 7 - Treat Injury Skill 8 -> 7 T3-M4: - Demolitions Skill 1 -> 3 - Swapped Combat Droid and Expert Droid feat gain tables. (-3 feats for T3) Zaalbar: - Max Hit Points 52 -> 60 (This bug goes away if you level him up, but i fixed it anyway.) Jolee: - Awareness Skill 5 -> 7 - Treat Injury Skill 4 -> 6 HK-47: - Base Hit Points 60 -> 72 - Current Hit Points 60 -> 72 - Max Hit Points 66 -> 78 - Demolitions Skill 5 -> 7 - Awareness Skill 5 -> 7 - Repair Skill 6 -> 8 - He has Improved Power Blast now to match the number of feats Combat Droids gain on their first 6 levels. - Swapped Combat Droid and Expert Droid feat gain tables. (+3 feats for HK) - Fixed his dual wield power blast. He fires both blasters now, previously he only fired the right hand one.
  5. After replaying SWTOR and Kotor, I remembered that there was a mission on Taris in SWTOR for Sith Inquisitor's related to getting in contacts with spirit of Kalatosh Zavros - Ashara's ancestor, who was a former Jedi Master, followed Revan during Mandalorian Wars and stated to be either a Dark Jedi or even Sith, who was serving on Taris, but died in the proccess. And since there was no real statement on how exactly he died in terms of whether the bombardment specifically killed him or was there any other case - could it be an option to make a mod for such a character?
  6. Recently looked through some of the mods and even Multiplayer mods for primarly single-player games and suddenly got myself a question - Can Kotor games have a Multiplayer? Or could it be possible to use one of the 2 games Engines to build a Multiplayer type experience?
  7. View File Stronger Ajunta Pall This mod buffs Ajunta Pall. Do you guys remember the epic moment when you first fight the Great Ajunta Pall? No? Neither do i. Ajunta is a little B who dies in one hit, even though he is supposed to be a powerfull ancient Sith Lord. So... I buffed him a tiny bit. Have fun! The mod only works if he hasn't spawned in yet. Submitter GearHead Submitted 05/27/2024 Category Mods K1R Compatible Yes  
  8. Version 1.0.0

