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Arctrooper209

MOD:Sith Armory

7 posts in this topic

Sith Armory


From the first time I played KOTOR I’ve loved the Sith armor. Unfortunately, the Sith disguise you get in the game isn’t very good stats wise and you can’t keep it without cheats. I know there are a couple mods that add equipable Sith armor to the game, but for my second playthrough I decided to make my own set. Which then got me started on modifying the Sith weapons and its now become an entire armory.

All the items are upgradeable.  I tried to strike a balance when creating the stats, so while they aren’t the best you can obtain in the game, they are in the high-end. I have also given lore descriptions for everything, if anybody cares about that sort of thing.

 

First, I would recommend using A Future Pilot’s “Sith Soldier Texture Restoration” as the item description for the Sith Elite Armor is tailored for a game where the chrome Sith armor is relatively rare. I also think it is just a good mod that stylistically makes more sense. However, it will still work if you don’t use his mod; you’ll just have three armors that are chrome instead of just one. Mod Link: https://deadlystream.com/files/file/1289-sith-soldier-texture-restoration/

 

 

WARNING: For some reason, after an unknown number of hours with any of the armors equipped…you won’t be able to go back to your regular character model. You can still put on regular armor such as the Mandalorian armor, but you will still appear as a Sith soldier. It seems to be something to do with the disguise feature as other clothes with the same mechanic, such as the other colored Sith armors and the space suit, will change your character model, but unequipping them won’t. Unfortunately, I don't know exactly how it occurs. It doesn’t happen right away or after loading a saved game with it on, but at some point in my play after about 20 hours with it equipped, I finally noticed that it was stuck. I haven’t been able to find a fix, so just know that that can happen.

 

 

 

Sith Sniper Rifle (g_w_blstrrfl002)

Base Damage: Energy 1d8

Enhancement Bonus +1

 

Scope: Sniper Shot

Beam Splitter: +1 Piercing Damage

Improved Energy Cell: +1 Energy Damage

Hair Trigger: +1 Attack

 

Sith Assault Gun (g_w_blstrcrbn002)

Base Damage: Energy 1d8

Enhancement Bonus +1

+1 Piercing Damage

 

Scope: +1 Attack

Beam Splitter: +1 Energy Damage, +1 Massive Criticals

Improved Energy Cell: +1 Energy Damage, +1 Piercing Damage

Hair Trigger: Improved Rapid Fire

 

Modified Assault Gun (sithcrbn)

Base Damage: Energy 1d8

+1 Piercing Damage

+8 Energy Damage

-3 Attack

Bonus Feat: Rapid Fire

Bonus Feat: Power Blast

 

Beam Splitter: -4 Energy Damage, +2 Attack

Improved Energy Cell: -4 Energy Damage, +2 Attack

 

Sith Armor (ptar_sitharmor1)

Defense Bonus: 5

Max Dexterity Bonus: +4

 

Armor Reinforcement: +1 Defense

Mesh Underlay: Resist 5/- Fire and Cold

 

Sith Praetorian Armor (ptar_sitharmor2)

Defense Bonus: 6

Max Dexterity Bonus: +4

10% Energy Immunity

 

Armor Reinforcement: +1 Defense, 25% Energy Immunity

Mesh Underlay: Resist 5/- Fire, Cold, and Electricity, 1 Regeneration

 

Sith Elite Armor (ptar_sitharmor3)

Defense Bonus: 6

Max Dexterity Bonus: +4

10% Energy Immunity

 

Armor Reinforcement: +1 Defense, 25% Energy Immunity

Mesh Underlay: Resist 5/- Fire, Cold, and Electricity, 1 Regeneration

 

Sith Marine Armor  (ptar_sitharmor4)

-Uses same model as Sith Armor. For those using the retexture mod I thought I’d give a version of the white armor that was as powerful as the other colors.

Defense Bonus: 6

Max Dexterity Bonus: +4

10% Energy Immunity

 

Armor Reinforcement: +1 Defense, 25% Energy Immunity

Mesh Underlay: Resist 5/- Fire, Cold, and Electricity, 1 Regeneration

 


 

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Congratulations on your first release!

I have a question though, did you only tinker with this file "backpack001.utp" and when someone installs your mod they put that in the override?

