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View File Emitter Rebalance All disrupting and phobium emitters now slow the target lowering their defense, reflex saves and attack rolls by 2. It is also much harder to resist their effects. Submitter GearHead Submitted 09/07/2024 Category Mods TSLRCM Compatible Yes
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Version 1.0.1
62 downloads
######## SUMMARY ######## CHORD: Is a Comprehensive, Holistic, Overhauled, Realistic, Difficulty mod that provides a thorough, interconnected enhancement to the game, making it more immersive, challenging, and engaging. Unlike other difficulty mods that only make small config changes or just add small tweaks, this mod seeks to provide a complete overhaul to all the existing items, creatures, and configuration settings that affect the game. In addition, this mod wants the settings to be flexible, fair, but challenging. Giving a Darksouls-like, modern-day experience. ######## REQUIREMENTS ######## This mod requires the following mods: - TSL Restored Content Mod 1.8.6 - High-Level Force Powers (v2 & v2.1) - Content Pack- Feats and Powers ######## INCOMPATIBLE MODS ######## Any mods that edits 2da files, the .utc creature files, or the .uti item files affected in this mod will be incompatible with this mod. For mods that add new armor or shield items altogether, for now they probably won't be compatible. But comment or message me and let me know which mod you're wanting to combine with this, and I will add a patch (I play with a ton of mods, new item mods included, so there's a good chance I already have made a patch for my local version). Mods that would be redundant or clash with this and aren't needed are: - Formidable Sith Lords - Unstoppable Lightsaber Damage - Ultimate Balancing Mod Incompatible mods: Anything that adds new content like M4-78 where it edits existing items, monsters, and adds new ones will need to have a patch made. Someone is welcomed to do this if they really care enough, personally I am not a fan of M4-78 so that is why this mod doesn't have built in compatibility. These mods won't ruin this mod or cause any crashes, etc. But it will break the very tight system that is carefully put together and planned out for this mod. So, if you start seeing less than ideal balance and integration, you know why! ######## HIGHLY RECOMMENDED MODS ######## - Improved AI 2.2 (I might add my own custom AI that integrates better and adds more depth, but this is a great mod / solution for now) - Lonna Vash Mod for TSLRCM (Imho a much better mod than something like m4-78, also makes it so that a gray force user can enter the force cave / tomb where you have the "apathy is death" line. In the default game you need max / very high dark side or light side alignment to enter. So, this mod in combination with mine actually makes a gray force user character a rewarding and viable option) - v2.0 Ultimate Workbench (TSL Crafting System) - KOTOR2-Loot-Overhaul (just copy files in tslpatcher folder to override to install) ######## IINSTALLATION ######## Just drag and override all .uti, .utc, and . 2da files in your override folder. For the dialog.tlk and changes.ini file I recommend you add my changes by hand (tedious I know, but I am planning to add a patcher to hopefully solve this in a future update). ######## CHANGES OVERVIEW ######## - This mod changes all the original games armor, robes, armored robes, armor upgrade items, and human shields, as well as some belts, masks, and implants. - It also modifies all creatures / npcs so they are more challenging. For a good number of common creatures / npcs and unique monsters, bosses, and sub-bosses they have been carefully customized to have unique stats, skills, custom gear and inventory items, and power and feat setups for added challenge. - Finally, this mod modifies a large amount of 2da configuration files as well. ######## ARMOR, ROBES and ARMORED ROBES LOGIC SUMMARY ######## In KOTOR 2 the Defense stat has nothing to do with damage reduction, it only determines if an enemies attack hit or misses using a d20 DnD system. For source see: https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Combat Because DEF basically is evasion, it makes no sense that heavy armor makes you essentially move like a gazelle and make you hard to hit. Whereas robes make it to where you basically have little to no dodge-ability and are basically a tank but without the damage reduce that realistically being a tank should provide you. So, a massive change needs to happen here to fix this problem within the KOTOR 2 game system. I made it so that robes give you very high dodge-ability as you would come to expect based on logic and what we see in the movies. Whereas with armor you now have damage immunity properties attached to all armor, and their DEF bonuses and DEX bonuses heavily reduced and rebalanced. This rebalancing applies to not just light, medium, and heavy armor, but also the sub-tiers within those categories. For instance: Light Armor includes: - class / tier 4 armor - class / tier 5 armor Medium Armor includes: - class / tier 6 armor - class / tier 7 armor Heavy Armor includes: - class / tier 8 armor - class / tier 9 armor So, the rebalancing even takes into consideration the subcategory ligher and heavier light/medium/heavy armors in these breakdowns so that logically and realistically it makes more sense and gives a more thorough level of customization. Jedi Armored Robes and Robes also receive their own custom rebalancing that follows a logic trend. In essence, robes provide high dodging, generous bonuses, and increase force/lightsaber damage output, but no damage reduction whatsoever (which can be bad depending on the areas, bosses, and difficulty settings). Robes don't cap the +1 defense bonus you get for every 2 points of DEX, so with this setup you are having to rely on dodging, shields, and brains to avoid taking hits. Jedi Armored Robes provide damage reduction, but less than what you'd see in even the lightest traditional light armor. That said, you will get bonuses, damage reduction, and some decent dodge-ability. Here's a rundown of how the logic plays out in general for armor, robes, etc. (note for special named items there's some intentional variance here, also, depending on the item name and description there might be some custom flavorings added intentionally). Armor Mod Logic: Heavy = 65%-70% damage immunity resistance, Def = -11 to -12 (negative def modifier and MAX DEX DEF bonus = 0, usually will result in lowering DEF from this modifier, heavy armor by default gives 8-9 DEF, so this fixes that) Medium = 57.5%-60% damage immunity resistance, Def = - 6 to -7 (0 or 1, if no custom DEF bonuses and MAX DEX DEF bonus = 0 to 1) Light = 45%-50% damage immunity resistance, Def = - 2-3 (should only be 2 if no custom item bonuses and MAX DEX DEF bonus = 2 unless other bonuses) Robes / Clothes = 0% damage immunity resistance, DEF 13-15, lots of other bonuses (especially attribute bonuses, more force damage/power, and more force recovery) Jedi Armor = DEF + 7-9, and 35% to 40% damage immunity resistance + other bonuses (but less than what robes would provide, unless it's a rare armored robe and you're comparing to like a Padawan robe) Droid Armor (generally follows a similar system as the light to heavy armors above, with some realism tweaks like being more resilient to fire and elemental damage like cold and sonic, but more vulnerable to elements like ion and electrical damage). In general, droids aren't really supposed to move like gazelles, and heavy and assault armor will provide better results with party members like HK-47. ######## OTHER CHANGES ######## - shields now are 1.5x stronger across the board and have 10 charges instead of 5, feats and give an addition 1.6x strength boost. - Force alignment breakdown: from forceadjust.2da file: row ---------goodcost --evilcost 0 -----------2.25 ------- 1 // max evil, 1 to 1 cost or base cost of a given dark/neutral power, 2.25x means over double FP cost for good 1 -----------2.00 ------- 1 2 -----------1.75 ------- 1 3 -----------1.50 ------- 1 4 -----------1.25 ------- 1 5 -----------0.85 ------- 0.85 //neutral alignment, since no attribute bonuses, these characters given a 15% FP reduction for all powers. 