Star Admiral Posted January 15, 2009 Share Posted January 15, 2009 At last, it is done. Between my flagging dedication and several days of upgrading my computer from XP to Vista, this mod has been put off for one week. This mod includes everything from version 1.0 and adds 11 distinct powers on top of it. Thus, there is a total of 18 distinct powers, each with 2 or 3 tiers for a grand total of 43 new powers to select during level-up. In addition, I made a number of tweaks to rebalance the different classes. Check out the ReadMe, it summarizes the changes better: K1 Force Pack Version: 2.0 Developer: Star Admiral Date: 01/14/09 What This Mod Does: - Adds 18 distinct (43 total) Force powers to K1, available during character level-up. Seven of these are lightsaber forms, the rest are regular powers, with 4 LS powers, 4 Universal powers, and 3 DS powers. - The lightsaber forms do not have their own animations, as they are combat techniques. The rest have their own casting animations. - Rebalance the different Jedi classes to better distinguish them. Consulars get the most Force powers and Force points, Guardians get the most feats and health points, and Sentinels get the most skills and saving throws. - Eliminate the cross-class skill penalty. - Add health regeneration while out of combat. - Improve the Force power regeneration both in and out of combat. - Increase the difficulty of opponents slightly. - Increase the value random loot slightly. - As the mod effectively doubles the total number of selectable Force powers, from 44 to 87, I vastly increased the number of powers can be chosen each level-up to allow players to make use of the new powers. The total number of feats and skills selectable has also been increased slightly. You will still have to choose, as even Consulars can only choose a maximum of 36 powers (assuming you become a Jedi at Level 8), up from 15. Installation Instructions: This mod uses the TSLPatcher for easy installation. If you have either Shem’s Super Enhanced Mod Add-On or version 1.0 of this mod installed, PLEASE read the Important Notice sections below to properly install this mod. If you don’t have those mods installed, then 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. Important Notice (K1 Force Pack v1.0): If you have version 1.0 of this mod installed, first completely uninstall version 1.0 by following the uninstallation instructions provided in the ReadMe of that mod. Afterwards, proceed with this installation. Important Notice (Shem’s Super Enhanced Mod Add-On): If you have Shem’s Super Enhanced Mod Add-On installed (the Add-On specifically, not the original one), install this mod using the TSLPatcher, but be sure to copy the contents of the patch folder into your Override folder AFTER installing this mod to ensure compatibility. 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 K1, NOT your Override folder. Force Powers: In version 1.0 of this mod, I included an exhaustive list of all the powers added to the game, vastly increasing the length of this ReadMe. This version almost triples the number of powers added, so detailing each power here is not feasible. I recommend installing this mod and then viewing the descriptions in the game. While some powers may not be appealing to everyone, I guarantee that you will find at least some of them to be interesting. Compatibility Issues: This mod should be compatible with any mod that also adds Force powers to K1. 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. While you are free to install those versions over mine, I strongly discourage you from doing so, as you will not get the chance to select as many powers or feats during level-up. 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. I have not had a chance to extensively check all the powers added to the game, such as Force Rage, but preliminary tests indicate that they should work fine. If there are major bugs, whether with the powers or with the class balancing, don’t hesitate to let me know and I’ll release a patch to correct the issue. If there are enough of them (or if I decide to add yet more powers and features), then a version 3.0 of this mod will be coming. 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. 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. I'll be taking a break from scripting for a bit. This really fried my head. In any case, bugs or not, I'll probably release a version 3.0 sometime in the future to make the NPCs, both friendly and hostile, use the new powers. Here are some screenshots. There are many more than shown in the images; I just choose the easiest ones to taken pictures of. Download Links: KOTOR Files: DL Here. Have fun with it and stay tuned for a possible version 3.0. - Star Admiral Link to comment Share on other sites More sharing options...
HK-42 Posted January 15, 2009 Share Posted January 15, 2009 Awesome as soon as its up at KF I'll download, only because I like reading the reviews Great job Star Admiral!!! Link to comment Share on other sites More sharing options...
