Knights of the Old Republic

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K2-like Progression 1.01

0. Installation facilities

Quicker TSL Patching by xypherh is the best script ever.
https://www.nexusmods.com/kotor/mods/1214/

1. Installation

Run TSLpatcher.exe and follow the instructions.

2. Uninstallation

In your override folder, delete the same files as contained in tslpatchdata. Restore any files from the backup folder to your override, except dialog.tlk to be replaced in your installation folder.

3. Existing saves

Takes effect immediately on all saves.

4. Compatibility

This mod modifies some lines of classes.2da, feats.2da, p_zaalbar.utc
and overwrite featgain.2da, skills.2da
Be careful with your installation order if you also have mods that also modify these files.

5. About

This mod changes feat gain, skill gain, major and minor skills and more, to be as similar as possible to the progression of Kotor 2

6. Changes

1.0 to 1.01
There was a compatibility problem with the K1 Community Patch with featgain.2da and skills.2da.
Now instead of modifying lines, files are overwritten

See progression.xlsx for details or consult the spreadsheets:
https://docs.google.com/spreadsheets/d/17jiEHG-p1JdiSNeDrQ8tRQj1bBaFIS_csgZhjI12BVs/edit?usp=sharing


-SKILLS

- Majors/Minors:
All Jedi classes are identical to K2.
Persuasion becomes major for all starting classes.
Demolitions becomes a minor skill for Scouts
A choice I made for balancing, the alternative was to not give them Persuasion.

- Skillpoints
Contrary to what I could find on the internet, the skillpointgain formula is the following:
(skillpointbase+INT)/2
We realize that the even skillpointbase have a combo with INTbonus=0;+2;+4;+6 or INT=10;14;18;22
and the odd skillpointbase have a combo with INTbonus=-1;+1;+3;+5 or INT=8;12;16;20

The starting classes have an even skillpointbase and are adjusted to K2:INT=14;+2 to reward players who invest in intelligence and penalize those who put in no points (INT=8;-1).
This still results in an overall skillpoint/level increase of +1

Jedi classes are also adjusted to K2:INT=14;+2 but with an odd skillpointbase (except guardians) so that players who want to invest 1 or 2 INT points in their build will be rewarded (INT=10➔12; 14➔16) and will not be penalized by INT=8;-1
This is not the case for guardians, if they want skillpoints, they have to invest.
This also translates into an overall increase in skillpoints/level here.

For the droids, I gave +1 skillgain to T3 because he doesn't have any feats that turn minor skills into major ones and skills are his main interest. If you ever add +2 INT to him he will gain +1 skillpoint per level.
For HK, the skillpointbase is now aligned with K2 (i.e. +1) and will increase by 1 if you raise his INT to 16.

This general increase in skillpointbase has an impact when creating a character:
Skillpoints at level 1 = ((skillpointbase/2)+INT)x4 with skillpointbase/2 cannot be <0, is always whole and rounded down
This results in an overall +4.

So the skillpointgain has increased for all classes, PC and Party. Since skills and INT are less impactful in K1 than in K2, I thought it was OK to be less restrictive and gain a bit more when INT<14.

- As a result, Zaalbar demolitions 6➔3 because it is a minor skill.



-FEATS

- Sneak Attack X rehab for lvl 19 scoundrels

- Feats now available:
Master Two-Weapon Fighting for T3
Martial Specialization Blasters, Blaster Rifles and Heavy Weapons for HK-47

- Change of the featgain in order to make it correspond more to K2:
For droids, same as K2.
For the Jedi, even if I was inspired by K2, I wanted to emphasize the difference in featgain between the classes.

Total feats at level 5 ; 8 ; 12; 16; 20
Guardians: 4 ; 5 ; 7 ; 9 ; 11
Sentinels: 3 ; 4 ; 6 ; 7 ; 9
Consular: 2 ; 3 ; 5 ; 6 ; 7

The featgain of HK and T3 were reversed in the basic version of the game. The K1 Restoration mod also fixes this problem.



-CONCLUSION

The soldiers 1 skillpoint per level. Modification of the gain to INT=8;10;14;18
Carth and Canderous gain 1 skillpoint per level and no increase until INT=14

Scouts +1 skillpoint and gain modification to INT=8;10;14;18
Zaalbar +1 skillpoint and no increase until INT=14

Scoundrels +1 skillpoint and gain modification to INT=8;10;14;18
Mission +1 skillpoint and no increase until INT=18

Jedi Guardians +2 feats, +1 skillpoint. Change gain to INT=8;10;14;18.
Juhani +1 feat, +1 skillpoint and no increase until INT=18

Jedi Sentinels +2 feats, +2 skillpoints. Change gain to INT=10;12;16;20
Bastila +2 feats, +2 skillpoints and no increase until INT=12

Jedi Consular +2 skillpoints. Change gain to INT=10;12;16;20
Jolee +3 skillpoints and no increase until INT=16

T3 -3 feats, +1 skillpoint and no increase until INT=22
HK-47 +3 feats, +1 skillpoint and no increase until INT=16


7. Credits and thanks

TSLPatcher by Stoffe
Quicker TSL Patching by xypherh
KotOR Tool by Fred Tetra
2DA Editor By VarsityPuppet
K-GFF by TK102

Thanks to MesaMaxik for feedback

Thanks to the contributors of the StrategyWiki: KotOR

I thank DeepL otherwise this text would never have existed.

And I thank you also for making it this far and playing KotOR with mods <3