Malkior

MOD:Blasters Reloaded

Recommended Posts

Blasters Reloaded


=__- Blasters Reloaded: -_=
Ranged Weapon Feats Overhaul for KotOR 2

 

By:Malkior

 


Description:

 

Many of my mods span back several years,
but this one is a bit more recent. Essentially at its core,
this is a realism mod focused on changing all of the blaster
feats to be tied to each individual item rather than being learnable on the Level Up screen.
This in turn means that you will need to purchase a blaster with the Rapid Fire,
Power Blast, or Sniper Shot feat in order to use those abilities.

 

-Every single weapon UTI that I could find has been altered to add these feats when it is equipped, so each blaster should carry its own cost and benefit. Blaster Pistols have fewer feats but are generally more exotic, while Blaster Rifles offer more feats as well as advanced and master versions of them. A few unique blasters, like Luxa's Disruptor have their own share of surprises. Each weapon also follows a formula it "logically" would, such as heavy blasters carrying the Rapid Fire feat, and shotguns having the Power Blast. This should change up the general way to play, so experimenting on which weapon to choose may be necessary.

 

I designed this mod after noticing how in the later game,
all blasters except for very specific ones become pointless as the
Master versions of the blaster feats make up for any insufficiencies they have.
From a realism perspective, this made no sense, as you can't "learn"
how to fire any gun you find on full-auto; (or any other ranged feat spells)
and from a practical perspective, it removed the need to use anything other than
the gun you prefer for the entire playthrough, thus making purchasing weapons
a futile affair.

 

This mod is aimed to remedy that situation.

 


Installation:

 

I have designed this mod to use the TSLPatcher for the
benefit of mod compatibility.
To install, hit the "Install Mod" button to proceed with the TSLPatcher
installation, ensuring there aren't any errors in the changelog.

 

Uninstallation:

 

To uninstall, copy-paste the .uti files and feat.2da in your Override folder
with the files from the "Backup" folder that the TSLPatcher created
(Should be inside the same folder as the installer .exe).

NOTE: This will effectively put your game files back to the point before you installed the mod, but you will still have to use a new savegame to fully remove this mod's changes.
Unfortunately, this is just the way the game files work.

 


Compatibility:

 

Please let me know if there are any mods that conflict with mine,
and I will work to make them compatible.

 


Permissions:

 

Please inform me and credit me if you would like to add my mod to your own.

 

Credits:

 

This would not have been possible without the many people on DeadlyStream who have helped immeasurably including:
LiliArch for coming up with the mod idea in the IRC chat;
Rece of RealRece Youtube fame for his work in drafting up the weapon feats for all 60 weapons;
Fair Strides for walking me through the intricacies of setting up a TSLPatcher Install and helping with this very Readme;
The rest of DS for their constant support and feedback;
Fred Tetra for his Kotortool with which the UTI edits would have been much harder;
Stoffe for the TSLPatcher;
Bioware for making Kotor 1; Obsidian for making Kotor 2;
Lucasarts for allowing that to happen; and George Lucas for creating the first Star Wars which started it all...


  • Submitter
  • Submitted
    02/23/2017
  • Category
  • TSLRCM Compatible

 

  • Like 1

Share this post


Link to post
Share on other sites
Guest

Uhhh... I know I've been up late, but how does that relate to re-tooling the blasters and feats?

 

But doesn't Carth's flight suit give him certain blaster feats? That's all I was thinking about. 

 

& I've not been up late; I'm from the UK lol 

Share this post


Link to post
Share on other sites

Great work as always

 

Thanks, Haveayap. :)

 

But doesn't Carth's flight suit give him certain blaster feats? That's all I was thinking about. 

 

& I've not been up late; I'm from the UK lol 

I just checked. It does add a Master Power Blast, which could greatly unbalance the game, in theory, anyway. I might be able to create "compatibility files" to replace the UTIs, but at the moment I don't know how Marius Fett created a custom Feat specifically created for that mod.. I may need help to do it..

Share this post


Link to post
Share on other sites
Guest

Can I ask how this effects the "Rapid Shot" etc feats in the skill tree? 

 

For instance say I was in a playthrough and Atton had "Improved Rapid Fire" or something like that; how would it be effected?

