The one mod to rule them all! -1 reply

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#1 10 years ago

This is a suggestion for an awesome mod that I think would be great to have for the upcoming restoration. It would also add some things that where forgotten or cut from the game before release. First. Do you remember when Vaklu and your main character where resolving the matter of payment? Yes that’s where you could convince the general to give up his for sensitives so that he (the Exile) may train them and make them loyal to him. It would be nice to be in charge of an academy that would lie in a secured part of Iziz (that’s been rebuilt) where force sensitives are trained. I’m sure it could be done and it wouldn’t take too much work. And I’m also sure there could be some Alien languages used to compensate if custom or already existing lines cannot be implemented. Not to mention that it would be best to leave an alien in charge of everything so that the work on the mod can go faster and even the slavers from Nar Shaddaa (you know the ones that give you their tribute) could occasionally fuel the academy with new students if you gave them the order (it would be a nice bonus quest like: “In search of Students”). After all there are unused buildings all over Iziz. If that part was rebuilt and the Sky ramp secured again it would become a place where more bonus quests and merchants can be implemented with little work I think. And if voice acting would be needed there’s always this guy who can help: I will voice your mod! - Bethesda Game Studios Forums And secondly all the experience gained should be cut by 1/3 and the level cap adjusted and set to 25. That would greatly improve balance. As for other changes I think the classes need balancing. I was thinking about there particular changes: Statistics (all classes):

lvl 05 +1 to attributes lvl 10 +1 to attributes lvl 15 +1 to attributes lvl 20 +1 to attributes lvl 25 +2 to attributes

Like in KOTOR the main character would start as a normal class first and then progress as a Jedi after reaching lvl 5 where Kreia would make him/her feel the force again.

The requirements needed to create the best items (like implants, mines, upgrades) would have be changed to 25 since the levels would be gained much slower. The 5 levels before Kreia’s intervention/guidance back to the force would be something that would give the entire story some more essence. After all the Exile did give up the force and went to the unknown regions where he had to survive without his abilities. Besides… I find it strange that he “feels the force again” after some time on Pergus. Yet you start of as a force using class… unacceptable. It would be more then natural for the Exile to start of as a normal class rather then a force user that is until you gain lvl 5. So my idea of the class progression would be:

lvl 01 – 05 (Normal class) lvl 06 – 15 (Force User class) lvl 16 – 25 (Prestige Force class) [Guardian] Vitality: 10/level Skill points: No changes Class skills: No changes Force points: 6/level Force powers: 2/4/6 levels Saving throws: No changes Feats: 1 per level Class bonus: No changes Mastery bonus: Lightside +4 Strength; Darkside +1-10 Damage

[Sentinel] Vitality: 8/level Skill points: No changes Class skills: No changes Force points: 8/level Force powers: 2/4/6 levels, bonus at 1st level Saving throws: No changes Feats: 2/4/6 levels; bonus feat at 1st level Class bonus: No changes Mastery bonus: Lightside +4 Constitution; Darkside +4 Dexterity

[Consular] Vitality: 6/level Skill points: No changes Class skills: No changes Force points: 10/level Force powers: 1 per level Saving throws: No changes Feats: 2/4/6 levels Class bonus: No changes Mastery bonus: Lightside +4 Wisdom; Darkside +60 Force Points As you see the basic force using classes should be perfectly balanced now and fulfill their role much better.

Explanation of 2/4/6 from level one that has a bonus of +1 at first level – let’s take feats for example: (feat - feat - none - feat - none - feat - none- feat - none- feat) note that the same applies to force powers. This means the character will gain a 6 point total to their features at level 10.

Explanation of 1/3/5 – (feat - none - feat - none - feat - none - feat - none - feat) and so one. That means a prestige class like a Sith Assassin gains 5 bonus feats after 10 levels and that is a total of 15 feats in all.

Now the prestige force user classes:

[Jedi Weapon Master/Sith Marauder] Vitality: 10/level Skill points: No changes Class skills: No changes Force points: 6/level Force powers: 1 per level Saving throws: No changes Feats: 2 per level Class bonus: No changes Mastery bonus: Lightside +4 Strength; Darkside +1-10 Damage

[Jedi Watchman/Sith Assassin] Vitality: 8/level Skill points: No changes Class skills: No changes Force points: 8/level Force powers: 1 per level; bonus feats at 1/3/5 levels Saving throws: No changes Feats: 1 per level; bonus feats at 1/3/5 levels Class bonus: No changes Mastery bonus: Lightside +4 Constitution; Darkside +4 Dexterity

[Jedi Master/Sith Lord] Vitality: 6/level Skill points: No changes Class skills: No changes Force points: 10/level Force powers: 2 per level Saving throws: No changes Feats: 1 per level Class bonus: No changes Mastery bonus: Lightside +4 Wisdom; Darkside +60 Force Points

The rest of the basic none force sensitive classes should stay in their current version. There is no need for such bigger changes IMO well except for the Features gained but they could be copied from the standard force using classes. For example Jedi Guardian = Soldier feats and so one.

