TamerBill Posted January 5, 2012 Share Posted January 5, 2012 Graduating from the WIP thread after a cosy beta period, here is the release of Content Pack 1, a collaboration between myself and UnknownJedi. 15 feats, in seperate 9 feat chains. 2 new force powers, in a single chain. Edits some party members to include the new feats. Download it from Filefront here. Enjoy, and check out our work-in-progress thread for a look at upcoming content. Link to comment Share on other sites More sharing options...
Sith Holocron Posted January 5, 2012 Share Posted January 5, 2012 Could we have a little more information on these new feats and force powers? It's your release thread - tell us about your mod. Link to comment Share on other sites More sharing options...
Christos K Posted January 6, 2012 Share Posted January 6, 2012 And these feats DON'T overwrite preexisting ones correct? Link to comment Share on other sites More sharing options...
TamerBill Posted January 7, 2012 Author Share Posted January 7, 2012 Okay, giant infodump incoming. None of the content overwrites anything from base game. Killer Instinct (Prerequisites: None) Every kill you make makes the next one easier. Whenever you reduce an enemy to 0 VP you receive a +1 bonus to your attack rating for the next thirty seconds. This bonus stacks with itself in the case of multiple kills. Notes: HK-47 receives this as a bonus feat. Shield Boost (Prerequisites: None) With a few careful tweaks you can push energy shields beyond their base performance. With this feat all energy shields you use can absorb 20% more damage before wearing out. Notes: The script that handles this also has recognises certain armours as boosting shield strength by an additional 20%. This will be fully implemented in a later mod, but one can test this effect by calling giveitem shieldbooster on the console. Improved Shield Boost (Prerequisites: Level 4, Shield Boost) With this feat all energy shields you use can absorb an additional 20% more damage before wearing out, for a total of 40% more. Master Shield Boost (Prerequisites: Level 8, Shield Boost, Improved Shield Boost) With this feat all energy shields you use can absorb an additional 20% more damage before wearing out, for a total of 60% more. Flashbang (Prerequisites: None) Tinkering with the chemical makeup of grenades allows you to add a stunningly-bright flash to the standard effect. All grenades you throw gain the abilities of a stun grenade as well as any damage or status effects they usually inflict. Stun grenades are twice as effective with this feat, as they apply their stun effect twice. Extra Kick (Prerequisites: Level 4, Flashbang) Tinkering with the chemical makeup of grenades allows you to up the force of the explosions they make, making them that much harder to evade. Any grenade you throw has its save DC increased by 5. This also augments the DC of the stunning effect from Flashbang. Shrapnel Burst (Prerequisites: Level 8, Flashbang, Extra Kick) Tinkering with the chemical makeup of grenades allows you to increase their blast radius, potentially hitting more enemies with a single grenade. All grenades you throw have the size of their area-of-effect increased by 50%. This stacks with the stunning bonus from Flashbang and the DC bonus from Extra Kick. Shieldbreaker (Prerequisites: Level 12 or Blaster Integration) Hit an energy shield just right and you can shatter it with a single shot. With this feat, while equipped with any disruptor or sonic weapon, you can remove all energy shield effects on a successful hit. Notes: T3-M4 receives this as a bonus feat. Payday (Prerequisites: Level 4) Everyone's worth something to someone. While a character with this feat is in your active party you can claim an amount of credits for every kill you make. Notes: Canderous recieves this as a bonus feat. The actual formula is 5 credits per level of the target, halved for animals and doubled for force-users. Droids are never worth bounty. Echani Apprentice (Prerequisites: None) The graceful but deadly combat style of the Echani can prove difficult to follow or counter. Enemies you strike in melee must make a will save at a DC equal to 7 plus your dexterity modifier or be stunned for nine seconds. You must be wearing no armour heavier than a robe, and fighting either unarmed or with a simple or advanced melee weapon for this effect to occur. Animals and droids are immune to the effect. Echani Warrior (Prerequisites: Level 8, Echani Apprentice) This feat increases the DC of your stunning blows to 12 + your dexterity