6 -----------1 ---------- 1.25 7 -----------1 ---------- 1.50 8 -----------1 ---------- 1.75 9 -----------1 ---------- 2.00 10 ----------1 ---------- 2.25. // max good, 1 to 1 cost or base cost of a given good/neutral power, 2.25x FP cost for dark powers - All force powers are easily 2x to 4x times more costly. the more broken the power, the more the cost. That said, cost is reasonable and calculated, but you won't be spamming all force powers willy nilly unless youre a neutral, gray force user. In general, you will get to spam a high level ability about 4-5 times if using someone like Kreia with a ton of Wisdom - all companions now gain 90% of the xp you gain, instead of 80% like base game - all level xp requirements are cut in half. So you can reach level 50 without cheats. - Autobalance.2da is modified to be slightly more balanaced here's the new updated version: Row ----------name ------------vpmult ------------tohitmult ------------armormult ------------damagemult ------------savemult ------------crmod ------------levelmult 0 ----------No_Auto_Balance 0.0--------------------0.0---------------------0.0 ------------------------0.0-------------------------- 0.0 ---------------------0 -------------------0 1------------Set_1------------------- 0.80-----------------1.3----------------------1.3----------------------- 0.100------------------------1.3----------------------1--------------------1.00 2------------Set_2------------------- 0.90-----------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------1.5-----------------1.00 3------------Set_3--------------------1.00-----------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------2--------------------1.00 4------------Set_4--------------------1.10-----------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------3--------------------1.00 5------------Set_5--------------------1.2-------------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------4--------------------1.00 Before in version 1.0.0 damagemult was 1.000 for all 5 sets of enemies, which was leading to massive damage with armor, so now I reverted it to 0.100 which is very close to the default settings for this value in the original, default autobalance.2da settings. For more info on autobalance.2da see source: https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Autobalance Note, these values are pretty balanced so far and had a lot of thought put into them. enemies lack armor, so having slightly more health than normal, better chances / attack to hit (requiring higher DEF to evade), having more base DEF from armormult by 1.3x and having better saving throws 1.3x all works really well. For levelmult in the base default settings enemies are never 1 to 1 as you, there level mainly effects their health and their chance to resist / save against force powers like insanity. That said, even with all of these slight buffs, my Kreia with 25 wisdom can beat their save throws atleast 4/5 times, and I can hit them with my STR build character with 25 STR about 3.5/5 times per each attack roll. crmod does nothing to affect difficulty, it only determines the amount of xp given by enemies. damagemult is very close to the base game's configuration for these enemy sets, I just made it more uniform for ease of calculation. - difficultyopt.2da has been modified to the following: (these are the gameplay difficulty settings you can manually set in the options scr desc ------------damage multiplier Effortless-------------0.00 Very Easy-------------0.25 Easy-------------------- 0.5 Normal-----------------1.0 Tough-------------------2.0 Challenging-----------2.5 Difficult-----------------3.0 Very Difficulty--------3.5 Overpowering--------4.0 Insanity-----------------4.5 Suicide------------------5.0 Default------------------1.0 - diffsettings.2da: (ths can add an additional damage multiplier, previously was 100, 125, 150, 175, 200) not sure how this works (the general consensus is still out on what this does exactly and how it behaves. So I set everything to 100 so that there is no damage reduction or modifier here to simplify balancing enemy damge: name MaxNPCDamagePercent dmeasy easy---normal---hardcore----dmplayers --------------------------------------25----------100 ---100--------100-----------100 ######## DIFFICULTY SETTING OPTIONS RECOMMENDATION ######## Personally, I recommend you play this with a difficulty level between Difficult (3x enemy damage modifier), Very Difficult (3.5x enemy damage modifier), and Overpowering (4x enemy damage modifier). I personally like Very Difficult to Overpowering, the balance there feels just about right in most cases. If you choose to play on Insanity (4.5x enemy damage modifier) or Suicide (5x enemy damage modifier) and you manage to beat the game without cheats, then you will have all bragging rights, and I will be personally impressed. ######## FUTURE UPDATES ######## I plan to add custom patches for other armor mods, as well as continue to refine the creature and item updates, so stay tuned and consider following this mod! ######## PERMISSIONS ######## This mod can be freely used and shared for non-commercial purposes; all I ask is that I am properly credited. So, feel free to make your own patches and mods on top of this one. ######## SUPPORT ######## I poured my heart and soul into this mod. Hundreds of individual files were edited using the KOTOR TOOL. As well as hours thinking about the new, balanced armor system that allowed for rewarding gameplay without making you unstoppable and breaking the immersion this mod seeks to establish. I spent a long time on this, so I hope it brings you enjoyment in your KOTOR 2 game. All I ask is that if you enjoy this mod that you like it, endorse it, rate it, and tell your friends about it! If you're feeling generous then please star the Github repo for this mod and consider following me on GitHub. If you'd like to help me on this modding journey than feel free to reach out. The ultimate goal of this mod is the make the best mod possible and I am happy to share the spotlight. If we can greatly increase KOTOR 2's replayability and make it way more fun than this mod will have accomplished what it set out to do. NOW GO OUT THERE AND HAVE SOME FUN! And remember... Apathy is death! -
