Knights of the Old Republic

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MoustacheVerte

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  1. SeraphimChaos
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    Can the active combat feats at start part be made compatible with jedi from the start please? because with that mod starting classes don't hit level 2 you go from level one starting class to level 1 jedi of choice and the combat feats remain locked thank you
    1. MoustacheVerte
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      I think it's possible
      I'll look at it this weekend
    2. MoustacheVerte
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      It's done ! 
      I allowed Power Attack, Critical Hit & Flurry for all level 1 Jedi classes and it works.
      The installation order is "Jedi from the start" first
      To update, uninstall the "Active Combat Feats at Start" and install the latest version.
  2. MesaMaxik
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    Hello! First of all, thank you for such a good idea and modification. It always annoyed me that Bastila was a sentinel but had so few skills and no good class skills. Now that can be fixed, thanks to you!


    However, there are some suggestions and comments.


    This mod does not work well with the Community patch. The Community patch contains a mod that swaps the class skills of the consular and the sentinel. As a result, the sentinel has all skills as class skills, and the consul lacks repairs. I'd like to see a fix for the Community patch.


    The problem with the Guardian's feats:
    In the game with the mod, he gets feats on 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19 levels.
    According to the mod table, it should be 1, 2, 3, 5, 7, 9, 11, 13, 15, 17, 19.


    The problem with the sentinel's feats:
    In the game with the mod, he gets feats on 1, 3, 6, 8, 11, 13, 16, and 18 levels.
    According to the mod table, it should be 1, 2, 5, 7, 10, 12, 15, 17, 20.
    In the second game, the order is different 1, 3, 6, 7, 9, 12, 13, 15, 18, 19.
    I found the correct order of the second game here.

    The next one is not a big problem, but if you change the game to look like the second, improving force power gain would also be good. The consular in the second game gets two more force powers in 20 levels than in the first game.


    I haven't checked the teammates, but the mod only made changes to Wookiee directly. I would like to see all the characters with skills for previous levels listed and added for further distribution when levelling up.


    I also would like to see Juhani have one more feat for the previous levels. For example, + imp toughness.
    1. MoustacheVerte
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      Hello !
      Thank you for your feedback, it's appreciated!

      When I saw there was a problem with the featgain, I got really scared and did a fresh install with the Community Patch and then my mod to check 
      And indeed, there's a problem with featgain.2da, no line is modified, thanks for reporting it!

      I'll look at it in more detail this week and probably make the changes this weekend

      About the Feats distribution, I chose not to look exactly like K2 because of the multiclassing.
      As the most common distribution is non-jedi class level 8 / jedi class level 12, I've made sure that each jedi class has a feat difference at this level (7/6/5 for Guardian/Sentinel/Consular).

      I also chose not to change the companions' skillpoints because my modifications already gave them a bit more than vanilla, and keeping them the same as at the start seemed fine to me, but I didn't want to upset the balancing too much either.

      And the fact that the PC ended up with slightly more skillpoints seemed fairer, since it's the only character who has to invest in an additional skill: persuasion.

      It's kind of the same idea with feats, but I confess I haven't explored it any further.

      Nor on additional Force powers for consular jedi, for that matter. The class seemed powerful enough as it is, but if I do a mod update, I'll offer optional variants and this will be one of them (with credit to you of course).

      In deed, I didn't want to modify the game any more than necessary and avoid making choices that were too divisive, to remain compatible with this kind of mod that might interest you, for example:
      https://deadlystream.com/files/file/1161-party-leveler-k1/

      Even if compatibility-wise there's obviously room for improvement lol

      Thanks again for your feedback <3
    2. MesaMaxik
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      Hello again!

      While I have been waiting for a reply, I figured out how to edit .2da files with 2DAEditor. And I have already configured many things to my liking. However, your mod lacked classpowergain. I took it here and modified it for myself.
      But I still don't know how to create a file to modify the characters. It's in .utc, and I haven't found anything for it.

      This mod is certainly interesting and I have already seen it. But two problems make it easier for me to edit characters using the Save editor:

      • The files with Bastila make the game crash at the end.
      • The characters become much stronger. For example, Carth. 41 HP at the first level. 3 feats. This is too much for the start.

      As for skill points. You don't need a lot of them to complete the game. Demolitions and lock picking do not give XP, as in the second game. But it's still nice to have the skills. With the improvement of levelling up to the second game, companions can make at least some contribution to joint skill and compensate for the main character with low intelligence.

      As it is, only three characters have a normal amount of skill. These are Main Hero, T3-M4, and Mission. A droid without mods is no good in terms of damage. But Mission becomes a permanent candidate to join your group. If you give her two blasters, a rapid shot + Jedi which will debilitate opponents then only the Main Hero scoundrel 7 level + master speed will be able to deal more damage. Other Jedi will still fall behind Mission even with 5 attacks, 20 strength and lightsaber specialisation.

      Therefore, it is not such a bad idea to give additional skill points to make it more interesting to bring others with you. Jedi lose the most in terms of skill. And without the mod, everyone has more skill than they should have at the beginning. And Bastila will finally become a real Sentinel with at least some skill like computers or security.

      Here's my solution to the recalculation for all characters:

      • Carth: add 7 skill points
      • Mission: add 4 skill points
      • Zaalbar: add 7 skill points
      • Bastila: add 16 skill points
      • T3-M4: set all class skills to 6 and cross-class to 3
      • Canderous: add 8 skill points
      • Juhani: add 5 skill points
      • HK-47: add 11 skill points
      • Jolee: add 27 skill points

      • Dark Bastila: add 46 skill points, add 1 feat, switch power and critical strike to flurry; add 2 force powers. The character changes a lot. It's strange to see that she no longer has flurry.