 

Are those feats removed or does the character and the blaster need to have the same feats to use them?

Share this post


Link to post
Share on other sites

Can I ask how this effects the "Rapid Shot" etc feats in the skill tree? 

 

For instance say I was in a playthrough and Atton had "Improved Rapid Fire" or something like that; how would it be effected?

 

Are those feats removed or does the character and the blaster need to have the same feats to use them?

The feats are removed from the level-up screen, but if you already have the feat, you don't lose it.

Share this post


Link to post
Share on other sites

Djh269 already asked for it in the comments, but are you going to do the same mod for melee weapons, too? Long Swords could have Critical Strike, Shorts Swords could have Flurry and Double-bladed Swords could have Power Attack. Also, lightsaber upgrades could give them combat feats, so they could be less useless in game, as now they give only minimal stay bonuses.

 

I've also got one more question - do blaster upgrades give new feats or improve the current ones? Or do they still only give better stats?

Share this post


Link to post
Share on other sites

Djh269 already asked for it in the comments, but are you going to do the same mod for melee weapons, too? Long Swords could have Critical Strike, Shorts Swords could have Flurry and Double-bladed Swords could have Power Attack. Also, lightsaber upgrades could give them combat feats, so they could be less useless in game, as now they give only minimal stay bonuses.

 

I've also got one more question - do blaster upgrades give new feats or improve the current ones? Or do they still only give better stats?

Originally, I felt that adding feats to the melee weapons interfered with the logic behind the mod.

 

Essentially, the notion that "you can learn sword techniques, but no matter how hard you try, no level of discipline will make your gun shoot faster, more accurately, or with more power" is the reasoning behind that decision.

 

In fact, in the mod as it stands, the melee feats were completely untouched, so you can still learn all three levels of Critical Strike, Power Attack, and Flurry, for every melee weapon.

 

 

However, I see there is interest to add some sort of bonus to the various swords and sabers, so now it is in the works to add another option or separate mod entirely to add them.

 

 

 

Regarding your second question, the mod only adds feats, but it also grants a few unique bonuses as well.

 

For some unique weapons, there are damage specific feats (for example, the anti-droid guns have bonuses against droids), and for the one-of-a-kind weapons like Luxa's Disruptor, there are truly unique bonuses and feats to keep things interesting. :)

 

Since TSL has the often unused Precision and Targeting feats in its list, I added them to basically every ranged weapon with ranks going up as you get to bigger guns, so that there is a distinct difference in power between a blaster pistol or rifle.

 

For Kotor 1, Precision and Targeting feats don't exist, so the plan is to just add better bonuses to increase as the weapons get bigger..

  • Like 1

Share this post


Link to post
Share on other sites

Originally, I felt that adding feats to the melee weapons interfered with the logic behind the mod.

 

Essentially, the notion that "you can learn sword techniques, but no matter how hard you try, no level of discipline will make your gun shoot faster, more accurately, or with more power" is the reasoning behind that decision.

 

In fact, in the mod as it stands, the melee feats were completely untouched, so you can still learn all three levels of Critical Strike, Power Attack, and Flurry, for every melee weapon.

 

 

However, I see there is interest to add some sort of bonus to the various swords and sabers, so now it is in the works to add another option or separate mod entirely to add them.

 

 

 

Regarding your second question, the mod only adds feats, but it also grants a few unique bonuses as well.

 

For some unique weapons, there are damage specific feats (for example, the anti-droid guns have bonuses against droids), and for the one-of-a-kind weapons like Luxa's Disruptor, there are truly unique bonuses and feats to keep things interesting. :D

 

Since TSL has the often unused Precision and Targeting feats in its list, I added them to basically every ranged weapon with ranks going up as you get to bigger guns, so that there is a distinct difference in power between a blaster pistol or rifle.

 

For Kotor 1, Precision and Targeting feats don't exist, so the plan is to just add better bonuses to increase as the weapons get bigger..

I agree, No sword or lightsaber could halt your study of sword or dueling techniques. But it did always seem stupid to me that weapons with no scope could use sniper shot  or certain blasters being able to use powershot, or weapons with a single fire round using rapid shot. This revamp was much needed

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.