That will cause any file named " backpack001.utp" which is  a common tag and several modules (maps) have that tag, but have different things inside them. Because modules are all tightly packed up they can do this, but the OVERIDE folder overrides most files and will cause any module that uses backpack001.utp will then have the same inventory and be cloned all over the game.

I once installed a mod that did this and had every footlocker i opened give me 100 credits and about 150 credits worth of sellable junk, I got rich fast, but it was sad to rarely get loot. I uninstalled that file after Taris, but still the memory remains. 

Additionally, do the Sith ever use these weapons against the players? Or are these items added to the game, instead of modifying existing weapons to be stronger?

 

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Ah, dang, didn't know about the backpack. I just checked to see if it worked in that instance, not other backpacks. I'll get rid of that.

As for the weapons, my mod overwrites the "Sith Sniper Rifle" and "Sith Assault Gun". I believe the only gun in this mod that the enemies use in the game is the Assault Gun but, because I didn't add to the base stats, only the ability to upgrade it, it won't change anything. Unless enemies suddenly learn how to use a workbench.

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34 minutes ago, Arctrooper209 said:

Ah, dang, didn't know about the backpack. I just checked to see if it worked in that instance, not other backpacks. I'll get rid of that.

As for the weapons, my mod overwrites the "Sith Sniper Rifle" and "Sith Assault Gun". I believe the only gun in this mod that the enemies use in the game is the Assault Gun but, because I didn't add to the base stats, only the ability to upgrade it, it won't change anything. Unless enemies suddenly learn how to use a workbench.

You don't have to get rid of it. You just need to put the .utp file into the corresponding module, i.e. .mod file instead of in the override.

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Yeah, or we could help you make a small script that would spawn those items in that backpack. 

@kexikus Correct me if I'm wrong, but unless there is a .mod (which only modders make) then that won't work; therefore, he'd have to rely on k1r or another mod. Or he'd have to recreate the entire module file and make it into a .mod file increasing the likelyhood of incompatibility with other mods, perhaps k1r depending upon how k1r tslpatcher was set up. 

I think the easier route and less likely to cause incompatibilities would be to use a script firing in that dialogue. Even that could be problematic if k1r mods that .dlg file. 

On a side note, @Arctrooper209 you could put some of the items in this scene, but also some of the items on the Leviathan,, for balance of items' sake and lore friendly. Manaan Sith base would be an interesting idea as well. Just some thoughts for you to consider. 

 

4 hours ago, Arctrooper209 said:

As for the weapons, my mod overwrites the "Sith Sniper Rifle" and "Sith Assault Gun". I believe the only gun in this mod that the enemies use in the game is the Assault Gun but, because I didn't add to the base stats, only the ability to upgrade it, it won't change anything. Unless enemies suddenly learn how to use a workbench.

Okay, that makes sense, just curious. 

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25 minutes ago, jc2 said:

@kexikus Correct me if I'm wrong, but unless there is a .mod (which only modders make) then that won't work; therefore, he'd have to rely on k1r or another mod. Or he'd have to recreate the entire module file and make it into a .mod file increasing the likelyhood of incompatibility with other mods, perhaps k1r depending upon how k1r tslpatcher was set up.

Will do ;)

Making a .mod file is really easy. Just extract the .rim and _s.rim into the same folder, grab ERFEdit and put all those files into a .mod. You can then set up TSLPatcher to copy that .mod into the Override unless the file already exists. In both cases TSLPatcher would then edit or put the .utp in the .mod depending on how it's set up.

This is exactly what TSLPatcher is for: Avoiding compability issues by patching files instead of replacing them.

As a final note: The .mod you provide for TSLPatcher should contain only vanilla files. TSLPatcher will add or edit the file afterwards.

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Thanks for the pointers. This weekend's gonna be really busy for me but maybe in the next week I will look at messing with the other files and using the patcher.

 

6 hours ago, jc2 said:

On a side note, @Arctrooper209 you could put some of the items in this scene, but also some of the items on the Leviathan,, for balance of items' sake and lore friendly. Manaan Sith base would be an interesting idea as well. Just some thoughts for you to consider.

Yes, I've thought about putting the other items in different places. We'll see how much effort I actually want to put in, haha.

 

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