Guest HaVoKeR Posted January 6, 2011 File Name: Ultimate Balancing Mod File Submitter: HaVoKeR File Submitted: 06 Jan 2011 File Updated: 01 Feb 2013 File Category: Mods TSLRCM Compatible: Yes 1. MOD OBJECTIVE: To make Star Wars: The Sith Lords a whole new and challenging epic adventure from the beginning until the end. 2. WHAT IS THIS MOD? This mod basically changes all classes (mostly non-jedis) to be a little tougher and balanced. It also increases the difficult of the game, your enemies have higher lvl (more XP), to hit, damage, etc. There are many changes in this mod based upon the Star Wars Saga (the latest D20 system Pen&Paper RPG); Mira is now a true Bounty Hunter. Classes 2da: I've reworked all recommended stats for most classes, clicking it while creating your character will give you a little boost. Also, reworked your allies starting stats related to the changes. All non-jedi classes: have 2/4 extra VP, base jedi classes (JS/JG/JC): have the same VP gain (10), FP gain (3), feat gain, power gain and skills. In SW Saga, it's only one class with little differences. Reduced the FP gain for each other force user class, but now they all have the force sensitive feat (40 extra FP). featgain.2da: all base jedi classes now gain feats as a Jedi Guardian and i gave 1, 2 or 3 extra feats to every non-jedi class. acbonus.2da: scout and tech specialist gained armor bonus per level; +16 ac by lvl 50. k_sp1_generic.ncs: most BUFF force powers have a extended duration (60 seconds); to compensate the lower FP each class has. The Whole speed and fury tree of powers doesn't give extra atacks/armor anymore, rebalanced force valor/force shield related powers (weaker, but they full stack now). Baseitems.2da/ItemCreate.2da: Improved all blasters (they are REAL blasters now) and some swords damage, tweaked saber-staff damage to be the same as normal lightsaber, i.e. rebalanced everything to look like Sw Saga. Tweaked skill requirements and upgrade bonus for lightsabers, a small compensation to the lost of damage/extra atacks. Saving Throws: Jedi Master/Sith Lord have the same progression as Jedi Consular, increased droid classes ST. Scoundrel and Soldier now have a better progression, Stronger Fortitude+Reflex. DifficultyOption.2da/diffsettings.2da: I recommend you to remove the difficultyoption.2da because it may make enemies 1-shot you, it was making all the balancing harder to accomplish. ClassPowerGain.2da: I gave a progression of 2 powers at lvl 1, more 1 per level, except in lvls multiple of 3 (+1). This is a very slow progression compared to the default ones, but you wont end the game with ALL powers in the list (also you will need to think better before choosing) forceadjust.2da: increased overall Force Power cost for LS/DS characters; the objective is to reduce force power spam and give some benefits to neutral characters. Autobalance.2da: increases your enemies level, hit points, armor, to-hit, SThrows and damage. Skills.2da: All classes (except Prestige Jedi classes) have more class skills, droid combatent have more skill points and base jedi classes have the following class skills: persuade and awareness, 2 SP per level (the Exile starts with Security & Repair as extra skills). Spells.2da: Normal version; increases the FP cost of Force Crush, and other abusive force powers. HLFP version: same as before but also increases all high level powers cost, spamming these powers makes the game pretty easy, specially on bosses. I hope this will fix it. Feat.2da: All jedi's can have weapon specialization. Droid expert have way more avaiable feats, reworked skill-related feats for everyone (so it matches its new skills). I am recovering the old implants feats from kotor 1, since everyone have a increased feat gain and you level up faster, no need to waste points in constitution anymore. ForceShields.2da: merely cosmetic, all shields but the droids doesn't have animations anymore; in the last version all shields have been nerfed. ChemicalCreate.2da: Now you can build all implants if you have the required skill. 3. HOW DO I USE IT? Just dump everything in your Override folder. I recommend doing so after you have installed HLFP 2.1 (or not) and before any other mod that uses the TSL patcher.exe. 4. MOD COMPATIBILITY: This mod is fully compatible with TSLRCM and ImprovedAI/High level F. Powers by stoffe (2.1 version). It can be fully compatible with any mods that dont mess with the same files. There's a english dialog.tlk file which must be placed in the game folder before any mod that mess with this file, in order to see the ingame changes (make backups). 5. UNINSTALL: Remove all the files. 6. Bugs & Issues: I dont think theres anything wrong here, if you find anything strange, report to me at http://www.deadlystream.com/forum/ or email me max_mms@hotmail.com if its not a problem to you. 7. CREDITS: Created by HaVoKeR. You may use this mod at will, i just ask that my name stick with it. =) Inspiration and sources (script related): Beancounter, Stoffe, Achilles and Envida. Click here to download this file Quote Share this post Link to post Share on other sites
Jaiden Korr 1 Posted January 9, 2011 Hi there Mr. HaVoKeR: You recommend to install the Ultimate Balancing Mod 1.3 after we have installed all other related mods, like improvedAi and HLFP by stoffe or the Hardcore mod by Beancounter. But I have one question for you HaVoKeR: Is it much better to install the Ultimate Balancing Mod 1.3 immediately after the installation of the TSLRCM 1.7 and the TSLRCM 1.7 unofficial patch to avoid conflicts with other mods? Sincerely Yours Quote Share this post Link to post Share on other sites
