storm-rider Posted November 11, 2010 Share Posted November 11, 2010 Is there any way to changet the combat system in Kotor 1 and tsl (PC version Obviously lol) ? I love the game but cant stand the combat system, i find it tiresome and boring having to que up moves, I want it more like the force unleashed combat system, where i press a button and it reacts instantly and not que the moves. And its not like were short of buttons, a lot of buttons do nothing on the keyboard. I just want to change the combat system, i dont care if its 3rd person or 1st person and so on. Unfortunately I havent had much experience modding and dont know if its possible and if so were to start, so if anyone can do it or if its been done, can someone do it for me or help me out by point me in the right direction at where to start at the very least. Thanks Link to comment Share on other sites More sharing options...
Prime Posted November 11, 2010 Share Posted November 11, 2010 That is not possible. Sorry. Link to comment Share on other sites More sharing options...
storm-rider Posted November 11, 2010 Author Share Posted November 11, 2010 Damn, Thats one thing that they definately needed to improve on the game!!! Link to comment Share on other sites More sharing options...
L0rdReV@n88 Posted November 11, 2010 Share Posted November 11, 2010 I suggest getting jedi academy, its not to much older then kotor but just as much fun as force unleashed and is what your looking for in terms of combat system Link to comment Share on other sites More sharing options...
storm-rider Posted November 13, 2010 Author Share Posted November 13, 2010 I have jedi academy 2 for my xbox, nice combat system, but would have prefered it in k1 and tsl. Problem with the combat system is its all down to maths and numbers and not the players own skill at combat. Link to comment Share on other sites More sharing options...
logan23 Posted November 14, 2010 Share Posted November 14, 2010 At the time the combat system was good but even if you could change it...its like a domino effect...the balance and everything would need to be tweaked... Link to comment Share on other sites More sharing options...
storm-rider Posted November 14, 2010 Author Share Posted November 14, 2010 True, but if ur gonna put the effort to change the combat system then u might aswell make those tweaks aswell (If it was possible that it ) Link to comment Share on other sites More sharing options...
Prime Posted November 15, 2010 Share Posted November 15, 2010 I think you are missing the point of an RPG. Link to comment Share on other sites More sharing options...
storm-rider Posted November 15, 2010 Author Share Posted November 15, 2010 Oh? and what point is that? Link to comment Share on other sites More sharing options...
christos200 Posted November 15, 2010 Share Posted November 15, 2010 i think the point of an rpg is the choices you make. Link to comment Share on other sites More sharing options...
logan23 Posted November 15, 2010 Share Posted November 15, 2010 What he is saying is kotor is a rpg vs an action rpg. An rpg uses stats while in action rpgs you see lets stats and more control found in jedi academy or mass effect2. I think you want the combat to become an action rpg. Link to comment Share on other sites More sharing options...
Lord of Hunger Posted November 15, 2010 Share Posted November 15, 2010 What you are describing would require a direct change of the engine, which the modding community rules here prohibit unfortunately. However, it is possible to improve the combat itself. I'm actually formulating some ideas for a combat rebalancing mod, including: -Blaster Feats Inherent To Weapon: Essentially, you snipe with a sniper rifle, spray with an LMG, and use powered attacks with a pistol or assault rifle. A friend suggested this to me, and I think it not only makes sense but would free up some potential feats for the player to acquire. Other items that grant these feats such as visors would still function in that mechanic. This would not apply to melee and unarmed: you can still use a sword in a larger variety of ways, since a sword is meant to have multiple attacks. A gun, however, is a very specialized weapon. -autobalance.2da up by 25%: An idea implemented by Achilles in his TSL Rebalancing Mod. The only question is can this particular aspect of that mod (a central aspect but not the only one) be performed without it being a theft of his work? -Damage Resistance Does Not Increase Significantly With Level: In both KOTOR and TSL, the higher up an NPC is level-wise the more damage they can take. It gets to the point where you are slicing people with lightsabers and it takes about at least 4 hits to actually kill them (Lightsaber specialists are the exception). Instead, I'd have those sorts of stat bonuses be spread out more into ability to block and dodge. A trained duelist does not have the ability to take inordinate amounts of damage from a solid-energy weapon of extreme lethality, but rather the ability to stop said weapon from hitting him at all. These changes, I believe, would make combat somewhat more realistic but not excessively so. And as an added bonus: -Lightsaber Form Specific Animations: Don't you wish that the difference between Soresu and Shii Cho is not just a bunch of stats but the visual effect of your weapons? If someone could reprogram the .2da system to associate certain animations with specific lightsaber forms, I think it'd definitely help improve the experience. Anyway, that's my 2 cents. Link to comment Share on other sites More sharing options...
storm-rider Posted November 15, 2010 Author Share Posted November 15, 2010 What he is saying is kotor is a rpg vs an action rpg. An rpg uses stats while in action rpgs you see lets stats and more control found in jedi academy or mass effect2. I think you want the combat to become an action rpg. Yeah, If the combat was more like Mass Effect 2 that would be just as good, u still get basic control of the combat systems by selecting different feats which give different bonuses. What you are describing would require a direct change of the engine, which the modding community rules here prohibit unfortunately. However, it is possible to improve the combat itself. I'm actually formulating some ideas for a combat rebalancing mod, including: -Blaster Feats Inherent To Weapon: Essentially, you snipe with a sniper rifle, spray with an LMG, and use powered attacks with a pistol or assault rifle. A friend suggested this to me, and I think it not only makes sense but would free up some potential feats for the player to acquire. Other items that grant these feats such as visors would still function in that mechanic. This would not apply to melee and unarmed: you can still use a sword in a larger variety of ways, since a sword is meant to have multiple attacks. A gun, however, is a very specialized weapon. -autobalance.2da up by 25%: An idea implemented by Achilles in his TSL Rebalancing Mod. The only question is can this particular aspect of that mod (a central aspect but not the only one) be performed without it being a theft of his work? -Damage Resistance Does Not Increase Significantly With Level: In both KOTOR and TSL, the higher up an NPC is level-wise the more damage they can take. It gets to the point where you are slicing people with lightsabers and it takes about at least 4 hits to actually kill them (Lightsaber specialists are the exception). Instead, I'd have those sorts of stat bonuses be spread out more into ability to block and dodge. A trained duelist does not have the ability to take inordinate amounts of damage from a solid-energy weapon of extreme lethality, but rather the ability to stop said weapon from hitting him at all. These changes, I believe, would make combat somewhat more realistic but not excessively so. And as an added bonus: -Lightsaber Form Specific Animations: Don't you wish that the difference between Soresu and Shii Cho is not just a bunch of stats but the visual effect of your weapons? If someone could reprogram the .2da system to associate certain animations with specific lightsaber forms, I think it'd definitely help improve the experience. Anyway, that's my 2 cents. Well im definately gonna give it a try, Link to comment Share on other sites More sharing options...
Darth_Calo Posted November 29, 2010 Share Posted November 29, 2010 kotors combat system is based on classic Dungeons and Dragons type stuff - even the attributes are commonly used in D&D. the turn based system is again based on D&D and there are factors determining how much damage you do. it's complex but on the surface looks basic. if you want more direct control, Mass Effect, Mass Effect 2, Jedi Academy, and TFU may be more up your alley. as previously stated, changing the combat system in kotor is, sadly, against the rules here. Link to comment Share on other sites More sharing options...
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