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KotOR Skills Rebalancing Mod (Beta)
Filename: kotor_skills_rebalancing_mod.zip


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Thrak_Farelle
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04-22-2013
Mods > Character Progression


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KotOR Skills Rebalancing Mod (Beta) - File Description  


Description:
Ok, here goes. Brief summary of the mod, for full details, please see the readme.

This is my first mod for KotOR, started as a mod to tweak the sentinel beacuse I always felt the class was a bit imbalanced in terms of not enough "skill power", and the mod kind of snowballed, with this being the end result. It does skill point and class skill balancing for not just the sentinel, but for all the classes and player class combinations ingame, jedi, and base, and even the droids too, as a bonus.

As part of the rebalance, there are a couple of entirely optional, as this part can be ignored entirely if you wish to just use the rebalance part, items for each class, again, that started out just for the sentinel to reflect the skill changes, mainly, stealth, think K2 weaponmaster, and I decided to give the other 2 a little something as well. The main purpose of this mod is still the skills rebalance and as I say, the items are an optional bonus. They can also be installed on their own, if you wish.

To properly rebalance the droids I fixed the feat gain between the 2 classes in addition to class skills and skill points so the combat droid now gains more feats, rather than less, but apart from this, skills are the only things I've rebalanced, no feat or power tweaking. This is a fix rather than a rebalance, as they were the wrong way round in vanilla, and I wanted to fix them to accurately rebalance them with skills. This also is optional, but recommended, as otherwise the droids will be a bit imbalanced.

After all the rebalancing and having given it a thorough scoundrel/sentinel playthrough, I personally feel that it's more balanced now, and somewhat more like K2, which I was using as a guideline. I'd love to hear feedback, positive and negative, provided it's constructive negative rather than "oh, this mod's rubbish". I'd also very mch appreciate it if people can let me know if any bugs are discovered with the mod so I can get to work on fixing them smile



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KotOR Skills Rebalancing Mod (Beta) - Readme  
Readme File:
1. Introduction

Hi there, this is the readme for my KotOR Class Skills Rebalance Mod.
This is my first mod for a KotOR game, I decided to start modding after
having used mods for years, and beginning to want more and more things
that there weren't already mods out for, so, that led to this. This
started off as a simple little mod for me to use that altered the skill
points and class skills of sentinels, because I always thought that
needed a bit of balancing in K1, and it kind of snowballed, with this
being the end result. What this now comprises is 3 separate mods, all
designed to work together as part of 1 overall mod. The main mod, the
rebalance, tweaks the class skills and skill points of most classes
ingame now, and not just the player ones either, the droid classes are
tweaked too. A fix for the droid feat gains, as in vanilla it's the
wrong way round, and I decided if I was doing a rebalance, to make it
an accurate rebalance, that needed fixing. And the new unique items, 2
for each jedi player class, that began with the sentinel items only as
part of the sentinel rebalance, and I decided to add in a little something
for the other classes too. The mods are detailed more later.


2. BETA!

This mod is still in beta testing. I've tested it myself with a full
playthrough of KotOR as a sentinel, to make sure there was nothing major
wrong with it, and everything worked like it was supposed to with no
bugs that I could find as a result of the mod (I have a few in vanilla
anyway, KotOR doesn't like my setup). Though obviously this doesn't
mean everything is definitely 100% ok, hence this still being in beta,
see further down for descriptions of exactly how to tell if some of the
less obvious changes aren't working.


3. Legal stuff

I never enjoy writing legal stuff, I always think it makes it sound
like I don't trust people, but unfortunately it seems to be a nescessary
evil nowadays. Anyway, feel free to download this mod, use it, give it
to friends, and edit it for your personal use, but DO NOT redistribute
it, or any part of it, original or edited, without my permission, and do not
distribute mods that use any files from my mod at all, original or edited,
without permission.

If your intent is just to upload it to another mod site, or include some,
or all, of this mod, original or edited, in a mod of your own while giving
due credit, I'll almost certainly say yes, I just like to keep track and
make sure no one is using this mod for the wrong purposes. You can
contact me to request permission via my e-mail address
"thrak-farelle@hotmail.co.uk"

Under no circumstances can you make money from this mod in any way, or
include it or associate it with anything at all that makes/is trying to
make money.

