About this mod
Make Dantooine a more enjoyable experience with new weapons, combat, npcs and few area overhauls.
- Permissions and credits
Content :
Npcs and combat overhaul
- More units have been added
- Every units should be slightly stronger (better statistics, increased hp, more varied and better weapons, some units have been given shields).
- Iriaz creatures have been restored and will wander Dantooine areas.
- Horn hounds will now have a stun chance.
- Droids will now have a -5 damage resist against physical and sonic damages.
- Heavy droid units will now have a -10 damage resist against physical and sonic damages.
- Ancient droid units in ruins will now have a -10 damage resist against physical and sonic damages, alongside its vanilla -15 damage resist against energy.
- Albino Kath hound and Kinrath Hive Queen will both have force resistance and 4 health regeneration.
- Mandalorian encounters will progressively get harder and harder : Few deployable turrets have been added, a new Scoundrel Mandalorian unit will deal sneak attack damage but will have less hp, Sherruk will now wield 2 lightsabers.
- Working animations have been added to some Duros alongside the Mandaloriens, bringing more life to some areas.
- Kath hounds are now a different faction from the mandalorians, so they will fight each other
- New Starving units for Kath Hounds, they have more attack but are a lot weaker (less defense, less hp). Non starving hounds have more resist vs force powers. Starving units bear a specific appearance to match their rank.
- New appearances and classes for Kinraths, they will now have 4 ranks and colors :
Beige is Kinrath : Low dmg, low venom
Dark Blue is Kinrath Stalker : High dmg, sneak attacks, medium venom
Green is Kinrath Viper : Low dmg, medium venom and paralysis
Red is Hive : High dmg, high venom and paralysis
- War droids in Sandral Estate have been replaced by standard security droids. New Heavy security droids have been added bearing the war droid appearance.
- Every npcs names have been fixed to match their appearances and ranks. More varied names for npcs.
- Every npcs positions have been fixed to better match the sceneries.
- Juhani will now wield a short lightsaber.
Underused areas overhaul
- Courtyard : 1 albino and 2 Kath hounds in front of the ruins.
- Matale Ground : Added a trash crate with minor loot + some trash scenery behind the Matale House. Some credits added for the 1st Mandalorian encounter.
- Grove : Extra swoop bike added alongside the mandalorian encounter.
- Sandral Ground : Added a trash crate with minor loot, a pazaak card + some trash scenery near the Sandral House.
- Sandral Estate : New first aide crate and a heavy security droid alongside it in unused corridor. Turrets and average flash mines added in underused corridors.
Additional content : Items
- 2 new datapads about Kinraths and Kath hounds added in Jedi Temple, bringing some informations and lore.
- Revised basic mandalorian weapons, making them better and upgradeable (Blaster rifle and blaster pistol)
- New Mandalorian and Duros weapons (Mandalorian Carbine, Duros battlestaff and Duros Longblade)
- 2 lootable mandalorian armors added, the mandalorian battle armor is fully upgradeable.
- Albino hounds will now drop an Albino fur that provides 1 force regeneration when equipped as an armband.
- Kinrath hive Queen will now drop a Hive Gland Trophy that can be sold for some credits.
Requirements :
I strongly suggest you install these 2 mods first :
Mandalorian blades
High quality blaster
Mandalorian npcs will use the mandalorian blades. So if you dont install it they will stick to blasters.
My ranged weapons use the weapon models from the High quality mod, so download the high quality blasters first.
Additional mods that i made :
More enemies on Endar Spire
More Enemies on Taris
Weapon damages overhaul
More enemies on Endar Spire and Taris are the same thing, but for the first encounters of the game, also buffs a lot of basic items.
My weapons balance modifications go even further with my weapon damages overhaul, bringing way more viability to ranged weapons especially, if you wish to experience it fully as i intended it.
Compatibilities :
This mod is compatible with K1CP or other visual mods, but not K1R. However it may be incompatible with any mod that alter the Dantooine scripts, placeables or characters, as my files will override any other files. Hopefully, i will work on a compatible version later, but i am not working on it at the moment.
Installation :
Keep in mind that my mod should be likely installed at very last compared to other mods, because it replaces numerous Dantooine files to make everything
works. If you install it first, and then have mods that modifies the Dantooine files, it might cause a lot of troubles i cannot expect, it might also work just fine but it really depends on the mods.
1 single patcher will now be available : You have to run each part of the overhaul. Run them by the order displayed, it is a bit tedious but it is required to make everything work fine.
IF YOU ENCOUNTER ANY PROBLEMS : Please reach to me here so i can fix stuff, this is the first version of the mod.
FUTURE BUILD :
The mod for Dantooine will not receive any update. My aim for the mod has changed, and i want it to be a full release as a complete standalone mod, covering the entire game, this is also necessary due to new items or appearances i will introduce.
This work is taking time, and will not release until some years from now. Until the complete work is done, the mod still remains here.
Credits :
"Arachnocommunism" datapad is heavily inspired by the book from The Witcher 3
Tutorial writers, Kotor discord channel, and multiple members from the modding development community for their continuous help and insights (Thor110, DarthParametric, Effixian, JcCarter, Lonewanderer, SithHolocron, Wizard, and more that i might have forgotten).