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High Level Force Powers V2.1 released


stoffe

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I need help, when ever i download some mods i get a little head of malak instead of the mod opener. when i try to open the mod head thing of malak it says please insert knights 1 disc but the mod is for knight's 2. If anyone can give me any help that would be great because i want to try this mod and others too.

Thanks

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I need help, when ever i download some mods i get a little head of malak instead of the mod opener. when i try to open the mod head thing of malak it says please insert knights 1 disc but the mod is for knight's 2.

 

The only thing I can think of that would make what you describe happen would be if you have tried to associate .RAR files with KotOR1. That way the Windows Explorer would try to open the files with the swkotor1.exe whenever you double-click on them. You should remove the .rar file extension association from KotOR. :)

 

RAR is an archive/compression format, similar but superior to ZIP, and not a game file. You'll need either WinRAR (shareware) or 7zip (freeware) or some other application capable of opening and extracting content from RAR archives.

 

when i tried to download it from here it didnt even download as a zip file. and if i try to open it it will make me either select the program from the internet or a file.

 

See above. :) The files are curently RAR-compressed, not zipped, to keep down the file size.

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I've been using PC Game Mods for a while to get good Kotor stuff and I thought I'd point out that(if it hasnt already been mentioned, I just noticed it doing some reinstalling) that PCgamemods is giving out a myslq error or something, in short it dosent work, so you may want to put your updates somewhere else...accessable.

 

great stuff though.

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  • 2 weeks later...

stoffe, I'm going to move some of my ideas from the requests thread to this one.

 

I feel that it is "too easy" to pick up every power (ie, everything being first tier). I think what I'm talking about is best exemplified by the Force Lightning line.

 

First, you get the lightning, then improved, then Force Storm... I think that Force Storm should then become a pre-req for Chain Lightning (damages 5 enemies, say), then improved chain lightning (5 enemies + knockdown), then master chain lightning (more enemies, more damage, etc).

 

This would cause a player to have to choose lines of specialization when it comes to building up their force powers; they may be really good at one or two things, or mediocre yet flexible. By the end of my games, I feel like I'm just picking force powers for the sake of it... I had a few that fit my play style on that char, then I'd be able to invest in Huricaine for no real reason, but still be a master at using it. Doesn't make sense.

 

To supplement this, I think you could add feats that focus Force abilities like they do weapons... like a feat, Improved Force Lightning or Lightning Specialization, adding slightly to the damage or DC.

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I feel that it is "too easy" to pick up every power (ie, everything being first tier).

(...snip...)

This would cause a player to have to choose lines of specialization when it comes to building up their force powers; they may be really good at one or two things, or mediocre yet flexible. By the end of my games, I feel like I'm just picking force powers for the sake of it...

 

Thank you for sharing your ideas. I can see what you mean and overall I agree. Even though it would increase the number of powers added by the mod significantly most of the implementation of it wouldn't be that much work, since you'd only need some variations of the same theme for how the powers work.

 

There is one serious obstacle to implementing it this way though.... the force power icons. I've barely managed to scrape together icons for the 21 powers that are currently there. To make 42 new (or variations of existing ones) icons would definitely be the hardest part of this mod. I'm not a graphics designer, and my imagination is rather poor in that area. :)

 

This is what currently deters me from adding many more powers and releasing a new version of this mod. If someone else would do the icons the rest of your idea wouldn't be too time consuming to implement, but I don't see that happening unfortunately.

 

To supplement this, I think you could add feats that focus Force abilities like they do weapons... like a feat, Improved Force Lightning or Lightning Specialization, adding slightly to the damage or DC.

 

Hm, that's a good idea that I didn't think of before. Feats usually don't do much for force powers at all currently (aside from the Consular-specific Focus feats). Though I'd probably prefer it in a more general way than individual power-specific feats. More something like...

  • Force specialization: Damage
    Improves duration/damage/save DC of raw damage-dealing powers like Chain Lightning, Freeze, Incinerate etc.
     
     
  • Force specialization: Telekinesis
    Improves damage/duration/save DC of telekinetic powers like Pull, Grip, Hurricane etc.
     
     
  • Force specialization: Meditation
    Improves bonuses/duration of boosting powers like Immortality, Omniscience, Energize etc...
     
