About this mod
This mod rebalances implants while trying to keep the original design of implants in mind. All implants can now be crafted, but they are nerfed and altered. My design is supposed to implement a new build path/playstyle instead of a checkbox. This mod is being actively updated.
- Permissions and credits
-medpacs moved to the stimulants tab in the medstation; the list for stimulants is much smaller so it is easier to navigate
-Edited stats because some were not working as intended; Kotor Tool let's me add stats that the game does not actually create for implants
-Updated implant descriptions to reflect the new stats
-Stat chart updated to reflect the new values
-All implants are now crafted with treat injury; this behavior was always originally intended
-Comment if maybe you feel implants should be stat varied instead of all treat injury; I never really considered it
1. Install:
This mod is a hard overwrite to the override folder of the TSL directory. This means it should be installed early in a mod build to avoid possible conflicts. I considered making a TSLPatcher for the mod, but I have an over +100 mod build and nothing even touches .uti implant files or the chemicalcreate.2da. I have added an optional Remove Learn How mod that can be copied to override if you would like to remove "learn how" dialogue option when using the med station.
Note: After testing, I discovered TSLRCM overwrites 000_medstation.dlg. It is probably to fix some of the workbench dialogue. After installing TSLRCM, just overwrite 000_medstation.dlg with the one in this mod to remove the "learn how" dialog.
-e_impX_XX.uti files are the actual implant qualities
-chemicalcreate.2da is the file for med station crafting
-000_medstation.dlg removes "learn how to use the med station" dialogue
2. Compatibility:
As I said previously, very few mods interact with the original implant files or chemicalcreate.2da. I have a massive mod build and none of the many mods I use interact with the files in this mod. Other mods may add new implants, but they do not add them to the lab station or change the original implants. I know for sure this mod is not compatible with "Kotor 2 Implant Rebalance" by Sireyn linked below.
https://www.nexusmods.com/kotor2/mods/1042
3. Uninstall:
Uninstall this mod by deleting all files from this mod from your TSL directory's override folder. This is not recommended without loading an earlier save because any implants the game used .uti files to generate will remain in your game even after removing the .uti files from override. It would just make any new implants generated be vanilla again and revert the med station to its original state.
4. Purpose:
This mod rebalances implants while trying to keep the original design of implants in mind. All implants can now be crafted, but they are nerfed and altered. I did this because vanilla implants are too powerful, and I usually save scum when I do not get the loot I want. When I say vanilla implants are too powerful, I mean that they gave more stats than the required constitution to invest, meaning that reaching 18 Constitution with any character was the best build path by default. I tried to balance this as best as possible. I will do more play testing to see if it feels right. Feel free to post a comment if your experience is that this rebalance is off power wise.
For example: The player will now no longer use implants because they require too much investment or now always feel the need to build implants because they are too strong. My design is supposed to implement a new build path/playstyle instead of a checkbox.
I raised the Constitution requirement on implants because it felt like a default requirement to reach 18 Constitution with any character. Average starting Constitution is 14 so I based the Constitution requirement off how many levels are needed to use the implant. I felt it made sense that a new character with the average 14 Constitution could only use a tier 1 implant. By level 24, most characters should be able to use the final tier of implants if they invest in Constitution. A lot of characters will reach this earlier because of the free attribute points given from game events. The other reason for raising the Constitution requirement is all the free Constitution given by Dark Side playthroughs. I just felt there should be some equivalent alternative min-max for light side. Raising the Constitution requirement somewhat provides this when playing lightside by ignoring constitution and instead building high defense and saves. Now I almost have a reason to play Mira again.
Constitution and implant investment becomes a high health utility build that begins to shine in the late game while other attribute investment takes effect instantly in the early game and should still on average out dps an implant user. I wanted to balance things in a way that made investment into the normal attributes still perform better at pure dps so that implants are a choice. This gives tanky Constitution players options and adaptability. Instead of outright nerfing implants, I added unique and rarely used effects to them so they would provide interesting build paths for tanky characters. I derived chemical cost by taking an average of the highest tier implants then worked backwards to the lowest tier. I removed immunity mind-affecting from implants entirely to indirectly buff jedi-sentinel. In exchange, I added some interesting combinations of effects that fall short of total cc immunity.
The funny part of making the mod was the implant descriptions. I was laughing for hours at the sci-fi improv. Just duck tape these two implants together and bam now you got a system. What could go wrong? For immersion sake I left the hilarious comments out and tried to be subtle so that it fit the in game explanations and logic.
5. Inspiration:
All base files I use in my mod are pulled from Kotor Tool. I did not use any other modder's assets, but I was heavily inspired by and learned a lot from the mods below.
https://www.nexusmods.com/kotor2/mods/1042
https://www.nexusmods.com/kotor2/mods/1032
https://github.com/JCarter426/KOTOR2-Loot-Overhaul
https://deadlystream.com/files/file/18-workbench-crystal-attunement/