You use this entire mod and all files included entirely at your own risk. I
assume no responsibility for any effects this has on your game, or any
effects it has on anything else, including but not limited to your
computer. By using this mod you agree to these terms.


4. Mod details

This section will detail each of the 3 parts of the mod, and all of the
changes they make. Fair warning, this includes a lot of tables and
comparisons, so this section is rather long.

a) Droid Feat Gain Fix

I fixed this simply so that the rebalance mod was accurate, as it rebalanced
the droid class skills and skill points too. If you use the skill part
of the mod without installing this part, the droids will be imbalanced.
If people would like me to, I could release this part separately, though
I'm guessing that's already been done by someone somewhere.

what this changes:

The feats of the 2 droid classes were the wrong way round, with combat
droids gaining less than expert droids, rather than more, this is now fixed.

Previously:

Combat Droid: 7 feats total

Expert Droid: 10 feats total

Now:

Combat Droid: 10 feats total

Expert Droid: 7 feats total

b) skills Rebalance

The main part of this mod. As I mentioned earlier, I always thought that
the sentinel was a bit imbalanced, mainly in that although vitality and
force point totals were the same as the other 2 classes, feat gain was
no better than a consular, and force power gain no better than a guardian.
This was supposedly in favour of a class that relied on skills, so how many
more skill points would you expect the sentinel to have got a level?
3? 4? No, 1. 1 more. Plus, the consular had not just more, but far
more class skills than the sentinel, making scoundrel consular the only
combination that had all 8 class skills, when the combination that was
supposedly the most skill focused was scoundrel sentinel. Hence why I
decided to come and make this mod. This changes class skills and skill
point gains for many of the classes, with KotOR 2 as a guideline.
Example, in KotOR 2, a Jedi Sentinel with intelligence at 18 will gain
7 skill points a level, now in K1 with this mod installed, a Jedi Sentinel
with intelligence at 18 will also gain 7. It couldn't be exactly the
same as K2 for a few reasons, mainly that the way K2 uses the intelligence
modifier is different to K1, and I don't seem to be able to change that,
plus K1 has no class skill feats, instead using the combinations of class
skills from the 3 base classes and the 3 jedi classes to determine class
skills, again, not something I could change without starting out as a Jedi
from the get go, and that's not the purpose of this mod. Although primarily
the skills rebalance was to balance the jedi classes, I have modified the base
classes too, partly beacause that was required for proper rebalancing of the
jedi classes, as jedi class skills are partly determined by base class class
skills, and partly because I also always thought the scout and scoundrel didn't
have enough in the way of "skill power" to make up for what they lose in the
way of "combat power" compared to the soldier. As a small bonus, I also tweaked
the droid classes too. Now, like I said, this can't be exactly like K2 for
various reasons, but I do feel that with this mod, the way skills work for
the classes will be much more like K2, and I do think they're far more
balanced now.

what this changes:

class skills and skill point gains for classes as follows


Combat Droid:

Previously:

Class Skills - Demolitions, Awareness, Computer Use, Repair, Security

Skill Points per level - 2

Now:

Class Skills - Demolitions, Awareness

Skill Points per level - 4

Expert Droid:

Previously:

Class Skills - Computer Use, Repair, Security

Skill Points per level - 4

Now:

Class Skills - Computer Use, Repair, Security, Demolitions, Awareness

Skill Points per level - 8

Reasons:

When the feat gain between these 2 classes is fixed (included in this mod),
I feel they're rather imbalanced.

I think the expert droid doesn't have nearly enough skill points or class
skills for what it sacrifices in the way of combat, vitality is the same
as a scout or sentinel, and feat gain, when fixed, is the same as a consular, without
the force bonuses. So, the expert droid now has all 5 droid class skills and
a base of 8 skill points per level.

I felt the combat droid was flawed in both directions. For 1 thing, the
amount of class skills for a class that combat focused? Overpowered, well,
it would be if you had the skill points to use them, which you now do, hence
why I changed it, as I thought leaving him with 5 class skills after the
skill point increase was too overpowered. The skill point increase was done
because, while the combat droid gets a couple more vitality points per
level than a soldier, both the feat gain, even when fixed, and the feats
available, are dramatically less. I felt this made a combat droid a tad
weak compared to a soldier, so fixed this by giving him enough skill points
to keep Demolitions and Awareness, the 2 class skills I decided it made the
most sense for an assassin droid to keep, at max. As mines can be quite
destructive in combat, I feel that makes up somewhat for the massive feat
loss compared to a soldier.