View File C.H.O.R.D. A Comprehensive, Holistic, Overhauled, Realistic, Difficulty Mod ######## SUMMARY ######## CHORD: Is a Comprehensive, Holistic, Overhauled, Realistic, Difficulty mod that provides a thorough, interconnected enhancement to the game, making it more immersive, challenging, and engaging. Unlike other difficulty mods that only make small config changes or just add small tweaks, this mod seeks to provide a complete overhaul to all the existing items, creatures, and configuration settings that affect the game. In addition, this mod wants the settings to be flexible, fair, but challenging. Giving a Darksouls-like, modern-day experience. ######## REQUIREMENTS ######## This mod requires the following mods: - TSL Restored Content Mod 1.8.6 - High-Level Force Powers (v2 & v2.1) - Content Pack- Feats and Powers ######## INCOMPATIBLE MODS ######## Any mods that edits 2da files, the .utc creature files, or the .uti item files affected in this mod will be incompatible with this mod. For mods that add new armor or shield items altogether, for now they probably won't be compatible. But comment or message me and let me know which mod you're wanting to combine with this, and I will add a patch (I play with a ton of mods, new item mods included, so there's a good chance I already have made a patch for my local version). Mods that would be redundant or clash with this and aren't needed are: - Formidable Sith Lords - Unstoppable Lightsaber Damage - Ultimate Balancing Mod Incompatible mods: Anything that adds new content like M4-78 where it edits existing items, monsters, and adds new ones will need to have a patch made. Someone is welcomed to do this if they really care enough, personally I am not a fan of M4-78 so that is why this mod doesn't have built in compatibility. These mods won't ruin this mod or cause any crashes, etc. But it will break the very tight system that is carefully put together and planned out for this mod. So, if you start seeing less than ideal balance and integration, you know why! ######## HIGHLY RECOMMENDED MODS ######## - Improved AI 2.2 (I might add my own custom AI that integrates better and adds more depth, but this is a great mod / solution for now) - Lonna Vash Mod for TSLRCM (Imho a much better mod than something like m4-78, also makes it so that a gray force user can enter the force cave / tomb where you have the "apathy is death" line. In the default game you need max / very high dark side or light side alignment to enter. So, this mod in combination with mine actually makes a gray force user character a rewarding and viable option) - v2.0 Ultimate Workbench (TSL Crafting System) - KOTOR2-Loot-Overhaul (just copy files in tslpatcher folder to override to install) ######## IINSTALLATION ######## Just drag and override all .uti, .utc, and . 2da files in your override folder. For the dialog.tlk and changes.ini file I recommend you add my changes by hand (tedious I know, but I am planning to add a patcher to hopefully solve this in a future update). ######## CHANGES OVERVIEW ######## - This mod changes all the original games armor, robes, armored robes, armor upgrade items, and human shields, as well as some belts, masks, and implants. - It also modifies all creatures / npcs so they are more challenging. For a good number of common creatures / npcs and unique monsters, bosses, and sub-bosses they have been carefully customized to have unique stats, skills, custom gear and inventory items, and power and feat setups for added challenge. - Finally, this mod modifies a large amount of 2da configuration files as well. ######## ARMOR, ROBES and ARMORED ROBES LOGIC SUMMARY ######## In KOTOR 2 the Defense stat has nothing to do with damage reduction, it only determines if an enemies attack hit or misses using a d20 DnD system. For source see: https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Combat Because DEF basically is evasion, it makes no sense that heavy armor makes you essentially move like a gazelle and make you hard to hit. Whereas robes make it to where you basically have little to no dodge-ability and are basically a tank but without the damage reduce that realistically being a tank should provide you. So, a massive change needs to happen here to fix this problem within the KOTOR 2 game system. I made it so that robes give you very high dodge-ability as you would come to expect based on logic and what we see in the movies. Whereas with armor you now have damage immunity properties attached to all armor, and their DEF bonuses and DEX bonuses heavily reduced and rebalanced. This rebalancing applies to not just light, medium, and heavy armor, but also the sub-tiers within those categories. For instance: Light Armor includes: - class / tier 4 armor - class / tier 5 armor Medium Armor includes: - class / tier 6 armor - class / tier 7 armor Heavy Armor includes: - class / tier 8 armor - class / tier 9 armor So, the rebalancing even takes into consideration the subcategory ligher and heavier light/medium/heavy armors in these breakdowns so that logically and realistically it makes more sense and gives a more thorough level of customization. Jedi Armored Robes and Robes also receive their own custom rebalancing that follows a logic trend. In essence, robes provide high dodging, generous bonuses, and increase force/lightsaber damage output, but no damage reduction whatsoever (which can be bad depending on the areas, bosses, and difficulty settings). Robes don't cap the +1 defense bonus you get for every 2 points of DEX, so with this setup you are having to rely on dodging, shields, and brains to avoid taking hits. Jedi Armored Robes provide damage reduction, but less than what you'd see in even the lightest traditional light armor. That said, you will get bonuses, damage reduction, and some decent dodge-ability. Here's a rundown of how the logic plays out in general for armor, robes, etc. (note for special named items there's some intentional variance here, also, depending on the item name and description there might be some custom flavorings added intentionally). Armor Mod Logic: Heavy = 65%-70% damage immunity resistance, Def = -11 to -12 (negative def modifier and MAX DEX DEF bonus = 0, usually will result in lowering DEF from this modifier, heavy armor by default gives 8-9 DEF, so this fixes that) Medium = 57.5%-60% damage immunity resistance, Def = - 6 to -7 (0 or 1, if no custom DEF bonuses and MAX DEX DEF bonus = 0 to 1) Light = 45%-50% damage immunity resistance, Def = - 2-3 (should only be 2 if no custom item bonuses and MAX DEX DEF bonus = 2 unless other bonuses) Robes / Clothes = 0% damage immunity resistance, DEF 13-15, lots of other bonuses (especially attribute bonuses, more force damage/power, and more force recovery) Jedi Armor = DEF + 7-9, and 35% to 40% damage immunity resistance + other bonuses (but less than what robes would provide, unless it's a rare armored robe and you're comparing to like a Padawan robe) Droid Armor (generally follows a similar system as the light to heavy armors above, with some realism tweaks like being more resilient to fire and elemental damage like cold and sonic, but more vulnerable to elements like ion and electrical damage). In general, droids aren't really supposed to move like gazelles, and heavy and assault armor will provide better results with party members like HK-47. ######## OTHER CHANGES ######## - shields now are 1.5x stronger across the board and have 10 charges instead of 5, feats and give an addition 1.6x strength boost. - Force alignment breakdown: from forceadjust.2da file: row ---------goodcost --evilcost 0 -----------2.25 ------- 1 // max evil, 1 to 1 cost or base cost of a given dark/neutral power, 2.25x means over double FP cost for good 1 -----------2.00 ------- 1 2 -----------1.75 ------- 1 3 -----------1.50 ------- 1 4 -----------1.25 ------- 1 5 -----------0.85 ------- 0.85 //neutral alignment, since no attribute bonuses, these characters given a 15% FP reduction for all powers. 