beancounter Posted March 12, 2005 Share Posted March 12, 2005 Version 2.00 of the Hardcore Mod has finally been released! You can find it here: http://www.pcgamemods.com/10900/ Here is the readme: /********************/ /*** HARDCODE MOD **/ /********************/ By: Beancounter Version: 2.00 One thing is sure about TSL, the game is VERY easy. The vast majority of your opponents are low level and do not provide much of a challenge to the average player. Even the supposed Sith Lords are only level 20. Since your PC could technically be at level 50 this does not provide much of a challenge. This mod will make the game more challenging by adjusting the abilities of your opponents based on your level. There are four different difficulty settings available with version 2.00. They are EASY, MODERATE, HARD AND INSANE! The table below should give you an idea of the differences between the settings. Note: This table is only to give you an idea of what the bonuses are. The bonus increases gradually with each level your character gains. If the PC is Level 10 the bonuses are: Easy Mod Hard Insane Vitality Points 25 50 100 150 Saving Throws 1 2 5 7 To Hit 2 5 7 10 Defense 0 3 5 7 Bonus Damage 0 3 5 7 Resist Paralyses/Fear/Stun 0% 25% 50% 75% If the PC is Level 20 the bonuses are: Easy Mod Hard Insane Vitality Points 50 100 200 300 Saving Throws 2 5 10 15 To Hit 5 10 15 20 Defense 0 6 10 15 Bonus Damage 0 6 10 15 Resist Paralyses/Fear/Stun 0% 25% 50% 75% If the PC is Level 30 then bonuses are: Easy Mod Hard Insane Vitality Points 75 150 300 450 Saving Throws 3 7 15 22 To Hit 7 15 22 30 Defense 0 10 15 20 Bonus Damage 0 10 15 20 Resist Paralyses/Fear/Stun 0% 25% 50% 75% "Bosses" are scaled up by an additional 50% of the above bonuses. So look out! To give everyone a reference V1.00 is right around Moderate difficulty. Since I enjoy thinking up new ways to make the game harder I have come up with a new Bonus with V2.00: Immunity Paralysis/Fear/Stun. The goal of this is to weaken Force Wave, Statis Field and Insanity. Not every NPC will have this bonus. Instead, each NPC will have a random chance of getting this bonus based on the difficulty level you are playing at. So you can still use those three Power Lines, just don't expect it to work on everyone. Also, with Force Wave it will still push them back and inflict damage, but it will not stun them. This does not effect the other powers, so your Jedi should still be able to use them without worry. /*************************/ /**** Installation ***/ /*************************/ The first thing you should do is check your SWKOTOR2 directory for an "Override" directory. If you do not have one create it using File-New-Folder in Windows Explorer. There are four different sub folders include in this mod, one for each difficulty setting. Depending on the difficulty level you want copy the file "k_ai_master.ncs" from the appropriate sub folder into your SWKOTOR2/Override directory. As long as this mod is installed it will be active on every save game. It is not necessary to start a new game. If you want to switch difficulty, you have to copy the file "k_ai_master.ncs" from the different sub folder. The new settings will not be in effect until you move to a new area. /********************/ /*** De installation ***/ /********************/ Delete the "k_ai_master.ncs" from the KOTOR\Override folder. Please note the buffs will still be active in the current local area, if you saved a game!! /*************/ /*** USAGE ***/ /*************/ Feel free to use the scripts of this Mod for your own work. Mod away - just make it better The only thing I do ask is that you do not simply repack the mod without changing it. /*************/ /*** Credits***/ /*************/ Many thanks to the hardworking modders at Holowan Labs! Especially Darth333, TK102 & Fred Tetra. Without them modding SWKOTOR would be just about impossible! Also, many thanks to Talchia who wrote the first Hardcore Mod for KOTOR and Darkkender for helping me test the changes out. I hope you enjoy it! Link to comment Share on other sites More sharing options...
Hades_One Posted March 12, 2005 Share Posted March 12, 2005 I'll have to see if this will work in tandem with my mod. Very nice work Beanie-boy. Link to comment Share on other sites More sharing options...
FunSolo Posted March 12, 2005 Share Posted March 12, 2005 hm, i got a Question up ma sleeve. is it just improvin their defences? or will they hit harder? or both? cause the only thing i was annoyed about was that the enemys hittin me hard but died to fast. otherwise this mod wouldnt be much of a pleasure fo me Link to comment Share on other sites More sharing options...
beancounter Posted March 12, 2005 Author Share Posted March 12, 2005 Originally posted by FunSolo hm, i got a Question up ma sleeve. is it just improvin their defences? or will they hit harder? or both? cause the only thing i was annoyed about was that the enemys hittin me hard but died to fast. otherwise this mod wouldnt be much of a pleasure fo me The mod boosts up their defense, saving throws, vitality points and damage. Try out either the Hard or Insane setting. But be warned do not use those two settings unless you have been power gaming! Hades One, it should be compatable with just about any mod. The only file I changed was k_ai_master.ncs. Link to comment Share on other sites More sharing options...
