Any chance we can get a lift on the Force Sensitivity Armband Restriction? I have a mod that replaces T3 with a Jedi and she doesn't have the Force Sensitivity Feat.
I finally got this mod installed correctly, sorry about the earlier comment and looking like a noob. This mod is unbelievable! I knew about some of the various items that could be built but the names of some of the others I had no idea! You're right, it's going to seriously change how I play the game. I think the best part (for me) is that when you save the game, it doesn't come up as cheat modded so achievements are still possible. :) Endorsed!
Emphasis On Random Loot vs Freedom from Random Loot Nerf to Skills vs Buff to Skills Varied Play vs Predictably Boring Challenging vs Too Easy
"Kotor 2 Crafting Rebalance" places a major emphasis on what drops are acquired from random loot or merchant inventory. This is great for players that want a unique experience if and only if they accept the results of their random loot. I usually save scum when I do not get random loot that I want. I think a lot of players do this which is why random loot complaints were so prevalent. This mod is also a major indirect nerf to skills. High skill investment was rewarded by the crafting system. This reward is now gone except for treat injury and demolitions.
"Ultimate Workbench 1.0" used the opposite philosophy. It freed the player from the random loot system entirely and was a major indirect buff to skills. It is too much of a buff though because items lost all difficulty to obtain and no longer had limited availability. Also I never craft early items anyway. I always save my components/chemicals for the end game when I can craft the best items.
Both mods and philosophies are fine. Mods are made to give the player what they want. "Kotor 2 Crafting Rebalance" gives what I would consider the most varied and most difficult experience because consistent loot is essentially removed entirely. "Ultimate Workbench 1.0" gives the least varied and least difficult experience because consistent loot is guaranteed.
Is there a way to combine both philosophies so that players are rewarded for skill investment, have inconsistent early loot, consistent late game loot?
Low Tier or Weaker Items: 1. Remove all low tier items from crafting 2. Low tier items should only be bought from randomized merchants, acquired from random loot, or random quest rewards 3. Low tier items are subject to the randomized level system 4. This makes the workbench way less cluttered with low tier items that most people probably never craft 5. This gives a reason to spend credits on items that most players would probably never buy, if nothing else to get extra components 6. This makes the player feel like they are gathering parts and blueprints to finally craft something great 7. This means when the player crafts something, it is actually unique to the universe because it is not already produced, the player feels like an excelled crafter
High Tier Crafted Items: 8. Remove the highest tier items from randomized merchants and random loot and random quest rewards 9. The highest tier items must be crafted 10. Players will spend the early game gathering low tier items that they will eventually break down to make the highest tier items if they meet the skill check
Really Powerful or Obviously Unique Named Items: 11. Identify items that should clearly be a unique item or a one of item due to its power 12. Place the unique or really powerful items in an appropriate place in the game so only one is available. Example: Quxioni Crystal (only one is available in the game as a quest reward) 13. This could actually still be semi randomized. For example: Hypothetical 20 unique or really powerful items are guaranteed to randomly drop at 20 locations in the game
Conclusion: This system would place an emphasis on random loot that gives a varied, inconsistent, and challenging early game. Random loot feels fun and purposeful. The late game would reward the player for skill investment, exploration, and achievement with consistent high tier loot. Also if the Unique and powerful items are semi-randomize the player will not know exactly when they will get them so that will provide a varied experience too.
Combination of Mods that cover the topic that would be useful to building the above described system: https://www.nexusmods.com/kotor2/mods/1225?tab=description (Kotor 2 Crafting Rebalance) https://github.com/JCarter426/KOTOR2-Loot-Overhaul (JC Kotor 2 Loot Overhaul) https://www.nexusmods.com/kotor2/mods/1032 (Ultimate Workbench Version 1.0)
Randomized Systems: Level Randomized: Item is generated from a pool of items based on player level. Item is removed from pool after 2 are generated. Semi-Randomized: Item is generated from a pool of items that is not level based. Item is removed from the pool after it is generated. Merchants: Merchant items should not be level randomized. Merchant items have a credit barrier. This gives the chance for a player to get a strong item early if they have the credits. Each merchant should sell at least 1 really powerful item for a high price that is ideally semi randomized. Containers: Player Level randomized Quest Rewards: Player Level randomized
Powerful Unique One of Crystals: Each of the following crystals should appear only once in each play though ideally semi randomized. Not level based. Pontite Barab Ore Ingot Upari Hurrikaine Solari Quxioni Ankarres Saphire Kaibur All other crystals should be randomized but limited to 2 per playthrough.