6 -----------1 ---------- 1.25 7 -----------1 ---------- 1.50 8 -----------1 ---------- 1.75 9 -----------1 ---------- 2.00 10 ----------1 ---------- 2.25. // max good, 1 to 1 cost or base cost of a given good/neutral power, 2.25x FP cost for dark powers - All force powers are easily 2x to 4x times more costly. the more broken the power, the more the cost. That said, cost is reasonable and calculated, but you won't be spamming all force powers willy nilly unless youre a neutral, gray force user. In general, you will get to spam a high level ability about 4-5 times if using someone like Kreia with a ton of Wisdom - all companions now gain 90% of the xp you gain, instead of 80% like base game - all level xp requirements are cut in half. So you can reach level 50 without cheats. - Autobalance.2da is modified to be slightly more balanaced here's the new updated version: Row ----------name ------------vpmult ------------tohitmult ------------armormult ------------damagemult ------------savemult ------------crmod ------------levelmult 0 ----------No_Auto_Balance 0.0--------------------0.0---------------------0.0 ------------------------0.0-------------------------- 0.0 ---------------------0 -------------------0 1------------Set_1------------------- 0.80-----------------1.3----------------------1.3----------------------- 0.100------------------------1.3----------------------1--------------------1.00 2------------Set_2------------------- 0.90-----------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------1.5-----------------1.00 3------------Set_3--------------------1.00-----------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------2--------------------1.00 4------------Set_4--------------------1.10-----------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------3--------------------1.00 5------------Set_5--------------------1.2-------------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------4--------------------1.00 Before in version 1.0.0 damagemult was 1.000 for all 5 sets of enemies, which was leading to massive damage with armor, so now I reverted it to 0.100 which is very close to the default settings for this value in the original, default autobalance.2da settings. For more info on autobalance.2da see source: https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Autobalance Note, these values are pretty balanced so far and had a lot of thought put into them. enemies lack armor, so having slightly more health than normal, better chances / attack to hit (requiring higher DEF to evade), having more base DEF from armormult by 1.3x and having better saving throws 1.3x all works really well. For levelmult in the base default settings enemies are never 1 to 1 as you, there level mainly effects their health and their chance to resist / save against force powers like insanity. That said, even with all of these slight buffs, my Kreia with 25 wisdom can beat their save throws atleast 4/5 times, and I can hit them with my STR build character with 25 STR about 3.5/5 times per each attack roll. crmod does nothing to affect difficulty, it only determines the amount of xp given by enemies. damagemult is very close to the base game's configuration for these enemy sets, I just made it more uniform for ease of calculation. - difficultyopt.2da has been modified to the following: (these are the gameplay difficulty settings you can manually set in the options scr desc ------------damage multiplier Effortless-------------0.00 Very Easy-------------0.25 Easy-------------------- 0.5 Normal-----------------1.0 Tough-------------------2.0 Challenging-----------2.5 Difficult-----------------3.0 Very Difficulty--------3.5 Overpowering--------4.0 Insanity-----------------4.5 Suicide------------------5.0 Default------------------1.0 - diffsettings.2da: (ths can add an additional damage multiplier, previously was 100, 125, 150, 175, 200) not sure how this works (the general consensus is still out on what this does exactly and how it behaves. So I set everything to 100 so that there is no damage reduction or modifier here to simplify balancing enemy damge: name MaxNPCDamagePercent dmeasy easy---normal---hardcore----dmplayers --------------------------------------25----------100 ---100--------100-----------100 ######## DIFFICULTY SETTING OPTIONS RECOMMENDATION ######## Personally, I recommend you play this with a difficulty level between Difficult (3x enemy damage modifier), Very Difficult (3.5x enemy damage modifier), and Overpowering (4x enemy damage modifier). I personally like Very Difficult to Overpowering, the balance there feels just about right in most cases. If you choose to play on Insanity (4.5x enemy damage modifier) or Suicide (5x enemy damage modifier) and you manage to beat the game without cheats, then you will have all bragging rights, and I will be personally impressed. ######## FUTURE UPDATES ######## I plan to add custom patches for other armor mods, as well as continue to refine the creature and item updates, so stay tuned and consider following this mod! ######## PERMISSIONS ######## This mod can be freely used and shared for non-commercial purposes; all I ask is that I am properly credited. So, feel free to make your own patches and mods on top of this one. ######## SUPPORT ######## I poured my heart and soul into this mod. Hundreds of individual files were edited using the KOTOR TOOL. As well as hours thinking about the new, balanced armor system that allowed for rewarding gameplay without making you unstoppable and breaking the immersion this mod seeks to establish. I spent a long time on this, so I hope it brings you enjoyment in your KOTOR 2 game. All I ask is that if you enjoy this mod that you like it, endorse it, rate it, and tell your friends about it! If you're feeling generous then please star the Github repo for this mod and consider following me on GitHub. If you'd like to help me on this modding journey than feel free to reach out. The ultimate goal of this mod is the make the best mod possible and I am happy to share the spotlight. If we can greatly increase KOTOR 2's replayability and make it way more fun than this mod will have accomplished what it set out to do. NOW GO OUT THERE AND HAVE SOME FUN! And remember... Apathy is death! Submitter Aviat3d Submitted 08/11/2024 Category Mods TSLRCM Compatible Yes