Guest HaVoKeR Posted January 9, 2011 You recommend to install the Ultimate Balancing Mod 1.3 after we have installed all other related mods, like improvedAi and HLFP by stoffe or the Hardcore mod by Beancounter. But I have one question for you HaVoKeR: Is it much better to install the Ultimate Balancing Mod 1.3 immediately after the installation of the TSLRCM 1.7 and the TSLRCM 1.7 unofficial patch to avoid conflicts with other mods? Sincerely Yours My mod messes with the "rule system" of the game, while TSLRCM part is modules, dialogs and similars. I think you can install it after or before TSLRCM, since theres not even 1 file shared by both mods. I said that thing related to HLFP because they mess with the same files, like spells.2da... and i don't know how to put any nor ALL my changes in a TSL patcher .exe, so this is the solution. It goes again for any other mods like that hardcore one (they both use autobalance.2da). In fact i don't recommend you installing any other hardcore mod over mine, because the game might get pretty much impossible, i.e. 1 hit kill from the first enemy in the game =p also conflicts/bugs may happen. Quote Share this post Link to post Share on other sites
MrPhil 58 Posted January 10, 2011 Do you think my mod would be compatible with yours, if mine was installed afterwards? Quote Share this post Link to post Share on other sites
Guest HaVoKeR Posted January 11, 2011 Do you think my mod would be compatible with yours, if mine was installed afterwards? Don't know, it uses the installer? (.exe)... have you tried? xD Btw, the only thing i've changed in spells.2da is the force point costs. Quote Share this post Link to post Share on other sites
MrPhil 58 Posted January 11, 2011 Yes it use the installer. And no, haven't tried yet. Well, the only thing my mod does is to change forbiditemmask or something alike to 0x0000. But I always wondered if I could make it compatible to mods that also modifies spells.2da without basing mine on those specifically... Quote Share this post Link to post Share on other sites
Guest HaVoKeR Posted January 11, 2011 Yes it use the installer. And no, haven't tried yet. Well, the only thing my mod does is to change forbiditemmask or something alike to 0x0000. But I always wondered if I could make it compatible to mods that also modifies spells.2da without basing mine on those specifically... It will work i guess, just install HLFP 2.1 first (or not) and then install mine mod and then yours. =) 1 Quote Share this post Link to post Share on other sites
Guest daseinhorn Posted January 13, 2011 I play this mod on Difficult, and it is quite challenging. When you are in closed spaces the divide and conquer strategy is the most efficient, but in open spaces, it is ridiculously hard. I am up to the restoration zone, and I am still wondering what to do. Good mod! Quote Share this post Link to post Share on other sites
Guest psychocandy Posted January 18, 2011 cheers for this...its 1 evil mod Quote Share this post Link to post Share on other sites
Guest HaVoKeR Posted January 18, 2011 I think i just found a new bug... about T3, while he has very high intelligence and it can get upgraded or leveled, you still can't raise treat injury (that i made avaiable) for him unless you click in the recommended button and you have enough skills points. Don't know how to fix it, if anyone discover tell me please. Quote Share this post Link to post Share on other sites
hrax lautis 10 Posted January 23, 2011 It will work i guess, just install HLFP 2.1 first (or not) and then install mine mod and then yours. =) I did this, installed UBM, then when I wasn't getting force valor after finding a Sith Battle Suit outside the dormitories on Peragus (!), I went digging through spells.2da to see what the differences were. I needn't have bothered, since the TSLPatcher updates the spells.2da without changing UBM stuff. Very nice! Nice mod, too! On difficult, I was getting pretty bored with playthroughs where I cheat at the beginning, with extra items and abilities, and somnambulate through Telos, but beating the toughs outside the cantina on Telos was intensely hard. Thanks! Quote Share this post Link to post Share on other sites
Guest HaVoKeR Posted January 23, 2011 Nice mod, too! On difficult, I was getting pretty bored with playthroughs where I cheat at the beginning, with extra items and abilities, and somnambulate through Telos, but beating the toughs outside the cantina on Telos was intensely hard. Thanks! On that part, i run through them with the exile, letting my two part members "die" and then go back with my recovered items to teach those thugs a lesson o two. There are some parts were you need o discover some tricks like hit and run, stealth and mines or throw grenades and run to beat... Also, i easily burn out all my shields in the beggining, building extra ones is a nice idea before leaving telos. Don't forget to check my UPI mod, those items may help you in the harbinger against the sith and in Telos/Telos restoration zone parts. Quote Share this post Link to post Share on other sites
Guest MaximusLight Posted February 4, 2011 Hello, looks like a fun mod, haven't tried it yet but I plan to. I was wondering, you mention in the description that the mod changes some thing to the Saga Star Wars role playing edition and I was wondering how close you would say it is compared to that? Also what do you think of having the level cap at 30 instead of 50? It's very hard to get to that level as it is and I believe in the actually game with expanded rules 30 is the maximum and if you put in a bonus feat for enemies to make them harder once you reach level 30 then there would be no way to make yourself anymore powerful. Quote Share this post Link to post Share on other sites
