JCarter426 1,214 Posted February 1, 2019 View File JC's Security Spikes for K1 Security spikes are disposable items that give the player a temporary boost to their Security skill when activated, helping them pick more difficult locks. At least, that's how it's supposed to be. That's how they work on the Xbox version, and in KOTOR 2, but security spikes don't actually do anything at all on the PC version of KOTOR 1. The cause seems to be some sort of bug in the GUI that prevents security spikes from ever appearing in their intended slot. So when interacting with a door, there isn't an option to scroll from the Security skill to security spikes, as there is in KOTOR 2. The GUI was changed for the port from Xbox to PC, and security spikes probably got left out due to oversight. I couldn't find any way to resolve the issue, though, so I came up with two alternative options. Option A Option A replicates the security spikes' intended function as best as I could manage. They’ve been given an activate item property and appear in the non-medical item slot (along with stimulants and shields). When a character activates a security spike, they receive a temporary boost to their Security skill and proceed to unlock the nearest door or container. Apart from the boost, the skill check for the lock is the same as usual: 1d20 + Security vs. the lock’s DC. Security spikes are single-use and discarded whether the character succeeds in picking the lock or not; however, they are not used up if the attempt was impossible – if there wasn’t anything in range or the lock required a special keycard, for example. Regular security tunnelers grant a +5 bonus and security spike tunnelers grant a +10 bonus. Option B Option B removes security spikes from the game, replacing them with credits. The value is equivalent to the most you could get from selling the original security spike items to a merchant. Mission’s ability to create security spikes on the Ebon Hawk is removed. Submitter JCarter426 Submitted 02/01/2019 Category Mods K1R Compatible No 1 Quote Share this post Link to post Share on other sites
ebmar 893 Posted February 1, 2019 Greetings, Thread Master! Will it works when was installed into an ongoing playthrough? Many thanks for considering this! Quote Share this post Link to post Share on other sites
JCarter426 1,214 Posted February 1, 2019 It should, but all the security spikes currently in your inventory still won't do anything. If you remove them with KSE and then add them back in, they should be converted to the new kind. 1 Quote Share this post Link to post Share on other sites
Salk 374 Posted February 1, 2019 Congratulations, JCarter426! I have, for my local project, already implemented Option B a long time ago. Cheers! Quote Share this post Link to post Share on other sites
JDub96 54 Posted February 1, 2019 If option A really works, JCarter has officially been place on my list of favorite modders. 1 Quote Share this post Link to post Share on other sites
JCarter426 1,214 Posted February 2, 2019 8 hours ago, JDub96 said: If option A really works, JCarter has officially been place on my list of favorite modders. I must be your favorite because I think I made it close to the real thing. Quote Share this post Link to post Share on other sites
HK-47 84 Posted February 2, 2019 Huh. It never occurred to me that they weren't available. Nice fix. Quote Share this post Link to post Share on other sites
JayDominus 5 Posted February 3, 2019 Well, this isn't the mod I ever expected to see, which only makes it all the more awesome. Doing God's work there. Quote Share this post Link to post Share on other sites