K1 Force Pack

Wow, I'm very happy to be reviewing a very nifty mod by Star Admiral, perhaps I like it so much as it adds various things I think Bioware sh...

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Wow, I'm very happy to be reviewing a very nifty mod by Star Admiral, perhaps I like it so much as it adds various things I think Bioware should have done. The main point of the mod is that it adds the seven lightsaber forums to K1, very craftily Star Admiral has done this via Force Powers; which actually I think makes sense, and he has made them two tiered so that a mastery of the form can be shown.

Star Admiral has also edited and rebalanced the classes, more in line with the way they are organised in TSL; which I again thinks make sense to quote the modder; "with Guardians/Soldiers getting the most feats, Sentinels and Scoundrels getting the most skills, Consulars getting the most powers, and Scouts being the middle-of-the-road non-Jedi character" - What this means is more skills, feats and powers are granted through the game, and depending on which class you are, which I'm sure will be popular.

Finally the modder also, removed the class-skill restriction, which I always though silly as well as adding health regeneration; which I'm sure is a welcome addition to many of you. If you want to know more changes in depth be sure to check out the readme! One suggested improvement would be to make the lightsaber forms 3 tiered, instead of two,all in all this mod comes highly recommended by me!

Enjoy -- Jonathan7

Please leave the author praise and constructive criticism; which are often far more valuable than rating mods...

Mod Rating: Between Basic and Advanced

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K1 Force Pack

Version: 1.0

Developer: Star Admiral

Date: 12/31/08

What This Mod Does:
- Adds 14 new Force powers to K1, with custom icons, available during character level-up. 
- These powers are lightsaber forms, as K1 unfortunately does not include any.
- As they are lightsaber forms and not new ways to kill enemies, I did not add flashy animations for them, as I felt it did not make sense.
- Read the Force Powers section for detailed information regarding each new power.
- Rebalance the different Jedi classes to better distinguish them, with Consulars getting the most powers, Guardians getting the most feats, and Sentinels getting the most skills.
- Eliminate the cross-class skill penalty, as I felt Bioware’s skill allocation made little sense.
- Add health regeneration, so your character will slowly regenerate health while out of combat.
- Improve the Force power regeneration, so your character will regenerate Force points slightly while in combat and much quicker out of combat.

Installation Instructions:
This mod uses the TSLPatcher for easy installation. Simply run the executable to install the mod. It will modify and/or replace any conflicting files in your Override folder and save the original files inside the backup folder. Do NOT simply copy the files from the tslpatchdata folder to your Override folder; the mod will not work.

Uninstallation Instructions:
To uninstall this mod, first go to the tslpatchdata folder and select all the files inside. Copy and paste the files into your Override folder, overwriting as needed. Without deselecting the selected files, delete them from your Override folder. Afterwards, go to the backup folder and copy all the files except for the dialog.tlk file back into your Override folder. Lastly, copy the dialog.tlk file back into the main directory of wherever you installed TSL, NOT your Override folder.

Force Powers:

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Determination Proficiency (Universal Power)
Prerequisites:
Character Level 6

Form I, the Way of the Sarlacc, or the Determination Form, is one of the simplest and easiest to learn forms known to the Jedi. It is best used against multiple opponents, or when all other forms are unsuitable in a given situation. Powerful single opponents can often find flaw in this form.

Attack Modifier: +1 (Main-Hand + Off-Hand)
Defense Bonus: +1
Blaster Bolt Deflection: +0 (Net +1)
Cost: 0 FP
Duration: 120 seconds

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Determination Mastery (Universal Power)
Prerequisites:
Character Level 12

Form I, the Way of the Sarlacc, or the Determination Form, is one of the simplest and easiest to learn forms known to the Jedi. It is best used against multiple opponents, or when all other forms are unsuitable in a given situation. Powerful single opponents can often find flaw in this form.

Attack Modifier: +2 (Main-Hand + Off-Hand)
Defense Bonus: +2
Blaster Bolt Deflection: +0 (Net +2)
Cost: 0 FP
Duration: 120 seconds

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Contention Proficiency (Universal Power)
Prerequisites:
Character Level 6

Form II, the Way of the Ysalamiri, or the Contention Form, is the second of the lightsaber forms. It is very effective against other lightsaber wielders and Force users, but is least effective when used in deflecting blaster bolts.

