shamelessposer Posted August 9, 2006 Share Posted August 9, 2006 So, uh, yeah. About a year ago, I began work on the extremely ambitious project "Shameless Poser's KOTOR Remix." It was to include new recruitable characters, an entire new planet, and a new array of starting classes. Could something this ambitious be pulled off by one dude? Maybe. Was I the dude to pull it off? Two (mostly unrelated) hospitalizations later, signs pointed to no. In fact, I'm not sure if you can even find the crude beta downloads featuring Republic soldier Sergeant Garon Tetra and utility droid T3-H8 anymore, but I wouldn't suggest looking. There was some crude, not very well thought out stuff there. What does that footnote in KOTOR modding have to do with anything? Hopefully not much, because I'd hate for history to repeat itself, but the KOTOR Remix Remix has begun development. The focus is much narrower and the goals much more sane, but there's still some stuff that I think should excite a few people. FEATURES Revamped Equipment! The way a lot of the equipment works will be changed substantially, hopefully for the better, and there's a good chance some seldom-used weapons will find they have increased effectiveness and overused stuff will be watered down a little. Remixed Characters! Multiple versions of the standard recruitable characters will be choosable, including a version of Mission who's competent with her own vibroblade, a darker Juhani, Jedi with blasters and Melee Monster Canderous. (Yes, I know someone else has done a very similar mod in the past, but I think some of my more oddball versions of the characters make my version unique enough.) Revised Classes! Played through the game as a Jedi Guardian a couple of times and gotten sick of how boring 100% pwnage can get? Don't fret, because the classes are getting rebalanced in a manner more befitting the original d20 source material. Now there will really be a reason to bother playing a Jedi class other than Guardian, and maybe even a reason to take along non-Jedi characters in the last third of the game. Multiclassing Party Members (And The Prestige Classes Who Love Them)! Help Mission through her family troubles, and pretty soon the odd feelings around her can't be ignored much longer. Might be time to talk to Bastila about how the Force is strong with this one... Discover all of Canderous Ordo's sordid past, and then watch him go back to his roots with the fearless Mandalorian Enforcer class. When HK-47's memories get recovered, he unlocks the dreaded Assassin Droid prestige class. What he lacks in new feats, he more than makes up for with his new Sneak Attack ability... Link to comment Share on other sites More sharing options...
shamelessposer Posted August 10, 2006 Author Share Posted August 10, 2006 I've done a fair amount of work on the mod today, so I figured I'd give you guys a status report. EQUIPMENT CHANGES Much of the rebalancing I've wanted to do has been completed. All non-heavy blasters have had their damage increased by one die size, and a few have had critical threat ranges or crit multipliers increased. Repeating blasters now do 2d6 damage instead of 1d10, and heavy repeating blasters now have a base damage of 2d8. Hopefully, this will make the non-Jedi party members a little bit more formidable and make the game just a wee bit tougher. Stun rods now do 1d4 damage, for all that matters. Double-bladed lightsabers have been nerfed. While they still do the exact same amount of damage, the only Jedi class that can use them from level one onward is the Jedi Guardian, with the Sentinel coming in a couple of levels later and the Consular never gaining the ability to use them. There are now several feat requirements, among them Force Jump (a kludge to allow only the Guardians and Sentinels to use them) and Two Weapon Fighting. I just wanted to make the whole double-bladed thing that much more rare and that much more special by ensuring that only a few character types would be allowed to take advantage of it. While on the subject of Two Weapon Fighting, now all double-bladed weapons require the Two Weapon Fighting feat. This doesn't hurt many people, but should prevent those new to the game from making a stupid and costly decision when equipping their characters. Implants behave