     
  • Force specialization: Debilitation
    Improves duration/save DC of powers like sleep, blindness, hold etc.
     
     
  • Force specialization: Metamorphosis
    Improves duration/penalties of powers like Spirit Exodus, Weaken, Leech Life Force, Contagion etc...

...which would affect categories of powers instead. The above is just what came to my mind at the moment, there may be better names or ways to categorize it. :)

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Yea. I was picturing Vader vs. Luke in the KotOR engine... Vader would definitely have Specialization: Telekinesis, given his penchant to choke and throw things at people. ;-)

 

Well, I'd be willing to help out however I can. I'll look into some icons for the "middle of the road" powers... I hope we (well, you) can figure something out... those "epic" levels really needed more attention in development. Like I say from my experience in MMOs - there should always be things that no one can reach or attain.

 

Edit: Ah, I've thought of the laziest possible way to achieve creating additional icons for the powers - do what Obsidian did with Precise Shot etc - simply put "pips" representing which rank you're at. Could also be done with letters, numbers, brightness, or colors.

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Hello Stoffe, Lately i have been working on modding my xbox and i noticed that KotOR II you could mod and use PC mods on your xbox, by making an override folder inside the KotOR II directory, So i tried the Ultimate saber mod and that works great, so I was wondering if your mod works on the xbox or not, the mod looks great so i was just wondering if there was a way to get it on my xbox.

-Thanks

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Ah, I've thought of the laziest possible way to achieve creating additional icons for the powers - do what Obsidian did with Precise Shot etc - simply put "pips" representing which rank you're at. Could also be done with letters, numbers, brightness, or colors.

 

Aha, that might just work when just adding 2 variants of the same power. Good idea. I'll have a look at it and get to work on a new version of the Mod when I have the time. :)

 

Lately i have been working on modding my xbox and i noticed that KotOR II you could mod and use PC mods on your xbox, by making an override folder inside the KotOR II directory, So i tried the Ultimate saber mod and that works great, so I was wondering if your mod works on the xbox or not, the mod looks great so i was just wondering if there was a way to get it on my xbox.

 

I don't have an X-box so I am not familiar with that is needed to make mods work on them. If the file format is the same and you can move files between the X-box and your PC it should work if you copy the dialog.tlk file from your X-box to your PC, put it in a folder of its own and then select that folder as the "Game folder" when the mod installer is asking for installation destination.

 

If you already have modded copies of any of the files spells.2da, effecticon.2da, forceshields.2da, visualeffects.2da or poison.2da in your X-box override folder, copy those to the PC as well, create a folder named override in the same folder you placed the dialog.tlk file, and put the 2DA file(s) inside it.

 

Then copy back the modified dialog.tlk file, along with the content of the override folder next to it, to your X-box.

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Hello again, All the files are the same and i apllied the mod withno problem but, Im not to sure if the mod worked or not though, Are the powers available through the the level up screen or do they come automatically like the lightsaber forms and force crush did?, Becasue they arent showing up in the level up screen. -Thanks

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Are the powers available through the the level up screen or do they come automatically like the lightsaber forms and force crush did?, Becasue they arent showing up in the level up screen. -Thanks

What level are you?

 

These are reserved for higher levelled Jedi/Sith... you won't/shouldn't be seeing them until you are around 20th level..

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Most of the power should show up on the screen, but dimmed down with a red border until you fulfill the level requirements. Only the powers with class restrictions (a few powers are unique to Consulars, Jedi Masters and Sith Lords) should be missing entirely from the power selection screen at levelup if the leveling character doesn't have that class.

 

If no new powers show up at all then the mod is either not properly installed, or has been overwritten by another mod that replaces the spells.2da file in the override folder, installed after the force powers mod.

 

Did you extract all files from the RAR archive somewhere (not into the override folder) and then run the installer application that came with the mod? Have you installed any other mods afterwards?

 

If this is for the X-box (as posted about above), did you move all the files from the "fake" override folder on the PC to the override folder (if it uses one) on the X-box?

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  • 2 months later...

Hello, I'm a newbie to the modding forum. I've just finish the game with HLFP mod installed. It was great! Though I find one force power particularly too powerful: Force grip. It can't be resisted! And it offer no initial save altogether! So if a Sith Lord used it on me then I'm toasted...(Of course they didn't) Might I suggest that you tone down this power in particular in future update? Maybe make it so that it can be resisted by Force Resistance or Force Immunity? Anyway, that was just one of my suggestion... I'll apologise if that will cause any inconvenience to you...