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View File Treat Injury Affects Force Healing [K1] This mod makes it so Treat Injury modifies the vitality points gained from Force healing powers. SUMMARY The Treat Injury skill isn’t very useful for Force users, since medpacs become pretty much obsolete when you can heal with Force points. I wanted to make the skill more valuable to Jedi classes while rebalancing Force heals a bit. Now, Jedi will need to invest points into Treat Injury to be effective healers. Characters with low Treat Injury will heal less and may want to rely on other party members with high Treat Injury for healing, or advanced medpacs/life support kits. Lore-wise, it makes sense that a Jedi would need some understanding of the body’s healing process in order to heal effectively through the Force, and that some Jedi are more specialized in healing than others. This mod may make the game slightly more challenging on average, since a Treat Injury lower than your character level will lead to less VP healed compared to vanilla. See details below. DETAILS In vanilla, the number of vitality points you gain from Force healing is tied to your level and Wisdom/Charisma modifiers, plus a flat bonus of 5 VP from Cure and 10 VP from Heal. This mod replaces the character level modifier by the average of your level and Treat Injury skill. Here’s a breakdown of each power’s VP gain: Cure VANILLA: VP = WIS + CHA + level + 5 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 5 Heal VANILLA: VP = WIS + CHA + level + 10 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 10 With this mod, you’ll need a Treat Injury equal to your character level to heal the same amount as in vanilla. Points above or below this will increase or decrease the amount compared to vanilla. INSTALLATION To install, run TSLPatcher.exe inside of the “Main Install” folder. If spells.2da already exists in your override folder, an unaltered copy will be placed in the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk. If you have K2 Force Powers for K1 installed, run the optional patch. UNINSTALLATION To uninstall, remove k_fp_heal1ti.ncs, k_fp_heal2ti.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk in the backup folder. If there’s a spells.2da inside the backup folder, move it to override. If you installed the K2 FPs patch, remove k_fp_heal3ti.ncs from override, and replace it with the k_fp_heal3ti.ncs found in the backup folder inside the patch subfolder. NOTE: If you installed both the mod and patch, a backup folder may have been created in both subfolders. If there’s a spells.2da or dialog.tlk found in both backup folders, and you want to uninstall both the mod and patch, move the version to override that was created first (probably from the main installation) to completely revert the changes, or else the mod may not be uninstalled properly. COMPATIBILITY Should be compatible with any mod that doesn’t affect the scripts for the Heal, Improved Heal, and Master Heal powers. A patch is included for my other mod K2 Force Powers for K1 to bring the effects of Master Heal in line with this mod. The patch must be installed after K2 FPs. The changes to VP gained by Master Heal are listed below. Master Heal ORIGINAL: VP = WIS + CHA + 2*level + 15 NEW: VP = WIS + CHA + level + Treat Injury + 15 PERMISSIONS Please don’t reupload without my permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Screenshot uses Pramod Marlon's AI upscaled icons. Submitter offthegridmorty Submitted 08/04/2024 Category Mods K1R Compatible Yes
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Version 1.0.0
128 downloads
This mod makes it so Treat Injury modifies the vitality points gained from Force healing powers. SUMMARY The Treat Injury skill isn’t very useful for Force users, since medpacs become pretty much obsolete when you can heal with Force points. I wanted to make the skill more valuable to Jedi classes while rebalancing Force heals a bit. Now, Jedi will need to invest points into Treat Injury to be effective healers. Characters with low Treat Injury will heal less and may want to rely on other party members with high Treat Injury for healing, or advanced medpacs/life support kits. Lore-wise, it makes sense that a Jedi would need some understanding of the body’s healing process in order to heal effectively through the Force, and that some Jedi are more specialized in healing than others. This mod may make the game slightly more challenging on average, since a Treat Injury lower than your character level will lead to less VP healed compared to vanilla. See details below. DETAILS In vanilla, the number of vitality points you gain from Force healing is tied to your level and Wisdom/Charisma modifiers, plus a flat bonus of 5 VP from Cure and 10 VP from Heal. This mod replaces the character level modifier by the average of your level and Treat Injury skill. Here’s a breakdown of each power’s VP gain: Cure VANILLA: VP = WIS + CHA + level + 5 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 5 Heal VANILLA: VP = WIS + CHA + level + 10 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 10 With this mod, you’ll need a Treat Injury equal to your character level to heal the same amount as in vanilla. Points above or below this will increase or decrease the amount compared to vanilla. INSTALLATION To install, run TSLPatcher.exe inside of the “Main Install” folder. If spells.2da already exists in your override folder, an unaltered copy will be placed in the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk. If you have K2 Force Powers for K1 installed, run the optional patch. UNINSTALLATION To uninstall, remove k_fp_heal1ti.ncs, k_fp_heal2ti.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk in the backup folder. If there’s a spells.2da inside the backup folder, move it to override. If you installed the K2 FPs patch, remove k_fp_heal3ti.ncs from override, and replace it with the k_fp_heal3ti.ncs found in the backup folder inside the patch subfolder. NOTE: If you installed both the mod and patch, a backup folder may have been created in both subfolders. If there’s a spells.2da or dialog.tlk found in both backup folders, and you want to uninstall both the mod and patch, move the version to override that was created first (probably from the main installation) to completely revert the changes, or else the mod may not be uninstalled properly. COMPATIBILITY Should be compatible with any mod that doesn’t affect the scripts for the Heal, Improved Heal, and Master Heal powers. A patch is included for my other mod K2 Force Powers for K1 to bring the effects of Master Heal in line with this mod. The patch must be installed after K2 FPs. The changes to VP gained by Master Heal are listed below. Master Heal ORIGINAL: VP = WIS + CHA + 2*level + 15 NEW: VP = WIS + CHA + level + Treat Injury + 15 PERMISSIONS Please don’t reupload without my permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Screenshot uses Pramod Marlon's AI upscaled icons.-
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- rebalance
- treat injury
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Version 1.0.0
184 downloads