modifier. Echani Master (Prerequisites: Level 16, Echani Apprentice, Echani Warrior) This feat increases the DC of your stunning blows to 15 + your dexterity modifier. Herbal Remedy (Prerequisites: Level 4) While kolto alone is an effective healing agent, a few select roots and herbs can be added to significantly boost its restorative power. While a character with this feat is in your active party all med-packs have twice the base effectiveness, before factoring in the Treat Injury skill. Notes: Jolee receives this as a bonus feat. Dark Rage (Prerequisites: 12 Strength, Jedi or Force Sensitive) A character with this feat can channel dark-side energy through his body before releasing it as a rage-infused burst. All damage-dealing Force powers add the user's Strength modifier (if positive) to the power's base damage. This feat is only half as effective when used by a light-side aligned character, but is twice as effective when used by a dark-side aligned character. Fighting Spirit (Prerequisites: Mission Vao) Mission never goes down without a fight; so long as another party member is still fighting Mission will get up even after being reduced to 0 Vitality. When this happens Mission will recover 10 percent of her maximum Vitality. After reaching level 8 Mission will instead recover 25 percent of her maximum Vitality. Notes: Mission receives this as a bonus feat. Force Shutdown (Prerequisites: Jedi) Cost: 20 FP This power allows the user to draw out the energy stored in power cells and disperse it harmlessly into the atmosphere. With each use this power can render a single blaster or vibration-cell weapon of any kind unable to fire due to lack of energy. Force Overload (Prerequisites: Jedi level 9, Force Shutdown) Cost: 20 FP This power builds on the Force Shutdown technique. With practice, the power contained in an energy cell can be released in an explosive burst, destroying the weapon and damaging anyone nearby. More powerful blaster and vibration-cell weapons release a more powerful blast, with repeater weapons being the strongest. Link to comment Share on other sites More sharing options...
Zhaboka Posted January 7, 2012 Share Posted January 7, 2012 You, sir, are a genius. Link to comment Share on other sites More sharing options...
DeathScepter Posted January 7, 2012 Share Posted January 7, 2012 Looks really nice TamerBill. PM me when you get the chance, I do need your help a bit due to I am a bit confounded. Link to comment Share on other sites More sharing options...
TheIrishHoplite Posted January 8, 2012 Share Posted January 8, 2012 TamerBill and UnknownJedi, I salute you both for what may be one of the best mods I've seen for this game in quite a while. Just one small snag... the Filefront link appears to be malfunctioning! I can't wait to get this into my Override folder, so would it be possible to get a new download link up, or could you PM me it? Thanks very much, and keep up the amazing work. Link to comment Share on other sites More sharing options...
Zhaboka Posted January 9, 2012 Share Posted January 9, 2012 TamerBill and UnknownJedi, I salute you both for what may be one of the best mods I've seen for this game in quite a while. Just one small snag... the Filefront link appears to be malfunctioning! I can't wait to get this into my Override folder, so would it be possible to get a new download link up, or could you PM me it? This one should work. If it doesn't the first time, try clicking it again. Link to comment Share on other sites More sharing options...
TamerBill Posted January 9, 2012 Author Share Posted January 9, 2012 Indeed, Filefront appears to have a duplicate entry for the mod in its database which is screwing things up somewhat. This direct download link should work for those having trouble. Link to comment Share on other sites More sharing options...
TheIrishHoplite Posted January 9, 2012 Share Posted January 9, 2012 Thanks very much guys. Can't wait to get this installed and give it a whirl! Link to comment Share on other sites More sharing options...
Christos K Posted January 11, 2012 Share Posted January 11, 2012 one of the filefront duplicates works while the other does not. Link to comment Share on other sites More sharing options...
vejn Posted January 13, 2012 Share Posted January 13, 2012 Hey, this is great mod. I tried it alone but does it work with All in one force powers pack ? I found that link above doesn't work. This one is good: http://www.gamefront.com/files/21135625/Content_Pack_1 Link to comment Share on other sites More sharing options...