 

P.S: Of course I enjoyed watching three Sith Commandos struggle to their death

when I used Force Grip on them.

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Force grip. It can't be resisted! And it offer no initial save altogether! So if a Sith Lord used it on me then I'm toasted...(Of course they didn't) Might I suggest that you tone down this power in particular in future update?

 

While it is initially irresistible it will allow the victim to make a fortitude save every 3 seconds to attempt to break free of the grip. Thus it's only irresistible on enemies with really poor saving throws, or if you have your wisdom/charisma pumped up to such ridiculous levels that the save DC is too high for enemies to save against.

 

"Boss" type opponents should have high enough saving throws to break out of the grip in just a one or a few attempts (unless you get lucky) unless your character is the ultimate force user munchkin. :)

 

It was made this way to reflect that common grunts like troopers should have little chance of breaking out of a force grup, while more "important" characters should have a better chance.

 

But, perhaps force immunity should work against it. If not block it entirely it could at least give a massive saving throw bonus, or a 50% chance to block it fully, to prevent the power from becoming too weak compared to others like Force Crush (or a double-casted Force Kill if you have have unbeatable save DCs).

 

Overall though I think all of the High Level Force Powers are too powerful if you spam cast them repeatedly. This is just a reflection of my own play style. I don't spam force powers. :) If I ever get around to finishing version 3 (it's about 33% done) I'll probably implement a "cooldown time" for the HL powers so you can't spam them. Maybe. Or make you only able to maintain a power once at a time (i.e. while someone is gripped you can't use grip again until they die or break free). Balancing is tricky. :)

 

Thank you for your feedback, I'm glad you liked the mod. :)

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  • 2 weeks later...

Hiya all!

 

Well I'm just installing mods to TSL for the first time. I got the USM installed and thats my only other mod installed. But i got a problem installing the Force Powers mod.

 

Here's the prob (sorry if its a really dumb question, i'm new to this :-p ):

I extract the Rar file to a location on my HD and then run the exe file. Part way through it comes up with a box saying, "select your Spells.2da file". The problem is I don't have a spells.2da on my HD, i did a search of the whole thing! So I hit cancel and it says it couldn't open spells.2da and ends the installation there.

 

Any help would be great, I really really wanna try this mod! Hope to hear from you soon.

 

Lokan

 

edit: just to clear things up a little, I'm trying to install v2. I have the v2.1 aswell but if I understand correctly i install that after v2. thanks, Lokan

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Here's the prob (sorry if its a really dumb question, i'm new to this :-p ):

I extract the Rar file to a location on my HD and then run the exe file. Part way through it comes up with a box saying, "select your Spells.2da file". The problem is I don't have a spells.2da on my HD, i did a search of the whole thing! So I hit cancel and it says it couldn't open spells.2da and ends the installation there.

 

That's strange, where did you download the mod from? It should come with a spells.2da file of its own that it will use automatically if none exists in your override folder already. Very odd if it does not.

 

Did you preserve the folder structure when you unpacked the mod? There should be an Install executable file, and in the same folder there should be a subfolder named "tslpatchdata" that contains the data files the Installer exe needs to do its work. If this is correct look in the tslpatchdata folder and see if there is a file named spells.2da inside it.

 

Do you get any other errors during the installation process?

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Ahh, maybe it was a corrupt download, i did have a quick look through the files included in the rar file and i'm sure it wasn't in there. I'm pretty sure i got the file from knightsoftheoldrepublic.filefront.com.

 

Hmm, odd indeed, I will redownload the file and see if there was something wrong with my download.

 

As for any other errors during the installation of the mod, none so far, though it does stop at the spells.2da bit, so there could be a problem after that. According to the installation log, everything up to that point goes fine.

 

I'll get back to you, also im going to reinstall TSL and patch it up with the official patches again before i try this install just to make sure there wasn't a problem there.

 

Thanks for the quick response btw :-D

 

Edit: I redownloaded the file and this time it included the spells.2da and the mod installed without a hitch.

