Star Admiral Posted December 31, 2008 Share Posted December 31, 2008 I was going to delay release of this mod until I finished all the stuff I wanted to change (at which point I would call it the Ultimate Force Mod by Team Admiral, JK), but I figured it would take too long to finish. So here it is, version 1.0 of my K1 Force Pack, which adds the seven lightsaber forms as Force powers (with 2 tiers for a total of 14 new powers) that can be selected during character level-up. I tried to stay as accurate as possible to what each form is supposed to do. Many thanks to Wookiepedia for some of that info. I mentioned it in the ReadMe, but I felt I should say it again here. Thanks to deathdisco for first implementing this as armbands, and thanks to Darth Payne for agreeing to test this on such short notice. From the ReadMe: K1 Force Pack Version: 1.0 Developer: Star Admiral Date: 12/31/08 What This Mod Does: - Adds 14 new Force powers to K1, with custom icons, available during character level-up. - These powers are lightsaber forms, as K1 unfortunately does not include any. - As they are lightsaber forms and not new ways to kill enemies, I did not add flashy animations for them, as I felt it did not make sense. - Read the Force Powers section for detailed information regarding each new power. - Rebalance the different Jedi classes to better distinguish them, with Consulars getting the most powers, Guardians getting the most feats, and Sentinels getting the most skills. - Eliminate the cross-class skill penalty, as I felt Bioware’s skill allocation made little sense. - Add health regeneration, so your character will slowly regenerate health while out of combat. - Improve the Force power regeneration, so your character will regenerate Force points slightly while in combat and much quicker out of combat. Installation Instructions: This mod uses the TSLPatcher for easy installation. Simply run the executable to install the mod. It will modify and/or replace any conflicting files in your Override folder and save the original files inside the backup folder. Do NOT simply copy the files from the tslpatchdata folder to your Override folder; the mod will not work. Uninstallation Instructions: To uninstall this mod, first go to the tslpatchdata folder and select all the files inside. Copy and paste the files into your Override folder, overwriting as needed. Without deselecting the selected files, delete them from your Override folder. Afterwards, go to the backup folder and copy all the files except for the dialog.tlk file back into your Override folder. Lastly, copy the dialog.tlk file back into the main directory of wherever you installed TSL, NOT your Override folder. Force Powers: ------------------------------------------------------------------------- Determination Proficiency (Universal Power) Prerequisites: Character Level 6 Form I, the Way of the Sarlacc, or the Determination Form, is one of the simplest and easiest to learn forms known to the Jedi. It is best used against multiple opponents, or when all other forms are unsuitable in a given situation. Powerful single opponents can often find flaw in this form. Attack Modifier: +1 (Main-Hand + Off-Hand) Defense Bonus: +1 Blaster Bolt Deflection: +0 (Net +1) Cost: 0 FP Duration: 120 seconds ------------------------------------------------------------------------- Determination Mastery (Universal Power) Prerequisites: Character Level 12 Form I, the Way of the Sarlacc, or the Determination Form, is one of the simplest and easiest to learn forms known to the Jedi. It is best used against multiple opponents, or when all other forms are unsuitable in a given situation. Powerful single opponents can often find flaw in this form. Attack Modifier: +2 (Main-Hand + Off-Hand) Defense Bonus: +2 Blaster Bolt Deflection: +0 (Net +2) Cost: 0 FP Duration: 120 seconds ------------------------------------------------------------------------- Contention Proficiency (Universal Power) Prerequisites: Character Level 6 Form II, the Way of the Ysalamiri, or the Contention Form, is the second of the lightsaber forms. It is very effective against other lightsaber wielders and Force users, but is least effective when used in deflecting blaster bolts. Attack Modifier: +2 (Main-Hand + Off-Hand) Will Saves: +2 Blaster Bolt Deflection: -6 (Net -4) Cost: 0 FP Duration: 120 seconds ------------------------------------------------------------------------- Contention