Guest HaVoKeR Posted February 4, 2011 Hello, looks like a fun mod, haven't tried it yet but I plan to. I was wondering, you mention in the description that the mod changes some thing to the Saga Star Wars role playing edition and I was wondering how close you would say it is compared to that? Also what do you think of having the level cap at 30 instead of 50? It's very hard to get to that level as it is and I believe in the actually game with expanded rules 30 is the maximum and if you put in a bonus feat for enemies to make them harder once you reach level 30 then there would be no way to make yourself anymore powerful. I think the only 2 reasons that made the game very easy besides the enemies being little girls is that the Exile has acess to one OP prestige class - which i may nerf in the future - if i find the related class in any SW books that i have... but i feel to lazy about it nowdays =p and the second one, is the "battle precognition" that the Handmaiden teaches you... these are the 2 most overpowered characteristics in the game. Theres also the jedi powers, used by you only most of the time (90%+), and they are pretty badass, i.e. if Galen Marek (SW TFU) had those powers that the Exile or Revan have, he would be twice as powerful as he is (was?). Now if you install my mod: some essential Jedi powers are weaker (like the speed/status gain ones) and your enemies are much tougher; they have bonuses like extra HP, damage, chance to hit and level (this last one, also makes you gain much more experience) - which reminds me of your idea about leveling - i don't think its needed, since your enemies gain power as you do, and its nice to see how far in XP you can go from game to game. I myself haven't finished the game yet with all the mods i have in my override (including this one ofcourse) and i think my end level will be very high, without resorting to any cheats. Now to the last of your questions, i don't know how much of my mod looks like SW Saga, since the games differ in many D20 system points, from the way you level and other stuff, the only thing that is 100% SW saga precise is the weapons. All the weapons in the game have their damage/critical based on it. But i also tried to make the Jedi base classes looks like the Jedi class in SW saga, cause theres only 1 JC there and they differ only in some special habilities depending on which path you take (the consular, the sentinel or the guardian one). When i finish playing the game, if there are no more opinions or sugestions about my work, i will make some conclusions and try to balance the game even more, to make it a challenge from the beginning to the end... cause i'm aware that the exile gets really stronger than anything in late game =/. Quote Share this post Link to post Share on other sites
Zangetsu 0 Posted July 14, 2011 hi I am a newbie to the community Even though I like restored contend very much. I have some questions about your patch. I want to have implant without the high cost of constitution constraint (Even though it make sense I didn't like the high requirements, maybe a little damage to health or some negative check or decreased saving throw but...) So I wonder which of the files in the patch changes this properties(requirements) of implants exactly (please...). PS: I appreciate the work you have done to improve gameplay but it won't go with my taste, so I don't want the whole course. This is why I request this. I have some feedback about your work. I don't like to share it publicly. So if you want to chat I am here Quote Share this post Link to post Share on other sites
Guest bendarby24 Posted July 14, 2011 if you wount to have a good expirence i would downloud this and then donloud my mod what is called ben.d rebalences mod and then downloud ben.d's rebalences + un=ltimate rebalcnes and there you have the best rebalnces mod ever Quote Share this post Link to post Share on other sites
Zangetsu 0 Posted July 15, 2011 Thanks for the reply. I am a newbie to mod construction but I use many modes. Also I read and applied both ultimate Balancing mod and yours. Its just did not suit my taste, so I want a little piece of it but not sure which files do the job and question still remains. Which files in the ultimate balance mod that edits the implant constitution requirement? I have some ideas about the mod and want to discuss, though not sure HaVoKeR will like it or not. Quote Share this post Link to post Share on other sites
Guest bendarby24 Posted July 15, 2011 i think it is not yp for discusion be because i think he has finished with this mod and also he hasent been online of 3 mounths :/ Quote Share this post Link to post Share on other sites
deckard92 1 Posted August 30, 2012 Has anyone else experienced text issues with high level force powers installed, on the force power chart? When I add the spells file from this (the one in the folder 'Add this if you're using high level force powers') it messes up all the names and descriptions of the high level force powers making it impossible to tell which one is which without memorizing the icons. Any help would be appreciated. Quote Share this post Link to post Share on other sites
Guest Posted February 21, 2017 Anyone know if this still works? Quote Share this post Link to post Share on other sites
TheRealBatuRem 0 Posted November 10, 2021 On 2/21/2017 at 3:48 AM, Guest said: Anyone know if this still works? I'm using it in 2021. Still best rebalance mod out there Quote Share this post Link to post Share on other sites