Danieladius

Guard Stance

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In KSE I have discovered the "Guard Stance" feat ? Is this feat scripted, and is just cut content, or is it scrap from something else ? Either way, would it be possible to add it to KoTOR 1 as an active, selectable feat ? Would someone be willing to teach me to do it ?

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It's the same as Grenade and Simple Weapons feat trees - leftovers from early builds/NWN code. Seem fully functional, though.

Guard Stance I believe was supposed to double your regeneration and force regeneration and prevent the player from using critical strike, flurry or power attack while it was active (Meaning it would possibly be a feat you needed to activate similar to Hanhar's Wookie rage feat in K2). So since regeneration doesn't work in vanilla K1 and I doubt activating a feat and disabling other feats can be a thing I doubt Guard Stance can actually work. As for Grenade and Simple Weapons feats, I have already made Simple Weapons a feat- http://deadlystream.com/forum/files/file/1062-simple-weapons-feat-restoration/ the mod could use some polishing up though. As for Grenades I do not believe I could get them to work as you don't need a proficiency to throw a Grenade and I doubt Grenade Focus and Specialization actually give a  +1 or +2 damage though if it did Grenades all ready to tons of damage so I doubt a +1 or +2 is going to make a difference. Also, there is a Skill Focus feat that gives +2 to a skill for example Skill Focus Persuade gives +2 to Persuade but again I don't think it works.

 

As for Guard Stance, I wouldn't mind someone scripting new properties for the feat all together so it still seems like a "Guard" type feat but doesn't have the horrible no attacks part (Perhaps it should give extra dexterity or a defense bonus) and I also wouldn't mind someone scripting Skill Focus to work like they should or maybe making it a feat that makes a Skill a class feat like the TSL class skill feats.

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The extent of my modding capability is editing items. I would love to learn more, but I barely have time to play the game, lol. I personally would be fine with Guard Stance in-allowing Crit Strike/ Flurry/ Power Attack.

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Just thought I'd note that restoring both the grenade and simple weapons feats will cause the game to crash when making a soldier. If you add more than 10 feats at chargen in K1, the game will crash. I couldn't find anyway around this

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Just thought I'd note that restoring both the grenade and simple weapons feats will cause the game to crash when making a soldier. If you add more than 10 feats at chargen in K1, the game will crash. I couldn't find anyway around this

Just to note I already have restored the Simple Weapons feat- http://deadlystream.com/forum/files/file/1062-simple-weapons-feat-restoration/ will this crash with my mod installed for Soldiers?

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As far as cut feats go there are a few different ones. There are the 2 proficency feats, for Simple Weapons and Grenades, which can be restored fairly easily (aside from the aforementioned crashing). The proficiency, focus, and specialization feats for each weapon are defined in the baseitems.2da, and grenades already have focus and specialization linked up, they just need to have the requirements added. I think one of the weird melee weapons (gaffi stick or wookie blade) is actually setup to use the focus and specialization feats for Simple weapons, not melee, so it doesn't get any benefits from melee feats in the vanilla game.

 

The Skill Feats can be divided up into a few categories. The earliest iteration, the focus feats, give +2 to a specific skill and nothing else. These were replaced by 4 feats. Caution (Demolitions, Security), Empathy (Persuade, Treat Injury), Gear Head (Computer, Repair), and Perceptive (Awareness, Stealth) and gave +2 to both skills. Perceptive was then removed, and the skills were shuffled around to different feats, and given 3 ranks, for +1, +2, and +3.

 

The Conditioning Feat also has a history, as it is a combination of 3 separate feats. Iron Will, Lightning Reflexes, and Great Fortitude (this is why the icons for the conditioning ranks are unrelated, they represent the 3 different saving throws). This is a d&d carryover. They each gave +2 to their respective throw. Much like the skill feats, these where merged into a +1, +2, and +3 feat line.

 

The guard stance feats aren't implemented in the game and don't do anything (from what I've read anyways), but their descriptions can be read from the tlk or if they are put back in the game.