GlowingFauxPas Posted January 19, 2012 Share Posted January 19, 2012 Looks promising. Does the echani apprentice line work with lightsabers? edit: apparently it does not. I found a bug, I think I found out how to reproduce it. Take echani apprentice as a feat and then if you load the same character on a different game without the feat, you will still stun like you have the feat. Same, apparently, if you delete the feat in KSE - it also still applies the stun. Don't have the exact details of how to reproduce it though. edit2: there isn't such a bug with the stun grenade feat, though, in that that one only works if you actually have the feat currently. edit3: the problem seems to be more general, I did a fresh install and tried to reproduce it. My attacks apply the echani stun effect even if you've never taken the feat at all. Just having the pack installed makes your melee attacks stun. Anyone know how to delete just the echani part of this pack? The rest of it seems promising. Link to comment Share on other sites More sharing options...
GlowingFauxPas Posted January 20, 2012 Share Posted January 20, 2012 edit: sorry. Link to comment Share on other sites More sharing options...
TamerBill Posted January 20, 2012 Author Share Posted January 20, 2012 Please refrain from jury-rigging. I have identified the bug and submitted a corrected version to Filefront. Assuming the database doesn't screw up again I'll have a link for you presently. Link to comment Share on other sites More sharing options...
GlowingFauxPas Posted January 22, 2012 Share Posted January 22, 2012 Hey thanks for fixing the bug. Is there a link to the fixed version? Link to comment Share on other sites More sharing options...
TamerBill Posted January 22, 2012 Author Share Posted January 22, 2012 It's been uploaded to Filefront but it's still pending approval. 'Prompt' is not a word often used to describe Filefront. If you really want to you can fix the bug on your personal copy by changing the line "int nDC = 10;" to read "int nDC = 0;". Link to comment Share on other sites More sharing options...
TamerBill Posted January 23, 2012 Author Share Posted January 23, 2012 Version 1.1 can now be downloaded from Filefront here or from the link in the first post. Link to comment Share on other sites More sharing options...
Fallen Guardian Posted March 13, 2012 Share Posted March 13, 2012 Hey, I believe I've encountered a problem with this mod. Basically, whenever I use force kill on an enemy everything proceeds as normal, except the power doesn't affect the creature, the targeted creature doesn't even have the little Saved pop up in its name. I changed my wisdom to 99 to see if it was just my character, but it still happened. This only started to occur once I installed this mod. Any help would be appreciated. EDIT 1: Well, it appears that k_sp1_generic.ncs was the culprit in making it so the Kill would not register its effects on enemies. After deleting this script from my override, everything worked again. Also, for some reason kill's animation had been changed from that evil hand crush, to a outstretched hand animation, or as it is called in spells.2da it went from dark to self in the cast animations. I also corrected this and kill seems to work fine. Also, I've noticed that Force Overload and Force Shutdown didn't work when kill didn't work either. Any ideas? Link to comment Share on other sites More sharing options...
Weavel Posted March 15, 2012 Share Posted March 15, 2012 I just want to say, new feats is brilliant. I'm not quite sure how you did it(what I gathered is it calls scripts from the feats.2da) I guess I was wondering if this method could be used to fix the broken K2 feats? Link to comment Share on other sites More sharing options...
vejn Posted April 5, 2012 Share Posted April 5, 2012 This is great. Is there a way so that leveling will be better with more points and more levels ? Link to comment Share on other sites More sharing options...
CptPriceless Posted April 14, 2012 Share Posted April 14, 2012 I think I have a problem with the mod: The feat icons are there, but when I select them there aren't any descriptions. Link to comment Share on other sites More sharing options...
Nepth Posted January 30, 2016 Share Posted January 30, 2016 Hi, sorry for necro, but, Someone have this mod? Thanks! Link to comment Share on other sites More sharing options...
Kitty Kitty Posted January 30, 2016 Share Posted January 30, 2016 It's often worth the time to scan through old thread replies. Quite often you can find updated links that still function: Content Pack 1.zip @ GameFront.com -Kitt Link to comment Share on other sites More sharing options...
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