Additionally: [Dueling] Should be adjusted so that it would provide additionally +10/+20/+30 Melee or Energy damage so that it would become more attractive to wield a single blade or lightsaber. [Items] It seems there are many items that give annoying statistics like +1 or +3. So it would be great to adjust them all so that they would give +2 instead of +1 and +4 instead of +3. [Force Powers] Should be made practically unresistable when fighting normal none force sensitives. And force push and it’s higher ranks (except the second one that should be turned in to a harder push instead of a miniature tornado) unstoppable yet the stunning effect should be a bit less effective and over all it should be darning more force points. Some of you might remember a very similar post I made on the Team Gizka forum’s. But I doubt they where interested. Still it would be great to make those modifications compatible with their mod and the M4 planet. I had a few more other great ideas like making the battle with Nihulus a battle of force powers instead of weapons with lot’s of force Storms, Drains etc. etc. While the rest of the party is incapacitated or fighting off hordes of Sith that would come to aid their master. But I’d rather talk about this if someone agrees to make such a mod.




Aayla Kandon

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3rd August 2008

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#2 10 years ago

I like your idea for a mod a lot! It also irked me that after asking Vaklu for his Force Sensitives that nothing seemed to happen except for a few DS Points.

However, since it's such a complicated mod, I doubt that many people will want to help. I suggested a Planet Mod on another forum a while that would add Yavin IV to the player's Galaxy Map after he/she finds an ancient terminal in the Secret Tomb on Korriban. Nothing happened, no one responded. I would suggest starting out modding small, like items and item placement and work your way up.




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#3 10 years ago

Not to mention the war in Iziz “still going one” blah! It makes no sense after the queen’s death. But I’m no modder I’d fail miserably I tell you. And most of the work is already done. I mean voices, Iziz (that could use just a little bit retexturing), a mod that limits XP gained that already exists. The academy’s interior shouldn’t be hard to make since there’s already a mod that give you access to the Jedi academy so we could just use some of that. The rest is just adapting the items, adding new NPC’s and so one.




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#4 10 years ago

Crap >< typo's... can't edit...




JawaJedi

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11th May 2008

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#5 10 years ago
Count Patrycjus;4598062Not to mention the war in Iziz “still going one” blah! It makes no sense after the queen’s death. But I’m no modder I’d fail miserably I tell you. And most of the work is already done. I mean voices, Iziz (that could use just a little bit retexturing), a mod that limits XP gained that already exists. The academy’s interior shouldn’t be hard to make since there’s already a mod that give you access to the Jedi academy so we could just use some of that. The rest is just adapting the items, adding new NPC’s and so one.

It DOES make sense after the queen's death, and less (but still some) after Vaklu's defeat.




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#6 10 years ago

Well let me explain a bit. The war on Iziz ends after the Queen’s death and you gain access to a fresh academy either by choice or a token of Vaklu’s gratitude (you would receive a data pad with that information soon after the little chat you and the general have). It would be something like a stronghold like in NWN2. You give out orders and train students. You have your own quarters and everything. You give speeches to your group like during the speech on Dantooine with all the Militia and gain DS or LS points depending what you teach them and also that way you manage to regain a bit more of your connection to the force. Along with a bit of XP. The quarters would include a bed where you can sleep and some chambers/lockers etc. I already thought of everything. The interior would be very similar to the one on Korriban when you enter the first building before the academy (KOTOR I). Along with some statues, containers, etc. and an elevator to the lower level.

If a player would decide to aid the Queen having an Academy would be impossible and instead it would become Czerka’s main building + more merchants would be available. Along with some random quests.

Let me explain this a bit more. What Iziz needs is Ithorians! And why? Because they want to help Restore the surface of Telos! Simple isn’t it? So when your LS and come back there via the Shuttle. You find some Ithorians harassed, assaulted so that you can protect them. And who would want to prevent them from restoring the planet? Why Czerka Arms ofc! I’m sure they could be lead by a Twilek. Of course the Ithorians would explain that they could not wait any longer with their project and as soon as most of the fighting stopped they managed to get in to the secured part of Iziz. The same one you where in after it has been rebuilt. The other parts would still be available but all the textures should look a bit scarred. Not much. Just a crack in the wall here and there. A little bit of scarring from blasters and the Sky ramp would again become unavailable. Of course if the player wanted to he could change his path any moment and help Czerka kill all the Ithorians. Either way it should be nice to finally have Iziz available and see all the cages on the streets being actually used. I already have a few nice quests in mind. Like healing a wounded Bantha that would award you with a nice unique crystal and so one.

But if you chose to aid the General like I said there would be the academy and few Ithorian merchants avalible. Also some filled cages but pretty much no Czerka (since you would own that building instead). And the Ithorian base would be closed.

I have so many nice ideas that shouldn’t be too hard to make I think. Still I don’t think anyone’s interested.

And don’t forget. The Exile was exploring the worlds of the outer rim not farming or slaking or shooting Gizka with a mining laser. Wouldn’t having a normal class as you first class be fitting for him and actually make even more sense?