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  1. paul12344
    paul12344
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    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.
    1. Stronglav
      Stronglav
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      KSE
  2. Anoobis1234
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    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!
  3. yoohoovoice
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    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

    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.
  4. Nazekuo
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    Does the "spells.2da" effect anything? Sadly it having the same name with my no armour restrictions mod so I'm not sure if i want to overwrite it
  5. Stoffer55000
    Stoffer55000
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    One of my all time "Must Have" mods, huge kudos on creating this!

    With that being said, is there *any* chance that we'll ever see something simliar from you for K1?
  6. tekwyzen
    tekwyzen
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    "mevko89

    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.
    1. MintSol
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      Can confirm, tested, and this works out great!
    2. Stronglav
      Stronglav
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      I have GOG
  7. Domino5555
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    Looks like the "itemcreatemira.2da" file doesn't place the files to craft the Influence armbands into the workbench.
  8. DarthSCAr38954
    DarthSCAr38954
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     Can this be installed on android if so can you give me instructions on how to add it in
  9. tarin321
    tarin321
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    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.
    1. volverston
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      Did you manage to activate holobook?
    2. jeggstar
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      equip them to a shield slot and go back to play screen you'll then have an icon on your shield section, click on it and it'll activate
    3. Hei0i0
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      did anyone download this mod in android alone without pc? I need help how could i download this with my android alone?
  10. IsaiahJherder
    IsaiahJherder
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    Did anybody find a fix to make the armbands usable
    ??