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The Skill Feats can be divided up into a few categories. The earliest iteration, the focus feats, give +2 to a specific skill and nothing else. These were replaced by 4 feats. Caution (Demolitions, Security), Empathy (Persuade, Treat Injury), Gear Head (Computer, Repair), and Perceptive (Awareness, Stealth) and gave +2 to both skills. Perceptive was then removed, and the skills were shuffled around to different feats, and given 3 ranks, for +1, +2, and +3.

 

The Conditioning Feat also has a history, as it is a combination of 3 separate feats. Iron Will, Lightning Reflexes, and Great Fortitude (this is why the icons for the conditioning ranks are unrelated, they represent the 3 different saving throws). This is a d&d carryover. They each gave +2 to their respective throw. Much like the skill feats, these where merged into a +1, +2, and +3 feat line.

 

 

So those feats still in the game files in K1 and K2? So far in K2, I see the skill focus feats and the guard stance feats in the feats.2da lists. What about the separate individual saving throw feats? Do those still exist in the K1 files, and if so can they be restored?

 

 

Sorry for asking, but the only copy of K1 I currently have is my old Xbox copy. (Although I did just buy a PC version of said game that should be arriving soon.)

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The save feats in the game are the original ones. Only the effects and names were changed. If you look at their internal code names, they are still called Iron will, etc. They have just been moved around.

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Also the force focus feats (the consulars bonus) were originally different. They gave you +2 bonuses to saving throws for the Altar, Control, and Sense powers at different levels. Powers were originally divided up like that, much like in the old star wars rpg.

 

Force Jump also worked differently, and was an activated action like power attack that gave you more hit chance, defense, and critical range, but could only be performed without armor.

 

I'm also fairly sure combat droids had armor proficiences and melee weapons, and expert droids couldn't choose their weapon, it was pre installed. No armor proficiency at all for scoundrels, only simple weapons, pistols, and rifles. Only simple weapons and pistols for all jedis (im assuming lightsabers too, but they arent mentioned), d8 force die for guardians, d10 force die for sentinels and consulars, same hit dice for all. Bizarre stuff. This comes from old class descriptions.

 

I'm going to assume that guard stances worked like stealth mode (their entries for enable and disable are beside each other in the tlk), and they would have had a similar button. There was also something called detect mode, which I'm assuming is an activated awareness mode, for better awareness (or perhaps the only way to make awareness work). Solo mode isn't mentioned at all in the section

 

Some of this might be nwn leftovers (level requirements for item messages, and damage types only working on certain enemies are mentioned, but I think those are legacy content). Messages for containers being full, suggests carry capacity might have been a thing (again legacy content possibly). Also the original e3 demo (which I don't think there is a video or screenshots of, or if it was even finished and shown) involved the attack on dantooine and a base of some sort (the one on Taris I think, no idea how this transition would have worked), and Carth and Bastila's droid T3-M3 (yes M3) joined you to save her. You would have had to fight Katarns (the Kashyyyk things), kinrath, and would have had to disable a droids shield to kill it (which is why I think this was the Taris base). A republic uniform exists near these entries. And I think there was a turret sequence.

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The save feats in the game are the original ones. Only the effects and names were changed. If you look at their internal code names, they are still called Iron will, etc. They have just been moved around.

Does that apply then to K2's feats list? I don't see any of the old save feats in there yet. Where those save feats only for K1?

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Also the force focus feats (the consulars bonus) were originally different. They gave you +2 bonuses to saving throws for the Altar, Control, and Sense powers at different levels. Powers were originally divided up like that, much like in the old star wars rpg.

 

No armor proficiency at all for scoundrels, only simple weapons, pistols, and rifles. Only simple weapons and pistols for all jedis (im assuming lightsabers too, but they arent mentioned), d8 force die for guardians, d10 force die for sentinels and consulars, same hit dice for all. Bizarre stuff. This comes from old class descriptions.

 

 

I think that might be a leftover idea from the WOTC Star Wars RPG, which was first published in 2002. The Jedi class in that game had the same amount of hit points regardless of what talent tree the player went down. A Jedi's hit die in that game was 30+constitution modifier and then 1d10 + Constitution modifier for each level up. And the only proficiencies they had were for lightsabers and simple weapons.  The Scoundrel in the WOTC RPG also had only pistol and simple weapons and no armor proficiency feats. 

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