Darth Payne Posted January 15, 2009 Share Posted January 15, 2009 Whoa, cool. I loook forward to trying this. Link to comment Share on other sites More sharing options...
Star Admiral Posted January 15, 2009 Author Share Posted January 15, 2009 Thanks for the comments. I figured that I should mention this, as this is not a bug but an engine restriction. There are more than a few powers within this mod that increase the number of attacks that you can do per round. The limit imposed by the game engine is 5 attacks per round, so if you use two sabers, Master Flurry, Master Speed, Force Rage, and Ferocity Mastery at once, you would technically get 7 attacks, but in reality, the game will compute only 5. - Star Admiral Link to comment Share on other sites More sharing options...
manfrensengen Posted February 9, 2009 Share Posted February 9, 2009 First off, thank you for this! I just started playing this game again about a week ago, decided to see if anyone is still modding for it, and found this mod. Good job! Secondly, I had a question about the Force Pull power. Is it possible to add the 'fall down' animation to it like there is with Force Push? If so, would you? I think it would look better to have them sliding towards me on their backside rather than just sliding upright to me. Thanks again for giving me another reason to play KOTOR! Link to comment Share on other sites More sharing options...
Qui-Gon Glenn Posted February 9, 2009 Share Posted February 9, 2009 Secondly, I had a question about the Force Pull power. Is it possible to add the 'fall down' animation to it like there is with Force Push? If so, would you? I think it would look better to have them sliding towards me on their backside rather than just sliding upright to me. Stoffe did that in the HLFP mod for TSL, and I would think that it would be possible in KotOR as well, since the same animation exists in both games. But that is, of course, the directors cut to make... Nice work SA! I will be downloading momentarily. Link to comment Share on other sites More sharing options...
Star Admiral Posted February 9, 2009 Author Share Posted February 9, 2009 Regarding the Force Pull power. I'll be creating the fall-down animation in v3 that will probably come out sometime in the next month. I just got lazy in coding it , as I didn't want to deal with the possibility of the character dying while on its back, creating a weird animation glitch. - Star Admiral Link to comment Share on other sites More sharing options...
manfrensengen Posted February 10, 2009 Share Posted February 10, 2009 Stoffe did that in the HLFP mod for TSL, and I would think that it would be possible in KotOR as well, since the same animation exists in both games. But that is, of course, the directors cut to make... Yes, of course that's what made me think of it. Regarding the Force Pull power. I'll be creating the fall-down animation in v3 that will probably come out sometime in the next month. I just got lazy in coding it , as I didn't want to deal with the possibility of the character dying while on its back, creating a weird animation glitch. - Star Admiral Right on. Looking forward to v3! Oh, and I would never accuse anyone that put this mod (or any other mod) together and then sharing with the real lazy ones (like me) of being lazy. Thanks Star Admiral Link to comment Share on other sites More sharing options...
Danny087 Posted July 6, 2009 Share Posted July 6, 2009 hi star admiral, first of all a great mod. But i think i discovered a bug, that's distroying much fun: My Char can't die, he can loose Health, when he gets hit, but as soon as it gets 0 vitalitie-points, he doesn't die. The other party members all can die, just the main-char, can't. i have following mods installed: -recruitable kay v 1.01a -call of aid v 1.61 -carth republic uniform plus -dk robe replacement -enhanced shadowland restoration -k1 force pack v 2 -k1 robe stat boost -maleheadpack if -padawan mod v 1.3e -republic helmet -RH JawaShop v 1a -RH OrdMandellMod v 1.2 but as this problems is like i'd have activated the force "rage" all the time, i think its a bug of the "force pack". besides, i haven't learnt the force "rage" yet. hope you can help me Link to comment Share on other sites More sharing options...