    43 downloads

    This mod buffs Ajunta Pall. Do you guys remember the epic moment when you first fight the Great Ajunta Pall? No? Neither do i. Ajunta is a little B who dies in one hit, even though he is supposed to be a powerfull ancient Sith Lord. So... I buffed him a tiny bit. Have fun! The mod only works if he hasn't spawned in yet.
  9. View File KotOR: Balance in the Force KotOR 1: Balance in the Force V1.3.2 Balance in the force is a gameplay balancing mod that provides a streamlined leveling experience that’s more in line with its sequel with some important departures. I've rebalanced the base weapon types and heavily increased the damage for ranged weapons. Not only does this keep ranged builds competitive with melee builds but it also makes the enemies more difficult. Now, you’ll have an excuse to use those Energy Shields during those early levels on Taris. Powers have been rebalanced so that force point costs scale across power tiers. I've also removed some overpowered force powers that trivialize the difficulty of the game such as Knight Speed, Master Speed, and Improved Energy Resistance. Thanks to MoustacheVerte, the Aura and Valor power trees have extended durations of 40 seconds and Burst of Speed has an extended duration of 50 seconds. Balance in the Force also contains a number of quality-of-life features. For example, all of the classes have been modernized to KotOR 2’s feat, power, and attack bonus progression. Persuasion is a class skill for the main character regardless of starting class. Intelligence now rounds up instead of down for gaining skill points during level up. All characters have background feats that deepen the immersive roleplaying experience. There are also several optional patches included as well. These include a patch that gives the main character extra force powers, a patch that gives the party extra skills, and patches that revert some of the more controversial changes made by this mod. Thanks to offthegridmorty and djh269, there’s a patch that gives Bastila the playable Battle Meditation Power from Kotor 2. Full Change List Optional Patches Compatibility Balance in the Force was expressly designed to be compatible with the KOTOR 1 Community Patch and I highly recommend using it. It should be compatible with all of the graphics mods as well. It was built with Holopatcher so it should even be compatible with other gameplay mods that use TSLPatcher or Holopatcher as long as you apply them in the right order. That said, Balance in the Force is designed to be its own ecosystem so other gameplay mods aren't recommended. If you want to use other mods I recommend you apply the Community Patch or K1R first then you can install Balance in the Force and the non-gameplay or graphics mods you want in any order. Just make sure you install Balance in the Force before you install any of its included optional patches. Credits Offthegridmorty and djh269: Bastila has TSL Battle Meditation MoustacheVerte: Force Buffs Duration x2 djh269: Separate Force Whirlwind Sdub: Persuade Unlocked Darth_Sapiens: KotOR Tool Fair Strides: TSL Patcher, TLKEd Cortisol: HoloPatcher & Holocron Toolset VarsityPuppet: 2DA Editor Special Thanks… Below is a list of authors’ whose mods inspired the ideas presented in Balance in the Force. MoustacheVerte: K2-like Progression Sdub: Immersive Feats Mod Captain Spoque: Weapon Damages Overhaul TK-664: Weapon Base Stats Re-balanced Elm: Kotor1 balanced force powers Extra Special Thanks These individuals have spent an unreasonable amount of time helping me with this mod. Thor110 for teaching me how to do most of this. I could not have done any of this without him. Offthegrid morty for very patiently helping me incorporate Bastila has TSL Meditation into Balance in the Force. JayB33UK for patiently hunting down a persistent little bug that to my great shame, existed across multiple versions. Submitter Timbo Submitted 05/16/2024 Category Mods K1R Compatible Yes
  10. K1GR started out as an attempt to modernize KotOR 1's classes to Kotor 2's standards and then it started growing into an overall update filled with quality of life upgrades, weapon rebalancing, and some other ideas to address some of the major issues in that gunk up the flow of gameplay. Namely, level saving. As I'm sure all of you are aware, the amount of powers you get is directly tied to the amount of Jedi levels you have. Players like myself, endlessly debate on what the right balance of class levels is. For a lot of people, it makes sense to hold back leveling up for the first half of the game. This mod addresses that by limiting the player to the Sentinel class after becoming a Jedi. In a perfect world, I would add player only versions of all three Jedi classes but due to the hard-coded limitations in the game's design, there's not space on the feat table for all three. The Sentinel was chosen for the main character because after updating the classes to KotOR 2's class progression, it stood out as both strong and versatile. Here's how it works: the Sentinel had all of its powers compressed into the first 12 levels of its class. After level 12 it gets no powers or feats of any kind. All of the other classes pretty much level up normally. This mod rewards you for leveling up your main character as you go. Another major change is that weapons groups have been totally rebalanced. Melee Double Weapons now do less damage than their one handed counterparts and have had their Critical Threats increased to compensate. Ranged weapons now have significantly increased damage overall and should be comparative, they might fall a little behind melee as you start to get better equipment mid to late game but when you calculate the investment it takes to get melee competitive and all of the other perks of ranged weapons, it might actually be overkill. So much so that I'm concerned about difficulty on Taris. Global Changes The bonus skill points gained at level up formula (Class Base + INT/2) now rounds up. You now gain +1 skill point at 12 INT, +2 at 16 INT, and +3 at 20 INT. It's still not as generous as K2 but since skills aren't terribly useful in K1, I think it works pretty well. All Companion Characters now join at Level 1. This change was made to allow the player greater flexibility when choosing how to build their companion characters. Selectable Level 1 feats are now gained at level 2. This change was made to allow the player greater flexibility when choosing how to build their companion characters. Heavy Weapons no longer exist as a category and Repeating Blasters have been merged with Rifles. All of the relevant feats have been adjusted accordingly like in KotOR 2. Impossible Difficulty has been restored to the difficulty settings; just incase all of the power-creep makes the game too easy. Main Character Changes Persuade is always a class skill for the main character. The main character gets all six basic active combat feats (Power Attack/Power Blast, Flurry/Rapid Shot, and Critical Strike/Sniper