As many have observed, Stoffe has made some very creative mods. This time it’s the High Level Force Powers mod. Ah, some of you are already saying...
“I already have this mod. It’s right here...”
Very true, but do you have the 2.1 update? You do need the 2.0 version found here (found in the link above) or this mod will screw up your game, but to make the mod complete, you must download the 2.1 version found here.
This update includes some new Force Powers, which are... -New Light Side Power: Force Deception -New Universal Power: Spirit Exodus -New Dark Side Power: Force Blindness
A couple of fixes are... -Fixed Force Power descriptions to display the correct prerequisites for a handful of powers that had gotten outdated descriptions -Fixed occurrences where beasts or droids killed when knocked down by the powers Strike, Pull, Hold or Destruction would not play their "lying dead" animation correctly, but instead "stand idle" instead, due to missing animations in the game for their models
See the readme to find out more about these new powers. This mod uses the TSL Patcher to combine a .2da file that is needed for this mod. You must use this to install the mod correctly and you must read the info.rtf file for installation instructions.
Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future.
HIGH LEVEL FORCE POWERS MOD V2.1 UPDATE [August 2005] ===================================================== (For Knights of the Old Republic II: The Sith Lords) 0. WHAT IS NEW IN UPDATE 2.1? ----------------------------- * Added one new Lightside power: Force Deception (see below). * Added one new Universal power: Spirit Exodus (see below). * Added one new Darkside power: Force Blindness (see below). * Fixed the Force Power descriptions to display the correct prerequisites for a handful of powers who had gotten outdated descriptions. * Fixed most occurances where Beasts or Droids killed when knocked down by the powers Strike, Pull, Hold or Destruction would not play their "lying dead" animation correctly, but instead "stand idle" instead, due to missing animations in the game for their models. 0. WHAT WAS NEW IN VERSION 2? ----------------------------- * Added two new Lightside Powers: Energize and Static Field. * Added two new Darkside Powers: Leech Life Force and Contagion. * Added three new Universal Powers: Bombard, Hurricane and Destruction. * Fixed bug with Force Hold, causing it not to apply the penalties as described. * Fixed description of Omniscience to mention the 2-12 pt damage bonus it grants. * Adjusted the Force Point cost of all powers, as requested. * Renamed Sap Will to Force Sleep to make it sound more Lightside-ish, as requested. * Minor tweaks and fixes to the scripts of various powers. * Fixed bug with Force Incinerate, making it a Darkside power as described. * Fixed an error with Incinerate that had a small chance of causing trouble when used in some game areas. 1. WHAT IS THIS MOD? -------------------- In The Sith Lords, you pretty much stop gaining access to new force powers after level 18, even though you can reach almost 10 levels beyond that while playing the game normally. To adress that and give some more variety, this Mod will add 22 new Force Powers to the game, 21 that are available above level 20. 7 new Lightside powers, 7 new darkside powers and 8 new Universal powers will become available. Some powers have additional class requirements as well. See below for more detailed info. 2. HOW DO I USE IT? ------------------- If you haven't already, get and install the High Level Force Powers V2.0 Mod. You must have this installed in your game before you can apply this update. IMPORTANT! Make sure all the files belonging to the mod are located in the main Override folder and isn't moved into any sub-folders or the Update Installer won't find them. When you have it, run the installer application named "Install Force Powers Update.exe" that came with this mod. This will update the necessary game files and install the update into your game. Make sure that there is a folder named "tslpatchdata" present in the same folder the Installer application is. This folder contains essential data files the installer needs. Remember that you must run this installer for the update to function, simply copying the files from the "TSLPatchData" folder will NOT work, and may potentially mess up your game. The files need to be processed by the installer in order to function properly. After installation is complete, just play the game, and you will be able to pick the new powers at levelup when you advance beyond level 20. The first become available at level 20 and the last at level 30. The bonus low level power "Force Pull" is available at level 3. Note that some powers are only available to the "Force Expert" classes; the Consular, Jedi Master and Sith Lord. Check the spell descriptions in the next section to learn of any prerequisites. If you get any error messages during installation, there