Causes the Repair skill to modify damage inflicted by Stun/Disable/Destroy Droid. SUMMARY Knowing how to fix something usually means you know how to break it too. This mod makes it so the damage dealt by Stun Droid and higher tier powers depends on the Force user’s Repair skill. Users with high Repair may deal significantly more damage than vanilla, while damage dealt by users with cross-class Repair will be limited. A way to make your tech enthusiast Jedi stand out in combat. DETAILS In vanilla, Stun/Disable/Destory Droid inflict damage equal/proportional to your character level. This mod changes the flat damage value to incorporate the Repair skill: damage = (level + 1.5*Repair)/2 With a Repair of 0, you deal half the vanilla damage. With a Repair equal to your character level, you inflict 25% more damage than vanilla. At double your level, you deal double damage. INSTALLATION To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed in the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk. UNINSTALLATION To uninstall, remove k_fp_stundr1rep.ncs, k_fp_stundr2rep.ncs, k_fp_stundr3rep.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk in the backup folder. If a spells.2da was created inside the backup folder, move it to override. COMPATIBILITY Should be compatible with any mod that doesn’t affect the scripts for Stun Droid, Disable Droid, or Destroy Droid. As long as it’s installed after, this mod will override changes to those powers’ scripts only. PERMISSIONS Please do not reupload this mod. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Screenshot uses Pramod Marlon's AI upscaled icons.- 2 comments
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- 5
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Version 1.2.0
387 downloads
This mod mainly rebalances force powers and grenades to make the game be more than just a spam fest of force speed and force lightning. 1.2.0 Changes: - Installer tweaks. 1.1.9 Changes: - Grenade scrip tweaks. 1.1.8 Changes: - Non party member NPCs no longer require a high Demolitions skill to do a lot of damage with grenades, instead they do more damage the higher their level is. 1.1.7 Changes: - Force Push now cost 15 FP. 1.1.6 Changes: - Force cost adjustments. 1.1.5 Changes: - Force Immunity nerf. - Master Environmental Resistance grants poison immunity too now. 1.1.4 Changes: - Force Fury series now benefits from force duration lengthening effects. - Force Wave now benefits from force duration lengthening effects. - Duel feats now also grant extra Force Power duration. - Energy Resistance renamed to Environmental Resistance. 1.1.3 Changes: - Force Push now stuns the target for 3s as intended. - New installer option (without force point cost changes). 1.1.2 Changes: - Slow, Affliction and Plague force point cost reduction. 1.1.1 Changes: - Force Heal and Improved Force Heal are nerfed. - Force Aura, Force Shield and Force Armor now lasts 30s. - Force Valor, Knight Valor and Master Valor are no longer grant saving throw bonuses or immunity to poison, but they last 30s now. - Force Resistance and Force Immunity are nerfed. They are also light side powers now. - The Energy Resistance series no longer resist energy damage, but it is a light side power now. - Force Barrier series is nerfed. - The Battle Meditation series lasts 30s now. - Shien lightsaber form description fix. - Niman lightsaber form description fix. - Stun Droid, Disable Droid and Destroy Droid are universal powers now. - Force Affliction is DC25 now instead of DC20. - Force cost adjustments. - Force Crush and Force Scream series cast animation fix. 1.1.0 Changes: - Higher level Force Powers now cost more to cast. 1.0.9 Changes: - Duel now also grants 10% damage bonus with force powers, on top of it’s normal effects. - Improved Duel now also grants 20% damage bonus with force powers, on top of it’s normal effects. - Master Duel now also grants 30% damage bonus with force powers, on top of it’s normal effects. 1.0.8 Changes: - Simplified item descriptions. - Master Heal is changed back to pre v1.0.4 because the Treat Injury bonus was too OP. 1.0.7 Changes: - Droid devices such as flame throwers and ion beams now scale with level. - Kyber Darts now do 25 damage by default not 26. 1.0.6 Changes: - Rockets and darts are repriced to match their performance in combat. 1.0.5 Changes: - Grenades and rockets now have a minimum guaranteed damage (their original damage). - Harmful event signal fix for grenades. 1.0.4 Changes: - Master Heal now benefits from skill points invested into Treat Injury. 1.0.3 Changes: - Description fix for grenades and rockets. 1.0.2 Changes: - Removed the blurry air wave effect of Force Wave. - Minor changes to autobalance.2da. - Saving throws are reworked, every class gains 1 of each saving throw type every time they level up. - Most grenades and rockets now benefit from Demolitions skill. - Poison grenades and poison rockets scale with user level. - Darts now also scale with user level. 1.0.1 Changes: - Death Field now actually does what the description sais, only heals the user for the equivalent of the most damage dealt to any single enemy. - Master Heal is nerfed, heals a bit less. 1.0.0 Changes: - Force Channel Form description fix. - Added Force Power Area of Effect: +50% to Force Affinity Form. - Force Affliction fix. - Force Plague fix. - Force Aura buffed to +4 defense and s.t. bonus from +2. - Force Shield buffed to +6 defense and s.t. bonus from +4. - Force Armor buffed to +8 defense and s.t. bonus from +6. - Force Aura, Force Shield and Force Armor now works with Force Chain even if it is applied through Force Enlightenment. - No more blur effect when using Force Speed (all 3 levels). - Burst of Speed buffed from +2 defense bonus to +2 defense bonus and +2 attack roll bonus. - Knight Speed changed from +4 defense bonus and +1 extra round of attack to +4 defense bonus and +4 attack roll bonus. - Master Speed changed from +4 defense bonus and +2 extra round of attack to +6 defense bonus and +6 attack roll bonus. - Fury/Wookiee Rage now also gives +2 attack rolls. - Improved Fury/Wookiee Fury now adds +4 attack rolls instead of +1 extra round of attack. - Master Fury/Wookiee Frenzy now adds +6 attack rolls instead of +2 extra round of attack. - No more blur effect when using Fury/Wookiee Rage (all 3 levels). - Fixed the ’Bad StrRef’ text bug when activating Wookiee Rage, Wookiee Fury and Wookiee Frenzy while i was at it. - Destroy Droid now does 50% less damage. - Kill now does about 33% of enemy hit points in damage instead of 50%. - Shock, Force Lightning and Force Storm now does 50% less damage. - Drain Life and Death Field are now 50% less effective. - Removed the level 10 cap from Drain Life and Death Field. - Force Crush now does 50% less damage. - Force Crush plays no animation on a successful save. - Force Suppression and Force Breach now removes all listed force powers.- 3 comments
- 2 reviews
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- 2
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- kotor ii
- force power
