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Reintroducing Implant feats


Damar Stiehl

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Don't know about you but I miss the Implant feats from KOTOR1, and not having to pump my Constitution to 18 to enjoy the best packages.

 

I want to reintroduce Implant I, II and III feats. I know they already exist in the datafiles and in theory it should be as easy as adding them to feat progression and then changing the requirements on implants from required CON score to required feat.

 

Since the Implant feat doesn't really do anything other than being a requirement, I shouldn't have to do any script editing... right? And also, has anyone attempted to do this before?

 

Answers appreciated.

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why take the hard route??

 

i've been messing with the .uti files, and it turns out that the implants use a tag called "Attribute Restriction". this tag can simply be deleted in the .uti file and placed in your override. then, you have an implant that anybody can use reguardless of constitution rank.

 

hope that helps. :)

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I suppose this would be ok, but perhaps I'd rather see a constitution prerequisite for the actual feat (to make it closer to what it is now, lower scores of course) because it seems kind of wrong also that you could attain them with a really low constitution. But I'll settle with your idea if it's too much work.

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*shakes head in disbelief*

 

You rather burn up three feats (some characters only get 10 level-up feats per game) rather than put points into Constitution; something that increases your vitality points and fortitude saves??? Err...ok :eyeraise:

 

I do like the idea of lowering the limits, but considering that some of the tougher party NPC's start out with 16 CON (or close to it) do you think that this gives them an unfair advantage?

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Originally posted by Achilles

*shakes head in disbelief*

 

You rather burn up three feats (some characters only get 10 level-up feats per game) rather than put points into Constitution; something that increases your vitality points and fortitude saves??? Err...ok :eyeraise:

 

I do like the idea of lowering the limits, but considering that some of the tougher party NPC's start out with 16 CON (or close to it) do you think that this gives them an unfair advantage?

you only get 10 level-up feats at level 30 if you're using a weaker class but you only get 7 stat points till that point which would be smarter to invest into dexterity unless you're using the hardcore mod of course at which point a little extra hitpoints could come in handy, but considering you can boost your hitpoints and constitution with implants I can't see what's the problem. I kinda like the whole idea I've developed, if no one else is gonna make this I sure will :D
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Originally posted by Keneth

you only get 10 level-up feats at level 30 if you're using a weaker class but you only get 7 stat points till that point which would be smarter to invest into dexterity unless you're using the hardcore mod of course at which point a little extra hitpoints could come in handy, but considering you can boost your hitpoints and constitution with implants I can't see what's the problem. I kinda like the whole idea I've developed, if no one else is gonna make this I sure will :D

Right, but the higher level implants usually give significant increases to your attribute points. The Universal D-Package gives you +2 to all Attribute points...you'd need to get to level 48 to be able to accomplish this without this implant.

 

Take Mandalore. If he starts with 16 CON, then he needs two attribute points to be at 18 and then he can use Physical D-Package (or whatever it's called) and immeditately gets +3 to STR, CON, and DEX...something he'd need 12 levels to do.

 

By contrast you could probably max out the feat within 4-5 levels as a soldier, but then you lost an entire feat tree of something else (Toughness, Conditioning, etc). Maybe not such a sacrifice for soldiers and guardians who gain feats like nobody's business, but tech specialists and scouts are not so fortunate :(

 

Either way, best of luck with your mod. It's obvious that this is important to you, so I'm sure that you'll find a way to make it work :D

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well basically everytime I've played (and I've finished the game 6 times) I've use middle classess, aka. sentinel/assassin or watchman and by the time I've reached the second planet or maybe sooner I'd find myself choosing feats I didn't even need. Sure toughness is nice, so is two-weapon fighting and finese then it's more or less picking stuff that sounds or looks nice. But the point is, I'm not trying to cripple or buff anyone that would put the game even more out of balace, I'm just trying to optimise the system for all classes and I believe this would be for the best, takes more for those who get plenty feats and takes less for those who can't afford to have that high a constitution score.

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I have now re-instated the 3 implant feats, and changed the implants to depend on these feats. And it works.

 

However, constitution is still a preresequite as well... and I do not know where I can change this.

 

Any advice?

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