Mastery (Universal Power) Prerequisites: Character Level 12 Form II, the Way of the Ysalamiri, or the Contention Form, is the second of the lightsaber forms. It is very effective against other lightsaber wielders and Force users, but is least effective when used in deflecting blaster bolts. Attack Modifier: +4 (Main-Hand + Off-Hand) Will Saves: +4 Blaster Bolt Deflection: -8 (Net -4) Cost: 0 FP Duration: 120 seconds ------------------------------------------------------------------------- Resilience Proficiency (Universal Power) Prerequisites: Character Level 6 Form III, the Way of the Mynock, or the Resilience Form, is a form dedicated purely to counter an enemy's blaster fire. In the hands of a master, it can also be used defensively against any opponent, though it reduces a user's effective weapon strike range. Attack Modifier: -4 (Main-Hand + Off-Hand) Defense Bonus: +4 Blaster Bolt Deflection: +6 (Net +2) Cost: 0 FP Duration: 120 seconds ------------------------------------------------------------------------- Resilience Mastery (Universal Power) Prerequisites: Character Level 12 Form III, the Way of the Mynock, or the Resilience Form, is a form dedicated purely to counter an enemy's blaster fire. In the hands of a master, it can also be used defensively against any opponent, though it reduces a user's effective weapon strike range. Attack Modifier: -4 (Main-Hand + Off-Hand) Defense Bonus: +6 Blaster Bolt Deflection: +8 (Net +4) Cost: 0 FP Duration: 120 seconds ------------------------------------------------------------------------- Aggression Proficiency (Universal Power) Prerequisites: Character Level 8 Form IV, the Way of the Hawk-Bat, or the Aggression Form, is a form that employs a combination of Force-assisted acrobatics to defeat an opponent. Masters of this form could appear as a blur to their opponents, their speed improving both defense and offensive abilities. However, it is an exhaustive form, ill-suited for prolonged duels. Attack Modifier: +2 (Main-Hand + Off-Hand) Defense Bonus: +2 Blaster Bolt Deflection: -4 (Net -2) Attack Rounds: +1 Cost: 20 FP Duration: 90 seconds ------------------------------------------------------------------------- Aggression Mastery (Universal Power) Prerequisites: Character Level 16 Form IV, the Way of the Hawk-Bat, or the Aggression Form, is a form that employs a combination of Force-assisted acrobatics to defeat an opponent. Masters of this form could appear as a blur to their opponents, their speed improving both defense and offensive abilities. However, it is an exhaustive form, ill-suited for prolonged duels. Attack Modifier: +4 (Main-Hand + Off-Hand) Defense Bonus: +4 Blaster Bolt Deflection: -4 (Net +0) Attack Rounds: +1 Cost: 20 FP Duration: 90 seconds ------------------------------------------------------------------------- Perseverance Proficiency (Universal Power) Prerequisites: Character Level 8 Form V, the Way of the Krayt Dragon, or the Perseverance Form, is a form derived from Form III, developed by masters who felt that Form III was too passive. It retains Form III's blaster bolt deflection ability and improves the strength of a user's attacks, though sacrifices defense. Attack Modifier: +2 (Main-Hand + Off-Hand) Defense Bonus: -2 Blaster Bolt Deflection: +0 (Net +2) Cost: 0 FP Duration: 120 seconds ------------------------------------------------------------------------- Perseverance Mastery (Universal Power) Prerequisites: Character Level 16 Form V, the Way of the Krayt Dragon, or the Perseverance Form, is a form derived from Form III, developed by masters who felt that Form III was too passive. It retains Form III's blaster bolt deflection ability and improves the strength of a user's attacks, though sacrifices defense. Attack Modifier: +4 (Main-Hand + Off-Hand) Defense Bonus: -2 Blaster Bolt Deflection: +0 (Net +4) Cost: 0 FP Duration: 120 seconds ------------------------------------------------------------------------- Moderation Proficiency (Universal Power) Prerequisites: Character Level 8 Form VI, the Way of the Rancor, or the Moderation Form, is a blend of many of the previous forms. In the blending, much of the strengths of each form are lost, though it has no inherent weaknesses either. Attack Modifier: +1 (Main-Hand + Off-Hand) Will Saves: +2 Blaster Bolt Deflection: +0 (Net +1) Cost: 0 FP Duration: 120 seconds ------------------------------------------------------------------------- Moderation Mastery (Universal Power) Prerequisites: Character Level 16 Form VI, the Way of the Rancor, or the Moderation Form, is a blend of many of the previous forms. In the blending, much of the strengths of each form are lost, though it has no inherent weaknesses either. Attack Modifier: +2 (Main-Hand + Off-Hand) Will Saves: +4 Blaster Bolt Deflection: +0 (Net +2) Cost: 0 FP Duration: 120 seconds ------------------------------------------------------------------------- Ferocity Proficiency (Universal Power) Prerequisites: Character Level 8 Form VII, the Way of the Vornskr, or the the Ferocity Form, is a very aggressive form that is effective against single opponents, greatly improving a user's ability to strike. Its emotional demands, though, render the user vulnerable to Force attacks, and should be used with caution against strong Force users. Attack Modifier: +2 (Main-Hand + Off-Hand) Will Saves: -4 Blaster Bolt Deflection: -4 (Net -2) Attack Rounds: +1 Damage Bonus: +2-6 Universal Cost: 0 FP Duration: 120 seconds ------------------------------------------------------------------------- Ferocity Mastery (Universal Power) Prerequisites: Character Level 16 Form VII, the Way of the Vornskr, or the the Ferocity Form, is a very aggressive form that is effective against single opponents, greatly improving a user's ability to strike. Its emotional demands, though, render the user vulnerable to Force attacks, and should be used with caution against strong Force users. Attack Modifier: +4 (Main-Hand + Off-Hand) Will Saves: -4 Blaster Bolt Deflection: -4 (Net +0) Attack Rounds: +1 Damage Bonus: +2-12 Universal Cost: 0 FP Duration: 120 seconds ------------------------------------------------------------------------- Compatibility Issues: This mod should be compatible with other mods that also add Force powers to K1, such as Darth InSidious’ Four Force Powers. Unfortunately, because this mod modifies the number of powers and feats each character gains per level, it will not be compatible with other mods that also do the same, such as Shem’s Feat Progression for K1. If you dislike my version of it, you can install Shem’s version over mine. Simply install my mod first, then Shem’s. You’ll get the best of both worlds. If there is a major conflict with another popular mod, contact me and I’ll see if I can release a patch to make mine compatible. Bugs: None that I know of. This was supposed to be part of a much bigger mod with many more Force powers, but that project was taking too long, so I felt I should release this portion first. Version 2 of this mod will add many more powers to play with, as well as correct any balance issues with this one. Contact Information: You can email me at staradmiral@hotmail.com or you can find me hanging out at the Holowan Labs at various times of the day under the user name Star Admiral. I’ll do my best to get back to you ASAP. Credits: A million thanks go out to all the people at the Holowan Labs who have graciously helped me with any modding problems I have had with KOTOR or TSL. Special thanks go out to DarthParametric, RedHawke, stoffe, ChAiNz.2da, TriggerGod, and Ferc Kast, without whom I could not have learned as much as I have in so short a time. For this mod, I must also thank deathdisco for first implementing lightsaber forms as armbands and giving me permission to go ahead with making this variant and Darth Payne for tirelessly helping me to test this mod. Thanks again. =) Terms of Use: Naturally, you can modify these files for your personal use. You also may use them in any mod if you would like, but please give me credit. That's all I ask. THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. Now that was long. Here are some screenshots, but as pointed out in the ReadMe, no fancy animations are added, as these are combat techniques. Cool visuals don't fit well with that, IMO. Download Links: KOTOR Files: DL Here. RapidShare: DL Here. Have fun with it and stay tuned for the next version coming soon. - Star Admiral Link to comment Share on other sites More sharing options...
HK-42 Posted December 31, 2008 Share Posted December 31, 2008 looks good. I'll try it out later since I'm on my iPod right now. Link to comment Share on other sites More sharing options...
Chevron 7 locke Posted December 31, 2008 Share Posted December 31, 2008 This looks excellent! I'll give it a try on my next playthrough Link to comment Share on other sites More sharing options...