Shot) between level 1 and 2. This is as close as I could get to how it was done in KotOR 2. The main character is limited to the Jedi Sentinel Class up cross-class. The main character can choose to take the Force Focus feats, Force Jump, and Lightsaber Specialization Feats as they level up. This change was made to accommodate the inability to choose between Jedi classes. The main character now gains 2 powers from levels 1-9, 1 power from levels 10-12, and 0 powers per level from levels 13-20. This change was made to encourage normal leveling. The main character gains 6 force points per level as a Soldier, Scout, or Scoundrel. This change was made to smooth out force power gains regardless of what level they cross-classed at. Class Changes All Classes now get Full Base Attack Bonus. Equalized Attack bonus just feels good. Star Wars did it back in Saga, D&D started doing it back in 4E, and KotOR did it in TSL. Soldiers, Scouts, and Scoundrels are now granted their active combat feats (Power Attack/Power Blast, Flurry/Rapid Shot, and Critical Strike/Sniper Shot) at Level 2. This was made to allow the secondary characters to skip getting the other classes primary feats at level 1, like the main character. Scoundrels get Sneak Attack X at level 19 like in KotOR 2. Expert Droid now gets access to Master Two-Weapon Fighting and the ranged active combat feat lines (Power Blast, Rapid Shot, and Sniper Shot). Soldiers gain 2 selectable feats at level 2 and 1 additional selectable feat at levels 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 18, and 20. Scouts gain 2 selectable feats at level 2 and 1 additional selectable feat at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19 Scoundrels gain 2 selectable feats at level 2 and 1 additional selectable feat at levels 5, 8, 11, 14, 17, and 20. Jedi Guardians gain 2 selectable feats at level 2 and 1 additional selectable feat at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19 Jedi Sentinels gain 1 seletable feat at levels 2, 3, 6, 7, 9, 12, 13, 15, 17, and 18. Jedi Consulars gain 1 selectable feat at levels 2, 3, 6, 9, 12, 15, and 18. Expert Droids gain 1 selectable feat at levels 2, 3, 5, 6, 9, 11, 12, 15, 18, and 19. Combat Droids gain 1 selectable feat at levels 2, 3, 6, 9, 12, 15, and 18 Jedi Guardians gain Demolitions as a class skill, like in KotOR 2. Jedi Sentinels gain Computer Use, Demolitions, Repair, Security, and Stealth as class skills, like in KotOR 2. Jedi Consulars gain Repair as a class kill, like in KotOR 1. Jedi Sentinel gains 3 skill points per level like in KotOR 2. Jedi Consulars gain 2 skill points per level like in KotOR 2. Party Changes Bastila gains 4 ranks of computers due to Jedi Sentinels increase of skills. She loses Force Aura, Stun, and all selectable feats do to level decrease. Canderous loses 1 point of Strength, 2 rank of Demolition, 2 ranks of Treat Injury, and all selectable feats do to level decrease. Carth loses 1 point of Dexterity, 1 rank of Awareness, and 1 rank of Repair due to level decrease. HK-47 loses 1 point of Strength, 1 rank of Demolitions, 1 rank of Awareness, 2 ranks of Repair and all selectable feats due to level decrease except for Weapon Focus: Rifles as a bonus due to the limitations of feat table merging and wanting to give him a small buff. Jolee gains 4 ranks of Repair due to Jedi Guardians increase of skills. He loses 1 point of Dexterity, 1 ranks of Awareness, Cure, Force Aura, Force Valor, Force Push, Throw Lightsaber, and all selectable feats due to level decrease. He also adds a suit of basic clothing to your inventory when he joins. Juhani loses 1 point of Dexterity, 1 rank of Stealth, 4 ranks of Awareness, and 4 ranks of Treat Injury, Force Aura, Force Push, Energy Resistance, Stun, Throw Lightsaber and all selectable feats due to level decrease. She adds a suit of basic clothing and a red lightsaber crystal to your inventory when she joins and she retains the 4 of her bonus Stealth skill points that could not be accounted for during level decrease. T3-M4 loses 2 ranks of Computer Use, 1 ranks of Awareness, 2 ranks of Repair, and 2 ranks of Security, and all selectable feats due to level decrease. He gains a normally 1 rank of Demolitions due to the game forcibly shorting him a large number of skill points due to his high intelligence and nowhere to put them due to the game not saving unspent skill points on level 1 npc. Not to worry, with the changes to skill points due to high intelligence, T3 now gains enough skill points to max out all of his skills at level 20. Zaalbar loses 1 point of Strength, 2 ranks of Demolitions, 6 ranks of Awareness, 1 rank of Treat Injury, and all selectable feats due to level decrease. Bastila has been changed from Jedi Sentinel to Consular. This change was due to limitations in feat.2da that I have figured out an acceptable workaround for. Weapon Changes Stun Batons are now 1d4, 19-20 x2. Short Swords are now 1d8, 19-20 x2. Longswords are now 1d12, 19-20 x2. Gamorrean Axes are now 1d12, 19-20 x2. Quarterstaffs are now 1d8, 19-20 x2. Gaffi Sticks are now 1d8, 19-20 x2 Double-Bladed Swords are now 1d10, 19-20 x2. Vibro Double-Blades are now 1d12, 19-20 x2. Wookie Warblades are now 1d12, 19-20 x2. Lightsabers are now 2d10, 19-20, x2. Short Lightsabers are now 2d8, 19-20 x2. Double Lightsabers are now 2d8, 19-20 x2. Blaster Pistols are now 2d8 damage, 19-20, x2. Heavy Blasters are now 2d10 damage, 19-20 x2. Holdout Blasters are now 2d6 damage, 19-20 x2. Disruptors Pistols are now 2d6 damage, 18-20 x2, Universal Damage. Ion Blasters are now 2d6 damage, x3. Sonic Pistols are now 2d8, x2. Blaster Carbines are now 3d8, 19-20 x2. Blaster Rifles are now 3d8, 19-20 x2. Bowcasters are now 3d10, 19-20 x2. Disruptor Rifles are now 3d6, 18-20, x2, Universal Damage Ion Rifles are now 3d6, x3. Sonic Rifles are now 3d8, x2. Repeating Blasters are now 4d6, x2 Heavy Repeating Blasters are now 5d6, x2. Project Status: 95% Complete as of 5/15/2024 (Kinda) The initial mod is completely finished. It still needs to packaged up and released. The mod still remains untested but I'm going to due that after initial release. Future Updates: An actual release in the proper forum, probably tomorrow. Bug fixes. Individual weapon rebalancing, looking at you Yavin Station gear. Loot and vendor redistribution. Probably more bug fixes.
  11. Greetings. During my weekends I decided to redownload kotor and installed a big amount of mods, which all work fine except for the: https://deadlystream.com/files/file/1109-sith-stalkers-k1/ As it only changes the sound of the Dark Jedi that should've been replaced by Stalker, but not the model itself. Also I mixed 2 more mods, first going for the : https://deadlystream.com/files/file/1411-dark-jedi-wear-robes-for-jcs-cloaked-jedi-robes-mod/ And secondly going with : https://deadlystream.com/files/file/1326-sith-assassin-ambush/ Before going for the mentioned mod... Could there be a reason why this one specifically refuses to work fully?
  12. Version 1.0.0