differently now, with the "Implants" feats being done away with entirely. Instead, any implant of any level can be installed into any character, but at a price: Level 1 implants cause a -1 penalty to Charisma, Level 2 implants a -2 to Charisma, and Level 3 implants a -3 to Charisma. The more mechanical a character is, the more tenuous his relationship with the Force and the less of him there is that's capable of interacting with other people. So while you don't have to blow three feats just to get that one implant you've been wanting all game, it also means you'll probably have to put some thought into whether or not it's worth it. FEATS As stated above, the Implants feats are gone. The "Scoundrel's Luck" chain has been changed to simply "Luck." This is because at least one non-Scoundrel class will make use of it. "Wookiee Toughness" is now "Bantha Toughness." Instead of being a racial ability, it's a feat available only to the toughest dudes in the galaxy. One of your party members will pick it up in his prestige class, if you choose for him to take it. The "steps" at which higher-level feats are introduced have been changed. Instead of a 1, 4, 8 progression in levels, there is now a 1, 3, 6 progression. It shouldn't throw off game balance too much to hand out these feats a level or two earlier, and it makes more sense given that most characters will be receiving feats at levels that are multiples instead of three instead of four anyway. Every class but the Soldier now only receives feats at Level 3 and every third level afterward unless otherwise stated. The Soldier receives feats at Level 2 and every other level afterward. SKILLS All skills are now class skills for everyone. CLASSES There's been a huge overhaul of the basic class system. Soldiers no longer get Power Attack/Blast, Scouts no longer get Flurry/Rapid Shot, and Scoundrels no longer get Critical Strike/Sniper Shot. Instead, all starting characters get two extra feats to do with as they please. This allows you to specialize your character, if you want. Most classes now get far fewer feats. The Soldier now gets a feat every other level, and everyone else receives a feat every third level. Soldier As stated above, the Soldier gets a feat every other level. While it's a significant cutback from his previous (somewhat overpowered) state, it's still nearly twice as many feats as the other classes receive. Soldiers now gain an extra skill point every level. Scout Scouts no longer receive the (now useless) Implants feat tree. Instead, the Scout receives extra feats at levels 2, 4, and 8. The Scout now gains two extra skill points every level. Scoundrel Aside from the cosmetic change of "Scoundrel's Luck" to plain old "Luck," not much has changed for the Scoundrel. Scoundrels now get one fewer skillpoints per level. Jedi Guardian The Guardian now picks up Dueling and Two Weapon Fighting at first level. It's assumed that he's had basic training in several different lightsaber forms, and this is the closest way I could find to implement that idea. The Guardian now gains two more skill points per level, but only gets a force power every other level. Jedi Sentinel The Jedi Sentinel receives the Force Jump and Force Focus feats, but much later than the Guardian and Consular receive those abilities. This means that while a Sentinel can learn to use a double-bladed lightsaber, he gains this ability a little late. The class gains two force powers every three levels. The Sentinel now gains two more skill points per level. Jedi Consular The Jedi Consular receives the Empathy feat at Level 1, has slightly fewer Force powers, and can no longer equip double-bladed lightsabers. Other than that, the class is pretty much the same. That's about it for changes made today. If you've read this far, tell me what you think! Link to comment Share on other sites More sharing options...
Fiestainabox Posted August 10, 2006 Share Posted August 10, 2006 Its pretty good, Im liking it so far. I always hated the implant feats, does this mean we get to use all the implants right away? The only thing I loath is the fact that Consulers don't get doubleblades. Just a personal prefrence to play as a consuler with a Doubleblade. Anyway, keep up the good work! Link to comment Share on other sites More sharing options...
