dcinroc Posted May 17, 2008 Share Posted May 17, 2008 This is something I have been doing for my own game, but thought that if other people were interested, then I'd release it. So, let me know what you think. This will increase the damage done by most weapons (except pistols, where damage will actually decrease), but it is not the intention of this mod to make the game easier. Strength restrictions will play a part in limiting the use of some of the more powerful weapons. Also, I play with various modifications to make the game harder (modified ai, Achilles gamebalance, Hardcore TSL, etc...), so this is designed and tested with that in mind. And remember...you may be doing more damage, but so is the enemy. ;-) Basically, the mod breaks weapons down in to various classes. (pistol, hvy pistol, carbine, rifle/bowcaster, sonic/ion, disruptors...with extra bonuses/penalties for repeaters). ALL the base weapons (and all the special weapons I can find) will be upgradeable to some extent (except the batons). Pistols and hvy pistols will be limited to scope/chamber upgrades though, on the assumption that pistols should not be as powerful as rifles. I am still wavering on whether or not to make ion/sonic weapons fully upgradeable. I may just try to balance them with comparable fully upgraded weapons through the uti files. Base damages will be increased for most weapon classes (though not dramatically) Pistols 1-10, Hvy Pistols 1-12, Carbines 1-10, Rifles and Bowcasters 1-12, Heavy Repeaters 1-16, Disruptors/sonic/ion 1-10. Crit Threat and Crit Multiplier will also be adjusted. Pistols 1/2 (CT/CM), Hvy Pistols 1/3, Carbines 1/2, Rifles 2/2, Bowcasters, 2/3, Repeaters 1/2, Heavy Repeaters, 1/3, Disruptors, 3/2, Sonice & Ion 1/2. All of the above adjustments would be on the baseitems.2da file. On the .uti files, I would add various bonuses/penalties based on whether the item is a pistol, carbine, rifle, repeater or hvy repeeater. For example, pistols receive no bonuses or penalties. Carbines receive a generic +1 attack bonus, but no penalties. Rifles receive a +2 attack bonus, but also a -2 defense penalty (on the assumption that it is more difficult to doge and find cover when carrying a heavy rifle). Repeaters get a -1 attack penalty and a the -2 defense penalty. Heavy repeaters get a -2 attack penalty and -4 defense penalty. Other changes would be the introduction of strength restrictions. Want to lug a Mandalorian Heavy Repeater around the galaxy? Then you better hit the gym! Basically, most pistols and carbines will have no or minimal strength requirements. Most rifles will require 10-12 str. Bowcasters and some heavy rifles as well as repeaters need 12-16. Heavy repeaters will generally need 16-18. What this means is that a generic blaster pistol with max damage upgrades would top out at 6-29 base damage, carbine (as well as disruptor/sonic/ion) 5-46, rifle 5-48, repeaters, 5-48, heavy repeaters 5-52. SO now, it'll take two pistols to compete with one rifle on the battlefield. Though nothing will compare with some of the heavier weapons. The Mandalorian Heavy Repeater will deal out 9-76 when fully upgraded. I will tweak some of the uti files to provide a greater range of damage and individuality to the weapons, but don't plan on making dramatic changes to those files (except possibly in the case of ion/sonic weapons). I will also be tweaking lightsaber damages, but only slightly upward. Though I am toying with raising their Crit Mult to 3 instead of two (that seems more appropriate to me). Further, melee weapons will get a similar makeover, but there is much less variety. Essentially, there are vibro weapons, non-vibro weapons and heavy weapons. Vibros can be fully upgraded, the others are limited to grip/edge upgrades. Also, heavy weapons (Wookie warblade and Gamorrean axes) will have their Crit Mult upped to 3. I haven't really put much time into adjusting uti files on melee weapons, but plan to. Strength limits will apply there as well. Link to comment Share on other sites More sharing options...
Xalard Posted May 17, 2008 Share Posted May 17, 2008 lol... I'm working on very similiar system in my mod too, thought mine has less changes. I've didn't touch upgrades. I have modified base damages and crit hit chances/multipliers (for example: heavy repeaters are far more powerful, but without any upgrades they have no chances to deal critical hit). Gammegorean axes and all repeaters have strength requirments. As addition repeaters profiency/specialisation/focus feat tree is restored. Well, my mod, unlike yours isn't focused only on weapons, but it have tons of other changes too. I'll probably just make my mod compatibile with yours, so people will can choose which changes they like more. Link to comment Share on other sites More sharing options...
dcinroc Posted May 17, 2008 Author Share Posted May 17, 2008 Well, my mod, unlike yours isn't focused only on weapons, but it have tons of other changes too. I'll probably just make my mod compatibile with yours, so people will can choose which changes they like more. I have modded individual armor stats to suit my tastes, but I think it's impractical to try a full-on mod of all the armors because of all the mods out there that already modify armor stats. That's why I focus on weapons. Also, it is simpler to achieve the results I want by changing the fewest variables possible. If I try to mod the weapons AND the armor, I am simply making the task that much more difficult in terms of balance by adding another variable to be tested. If I get the weapons to balance out the way I want, then maybe later I'll move on to armor, though I think my next project would be grenades and mines (have to learn scripting for that). There really isn't much point in trying to make our mods compatible. Not that I object to the idea, but simply that our .2da files will inevitably conflict and all the changes I make in the .uti files will be based on the changes I make to the baseitems.2da. The only way to really make our work compatible would be to use the same .2da file. At the moment, most of my work is on paper rather than "in-game", cuz I hate randomly editing files without first knowing what the final product is supposed to look like. In a few days or so I should have a lot of the editing done and I could send you the files if you are interested. Link to comment Share on other sites More sharing options...