    313 downloads

    Description: As I've explored all the mods which adjust and improve the textures and models for various objects and people in the game, I've noticed that surprisingly little attention has been given to modifying the appearance or look of one NPC in particular: Davik Kang, the crime lord and leader of the Exchange crime syndicate on Taris. While he doesn't have much actual screen time, he is quite important to much of the Taris section of the game. Although the tastes and opinions of people will vary wildly on this, I always felt like his appearance was rather "clunky" as he always seemed to be wearing his armor. Despite the fact that this is understandable, it would seem more fitting for an important crime-lord and de-facto important "noble" of Taris to be dressed rather formal or fancy given how others of his profession and rank are typically dressed. It would not be far-fetched to assume one in his position could wear a robe or formal jacket with body armor underneath for protection while maintaining a more "polished" look on the outside. I've included a custom skin and ported model from Kotor II for Davik's outer vestments, as well as a sharper-textured tpc file for his head that is included in the K2 game files. Installation: Just run the TSLPatcher the direct it to your game file To Uninstall: Remove the files from your Override folder and add the backup .2da file to it Copyright: Anyone is welcome to use my models and textures, just please ask first and be sure to give me credit UPDATE: New version includes texture of his robe without the military medals, as requested Thanks to: Effix, N-DReW25, Thor110, and others for giving me the basics of porting models and assigning textures in the game 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.
  13. I remember playing KOTOR with Kainzorus Prime's NPC Overhaul Mod and Shem's Robes for Korrbian Sith Students installed and I noticed that one of them reskinned Exar Kun's Light Battle Armor to look black and silver/grey. I tried looking for the related files to reskin the armor, but couldn't find them anywhere. I want to use this reskinned texture, but don't want to install either mod. Is there a way to find the necessary files? If so, could someone make a standalone mod that just reskins Exar Kun's Light Battle Suit?
  14. View File KotOR1 Droid Claw Fix This mod fixes a bug that stopped droids from using ’creature claw’ aka creature melee items. Specifically variants that has 'slashing damage' as there base damage type. Submitter GearHead Submitted 04/24/2024 Category Mods K1R Compatible Yes  
  15. Version 1.0.0