shamelessposer Posted August 19, 2006 Author Share Posted August 19, 2006 I know it's been a while since my last real update, but I have been working on the mod. Honest. Right now, almost all of the game balance changes are done. Due to suggestions here and elsewhere, I'll be ditching the "only Guardians and Sentinels can use double-bladed lightsabers" idea. In other parts of the mod, things are going well. The big project right now is the different alternate forms for the recruitable characters, with everyone but the droids getting three or more different "versions" that can be chosen at the time of recruitment (the droids remain largely the same, but are rebalanced to stay in line with the other characters and the various game balance changes). This is the part of the game I'm most excited about, because selection of some of the more odd concepts can force you to change the way you're used to playing the game. Already completed are: Carth Onasi, Soldier, with two blaster pistols ("Classic" version, updated) Carth Onasi, Soldier, a crack shot with a blaster rifle Carth Onasi, Scout, duelist and master of the vibroblade Zaalbar, Scout, a two-handed melee specialist ("Classic" version, updated) Zaalbar, Scout, now capable of putting his bowcaster to good use Zaalbar, Scoundrel, a Ryyk blade specialist Zaalbar, Scoundrel, a blaster pistol marksman T3-M4 Expert Droid ("Classic" version, updated) Each of these characters will come with a special weapon of some kind, ranging from the familiar Zaalbar's Bowcaster to the new and nifty Onasi Family Vibroblade. These weapons will not include new models or textures, but will have unique capabilities and can all receive upgrades. Another fun addition is something that I'm also releasing separately, but which will be an optional download as part of the Remix: NPC retextures! Yellow Mission: http://home.mebtel.net/~needleworks2/Screenshots/Yellow%20Mission%20Clothes.jpg Only Twi'lek Fetishists need apply: http://home.mebtel.net/~needleworks2/Screenshots/Yellow%20Mission%20Undies.jpg Chiss Carth: http://home.mebtel.net/~needleworks2/Screenshots/Chiss%20Carth%20Clothes.jpg For the ladies (and a couple of dudes): http://home.mebtel.net/~needleworks2/Screenshots/Chiss%20Carth%20Undies.jpg And yes, the Chiss Carth option will include a Chiss Dustil. To answer a question from a week ago: Yes, you will be able to use any implants on any character right from the start. The only penalty will be to Charisma, and it's up to you whether or not that's a worthwhile sacrifice. Link to comment Share on other sites More sharing options...
Gam3rSW Posted August 20, 2006 Share Posted August 20, 2006 This looks like it will be a really cool mod. Either that, or you will become discouraged and throw the project out the window. I actually downloaded the original Kotor Remix and didn't think it was that bad. I really hope this gets completed. Best of luck, and I hope you're not plagued by any more health problems. Link to comment Share on other sites More sharing options...
shamelessposer Posted August 24, 2006 Author Share Posted August 24, 2006 So, uh, yeah. Time for another status report. The prestige classes are now more or less done, with one possible exception: Would anyone here be interested in a Jedi Watchman class available to Bastila, Juhani and Jolee? You'd stop gaining Force powers (due to the stupid engine limitations) but you'd gain Sneak Attack, some decent VP/FP, and a pretty good number of skill points. If there's enough demand, I'll add it in. Republic Officer Hit Die: 8 Attack Bonus Progression: 3/4 Saving Throws: Ref & Will good, Fort bad Skill Points: (6+Int. Modifier)/2 per level Class Features: At level 1, the Republic Officer receives the Luck feat (+2 to Defense). At level 4, he gains the Gambler's Luck feat (another +2 to Defense). At level 8, he receives the Calrissian's Luck feat (yet another +2 to Defense). On every even-numbered level excepting 4 and 8, the Republic Officer receives a feat. When Carth takes the Republic Officer feat, he gains the Republic Officer's Uniform (+5 to Defense, +2 Willpower saves, immunity to mind-altering effects). Mandalorian Enforcer Hit Die: 10 Attack Bonus Progression: 1 Saving Throws: Fort good, Ref & Will bad Skill Points: (4+Int. Modifier)/2 per level Class Features: At level 1, the Mandalorian Enforcer receives every Weapon Specialization feat for free. At level 3, he receives the Immunity: Fear feat for free. At level 5, he receives the Bantha Toughness feat (2 point damage reduction, +2 VP per level) for free. At level 8, he receives the Immunity: Stun feat for free, and at level 12 he receives the Immunity: Paralysis feat for free. The Mandalorian Enforcer gets a new feat at first level and every third level after that. When Canderous takes the Mandalorian Enforcer feat, he gets the Mandalorian Enforcer armor. Assassin Droid Hit Die: 10 Attack Bonus Progression: 3/4 Saving Throws: Fort good, Ref & Will bad Skill Points: (4+ Int. Modifier)/2 per level Class Features: The Assassin Droid gets a Sneak Attack feat at first level and every other level after that, in addition to Uncanny Dodge and Improved Uncanny Dodge at levels 4 and 8, respectively. The Assassin Droid gets a new feat at first level and every third level after that. Link to comment Share on other sites More sharing options...