Keneth Posted March 12, 2005 Share Posted March 12, 2005 Still seems too low, it might be a challenge until telos but as soon as you're on (or done with) Nar Shadaa (or some other planet but I always go there first) it doesn't seem that challenging anymore, I mean the regular damage with an upgraded lightsaber is say about 40 per hit, if you have two, plus master speed that's 5 attacks (6 with the appropriate lightsaber form) of which none usually miss and one is probably going to be a crit resulting in like 200 damage minimum (say you're out of luck and one attack missed). A lot of creatures also use blasters which are pretty much useless against jedi, which in the end results in slaughter as always. I mean no offense of course, the mod is great but perhaps the answer doesn't lie in only buffing the enemies but perhaps PC's should be crippled in some way too (at least on higher difficulties) like halving battle precognition, reducing the ammount you can heal with items/spells etc. It's just a thought however, you could still work on bringing the npcs on the same power level as the player. Link to comment Share on other sites More sharing options...
beancounter Posted March 12, 2005 Author Share Posted March 12, 2005 Keneth, have you tried out one of the higher difficulties? With the to hit bonus, they should be able to almost always hit you, even with blasters. And the bonus damage applies to blasters as well. Keep in mind the bonuses are on top of their existing stats and that boss characters get an additional 50% bonuses on top of that. I would be suprised if a level 20 jedi has an easy time on the insane difficulty setting. Link to comment Share on other sites More sharing options...
Xcom Posted March 12, 2005 Share Posted March 12, 2005 Originally posted by Keneth if you have two, plus master speed that's 5 attacks (6 with the appropriate lightsaber form) I think I read somewhere (in some script comment) that you can carry out only 5 attacks per round at maximum. Don't know if it's actually true. Link to comment Share on other sites More sharing options...
Mav Posted March 12, 2005 Share Posted March 12, 2005 Awesome stuff, beancounter, I always love a good challenge Link to comment Share on other sites More sharing options...
beancounter Posted March 12, 2005 Author Share Posted March 12, 2005 Also a quick reminder to everyone. If you are switching from the old Hardcore version to the new one, the changes will not be in effect until you move to a completely new area(module). This is because the bonuses are applied only once. Link to comment Share on other sites More sharing options...
Keneth Posted March 12, 2005 Share Posted March 12, 2005 Originally posted by Xcom I think I read somewhere (in some script comment) that you can carry out only 5 attacks per round at maximum. Don't know if it's actually true. 2 from sabers, 2 from master speed, 1 from flurry, 1 from the lightsaber form. Works fine as far as I know. Link to comment Share on other sites More sharing options...
Xcom Posted March 12, 2005 Share Posted March 12, 2005 Originally posted by Keneth 2 from sabers, 2 from master speed, 1 from flurry, 1 from the lightsaber form. Works fine as far as I know. Yes, that's the "theory" of it. Did you actually count the numbers? You know, when you hit an enemy, you see those little numbers (or misses): 30 miss 40 30 miss 30 If you indeed get six values, then I won't trust those damn scripts any more. Link to comment Share on other sites More sharing options...
Darkkender Posted March 12, 2005 Share Posted March 12, 2005 This is so nice to see it finally released. Especially since I've been playing insane while everybody has been begging for this. Link to comment Share on other sites More sharing options...
Keneth Posted March 12, 2005 Share Posted March 12, 2005 Originally posted by Xcom Yes, that's the "theory" of it. I deal with theoretical work and let others worry about actuall results. Practical work is not my area of expertise although I am quite capable. I've never used Juyo tbh so I can't say. But that wasn't the point and we're getting off topic here. Link to comment Share on other sites More sharing options...
FunSolo Posted March 13, 2005 Share Posted March 13, 2005 Originally posted by beancounter The mod boosts up their defense, saving throws, vitality points and damage. Try out either the Hard or Insane setting. But be warned do not use those two settings unless you have been power gaming! Hades One, it should be compatable with just about any mod. The only file I changed was k_ai_master.ncs. well i dont think the enemies need to hit harder. cause as i played on difficulty 'hard' master vrook hit me once with a 194. so i think the hit dice is okay, just the defence and the throws should be increased. but thats just my opinion. and it seems like the ppl here forget that a jedi is kinda desastrous to his enemies in everyway. so it should be like that. i think only the sithkillers, sith, sith masters and sithlords should be increased. but thats just my 2 cents. Link to comment Share on other sites More sharing options...
Shadow Blaze Posted March 13, 2005 Share Posted March 13, 2005 Originally posted by beancounter Also a quick reminder to everyone. If you are switching from the old Hardcore version to the new one, the changes will not be in effect until you move to a completely new area(module). This is because the bonuses are applied only once. That's good because I was fearing when I downloaded the first one that I would get whipped in the first area so I didn't install it yet. So it will work for me. Link to comment Share on other sites More sharing options...
RedHawke Posted March 13, 2005 Share Posted March 13, 2005 Very nice beancounter... very, very nice! Lookin' forward to playing around with this. Link to comment Share on other sites More sharing options...
SuperSquall Posted March 13, 2005 Share Posted March 13, 2005 Originally posted by Keneth I deal with theoretical work and let others worry about actuall results. Practical work is not my area of expertise although I am quite capable. I've never used Juyo tbh so I can't say. But that wasn't the point and we're getting off topic here. Right... well XCom was just saying that inside the source code to the scripts for the game he read a comment saying that no matter how the math works out their might be a programmed limit to the number of attacks that can be performed in one round, and that limit is 5. In which case the theoretical stuff is no good. Link to comment Share on other sites More sharing options...
Keneth Posted March 13, 2005 Share Posted March 13, 2005 Originally posted by SuperSquall Right... well XCom was just saying that inside the source code to the scripts for the game he read a comment saying that no matter how the math works out their might be a programmed limit to the number of attacks that can be performed in one round, and that limit is 5. In which case the theoretical stuff is no good. Extrapolation about things is always neccessary, without theoretical work there would be nothing but like I've said that was not the point of my post, I've just mentioned the possibility. Link to comment Share on other sites More sharing options...
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