Darth Payne Posted December 31, 2008 Share Posted December 31, 2008 Nice one SA. I look forward to seeing the remaining Force Powers you come up with. Link to comment Share on other sites More sharing options...
vanir Posted December 31, 2008 Share Posted December 31, 2008 Okay I'm confused. Blaster deflection is related to defence rather than attack, yes? So if you have -2 defence, +4 blaster deflection, you have a net blaster deflection of +2. Attack Modifier: +2 (Main-Hand + Off-Hand) Defense Bonus: -2 Blaster Bolt Deflection: +0 (Net +2) Cost: 0 FP Duration: 120 seconds Attack Modifier: +1 (Main-Hand + Off-Hand) Will Saves: +2 Blaster Bolt Deflection: +0 (Net +1) Cost: 0 FP Duration: 120 seconds Attack Modifier: +2 (Main-Hand + Off-Hand) Will Saves: -4 Blaster Bolt Deflection: -4 (Net -2) Attack Rounds: +1 Damage Bonus: +2-6 Universal Cost: 0 FP Duration: 120 seconds ? Obviously your contention is that blaster deflection is related to attack, sort of a jeet kune do (highly aggressive and situational) style of interception? Genuine mediaeval kendo forms such as included within Takamatsu Ryuha style bujinkan kobudo offer historical appreciation of sword defence against shuriken attack, which I should think about as close as we might get to the blaster deflection in real world terms? We do so from the ichimonji form (defensive), as there is no other way to match movement with reflexes and the speed of the missile. Yet from ichimonji (the water element) it is indeed more than possible, it is quite like playing baseball or cricket, whilst maintaining a viable (if slightly compromised) melee defence. Link to comment Share on other sites More sharing options...
Star Admiral Posted January 1, 2009 Author Share Posted January 1, 2009 You have a point, but in KOTOR, blaster deflection is related to attack. Here's how the game computes it. If you have a lightsaber, whenever a blaster bolt comes in, the computer makes three dice rolls, the attacker's attack roll, the Jedi's defense roll, and lastly the Jedi's deflection roll. If the defense roll is higher than the attack roll, the shot misses outright, and the deflection roll is ignored. If the attack roll is higher than the defense, then the computer compares it with the deflection roll. If the deflection roll is lower than the attacking roll, the shot hits. If the deflection roll is higher, the shot is deflected in a random direction. If the deflection roll is higher than the attack roll by more than 10, then the shot is deflected right back at the attacker. In computing the defense roll, the Jedi's defense rating is taken into account. In determining the deflection roll, the Jedi's attack modifier is taken into account. At least that is what I have gleaned from exhaustive review of the Feedback page when fighting an opponent. Thus, I felt justified by linking the attack modifier and the deflection ratings. Please tell me if I am wrong. I'll correct that in the next release. - Star Admiral Link to comment Share on other sites More sharing options...
Thankteamgizka Posted January 1, 2009 Share Posted January 1, 2009 This looks very cool and I look forward yo using it in my next play through. Link to comment Share on other sites More sharing options...
Darth Payne Posted January 3, 2009 Share Posted January 3, 2009 Hey SA? I forgot to ask, will this be compatible with Shems Super Enhanced Add On? Also, here is the KotorFiles Link: http://knightsoftheoldrepublic.filefront.com/file/K1_Force_Pack;96879 Link to comment Share on other sites More sharing options...
Star Admiral Posted January 3, 2009 Author Share Posted January 3, 2009 Thanks for the link. *** Edits previous post. *** I checked out the files for the Super Enhanced Add-On. They are almost compatible, except for one file, the classes.2da file. I'll release a 1.1 patch for mine in two or three days, else I'll package it in the 2.0 release. It'll probably be better to let Shem's files overwrite mine. No bad things will happen by doing so, as the only edit I made to that file is in the skillpointbase column, which sets how many skill points you get per level-up. - Star Admiral Link to comment Share on other sites More sharing options...
Darth Payne Posted January 3, 2009 Share Posted January 3, 2009 Very cool SA. I'm really looking forward to the future versions of this mod. If this one is any indication, they are going to be very good. Link to comment Share on other sites More sharing options...
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