    103 downloads

    This mod fixes a bug that stopped droids from using ’creature claw’ aka creature melee items. Specifically variants that has 'slashing damage' as there base damage type.
  16. View File KotOR1 HK-47 Power Blast Fix When HK-47 uses the power blast feat with 2 blaster pistols equipped only 1 shot is being fired, this mod fixes this issue, now 2 shots are being fired. Submitter GearHead Submitted 04/08/2024 Category Mods K1R Compatible Yes  
  17. Version 1.0.1

    177 downloads

    When HK-47 uses the power blast feat with 2 blaster pistols equipped only 1 shot is being fired, this mod fixes this issue, now 2 shots are being fired.
  18. View File KotOR1 Droid Claw Fix This mod fixes a bug that stopped droids from using ’creature claw’ aka creature melee items. Specifically variants that has 'slashing damage' as there base damage type. Submitter GearHead Submitted 03/29/2024 Category Mods TSLRCM Compatible Yes  
  19. Version 1.0.0

    60 downloads

    This mod changes the number of troops that spawn on the Star Forge. More specifically in Deck 2 and the Command Center. Options range from Half to x10. Star Forge Horde Half - For people who are playing the game for the first time. Star Forge Horde x2 - Jedi Knight difficulty. Star Forge Horde x3 - Jedi Master difficulty. Star Forge Horde x4 - Jedi Grand Master difficulty. Star Forge Horde x5 - Chosen One difficulty. Star Forge Horde x10 - You are insane.
  20. View File Star Forge Horde Spawn Intensity Changer This mod changes the number of troops that spawn on the Star Forge. More specifically in Deck 2 and the Command Center. Options range from Half to x10. Star Forge Horde Half - For people who are playing the game for the first time. Star Forge Horde x2 - Jedi Knight difficulty. Star Forge Horde x3 - Jedi Master difficulty. Star Forge Horde x4 - Jedi Grand Master difficulty. Star Forge Horde x5 - Chosen One difficulty. Star Forge Horde x10 - You are insane. Submitter GearHead Submitted 03/14/2024 Category Mods K1R Compatible Yes  
  21. Version 1.0.0

    508 downloads

    A simple mod that allows you to repair HK-47 without investing skill points into repairs. Each repair will cost you 10 Parts.
  22. View File Revan's Custom Fitted Robes When you generate Revan's Robe on the Star Forge, the robe will be custom fitted to your character. For example, if your highest attribute is dexterity, you will get a robe with dexterity bonus. If something else is your highest attribute, you get a robe with that attribute. If you have multiple highest attributes, you get a robe with constitution bonus, more HP is always usefull. All robes are black, i hate the look of the brown version. Also no dark or light side requirements. Submitter GearHead Submitted 03/07/2024 Category Mods K1R Compatible Yes  
  23. Version 1.0.0

    159 downloads

    When you generate Revan's Robe on the Star Forge, the robe will be custom fitted to your character. For example, if your highest attribute is dexterity, you will get a robe with dexterity bonus. If something else is your highest attribute, you get a robe with that attribute. If you have multiple highest attributes, you get a robe with constitution bonus, more HP is always usefull. All robes are black, i hate the look of the brown version. Also no dark or light side requirements.
  24. Version 1.0.0

    387 downloads

    With this mod installed when you become a Jedi you gain 9 force powers (10 if Jedi Consular) instead of 2. This means you don’t miss out on anything if you level up your character on Taris.
  25. View File More Jedi Starting Powers With this mod installed when you become a Jedi you gain 9 force powers (10 if Jedi Consular) instead of 2. This means you don’t miss out on anything if you level up your character on Taris. Submitter GearHead Submitted 01/26/2024 Category Mods K1R Compatible Yes