      Feats distribution:
      If we use the feats tables for the Jedi from the second game, then at levels 8/12 it will be just right (7,6,5).
      But for the guardian, I moved the feat from the second level to the 8th. So that I don't have to add feat to Juhani. The new tables work fine with the other Jedi.

      But Jolee has a problem with the number of force powers if you add additional. They also need to be postponed.

      Why do you need to add more force powers at all? To add variety. Because there are must-have force powers in the game and all the others. The others can be cool, but they are very much inferior to the must-haves. If you play with mods to increase the difficulty, then master speed, master valour, improved force resistance, improved energy resistance and insanity or Stasis Field is a must. And it`s already 13 powers. Were sentinels and guardians get exactly 13 powers at level 12. And consulars get only 15! It's not a big difference. And I haven't mentioned Mind affecting yet.
      I know that the consular get more force points. But it only makes sense to kill with lightning or to debilitate Malak himself with Force Whirlwind. Otherwise, even the guardian will have enough power for buffs.

      By the way, all 3 Jedi in the party have 1 more power than they should at their level. But it's more likely that the main character was deprived of additional force persuasion.

      Also, in your mod, the combat and expert droids' feats have been swapped. The Community patch also has changes to match your mod. I just decided to emphasise this, because you only show these changes in the table, but do not mention them in the text.

      And also Sneak Attack X rehab for level 19 scoundrels and additional feats available for T3 and HK-47 is a very good solution. Thank you for that!) Strangely, the Community patch didn't bring back at least Sneak Attack X.

      While digging around in these .2da files, I got an idea. I`ve played I know that the scoundrel automatically uses only the sniper shot. Even if you remove it through the editor and add a rapid shot, the character will never use it. Only if you manually press on it. So, in feat.2da, I saw the scd_list and scd_recom fields. For the rapid shot, they are 0 and ****, respectively. Perhaps one of these parameters is responsible for the use of the ability by this particular class? scd_recom - definitely affects the order of feats during auto-levelling. But I don't even know what scd_list is responsible for. If one of these items does affect the use of these skills by characters, then it should be used and rewritten. For classes that have a basic attack feat, make it the last one in the list to use, and put the other 2 before it. For those who want their characters to use the newly pumped-up feat instead of the base one.

      I also don't think it's a good idea to take away a scout's demolition and replace them with persuasion. This is a big disadvantage for solo playthroughs. In such cases, demolition becomes one of the most useful. In a group, it's also not convenient to switch to other characters for demining. If the location is large, the characters from the group tend to get lost somewhere, which slows down the gameplay. But you can complete the first part of the game without any persuasion at all. You will earn fewer credits, but you can get more DS points. That's why I ask you to either not replace it with persuasion or not remove the demolition skill.

      Thanks <3
    3. MesaMaxik
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      Okay, I checked scd_list and scd_recom. They don't affect the use of range feats. And range feats are not used by any class, as it turns out. But I found a solution. You need to open the Character screen, select Scripts and then change it to Jedi/Droid Support and it will work!
    4. MoustacheVerte
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      I've updated the mod, sorry for the delay but I'm a bit short of time.

      I've added an optional file that restores the vanilla scout.
      The idea behind deleting Scout Demolitions was to take advantage of the increased skillpoints of Soldiers and Guardians to turn them into auxiliaryI but you're right, I should have proposed this choice from the start.

      I've also added an optional powergain for K2's consular; I find this class really strong in K1 but I really like the philosophy of more power more fun


      I've started looking at the starting skills/feats for companions
      I don't know how I'm going to organize it, but it's not going to happen right away.
      I'm thinking of doing at least one version where I go all out and take into account the new skillpoint calculation at character creation. That's going to be a lot of skillpoints
      And a more balanced one like you suggest, by just adding the skillpoint/level difference.
      I was also thinking of giving persuasion points to Bastila and Jolee (in tribute to Kreia) and stealth points to Juhani.

      I've got another problem too, I don't know how to modify Dark Bastila
      I assume it's in the unk_m44ac module, but I don't know which file. I'd have to test it, but it takes time.






    5. MesaMaxik
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      I calculated the difference in skills starting from the first level. Including character creation at the first level.

      Adding + to a persuasion for Bastila and Jolee is a good idea. But I would do it as a bonus to total points. Stealth for Juhani is also a good idea.

      I found a way to change the characters and adjusted them so that they all start from the first level. This is a better choice because you can distribute skills, feats and powers at your own discretion. It adds variability to the game. You need to recalculate the number of all available parameters for the first level.

      I can suggest choosing the starting feats:
      Carth, Zaalbar, Bastila: Two-Weapon Fighting;
      All others: Toughness;
      Because these are the most necessary feats, no matter how you look at it. +1 to some skills for a feat in Mission looks very weak, for example. She has a lot of skills already.

      Force powers:
      All Jedi: Affect Mind - all party Jedi have it as a bonus, Burst of Speed, Force Valor.

      I would put Juhani's stealth at 23 right away. Perhaps too much. But if you look at Star Forge, she can use stealth there only in this case. And only if she has the right items for + stealth. Because here the enemies have Awareness equal to 47/48. And then there's the +roll d20.

      The game also has the wrong amount of HP for HK-47 from the start. Max HP in the standard file is set to 60. Although he gets 12 HP per level. So at level 6, it should be 72.

      I also don't know how to change Dark Bastila.