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View File Repair Affects Stun Droid [TSL] Causes the Repair skill to modify damage inflicted by Stun/Disable/Destroy Droid. SUMMARY Knowing how to fix something usually means you know how to break it too. This mod makes it so the damage dealt by Stun Droid and higher tier powers depends on the Force user’s Repair skill. Users with high Repair may deal significantly more damage than vanilla, while damage dealt by users with cross-class Repair will be limited. A way to make your tech enthusiast Jedi stand out in combat. DETAILS In vanilla, Stun/Disable/Destory Droid inflict damage equal/proportional to your character level. This mod changes the flat damage value to incorporate the Repair skill: damage = (level + 1.5*Repair)/2 With a Repair of 0, you deal half the vanilla damage. With a Repair equal to your character level, you inflict 25% more damage than vanilla. At double your level, you deal double damage. INSTALLATION To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed in the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk. UNINSTALLATION To uninstall, remove k_fp_stundr1rep.ncs, k_fp_stundr2rep.ncs, k_fp_stundr3rep.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk in the backup folder. If a spells.2da was created inside the backup folder, move it to override. COMPATIBILITY Should be compatible with any mod that doesn’t affect the scripts for Stun Droid, Disable Droid, or Destroy Droid. As long as it’s installed after, this mod will override changes to those powers’ scripts only. PERMISSIONS Please do not reupload this mod. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Screenshot uses Pramod Marlon's AI upscaled icons. Submitter offthegridmorty Submitted 03/10/2024 Category Mods TSLRCM Compatible Yes
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View File KotOR2 Crafting Rebalance Crafting in KotOR2 is OP, so i nerfed it a little bit. You can still craft basic upgrades, but the better ones you have to loot or buy. Submitter GearHead Submitted 03/10/2024 Category Mods TSLRCM Compatible Yes
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View File KotOR2 Blaster Pistol Rebalance A pair of fully upgraded blaster pistols render blaster rifles redundant in KotOR2, so i changed the upgradable pistols to only take scopes. Submitter GearHead Submitted 03/16/2024 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
378 downloads
This mod makes it so Treat Injury modifies the vitality points gained from Force healing powers. SUMMARY The Treat Injury skill isn’t very useful for Force users, since medpacs become pretty much obsolete when you can heal with Force points. I wanted to make the skill more valuable to Jedi classes while rebalancing Force heals a bit. Now, Jedi will need to invest points into Treat Injury to be effective healers. Characters with low Treat Injury will heal less and may want to rely on other party members with high Treat Injury for healing, or advanced medpacs/life support kits. Lore-wise, it makes sense that a Jedi would need some understanding of the body’s healing process in order to heal effectively through the Force, and that some Jedi are more specialized in healing than others. This mod may make the game slightly more challenging on average, since a Treat Injury lower than your character level will lead to less VP healed compared to vanilla. See details below. DETAILS In vanilla, the number of vitality points you gain from Force healing is tied to your level and Wisdom/Charisma modifiers, plus a flat bonus of 5 VP from Heal and 15 VP from Improved and Master Heal. This mod replaces the character level modifier by the average of your level and Treat Injury skill. Here’s a breakdown of each power’s VP gain: Heal VANILLA: VP = WIS + CHA + level + 5 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 5 Improved Heal VANILLA: VP = WIS + CHA + level + 15 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 15 Master Heal VANILLA: VP = WIS + CHA + 2*level + 15 NEW: VP = WIS + CHA + level + Treat Injury + 15 With this mod, you’ll need a Treat Injury equal to your character level to heal the same amount as in vanilla. Points above or below this will increase or decrease the amount compared to vanilla. INSTALLATION To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed inside the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk. UNINSTALLATION To uninstall, remove k_fp_heal1ti.ncs, k_fp_heal2ti.ncs, k_fp_heal3ti.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk located in the backup folder. If there's a spells.2da inside the backup folder, move it to override. COMPATIBILITY Should be compatible with any mod that doesn’t affect the scripts for the Heal, Improved Heal, and Master Heal powers. PERMISSIONS Please don’t reupload without my permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Screenshot uses Pramod Marlon's AI upscaled icons.-
- 10
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- rebalance
- treat injury
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(and 3 more)
Tagged with:
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View File KotOR2 Combat Rebalance This mod mainly rebalances force powers and grenades to make the game be more than just a spam fest of force speed and force lightning. 1.2.0 Changes: - Installer tweaks. 1.1.9 Changes: - Grenade scrip tweaks. 1.1.8 Changes: - Non party member NPCs no longer require a high Demolitions skill to do a lot of damage with grenades, instead they do more damage the higher their level is. 1.1.7 Changes: - Force Push now cost 15 FP. 1.1.6 Changes: - Force cost adjustments. 1.1.5 Changes: - Force Immunity nerf. - Master Environmental Resistance grants poison immunity too now. 1.1.4 Changes: - Force Fury series now benefits from force duration lengthening effects. - Force Wave now benefits from force duration lengthening effects. - Duel feats now also grant extra Force Power duration. - Energy Resistance renamed to Environmental Resistance. 1.1.3 Changes: - Force Push now stuns the target for 3s as intended. - New installer option (without force point cost changes). 1.1.2 Changes: - Slow, Affliction and Plague force point cost reduction. 1.1.1 Changes: - Force Heal and Improved Force Heal are nerfed. - Force Aura, Force Shield and Force Armor now lasts 30s. - Force Valor, Knight Valor and Master Valor are no longer grant saving throw bonuses or immunity to poison, but they last 30s now. - Force Resistance and Force Immunity are nerfed. They are also light side powers now. - The Energy Resistance series no longer resist energy damage, but it is a light side power now. - Force Barrier series is nerfed. - The Battle Meditation series lasts 30s now. - Shien lightsaber form description fix. - Niman lightsaber form description fix. - Stun Droid, Disable Droid and Destroy Droid are universal powers now. - Force Affliction is DC25 now instead of DC20. - Force cost adjustments. - Force Crush and Force Scream series cast animation fix. 1.1.0 Changes: - Higher level Force Powers now cost more to cast. 1.0.9 Changes: - Duel now also grants 10% damage bonus with force powers, on top of it’s normal effects. - Improved Duel now also grants 20% damage bonus with force powers, on top of it’s normal effects. - Master Duel now also grants 30% damage bonus with force powers, on top of it’s normal effects. 1.0.8 Changes: - Simplified item descriptions. - Master Heal is changed back to pre v1.0.4 because the Treat Injury bonus was too OP. 1.0.7 Changes: - Droid devices such as flame throwers and ion beams now scale with level. - Kyber Darts now do 25 damage by default not 26. 1.0.6 Changes: - Rockets and darts are repriced to match their performance in combat. 1.0.5 Changes: - Grenades and rockets now have a minimum guaranteed damage (their original damage). - Harmful event signal fix for grenades. 1.0.4 Changes: - Master Heal now benefits from skill points invested into Treat Injury. 1.0.3 Changes: - Description fix for grenades and rockets. 