Attack Modifier: +2 (Main-Hand + Off-Hand)
Will Saves: +2
Blaster Bolt Deflection: -6 (Net -4)
Cost: 0 FP
Duration: 120 seconds

------------------------------------------------------------

Contention Mastery (Universal Power)
Prerequisites:
Character Level 12

Form II, the Way of the Ysalamiri, or the Contention Form, is the second of the lightsaber forms. It is very effective against other lightsaber wielders and Force users, but is least effective when used in deflecting blaster bolts.

Attack Modifier: +4 (Main-Hand + Off-Hand)
Will Saves: +4
Blaster Bolt Deflection: -8 (Net -4)
Cost: 0 FP
Duration: 120 seconds

------------------------------------------------------------

Resilience Proficiency (Universal Power)
Prerequisites:
Character Level 6

Form III, the Way of the Mynock, or the Resilience Form, is a form dedicated purely to counter an enemy's blaster fire. In the hands of a master, it can also be used defensively against any opponent, though it reduces a user's effective weapon strike range.

Attack Modifier: -4 (Main-Hand + Off-Hand)
Defense Bonus: +4
Blaster Bolt Deflection: +6 (Net +2)
Cost: 0 FP
Duration: 120 seconds

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Resilience Mastery (Universal Power)
Prerequisites:
Character Level 12

Form III, the Way of the Mynock, or the Resilience Form, is a form dedicated purely to counter an enemy's blaster fire. In the hands of a master, it can also be used defensively against any opponent, though it reduces a user's effective weapon strike range.

Attack Modifier: -4 (Main-Hand + Off-Hand)
Defense Bonus: +6
Blaster Bolt Deflection: +8 (Net +4)
Cost: 0 FP
Duration: 120 seconds

------------------------------------------------------------

Aggression Proficiency (Universal Power)
Prerequisites:
Character Level 8

Form IV, the Way of the Hawk-Bat, or the Aggression Form, is a form that employs a combination of Force-assisted acrobatics to defeat an opponent. Masters of this form could appear as a blur to their opponents, their speed improving both defense and offensive abilities. However, it is an exhaustive form, ill-suited for prolonged duels.

Attack Modifier: +2 (Main-Hand + Off-Hand)
Defense Bonus: +2
Blaster Bolt Deflection: -4 (Net -2)
Attack Rounds: +1
Cost: 20 FP
Duration: 90 seconds

------------------------------------------------------------

Aggression Mastery (Universal Power)
Prerequisites:
Character Level 16

Form IV, the Way of the Hawk-Bat, or the Aggression Form, is a form that employs a combination of Force-assisted acrobatics to defeat an opponent. Masters of this form could appear as a blur to their opponents, their speed improving both defense and offensive abilities. However, it is an exhaustive form, ill-suited for prolonged duels.

Attack Modifier: +4 (Main-Hand + Off-Hand)
Defense Bonus: +4
Blaster Bolt Deflection: -4 (Net +0)
Attack Rounds: +1
Cost: 20 FP
Duration: 90 seconds

------------------------------------------------------------

Perseverance Proficiency (Universal Power)
Prerequisites:
Character Level 8

Form V, the Way of the Krayt Dragon, or the Perseverance Form, is a form derived from Form III, developed by masters who felt that Form III was too passive. It retains Form III's blaster bolt deflection ability and improves the strength of a user's attacks, though sacrifices defense.

Attack Modifier: +2 (Main-Hand + Off-Hand)
Defense Bonus: -2
Blaster Bolt Deflection: +0 (Net +2)
Cost: 0 FP
Duration: 120 seconds

------------------------------------------------------------

Perseverance Mastery (Universal Power)
Prerequisites:
Character Level 16

Form V, the Way of the Krayt Dragon, or the Perseverance Form, is a form derived from Form III, developed by masters who felt that Form III was too passive. It retains Form III's blaster bolt deflection ability and improves the strength of a user's attacks, though sacrifices defense.