Xalard Posted May 17, 2008 Share Posted May 17, 2008 There really isn't much point in trying to make our mods compatible. Not that I object to the idea, but simply that our .2da files will inevitably conflict and all the changes I make in the .uti files will be based on the changes I make to the baseitems.2da. The only way to really make our work compatible would be to use the same .2da file. ever heard of tsl patcher? Your changes can just overwrite mine. In a few days or so I should have a lot of the editing done and I could send you the files if you are interested. I should have my mod done soon too (i'm editing .2da, party members' .utc files and adding few new items for party membs. .2da are done and rest will be in next few days) and yes, I'm still interested in making our two mods compatibile. PS. Your mod is for TSL, right? You didn't stated that in title, but i guess that from 'TSL rebalance' mod you're using. Link to comment Share on other sites More sharing options...
dcinroc Posted May 19, 2008 Author Share Posted May 19, 2008 I have made a lot of progress. The changes are working very well. Sometimes too well! After upping the crit multiplier on lightsabers (but not shortsabers) to 3, I have been getting my butt kicked by those lightsaber wielding assassins. Also, Interestingly, by tinkering with the crit numbers, battles have become less predictable. A few mercs on Telos fried me with crits, while I breezed through the larger battle outside the base. I kinda like the fact that sheer luck plays a larger factor in determining outcomes. One thing though, I'll need to change damages for grenades/mines/ rockets to be consistent. Anyone know how to do that? Another factor is the Energy Defense forcepower. I think it needs to be improved to adapt to the changes in weapon damage. Link to comment Share on other sites More sharing options...
Gavroche Posted May 19, 2008 Share Posted May 19, 2008 You can boost grenades and rockets through k_sup_grenade.nss. I've been drastically increasing the rockets' damages and DC as I wanted to have a bit of fun with Mira (in a cut line she says she doesn't need a lightsaber, just her good ol'rocket launcher. "And some rockets.") By the way, I've been trying to balance blasters as well, and thought it would be interesting to give all the automatically missed shots and chance to hit. For example, with a singler blaster pistol you see your PC shooting twice but he only has one attack. I've been trying to change this through weapondischarge.2da, but couldn't succeed. Just see if it seems interesting to you... Link to comment Share on other sites More sharing options...
dcinroc Posted May 19, 2008 Author Share Posted May 19, 2008 You can boost grenades and rockets through k_sup_grenade.nss. I've been drastically increasing the rockets' damages and DC as I wanted to have a bit of fun with Mira (in a cut line she says she doesn't need a lightsaber, just her good ol'rocket launcher. "And some rockets.") By the way, I've been trying to balance blasters as well, and thought it would be interesting to give all the automatically missed shots and chance to hit. For example, with a singler blaster pistol you see your PC shooting twice but he only has one attack. I've been trying to change this through weapondischarge.2da, but couldn't succeed. Just see if it seems interesting to you... Yeah, I have to learn some scripting before I can edit the nss file, but I will. The idea of trying to make the hits match the animations is cool...but could be seriosly unbalancing. Master Speed, plus Rapid Shot, plus a reapeater or two pistols....whoa. Link to comment Share on other sites More sharing options...
Gavroche Posted May 19, 2008 Share Posted May 19, 2008 Yeah, that's why I've been also working on all the .2das which govern the Armor Class and the Base Attack Bonus but, well, there's much thinking that needs to be done to get something balanced. And first, I would need to know how to make it work :s (in fact, I just started a thread called "[TSL]weapondischarge.2da" but got no answer in two days, so I guess I can consider this impossible ) Anyway, you will find editing this script exceptionally easy. It's very well commented, you can find quickly which paragraph rules which grenade. And you don't have to know much about scripting, you'll see lines like "nDamage = xx" and "nDC = xx", so you just have to edit the xx and that's it, really. You can even edit the radius of the explosion :] Link to comment Share on other sites More sharing options...
Xalard Posted May 19, 2008 Share Posted May 19, 2008 yeah, sup_greanade is not very complicated. Just don't forget to change greanades descriptions too, as they, unlike weapons, doesn't automatically reflect all abilities. Yeah, that's why I've been also working on all the .2das which govern the Armor Class and the Base Attack Bonus but, well, there's much thinking that needs to be done to get something balanced. I'm working on rebalancing classes, feats, forcepowers and team members atm Soon it'll be done. Link to comment Share on other sites More sharing options...
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