Damar Stiehl Posted March 8, 2005 Share Posted March 8, 2005 Messing around with the feat progression and Force powers I've come up with this here mod-in-progress. Features: * All Jedi classes automatically gain the following feats (and their respective advanced versions) at levels 1, 6 and 12: - Conditioning - Toughness - Jedi Defense - Force Jump * Consulars and Sentinels gain a feat at every odd level (1, 3, 5...) * Guardians gain a feat every level just like soldiers do. * All buffing Force powers durations have been altered thusly: - First power level lasts 30 seconds. - Second power level lasts 60 seconds. - Third power level lasts 120 seconds. * Force Barrier damage absorption progression changed to match the progression of Resist Energy. * Atton, Mira, Handmaiden, Disciple and Bao-Dur gain Force Chain ability when converted to Jedi (as Padawans should). * Armour restrictions on Force powers have been abolished (except battle precognition). * Includes "No Speed Blur" mod. I need help with: Adding Battle Meditation, Resist Energy and Force Barrier to Force Enlightenment. I keep screwing up the Force .nss when I try adding those powers to Enlightenment. If you want to help, please drop me a PM or post in this thread. Link to comment Share on other sites More sharing options...
Cmdr. Thanatos Posted March 8, 2005 Share Posted March 8, 2005 Unless I am mistaken, removing speed blur can be done from in game, so do not add that mod in. I look forward to seeing this complete. I would be impressed by being able to wear armor without restricting powers. Link to comment Share on other sites More sharing options...
Arlen Treesong Posted March 8, 2005 Share Posted March 8, 2005 Originally posted by Cmdr. Thanatos Unless I am mistaken, removing speed blur can be done from in game, so do not add that mod in. I look forward to seeing this complete. I would be impressed by being able to wear armor without restricting powers. Removing the speed blur in-game would also remove a multitude of other effects. ----------------------------------------------------------------------------- EDIT: And if you don't mind revealing the secret, how did you come across removing the force restrictions. I've been messing around with alot of things and haven't found it yet. Hopefully once I get that down I can work towards an underlay that provides that ability. Link to comment Share on other sites More sharing options...
vustare Posted March 9, 2005 Share Posted March 9, 2005 Originally posted by Damar Stiehl - First power level lasts 30 seconds. - Second power level lasts 60 seconds. - Third power level lasts 120 seconds. Damar, What script are you modding to achieve the change in durations? k_inc_force? Link to comment Share on other sites More sharing options...
Damar Stiehl Posted March 9, 2005 Author Share Posted March 9, 2005 Indeed. Link to comment Share on other sites More sharing options...
jblue789 Posted March 9, 2005 Share Posted March 9, 2005 Originally posted by Arlen Treesong Removing the speed blur in-game would also remove a multitude of other effects. ----------------------------------------------------------------------------- EDIT: And if you don't mind revealing the secret, how did you come across removing the force restrictions. I've been messing around with alot of things and haven't found it yet. Hopefully once I get that down I can work towards an underlay that provides that ability. Simply open up spells.2da, and modify the lines under: forbiditemmask from 0x003f to 0x0000. That will allow you to use the force power you changed that in with restricting armor. I simply got Shimaon's mod, but I needed to modify another spells.2da in order to make the two compatible. I found the one thing that differentiated the two out of all the overall FPs (forbiditemmask) and changed that to its unrestricted form. Though how one would go about doing that, I don't know, but, I have no clue when it comes to modding, usually. Link to comment Share on other sites More sharing options...
Arlen Treesong Posted March 9, 2005 Share Posted March 9, 2005 Originally posted by jblue789 Simply open up spells.2da, and modify the lines under: forbiditemmask from 0x003f to 0x0000. That will allow you to use the force power you changed that in with restricting armor. I simply got Shimaon's mod, but I needed to modify another spells.2da in order to make the two compatible. I found the one thing that differentiated the two out of all the overall FPs (forbiditemmask) and changed that to its unrestricted form. Though how one would go about doing that, I don't know, but, I have no clue when it comes to modding, usually. Good to know but depressing it has nothing to do with the armor itself. I guess my dreams of an underlay removing restrictions are shattered. ____for an fyi I figured in my web of mine that making an underlay to remove the restriction would help balance it since you would be sacrificing using some other underlay on the armor. Link to comment Share on other sites More sharing options...