is a fair chance that the mod was only half-way installed. Leaving it that way will most likely cause trouble and crashes when you run the game. Check chapter 4 in this readme file for a list of files that makes up this mod, and delete any of those files you find in your Override folder. Then find the "backup" folder located in the same folder as the Installer for this mod, and copy those files into your Override folder. If there is a file named "dialog.tlk" in the "backup" folder, copy this file into your game folder (ie the one containing the swkotor2.exe executable) instead, replacing the modified file that exists there. The "source" folder is provided for modders only and is not necessary to use the mod. If you have no interest in modding you can safely delete this folder. 3. THE NEW FORCE POWERS ----------------------- This mod currently adds the following 18 High Level force powers to the game: ((((LIGHTSIDE POWERS)))) Force Deception (NEW) ''''''''''''''''''''' Light Side Power Base FP Cost: 45 Prerequisites: Level 23 Force User Using this power, the Jedi can affect the flow of photons in her surroundings, bending light around her body. This renders her effectively invisible to organic beings using eyes or droids relying on photoreceptors to perceive their surroundings. This effects lasts for 36 seconds, or until the Jedi draws attention to herself by attacking someone. Force Energize (V2.0) '''''''''''''''''''' Light Side Power Base FP Cost: 40 Prerequisites: Level 20, Consular, Jedi Master, Sith Lord The Jedi can channel the strengthening energies of the Light Side through herself and her allies, temporarily boosting their hardiness. Those affected will get a bonus to Vitality equal to twice the level of the Force User, and a bonus to Defense equal to half the level of the Force User. In addition, all other force sensitive party members will get Force Points equal to twice the level of the force user immediately restored to their force pool.This power lasts for 30 seconds. Force Static Field (V2.0) '''''''''''''''''''''''' Light Side Power Base FP Cost: 50 Prerequisites: Level 21 Force User The Jedi can use the Force to release a violent burst of static electricity in an area around the selected target. While this burst is completely harmless to organic lifeforms it will wreak havoc on the circuits of droids and other electrical systems such as turrets. When struck, a droid will either become confused and start attacking its allies, or it will briefly short out and be unable to take any action, or its sensors will become overloaded so it can only detect targets that come close to it or directly attack it. This power lasts for 30 seconds, though a successful Will save will reduce the duration to half. Force Sleep ''''''''''' Light Side Power Base FP Cost: 55 Prerequisites: Level 21 Force User This power allows the Jedi to affect the minds of nearby enemies to put them in a sleep-like state, making them unable to take any action but to stand motionless. Since this leaves them unable to defend themselves, their Defense, Saving Throws and ability deflect blaster bolts all suffer a -10 penalty while affected. They will remain in this stupor for 12 seconds. This power cannot be resisted, though a successful Will save reduces the duration to 6 seconds. Force Omniscience ''''''''''''''''' Light Side Power Base FP Cost: 45 Prerequisites: Level 22, Any Lightside Prestige Class Omniscience grants the Jedi insight into the intentions of nearby enemies. This premonition about what is to come allows the Jedi time to defend against nearly any attack, while being fully able to exploit any weaknesses in the enemies may have. When active, Omniscience allows the Jedi to bypass the Defense of any enemy and always hit with their strikes. Further the Jedi gains a +12 bonus to Saving Throws, Defense and Blaster Bolt Deflection, and a 2-12 bonus to attack damage. The trance lasts for 20 seconds. Force Protection '''''''''''''''' Light Side Power Base FP Cost: 85 Prerequisites: Level 22 Consular, Jedi Master or Sith Lord A skilled Force User can wrap the force around them like a shield, protecting them from harm. This power lasts for 200 seconds, and will protect the force user against 140 points of damage before dissipating. Due to the concentration required to maintain this protection, the force point regeneration of the force user is slowed by 25% while this protection is active. (Cast it again while active to deactivate it.) Force Immortality ''''''''''''''''' Light Side Power Base FP Cost: 60 Prerequisites: Level 24, Any Prestige Class Channeling the light side energies of the force through herself and her allies, a Jedi can counteract injuries and afflictions they are subjected to. For 36 seconds, all party members will be granted vitality regeneration equal to the level of the force user every 2 seconds. In addition, those affected become immune to poisons and ability penalties for the duration. Party