1.0.2 Changes: - Removed the blurry air wave effect of Force Wave. - Minor changes to autobalance.2da. - Saving throws are reworked, every class gains 1 of each saving throw type every time they level up. - Most grenades and rockets now benefit from Demolitions skill. - Poison grenades and poison rockets scale with user level. - Darts now also scale with user level. 1.0.1 Changes: - Death Field now actually does what the description sais, only heals the user for the equivalent of the most damage dealt to any single enemy. - Master Heal is nerfed, heals a bit less. 1.0.0 Changes: - Force Channel Form description fix. - Added Force Power Area of Effect: +50% to Force Affinity Form. - Force Affliction fix. - Force Plague fix. - Force Aura buffed to +4 defense and s.t. bonus from +2. - Force Shield buffed to +6 defense and s.t. bonus from +4. - Force Armor buffed to +8 defense and s.t. bonus from +6. - Force Aura, Force Shield and Force Armor now works with Force Chain even if it is applied through Force Enlightenment. - No more blur effect when using Force Speed (all 3 levels). - Burst of Speed buffed from +2 defense bonus to +2 defense bonus and +2 attack roll bonus. - Knight Speed changed from +4 defense bonus and +1 extra round of attack to +4 defense bonus and +4 attack roll bonus. - Master Speed changed from +4 defense bonus and +2 extra round of attack to +6 defense bonus and +6 attack roll bonus. - Fury/Wookiee Rage now also gives +2 attack rolls. - Improved Fury/Wookiee Fury now adds +4 attack rolls instead of +1 extra round of attack. - Master Fury/Wookiee Frenzy now adds +6 attack rolls instead of +2 extra round of attack. - No more blur effect when using Fury/Wookiee Rage (all 3 levels). - Fixed the ’Bad StrRef’ text bug when activating Wookiee Rage, Wookiee Fury and Wookiee Frenzy while i was at it. - Destroy Droid now does 50% less damage. - Kill now does about 33% of enemy hit points in damage instead of 50%. - Shock, Force Lightning and Force Storm now does 50% less damage. - Drain Life and Death Field are now 50% less effective. - Removed the level 10 cap from Drain Life and Death Field. - Force Crush now does 50% less damage. - Force Crush plays no animation on a successful save. - Force Suppression and Force Breach now removes all listed force powers. Submitter GearHead Submitted 01/26/2024 Category Mods TSLRCM Compatible Yes
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View File Treat Injury Affects Force Healing [TSL] This mod makes it so Treat Injury modifies the vitality points gained from Force healing powers. SUMMARY The Treat Injury skill isn’t very useful for Force users, since medpacs become pretty much obsolete when you can heal with Force points. I wanted to make the skill more valuable to Jedi classes while rebalancing Force heals a bit. Now, Jedi will need to invest points into Treat Injury to be effective healers. Characters with low Treat Injury will heal less and may want to rely on other party members with high Treat Injury for healing, or advanced medpacs/life support kits. Lore-wise, it makes sense that a Jedi would need some understanding of the body’s healing process in order to heal effectively through the Force, and that some Jedi are more specialized in healing than others. This mod may make the game slightly more challenging on average, since a Treat Injury lower than your character level will lead to less VP healed compared to vanilla. See details below. DETAILS In vanilla, the number of vitality points you gain from Force healing is tied to your level and Wisdom/Charisma modifiers, plus a flat bonus of 5 VP from Heal and 15 VP from Improved and Master Heal. This mod replaces the character level modifier by the average of your level and Treat Injury skill. Here’s a breakdown of each power’s VP gain: Heal VANILLA: VP = WIS + CHA + level + 5 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 5 Improved Heal VANILLA: VP = WIS + CHA + level + 15 NEW: VP = WIS + CHA + (level + Treat Injury)/2 + 15 Master Heal VANILLA: VP = WIS + CHA + 2*level + 15 NEW: VP = WIS + CHA + level + Treat Injury + 15 With this mod, you’ll need a Treat Injury equal to your character level to heal the same amount as in vanilla. Points above or below this will increase or decrease the amount compared to vanilla. INSTALLATION To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed inside the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk. UNINSTALLATION To uninstall, remove k_fp_heal1ti.ncs, k_fp_heal2ti.ncs, k_fp_heal3ti.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk located in the backup folder. If there's a spells.2da inside the backup folder, move it to override. COMPATIBILITY Should be compatible with any mod that doesn’t affect the scripts for the Heal, Improved Heal, and Master Heal powers. PERMISSIONS Please don’t reupload without my permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Screenshot uses Pramod Marlon's AI upscaled icons. Submitter offthegridmorty Submitted 01/19/2024 Category Mods TSLRCM Compatible Yes
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View File Yavin Vendor Rebalance Nerfed some of the items offered by Suvam Tan on the Yavin Space Station, he also buys items from you for less money now. This mod only work if you haven't visited the Yavin Space Station yet. Submitter GearHead Submitted 12/06/2023 Category Mods K1R Compatible Yes
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Much like @constantinople33's mod Lore-Friendly Qel-Droma Robes, I was wondering if anyone else would be willing to take a crack at reskinning/rebalancing some various items in K1 and K2 that don't match their visual depictions or properties as they have been show in other media. List below: Exar Kun's Light Battlesuit (K1 & K2)- Could be rebalanced into something akin to the Jal Shey robes and be reskinned to resemble other depictions . Ulic Qel-Droma's Mesh Suit (K2)- Similar to the Battlesuit above, possibly rebalanced and reskinned. Darth Bandon's Fiber Armor (K1)- There's reskins of this out there already, but seeing this be rebalanced into armored robes that fill a darkside role similar to the Qel-Droma Robes could be interesting. Freedon Nadd's short lightsaber (K2)- If this could be made upgradeable in addition to the base traits it already has, I feel like it would have a better place in the loot pool. Mask of Tulak Hord (K1)- Replace the model with the Sith Mask, adds Weapon Focus: Lightsaber, adds Heavy Armor Requirement, +2 Fortitude Save, +1 Con, +1 Str, -3 Wisdom, restrict darkside. Marka Ragnos' Gauntlets- Rebalance to restrict darkside, +2 Will, +1 Wis, +1 Char, +1 energy resistance, -1 Force resistance Arca Jeth's Robes (K2)- Recolor to be similar to the Ossus Keep robe's tone to set it apart from Nomi's robes. Sith Mask (K1 & K2)- Remove Heavy Armor requirement, remove feat bonus, +1 Will Save, -1 Dex, +2 Persuasion, All Krath Armors (K1 & K2)- Reskin to a blood and gold color to match depictions in Tales of the Jedi, add force resistance to each one with increasing effect depending on the tier of armor. All of these are ideas/suggestions, not set in stone needs (especially for the rebalances). My goal is to share the idea and let someone much more talented and capable run wild with the premises.
- 4 replies
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- 2
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- tales of the jedi
- kotor
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