Gam3rSW Posted August 25, 2006 Share Posted August 25, 2006 I'd be interested in a Watchman class, but I'm curious how you would implement this. I thought the level limit was hardcoded. Anyway, looking good Link to comment Share on other sites More sharing options...
shamelessposer Posted September 5, 2006 Author Share Posted September 5, 2006 Yeah, I know. It's been a while. Real life stuff has been getting in the way, and for a while I was addicted to Civ IV. Game stuff should pick up again soon. In the mean time, I thought I might as well bring up a new feature to the game... Lightsaber forms! When your character becomes a Jedi, you will be able to choose his lightsaber form. After it is chosen, your character will stick with it for the rest of the game. In addition, every other NPC in the game, recruitable or no, will have one of these lightsaber forms if it's at all possible. (For anyone who likes to know what's going on under the hood, I'll be accomplishing all of this with some very basic scripting and liberal abuse of the "Creature Hide" equipment slot that goes unused on all the Jedi in the original game.) Form I - Shii-Cho (Kit Fisto) Attack Bonus: +1 Defense: +3 Form II - Makashi (Count Dooku) Strength: +6 Blaster Bolt Deflection: -6 Saves vs. Force: +2 Form III - Soresu (Obi-Wan Kenobi) Defense: +2 Blaster Bolt Deflection: +4 Form IV - Ataru (Yoda) Attack Bonus +1 Defense: +3 Blaster Bolt Deflection: -4 Bonus Feat: Master Force Jump Form V - Shien (Anakin Skywalker) Attack: +2 Blaster Bolt Deflection: +2 Form VI - Niman Attack: +1 Defense: +1 Blaster Bolt Deflection: +2 Saves vs. Force: +1 Form VII - Juyo (Darth Maul) Strength +8 Defense: -4 Saves vs. Force Powers: -4 Master Critical Strike Link to comment Share on other sites More sharing options...
Lantzen Posted September 5, 2006 Share Posted September 5, 2006 This mod is looking good, i will probaly try it when you release it Link to comment Share on other sites More sharing options...
BoredAdminMonky Posted September 5, 2006 Share Posted September 5, 2006 Sounds excellent. A pity you won't be adding any new models though. Perhaps one of the more adept modelers around here could throw in some talent? Link to comment Share on other sites More sharing options...
lactose_ Posted September 5, 2006 Share Posted September 5, 2006 There's been a huge overhaul of the basic class system. Soldiers no longer get Power Attack/Blast, Scouts no longer get Flurry/Rapid Shot, and Scoundrels no longer get Critical Strike/Sniper Shot. Instead, all starting characters get two extra feats to do with as they please. This allows you to specialize your character, if you want. What do you change to do that? I've always wondered but never got round to finding out. EDIT: Nevermind, I found out. Link to comment Share on other sites More sharing options...
shamelessposer Posted September 5, 2006 Author Share Posted September 5, 2006 Just a quick update for today: I've added some new lightsaber colors! White, black (with a white glow), pink and gold are the four new ones, and I've also set things up so that the orange and viridian lightsaber blades can be used with store-bought or found crystals rather than the Heart/Mantle of the Force, the way it stands in the regular game. The four new colors can be accessed through cheating, and they can also be found in different parts of the game. They will be very low quantities of them added to the game, but you should be able to find at least one of each on an average playthrough. (And yes, I know that a black lightsaber makes no sense, but it looks too cool to not put in the game). Link to comment Share on other sites More sharing options...
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