members weaker in constitution will not safely be able to channel as much force energies through their bodies. Thus those who fails a fortitude save against a DC of 50 minus the level of the force user will only gain vitality regeneration at half the normal rate. [[[[UNIVERSAL POWERS]]]] Spirit Exodus (NEW) ''''''''''''''''''' Universal Power Base FP Cost: 100 Prerequisites: Level 30, Sith Lord/Jedi Master This technique in the Force is extremely rare, only the wisest, most powerful Masters have ever been able to use it. Using a trance, the force user can will a part of their own spirit outside their body and use the Force to manifest it in a physical form resembling their own. This Force Spirit "clone" will accompany and fight alongside the force user for 36 seconds before again fading, the spirit essence flowing back to the body where it belongs. (See warning below regarding this power.) Force Hurricane (V2.0) ''''''''''''''''''''' Universal Power Base FP Cost: 50 Prerequisites: Level 22 Force User Through the Force the surrounding air can be accelerated into a raging storm, lifting all nearby enemies off the ground and blowing them helplessly around for the duration of this power. Force Hurricane lasts for 12 seconds, though a successful Fortitude save allows a victim to free themselves after half that time. This power cannot be resisted since the Force doesn't directly affect the victims. Force Bombard (NEW) ''''''''''''''''''' Universal Power Base FP Cost: 75 Prerequisites: Level 23, Any Prestige Class An experienced Force User can gather gases from the air and focus them into concentrated streams that can be ignited. These streams, which bear some similarity to blaster bolts, may then be hurled at the Force User's enemies. The Force User can strike a target with a gas bolt every 2 seconds for the duration of the power, causing 1-4 damage per level of the Force User to the victim and other nearby creatures. The duration of the power is 6 seconds plus one second for every even level of the Force User above level 20 (ie extra bolts at level 24, 28 etc...). The victims may make a reflex save when struck by a bolt to cut the damage in half. The force user can only concentrate enough to maintain one Bombard power at a time. Force Destruction (V2.0) ''''''''''''''''''''''' Universal Power Base FP Cost: 65 Prerequisites: Level 25, Consular, Jedimaster, Sith Lord This power allows a Force User to draw large amounts of energies and concentrate them in a single spot centered on a target. When critical mass is reached, the energies explode violently in a manner similar to a small nuclear blast, causing damage to the target and all nearby creatures within a 5m radius. The force user can shield her allies somewhat from the blast, who will only take half damage. This power deals 1-7 damage per level of the force user to the target. A successful Reflex saving throw will reduce the damage to half. Force Strike '''''''''''' Universal Power Base FP Cost: 55 Prerequisites: Level 21, Sith Lord/Jedi Master Force Strike concentrates the force energies of the surroundings into a series of intense energy bolts that will simultaneously strike the selected target. The bolts will inflict 1-8 damage to a single target for every level of the force user. The force of the Strike will throw the target to the ground and hurl any nearby creatures away from the impact. There is no known defense against this power. Force Hold '''''''''' Universal Power Base FP Cost: 45 Prerequisites: Level 24 Force User Hold will envelop a single target in a dense cloud of force energies, making them unable to move from the spot. The energy cloud will severely disorient its victim, making them unable to remain on their feet, and reduces their Attack, Defense and Saving throws with -10 while trapped in the cloud. It will also render them mostly oblivious to what goes on outside the cloud unless directly attacked. This power can be resisted, but offers no saving throw to avoid or reduce its effects. Force Freeze '''''''''''' Universal Power Base FP Cost: 55 Prerequisites: Level 23 Force User Using the force to violently slow the atoms around a target, the force user can unleash blasts of intense cold centered around enemies within a limited radius. Each blast deals 1-4 cold damage for every 2 levels of the force user and instantly deep freezes the target. While frozen the victim suffers a -6 penalty to Attack, Defense and Saving throws. It will take 9 seconds for the victim to thaw enough to move, but even then the debilitating effects caused by numbing cold remains for another 6 seconds. A successful Fortitude save reduces damage and penalties by half. All enemies within a 5 meter radius of a blast will take splash damage, but suffer no other ill effects. <<<<DARKSIDE POWERS>>>> Force Blindness (NEW) ''''''''''''''''''''' Dark Side Power Base FP Cost: 60 Prerequisites: Level 23 Force User The Dark Side can cloud the vision of those