Melee Upgrades: Only the following can be crafted. All other lower tier upgrades are merchant, container, quest reward randomized Deadly Devaronian Edge Superior Ionite Edge Quadranium Edge Ostrine Edge Superior Mullinine Edge Superior Neutronium Edge Mark IV Ion Cell Mark IV Vibration Cell Mark IV Enhanced Energy Cell Mark III Sonic Discharge Cell Superior Agrinium Grip Superior Contoured Grip Superior Zabrak Grip Superior Basket Hilt Superior Nagai Grip
Lightsaber Upgrades: Only the following can be crafted. All other lower tier upgrades are merchant, container, quest reward randomized. Ultimate Diatium Energy Cell Superior Ion Energy Cell Telgorn Jolt Cell Expert Deflection Emitter Superior Disrupting Emitter Refined Phobium Emitter Expert Fencing Emitter Ossus Dueling Lens Pontite Lens (Nerf Adegan Lens to 2-6) Enhanced Byrothsis Lens Improved Beam Gem Lens (Increase Computer Use skill check to 23) Improved Vibration Lens (Increase Computer Use skill check to 25)
Ranged Upgrades: Only the following can be crafted. All other lower tier upgrades are level randomized. Mark IV Pinpoint Scope Mark IV Accuracy Scope (Make this item craftable for 30 Awareness 580 Components) Mark IV Targeting Scope Mark III Crippling Scope (Increase to 28 Stealth) Mark V Ion Charger Mark V Power Pulsator Pure Rylith Power Cell Mark III Broadening Chamber Mark III Amplifying Chamber Mark III Precision Chamber Mark III Beam Splitter Mark III Mandalorian Chamber
Armor Upgrades: Only the following can be crafted. All other lower tier upgrades are level randomized. Mark IV Heat Shielding Mark IV Armorply Plating Mark IV Sound Dampening Overlay IV Energy Shielding Mark III Ballistic Shielding Mark IV Ablative Plating Mark IV Bonded Plates Mark III Heavy Bonded Plates Mark V Envrionment Underlay Mark V Biorestorative Underlay Mark V Armorweave Underlay Mark V Strengthening Underlay Mark V Durastell Underlay Mark V Flexible Underlay
Blasters: Only one of each of the following should be granted each playthrough ideally semi-randomized. Not level based. Systech Electric Blaster Micro-Pulse Blaster Zabrak Heavy Blaster Elite Watchman Blaster Mandalorian Disintegrator Aratech Ionmaster
Melee: Only one of each of the following should be granted each playthrough ideally semi-randomized. Not level based. Vibrosword Echani Sith Tremor Vibroblade Zabrak Vibroblade Gand Discharger Arg'Garok Vibro Double-Blade
Packages, Implants, Systems: Remove any Packages from Crafting and add to level Randomized Remove any Implants from Crafting and add to level Randomized Remove any Systems from Crafting and add to Level Randomized
YEEEEEEES got the sucker working!!!!!! Ok so if u are using TSLRMC u gotta direct the tsl patcher to install the mod in the TSLRMC steam workshop directory .Dont know why "
Just thought I'd highlight this. I also have TSLRMC from the Steam Workshop (combined version with the droid planet and other restored content). I don't use TSL patcher, just the Vortex mod manager.
Had to manually direct this mod's installer .exe to c > program files > steamapps > workshop > content > [game ref ID] > [mod ref ID]. This took a couple of hours of reading and re-reading these comments and trying different things.
Really cool mod! It's been years since I played this game and this is an effective way to both save time and spice up the experience.
Hey, really love the mod and cant wait to use it. But im having issues with the holobooks. How do I use them? They appear as armbands and im confused as how to use them. It might be me being stupid but i thought i'd just ask.