Star Admiral Posted July 7, 2009 Author Share Posted July 7, 2009 First off, welcome to the boards! I haven't gotten a chance to fully test the Rage power as I dislike playing on the Dark Side, but if you never learned or activated the power at all, then the problem is with another mod. Your character only gets the undying ability when you cast the power, not before. Have you tried playing to another planet and seeing if you died there? I remembered when I was on the Endar Spire, my character couldn't die, but once I got off to another planet like Dantooine or Korriban, I could die normally again. Let me know if you made any progress. - Star Admiral Link to comment Share on other sites More sharing options...
darthriddick Posted July 7, 2009 Share Posted July 7, 2009 YOU ARE A GOD. O_o. Nice job man, next playthrough this gets a spot in my override for sure. Link to comment Share on other sites More sharing options...
Danny087 Posted July 9, 2009 Share Posted July 9, 2009 hey guys, thanks for your answers! i didn't find the problem, but i found a solution: with the kse i discovered, that the min. health=1 was activated. don't know because of what mod, but i disabled it and everything works fine now! Link to comment Share on other sites More sharing options...
Darth_Yuthura Posted August 13, 2009 Share Posted August 13, 2009 Wow This is amazing. Link to comment Share on other sites More sharing options...
Miltiades Posted August 14, 2009 Share Posted August 14, 2009 More Force Powers is always a good thing. Good job, Star Admiral! Link to comment Share on other sites More sharing options...
purifier Posted August 15, 2009 Share Posted August 15, 2009 I remember this mod from awhile back, it rocks man. You can never have enough force powers. BTW, great job Star Admiral. Link to comment Share on other sites More sharing options...
Darth_Yuthura Posted August 15, 2009 Share Posted August 15, 2009 The limit imposed by the game engine is 5 attacks per round, so if you use two sabers, Master Flurry, Master Speed, Force Rage, and Ferocity Mastery at once, you would technically get 7 attacks, but in reality, the game will compute only 5. I always wondered why the Juyo form didn't come with a +1 attack/round... I always had master speed engaged. I already complimented the mod, but now I've gotten to a point where I never have to use revitalize because I completely dominate every enemy on maximum setting. I don't know if this was the mod where I saw it, but have the enemy NPC's in this module been enhanced to make them more potent? Link to comment Share on other sites More sharing options...
Rinku Posted August 15, 2009 Share Posted August 15, 2009 You can never have enough force powers. Agreed I think this mod is sweet Very nice job on this Star Admiral! Link to comment Share on other sites More sharing options...
manfrensengen Posted November 8, 2009 Share Posted November 8, 2009 Hi Star Admiral. Is this mod officially finished? You had mentioned a v3 a while back, and I was wondering if that was still in progress. I suppose you're busy with other projects and real life and all, but, I was just wondering..... Anyway, thanks again for your work. Link to comment Share on other sites More sharing options...
Star Admiral Posted November 9, 2009 Author Share Posted November 9, 2009 You're welcome. Yes, v3 is still in the works, currently in final production and testing. As v3 will be the last of this mod, I wish to iron out all the bugs before release. It should be out before the end of this year. - Star Admiral Link to comment Share on other sites More sharing options...
VarsityPuppet Posted November 9, 2009 Share Posted November 9, 2009 From one scripter to another: Best of luck! I look forward to the powers! Link to comment Share on other sites More sharing options...
manfrensengen Posted November 9, 2009 Share Posted November 9, 2009 That's good news! I look forward to it. Link to comment Share on other sites More sharing options...
Phildevil Posted November 11, 2009 Share Posted November 11, 2009 In this version, will the NPC's actually use the force powers themselves? Link to comment Share on other sites More sharing options...
Star Admiral Posted November 12, 2009 Author Share Posted November 12, 2009 Unfortunately no. v3 will have the NPCs use them, including some of the boss enemies. This is why the project has taken so long to implement. Suffice it to say you'll find Malak to be a much more interesting opponent. - Star Admiral Link to comment Share on other sites More sharing options...
Phildevil Posted November 13, 2009 Share Posted November 13, 2009 So its gonna be available in v3? Well, that's basically what I was asking, so it's great! Thank you so much for your work! Link to comment Share on other sites More sharing options...
encinodude Posted December 14, 2009 Share Posted December 14, 2009 This seems like a swell mod and I want to use it in my next playthrough. But I don't want my health to automatically regenerate. Is it possible to disable that? Link to comment Share on other sites More sharing options...
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