not strong enough to resist its power. Using this technique, a force user can affect the sight of nearby opponents, making them unable to see anything, and by extension attack since you can't attack what you cannot see. This blindness lasts for 12 seconds, though the victim is allowed a Will save to reduce the duration to 6 seconds. This power cannot be otherwise resisted. Force Contagion (V2.0) ''''''''''''''''''''' Dark Side Power Base FP Cost: 60 Prerequisites: Level 24 Force User Drawing on the dark energies of the force, the Force User can infect a group of enemies with a terrible, wasting disease that will severely injure and weaken its victims. The infection lasts for 60 seconds, during which the victims will take 20 damage and lose 1 point of Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma every 6 seconds. The force user can protect himself and his allies from the infection, but those not so lucky need to make a Fortitude save vs a DC of 100, making it nearly irresistible. Creatures immune to poisons, like droids, are unaffected by this Power. Leech Life Force (V2.0) '''''''''''''''''''''' Dark Side Power Base FP Cost: 40 Prerequisites: Level 22 Force User This vile use of the Force steals life essence from the a target and imbues the Force User with that essence. The selected target will be drained of 6 points of Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma while the Force User will receive a corresponding bonus. The victim will also be slowed for the duration, while the force user is speeded up. This power can not be fully resisted, but a successful Will saving throw will reduce the penalties to 4 and cut the speed penalty in half. The effects of this power lasts for 36 seconds. Force Weaken '''''''''''' Dark Side Power Base FP Cost: 65 Prerequisites: Level 22, Any Prestige Class This vile use of the force will drain the life force of a single selected target, using it to boost the dark side aura of the surroundings. The target will be drained of 50% of their current vitality points and suffer a -10 penalty to their Defense, Saving Throws and Premonition (ability to deflect blaster bolts) for 9 seconds. They will also be slowed for the duration. This power can not be resisted, but a successful Will saving throw will reduce the vitality drain to 33% of the current health, and the penalties to -5. Chain Lightning ''''''''''''''' Dark Side Power Base FP Cost: 50 Prerequisites: Level 22 Force User The force user can unleash a torrent of electricity at a target. The lightning bolt will forcefully strike the target, causing damage and debilitating pain, and then arc to the next nearest enemy and do the same. The bolt will not stop until it has struck all nearby enemies, or until it loses strength and fizzles after 2 seconds. Every target struck by the bolt will take 2-7 damage for every level of the force user and suffer a -4 penalty to their stength, dexterity and their fortitude and reflex saves for 9 seconds. A successful Reflex save cuts the damage and penalties in half. Force Grip '''''''''' Dark Side Power Base FP Cost: 35 Prerequisites: Level 25, Any Prestige Class The force user can hold immobile and constrict a single opponent, slowly crushing the victim to death. The Grip will cause 15 damage every 3 seconds to its victim until either the victim dies or manages to make a Fortitude save. A successful save allows the target to break free of the Grip, but will take 20 falling damage as they are thrown to the ground by the backlash of force energies. This force power cannot be resisted, and offers no initial save to avoid its effects alltogether. Force Incinerate '''''''''''''''' Dark Side Power Base FP Cost: 70 Prerequisites: Level 26, Any Prestige Class While even a lowly apprentice can use the Force to create heat and light small fires, a Master can put this ability to devastating use as a weapon. This terrible power will lift a single target off the ground and set them ablaze in roaring flames. The victim will be held and burned for 12 seconds, sustaining fire damage equal to one and a half the level of the force user every 2 seconds. This force power cannot be resisted, but a successful Fortitude save will cut the duration in half. In addition to the 18 High Level powers, the mod also contains one low-level bonus power: Force Pull '''''''''' Universal Power Base FP Cost: 20 Prerequisites: Level 3 Force User Those attuned to the Force can use it to telekinetically manipulate their surroundings. This particular power allow a Force User to violently pull an opponent towards them, often knocking them briefly off their feet in the process. The force of the pull will inflict crushing/falling damage equal to the level of the force user. Warning regarding the Spirit Exodus power: ------------------------------------------ Due to limitations in the game's scripting language, the clone will only get a copy of the weapon and armor of the force user if the Tag and Resref for these items are identical. This is the case for most standard game items, but for some items that comes with other mods this might not be the case. If you are using items with limitations making them only usable by certain party members, the clone cannot equip these items as well. In either of these cases, the clone will get a standard weapon/armor of the same kind as the one your character was wearing. While this may cause it not to look identical to your character there is nothing that can be done about this in this mod. If it disturbs you, you can use KotorTool to change the Tag and Resref of your items to match, and remove any PC Limitation properties. 