 

It turns out the other Rar file was corrupted. I should probably have realised that as it says unexpected end of archive when i opened the Rar file, duh. Hehe, but i dont use WinRar that much so i didn't really know it was a problem!

 

Lokan

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  • 2 weeks later...

I've made a few changes to your mod to prevent the player from picking a powerful force power, without taking the lower ones. I added some extra requirenments to these powers:

 

In spells.2da

Row     Label                                   Prerequisites
282     ST_FORCE_POWER_STRIKE                   ****
283     ST_FORCE_POWER_WEAKEN                   38
284     ST_FORCE_POWER_CHAINLIGHTNING           25
285     ST_FORCE_POWER_SAPWILL                  44
286     ST_FORCE_POWER_HOLD                     27
287     ST_FORCE_POWER_FREEZE                   282
288     ST_FORCE_POWER_OMNI                     140
289     ST_FORCE_POWER_GRIP                     27_32
290     ST_FORCE_POWER_PROTECT                  137
291     ST_FORCE_POWER_REGEN                    134
292     ST_FORCE_POWER_INFERNO                  282
293     ST_FORCE_POWER_DESTRUCTION              282
294     ST_FORCE_POWER_HURRICANE                26
295     ST_FORCE_POWER_BOMBARD                  287
296     ST_FORCE_POWER_CONTAGION                38
297     ST_FORCE_POWER_STATICFIELD              13
298     ST_FORCE_POWER_ENERGIZE                 36
299     ST_FORCE_LEECH_LIFE_FORCE               11
300     ST_FORCE_POWER_PULL                     ****
301     ST_FORCE_POWER_SPIRITEXODUS             152
302     ST_FORCE_POWER_DECEPTION                156
303     ST_FORCE_POWER_BLINDNESS                181

I don't like the idea of using 282 as prerequisites for 287, 292 and 293, but we don't have a low level power similar to them. This is a suggestion, use it at will.

 

I also renamed a few of them:

Force Tempest -- chain lightning

Decay -- Weaken

Immortality -- Force Regenerartion

 

BTW: Great mod!!!

 

Cheers.

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  • 3 weeks later...

Hey stoffe just registered to say how much i love your mods, probably the best there is for TSL, I use every single one!

I also registered to add some of my suggestions but most of them have already been mentioned above! I usually just roleplay that stuff but it would be nice to have it built in.

Since my ideas have already been mentioned i thought i better come up with some new force powers maybe. How bout a souped up version of force wave (not sure if thats what its called).. I mean absolutely huge version of it like a tsunami of force power! and my other idea was an even better version of the speed power that last longer maybe even make it toggleable (that spelling doesnt look right) if that is possible so you can turn it off while your runinng around so you dont get motion sickness from all that blur lol

k well i hope you continue your mods, love your ai mod altho i wish it had more support for this mod

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  • 1 month later...

Hello everyone, I am new to this forum...

I try to install this mod but get the RichEdit insertion error messege, so I go to the change.ini and try adding the "PlaintextLog=1" line, but it does nothing!

Could someone help me solve this problem? How can I get this mod installed?

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  • 2 weeks later...
In addition to the 20 High Level powers, the mod also contains one low-level bonus power:

 

 

Force Pull

Universal Power

Base FP Cost: 20

Prerequisites: Level 3 Force User

 

Those attuned to the Force can use it to telekinetically manipulate their surroundings. This particular power allow a Force User to violently pull an opponent towards them, often knocking them briefly off their feet in the process. The force of the pull will inflict crushing/falling damage equal to the level of the force user.

 

this power needs to be more resist-able... it really seems over powered at lower levels. it doesn't seem to fail, so in some cases it really turns into an i win. also there is no associated agro generated if you pull someone out of a crowd. an example being at telios surface the mercs were easly pulled one at a time and none of the others noticed that the guy right next to them was yanked away... at >20 level maybe this could be the case, with an improved version... but, honestly i think it should be even at that level, at best a 50% chance that it doesn't have the rest of the crowd come at you.

 

also...

 

from my post here http://www.lucasforums.com/showpost.php?p=2269642&postcount=18

 

i am concerned that this mod has issues if you enter the enclave. (yes, i did have another moders mod installed... but...) the issues i am starting to see are concerning and seem to point at HLFP and not the Veridan mod.

 

anyway, thought you might want to know about this.

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