46 comments
Nerf to Skills vs Buff to Skills
Varied Play vs Predictably Boring
Challenging vs Too Easy
"Kotor 2 Crafting Rebalance" places a major emphasis on what drops are acquired from random loot or merchant inventory. This is great for players that want a unique experience if and only if they accept the results of their random loot. I usually save scum when I do not get random loot that I want. I think a lot of players do this which is why random loot complaints were so prevalent. This mod is also a major indirect nerf to skills. High skill investment was rewarded by the crafting system. This reward is now gone except for treat injury and demolitions.
"Ultimate Workbench 1.0" used the opposite philosophy. It freed the player from the random loot system entirely and was a major indirect buff to skills. It is too much of a buff though because items lost all difficulty to obtain and no longer had limited availability. Also I never craft early items anyway. I always save my components/chemicals for the end game when I can craft the best items.
Both mods and philosophies are fine. Mods are made to give the player what they want. "Kotor 2 Crafting Rebalance" gives what I would consider the most varied and most difficult experience because consistent loot is essentially removed entirely. "Ultimate Workbench 1.0" gives the least varied and least difficult experience because consistent loot is guaranteed.
Is there a way to combine both philosophies so that players are rewarded for skill investment, have inconsistent early loot, consistent late game loot?
Low Tier or Weaker Items:
1. Remove all low tier items from crafting
2. Low tier items should only be bought from randomized merchants, acquired from random loot, or random quest rewards
3. Low tier items are subject to the randomized level system
4. This makes the workbench way less cluttered with low tier items that most people probably never craft
5. This gives a reason to spend credits on items that most players would probably never buy, if nothing else to get extra components
6. This makes the player feel like they are gathering parts and blueprints to finally craft something great
7. This means when the player crafts something, it is actually unique to the universe because it is not already produced, the player feels like an excelled crafter
High Tier Crafted Items:
8. Remove the highest tier items from randomized merchants and random loot and random quest rewards
9. The highest tier items must be crafted
10. Players will spend the early game gathering low tier items that they will eventually break down to make the highest tier items if they meet the skill check
Really Powerful or Obviously Unique Named Items:
11. Identify items that should clearly be a unique item or a one of item due to its power
12. Place the unique or really powerful items in an appropriate place in the game so only one is available.
Example: Quxioni Crystal (only one is available in the game as a quest reward)
13. This could actually still be semi randomized. For example: Hypothetical 20 unique or really powerful items are guaranteed to randomly drop at 20 locations in the game
Conclusion:
This system would place an emphasis on random loot that gives a varied, inconsistent, and challenging early game. Random loot feels fun and purposeful. The late game would reward the player for skill investment, exploration, and achievement with consistent high tier loot. Also if the Unique and powerful items are semi-randomize the player will not know exactly when they will get them so that will provide a varied experience too.
Combination of Mods that cover the topic that would be useful to building the above described system:
https://www.nexusmods.com/kotor2/mods/1225?tab=description (Kotor 2 Crafting Rebalance)
https://github.com/JCarter426/KOTOR2-Loot-Overhaul (JC Kotor 2 Loot Overhaul)
https://www.nexusmods.com/kotor2/mods/1032 (Ultimate Workbench Version 1.0)
Randomized Systems:
Level Randomized: Item is generated from a pool of items based on player level. Item is removed from pool after 2 are generated.
Semi-Randomized: Item is generated from a pool of items that is not level based. Item is removed from the pool after it is generated.
Merchants: Merchant items should not be level randomized. Merchant items have a credit barrier. This gives the chance for a player to get a strong item early if they have the credits. Each merchant should sell at least 1 really powerful item for a high price that is ideally semi randomized.
Containers: Player Level randomized
Quest Rewards: Player Level randomized
Powerful Unique One of Crystals: Each of the following crystals should appear only once in each play though ideally semi randomized. Not level based.
Pontite
Barab Ore Ingot
Upari
Hurrikaine
Solari
Quxioni
Ankarres Saphire
Kaibur
All other crystals should be randomized but limited to 2 per playthrough.