4. HOW TO UNINSTALL IT? ----------------------- When you run the Installer initially, it will create backup copies of any existing files it modifies. These files will be placed in a new folder named "backup", located in the same folder as the Installer. To uninstall the Update, delete any files that were placed in your Override folder, then copy the content of the Backup folder back into your override folder, EXCEPT the file named "dialog.tlk". Copy dialog.tlk back to your game folder instead, overwriting the modified dialog.tlk file that already exists there. The following files were added to your Override folder when you installed this Update: (Force power icons) ip_st_forceblind.tga ip_st_forceclone.tga ip_st_forceinv.tga (Force power scripts) st_ai_clonedeath.ncs st_ai_clonehb.ncs st_ai_clonespawn.ncs st_clone.utc st_forceblind.ncs st_forceclone.ncs st_forcedeceive.ncs (2DA files) spells.2da effecticon.2da In addition, 7 new entries have been added to your dialog.tlk file. Restoring the unaltered backup the installer made will get rid of them, although it likely will not cause any trouble to just leave them be. 5. MOD COMPATIBILITY -------------------- This update can only be installed if you already have the High Level Force Powers v2.0 Mod installed. This Mod should be compatible with any other Force Power mods, so long as those other Mods have been installed before this one is installed, and doesn't have any new NCS scripts or TGA icons named the same as the files that make up this one. The Installer will update any of the other files it needs if they already exist in your Override folder, rather than overwrite them. IMPORTANT! The installer will not look for existing files within sub-folders of the Override folder, just in the Override folder itself. If you have moved the files installed by V2.0 of this mod into any subfolders, move them up into the main Override folder before running the Installer. High Level Force Powers - Update (v2.1) (for SWKotOR2:The Sith Lords) This will update v2.0 of the High Level Force Powers Mod to version 2.1. This version fixes a number of bugs that has been discovered, and adds 3 new high level Force Powers to the game. Please see the readme file for more detailed information on what has changed. Warning: You must have version 2 of the High Level Force Powers mod installed to continue, or this installer will abort installation. This file is an Update and not a stand-alone mod. Important! Read this before proceeding. Make sure that all files (except dialog.tlk) belonging to V2.0 of the High Level Force Powers mod (including the modified 2DA files) are located directly in your Override folder, and not moved into a subfolder.This installer will need to modify those files, and won't find them if they aren't in the override folder directly. When asked, select the folder where your game is installed. This is the folder that contains the Override folder and the swkotor2.exe. Do not select the Override folder itself. If, for some reason, you get errors during installation, this installer has made unaltered backup copies of the files it has modified in the folder named backup located in the same folder as this installer. Copy those files to your override folder to undo any changes to existing files the installer has done. If you get a RichEdit line insertion error during installation, open the tslpatchdata folder and find the file changes.ini inside it. Open this file with Notepad and search for PlaintextLog=0. Change the 0 to 1 on this line and save the file, then try installing again. After installation there should be a file called installog.rtf in the same folder as this installer. This contains a copy of the installer progress log and can be opened with WordPad. Check this file to see which files have been installed. To uninstall the mod, delete those files it says it has copied to your Override and Module folders. The following files will be installed on top of the v2.0 files: Override: ip_st_forceblind.tga, ip_st_forceclone.tga, ip_st_forceinv.tga, st_ai_clonedeath.ncs, st_ai_clonehb.ncs, st_ai_clonespawn.ncs, st_clone.utc, st_forceblind.ncs, st_forceclone.ncs, st_forcedeceive.ncs. Click the Install Mod button below to begin installation.
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