Attack Modifier: +4 (Main-Hand + Off-Hand)
Defense Bonus: -2
Blaster Bolt Deflection: +0 (Net +4)
Cost: 0 FP
Duration: 120 seconds

------------------------------------------------------------

Moderation Proficiency (Universal Power)
Prerequisites:
Character Level 8

Form VI, the Way of the Rancor, or the Moderation Form, is a blend of many of the previous forms. In the blending, much of the strengths of each form are lost, though it has no inherent weaknesses either.

Attack Modifier: +1 (Main-Hand + Off-Hand)
Will Saves: +2
Blaster Bolt Deflection: +0 (Net +1)
Cost: 0 FP
Duration: 120 seconds

------------------------------------------------------------

Moderation Mastery (Universal Power)
Prerequisites:
Character Level 16

Form VI, the Way of the Rancor, or the Moderation Form, is a blend of many of the previous forms. In the blending, much of the strengths of each form are lost, though it has no inherent weaknesses either.

Attack Modifier: +2 (Main-Hand + Off-Hand)
Will Saves: +4
Blaster Bolt Deflection: +0 (Net +2)
Cost: 0 FP
Duration: 120 seconds

------------------------------------------------------------

Ferocity Proficiency (Universal Power)
Prerequisites:
Character Level 8

Form VII, the Way of the Vornskr, or the the Ferocity Form, is a very aggressive form that is effective against single opponents, greatly improving a user's ability to strike. Its emotional demands, though, render the user vulnerable to Force attacks, and should be used with caution against strong Force users.

Attack Modifier: +2 (Main-Hand + Off-Hand)
Will Saves: -4
Blaster Bolt Deflection: -4 (Net -2)
Attack Rounds: +1
Damage Bonus: +2-6 Universal
Cost: 0 FP
Duration: 120 seconds

------------------------------------------------------------

Ferocity Mastery (Universal Power)
Prerequisites:
Character Level 16

Form VII, the Way of the Vornskr, or the the Ferocity Form, is a very aggressive form that is effective against single opponents, greatly improving a user's ability to strike. Its emotional demands, though, render the user vulnerable to Force attacks, and should be used with caution against strong Force users.

Attack Modifier: +4 (Main-Hand + Off-Hand)
Will Saves: -4
Blaster Bolt Deflection: -4 (Net +0)
Attack Rounds: +1
Damage Bonus: +2-12 Universal
Cost: 0 FP
Duration: 120 seconds

------------------------------------------------------------

Compatibility Issues:

This mod should be compatible with other mods that also add Force powers to K1, such as Darth InSidious’ Four Force Powers. Unfortunately, because this mod modifies the number of powers and feats each character gains per level, it will not be compatible with other mods that also do the same, such as Shem’s Feat Progression for K1. If you dislike my version of it, you can install Shem’s version over mine. Simply install my mod first, then Shem’s. You’ll get the best of both worlds. If there is a major conflict with another popular mod, contact me and I’ll see if I can release a patch to make mine compatible. 

Bugs:
None that I know of. This was supposed to be part of a much bigger mod with many more Force powers, but that project was taking too long, so I felt I should release this portion first. Version 2 of this mod will add many more powers to play with, as well as correct any balance issues with this one.

Contact Information:
You can email me at staradmiral@hotmail.com or you can find me hanging out at the Holowan Labs at various times of the day under the user name Star Admiral. I’ll do my best to get back to you ASAP.

Credits:
A million thanks go out to all the people at the Holowan Labs who have graciously helped me with any modding problems I have had with KOTOR or TSL. Special thanks go out to DarthParametric, RedHawke, stoffe, ChAiNz.2da, TriggerGod, and Ferc Kast, without whom I could not have learned as much as I have in so short a time. For this mod, I must also thank deathdisco for first implementing lightsaber forms as armbands and giving me permission to go ahead with making this variant and Darth Payne for tirelessly helping me to test this mod. Thanks again. =)

Terms of Use:
Naturally, you can modify these files for your personal use. You also may use them in any mod if you would like, but please give me credit. That's all I ask.

THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT

COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.

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Star Admiral


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Registered 1st December 2008

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