Melee Upgrades: Only the following can be crafted. All other lower tier upgrades are merchant, container, quest reward randomized
Deadly Devaronian Edge
Superior Ionite Edge
Quadranium Edge
Ostrine Edge
Superior Mullinine Edge
Superior Neutronium Edge
Mark IV Ion Cell
Mark IV Vibration Cell
Mark IV Enhanced Energy Cell
Mark III Sonic Discharge Cell
Superior Agrinium Grip
Superior Contoured Grip
Superior Zabrak Grip
Superior Basket Hilt
Superior Nagai Grip
Lightsaber Upgrades: Only the following can be crafted. All other lower tier upgrades are merchant, container, quest reward randomized.
Ultimate Diatium Energy Cell
Superior Ion Energy Cell
Telgorn Jolt Cell
Expert Deflection Emitter
Superior Disrupting Emitter
Refined Phobium Emitter
Expert Fencing Emitter
Ossus Dueling Lens
Pontite Lens (Nerf Adegan Lens to 2-6)
Enhanced Byrothsis Lens
Improved Beam Gem Lens (Increase Computer Use skill check to 23)
Improved Vibration Lens (Increase Computer Use skill check to 25)
Ranged Upgrades: Only the following can be crafted. All other lower tier upgrades are level randomized.
Mark IV Pinpoint Scope
Mark IV Accuracy Scope (Make this item craftable for 30 Awareness 580 Components)
Mark IV Targeting Scope
Mark III Crippling Scope (Increase to 28 Stealth)
Mark V Ion Charger
Mark V Power Pulsator
Pure Rylith Power Cell
Mark III Broadening Chamber
Mark III Amplifying Chamber
Mark III Precision Chamber
Mark III Beam Splitter
Mark III Mandalorian Chamber
Armor Upgrades: Only the following can be crafted. All other lower tier upgrades are level randomized.
Mark IV Heat Shielding
Mark IV Armorply Plating
Mark IV Sound Dampening Overlay
IV Energy Shielding
Mark III Ballistic Shielding
Mark IV Ablative Plating
Mark IV Bonded Plates
Mark III Heavy Bonded Plates
Mark V Envrionment Underlay
Mark V Biorestorative Underlay
Mark V Armorweave Underlay
Mark V Strengthening Underlay
Mark V Durastell Underlay
Mark V Flexible Underlay
Blasters: Only one of each of the following should be granted each playthrough ideally semi-randomized. Not level based.
Systech Electric Blaster
Micro-Pulse Blaster
Zabrak Heavy Blaster
Elite Watchman Blaster
Mandalorian Disintegrator
Aratech Ionmaster
Melee: Only one of each of the following should be granted each playthrough ideally semi-randomized. Not level based.
Vibrosword
Echani
Sith Tremor
Vibroblade
Zabrak Vibroblade
Gand Discharger
Arg'Garok
Vibro Double-Blade
Packages, Implants, Systems:
Remove any Packages from Crafting and add to level Randomized
Remove any Implants from Crafting and add to level Randomized
Remove any Systems from Crafting and add to Level Randomized
D-Packages: Craftable
Strength D-Package (Nerf to 29 Treat Injury 450 Chemical) (buff to Strength +2, Constitution +1)
Perception D-Package
Skills D-Package (32 Treat Injury 850 Chemical)
Immunity D-Package (Nerf to 38 Treat Injury 850 Chemical)
Universal D-Package (38 Treat Injury 850 Chemical)
Physical Boost D-Package (38 Treat Injury 850 Chemical)
Mental Boost D-Package (38 Treat Injury 850 Chemical)
There is more to this. I think JCarter's Mod covers the remaining unique weapons and armor.
With that being said, is there *any* chance that we'll ever see something simliar from you for K1?
13 September 2018, 5:00PM
YEEEEEEES got the sucker working!!!!!! Ok so if u are using TSLRMC u gotta direct the tsl patcher to install the mod in the TSLRMC steam workshop directory .Dont know why "
Just thought I'd highlight this. I also have TSLRMC from the Steam Workshop (combined version with the droid planet and other restored content). I don't use TSL patcher, just the Vortex mod manager.
Had to manually direct this mod's installer .exe to c > program files > steamapps > workshop > content > [game ref ID] > [mod ref ID]. This took a couple of hours of reading and re-reading these comments and trying different things.
Really cool mod! It's been years since I played this game and this is an effective way to both save time and spice up the experience.
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