SuperSquall Posted March 9, 2005 Share Posted March 9, 2005 I like the idea behind this mod a lot, but there are two things I don't like: Force Jump for all, and the ability for a Jedi to destroy the Universe with a thought. 1.) Don't get me wrong, Force Jump is awesome, but if you take that away from the Jedi Guardian class then they fall behind the other Jedi classes. Are you going to give them something else to bring them up to par with the other two Jedi Classes? Perhaps three new feats for the Jedi Guardian? 2.) Maybe make sure you are compatible with a hard core mod or something to up the difficulty. I seriously like the idea of Jedi being able to burn down everyone (I felt KotOR I made Jedi seem too weak, though Prestige Classes in KotOR II helped that a bit), but I think adding some stronger enemies - perhaps adding some other Jedi/Sith that know how to fight, would be good. By the end of the game the Exile was capable of slaughtering legions of enemies and only a select few (not including any of the end bosses, sadly) could really stand up to him/her. Your making the Exile et al even stronger so we seriously need to give the enemies a helping hand or else we're looking at a very short game Again, I really like this potential mod, but those are just my two concerns. Link to comment Share on other sites More sharing options...
lilric27 Posted March 9, 2005 Share Posted March 9, 2005 At first thought I don’t like the intent of the mod. I think there should be distinct differences between jedi classes and in dark vs light. I think the challenge would be to further these differences to bring about more uniqueness which would result in more replayability. As it is you have conditioning and toughness free which is actually a benefit of going guardian I believe for you have more feats. So you are weaking the guardian class distinction. On top of that you give force jump to all jedi classes I believe force jump is only guardian and sentenial class. As it is you seem to be making a template for a uber jedi which combines the best of all classes. That is a slippery slope I suggest. Where do you stop? As I said earlier I believe uniqueness and extending this uniqueness is the key to replayability. In Kotor II after some thinking I come to conclusion regarding jedi classes it is only the Jedi Guardian specifically the dark jedi guardian that benefits from armor or who would seriously consider using it. Fury not being armour restricted + 2H + MF = 5, so why not armour. Again here you are lessening this benefit of guardians specifically dark guardians in what appears to be a pursuit to make a all encompassing Super perhaps Jedi. The increased buffing I think is cool, why not? With beancounters hardcore mod this could come into play nicely I imagine. Although its another variable he has to take into account. And as it is the game is actually to easy as it is. Why make it easier? Force chain? I am not sure about this unless its like Kreia and Exile in which case again this would make the game easier. And is not really needed. I have taken to not micromanaging my npc’s if possible during level up or during battle. Using (3) to attack the enemy AI even with insane beancounter --- well we just don’t know yet. Armour restrictions eliminations I think is not good at all. When people use these armour for energy and physical resistance again it would just make the game easier. The dark jedi strength guardian should be only one wearing armour based on the numbers. You seem to be working directly against beancounters efforts. LOL making his life harder, not meant bad just funny. I also don’t like the idea of a Super all encompassing Jedi. The question to me is not how to make a super jedi, but how to make the individual classes more unique. Sorry for the long post, as you might imagine I play mostly guardians and I like the uniqueness of the classes. Perhaps the sentinel should have increased skills. You propose: · All Jedi classes automatically gain the following feats (and their respective advanced versions) at levels 1, 6 and 12: - Conditioning - Toughness - Jedi Defense - Force Jump * Consulars and Sentinels gain a feat at every odd level (1, 3, 5...) * Guardians gain a feat every level just like soldiers do. I propose: Perhaps the counselor should have vanilla number of feats. Sentinel a few more. Guardians even more. Perhaps Guardians should have conditioning and toughness free all (3) levels. Sentenial gets 2, Counselor 1 free in conditioning, toughness and jedi defense. But no force jump for all. No free armour for all. Maybe the Sentienal should get free feats in blasters, to encourage some blaster play with the class. Maybe Counselor might get 1 handed light saber free up to +2. Sentenial gets +3 1 handed for free. I don’t have a clear enough vision how to make the 3 classes light and dark more unique. I think we have to play with beancounters mod with vanilla Kotor first then decide how to increase the uniquess of the classes. At some point though, and even as it is now I dont see anything wrong with the classes. To me the pursuit is uniquess in classes to increase replayability. Link to comment Share on other sites More sharing options...
Damar Stiehl Posted March 9, 2005 Author Share Posted March 9, 2005 To be brutally honest, I'm not much concerned with balance as far as this mod goes (hence the tongue in cheek "UberJedi" title). I can tell you that it plays nicely with the hardcore mod. And with the more powerful opposition, you still get beat up pretty good. As far as Guardians go... I gave them a feat on every level like Soldiers, so they get pretty damn well compensated IMO... To me, Force Jump is one of the things that makes a Jedi "cool". I still remember my insane acrobatics in Jedi Outcast and Jedi Academy... And while you can't exactly "soar" like you did in JKO, being able to Force Jump made me feel a lot less grounded and a lot more Jedi-like It's not really a mod designed to make KOTOR more challenging, just an alternative for fun. And I won't be offended if you use only some parts of it and not others. With all things going OK, I'll put out the mod on the weekend. Link to comment Share on other sites More sharing options...
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