Soldier:

Previously:

Class Skills - Demolitions, Awareness, Treat Injury

Skill Points per level - 2

Now:

Class SKills - Demolitions, Awareness, Treat Injury

Skill Points per level - 2

Scout:

Previously:

Class Skills - Computer Use, Repair, Demolitions, Awareness, Treat Injury

Skill points per level - 6

Now:

Class SKills - Repair, Demolitions, Awareness, Treat Injury

Skill points per level - 8

Scoundrel:

Previously:

Class Skills - Demolitions, Awareness, Stealth, Security, Persuade

Skill Points per level - 8

Now:

Class Skills - Demolitions, Awareness, Stealth, Security, Persuade

Skill Points per level - 10

Reasons:

My reasons behind these modifications are two fold.

I always felt the soldier class, as a player class, was too powerful
compared to the other 2. Skills were supposed to be what made up for
their disadvantages, unlike with jedi classes, where force and force
points balanced with feats and vitality over the classes (with the
exception of the sentinel, the main reason for this mod), and yet
I felt the soldier gained more power in the additional feats and
vitality than the other 2 classes did in additional skills and skill
points. Not by miles, as skills can be quite powerful against
enemies if used properly, especially stealth, but still imbalanced.
So, the soldier has the same skill points, and the Scout and Scoundrel
have 2 more base per level each, equating to 1 more point each per
level.

I realise the scout losing computer use as a class skill will somewhat
reverse the balance changes between these 3 classes, but that was done
to balance the skills better between the jedi classes, which I felt
was more important, as they're played for much more of the game.

The other reason was to help with the jedi class rebalances. Since
class skills and skill points to an extent (skill points only in
how many you gain in the first few levels) are determined by base
class, I felt the base classes needed changes too to properly
balance the possible base/jedi class combinations, and therefore
the jedi classes.

This was very tricky to decide on a number, as I wanted to balance
the classes better against the soldier, and give the scoundrel enough
for a skill focused playthrough when combined with the sentinel. But I also
needed to avoid potentially giving a scout or scoundrel going into a guardian or
consular too many skill points, otherwise changing the sentinel to make it
better balanced against them by improving the skills, would be pointless.

For the Scoundrel, I decided that 10 at least were required, for
balancing vs the soldier, but mainly because I wanted the skill
progression on a playthrough using the 2 skill classes, scoundrel
and sentinel, to be similar to starting K2 with a level one sentinel,
so I decided Scoundrel needed the same amount as the sentinel. I thought
about 12, to balance it better vs the soldier and to give a scoundrel
sentinel a few more points, however, I decided against it as I thought that
could potentially give too many skill points to a scoundrel guardian or consular,
plus I thought that that would actually give a scoundrel sentinel a few
too many skill points.

I decided 8 was needed to balance the scout against the soldier, especially with
dropping computer use as a class skill, done to better balance the sentinel
against the other 2 jedi classes evolved from a scout, but that more than that
could potentially give a scout consular or guardian too many skill points vs a
sentinel, so 8 it is.

The base classes are, I think, better balanced than vanilla vs each other,
and I think they've been tweaked so that the jedi classes can also be more
balanced in the way of skills, which is the primary purpose of this mod, and
I feel the more important reason for tweaking the base classes

Jedi Guardian:

Previously:

Class Skills - Awareness, Persuade, Treat Injury

Skill Points per level - 2

Now:

Class Skills - Awareness, Persuade, Treat Injury

Skill Points per level - 4

Reasons:

While I was doing this largely to balance the sentinel by giving it
more skill power, I always thought a measly 2 base skill
points, meaning 1 per level, was not enough for a jedi, as all jedi
had persuade as a class skill which is highly recommended for PCs,
along with treat injury and awareness, both of which can be useful
for a PC, plus any carried over from the base class, so I did the
base up to 4, which equates to 2 per level. I felt I couldn't add
any more without giving the classes too much skill power compared to
a sentinel if the base class is anything but a soldier, so 4 it is.

Jedi Consular:

Previously:

Class Skills - Awareness, Persuade, Treat Injury, Computer Use, Demolitions, Repair

Skill Points per level - 2

Now:

Class Skills - Awareness, Persuade, Treat Injury

Skill Points per level - 4

Reasons:

See mod details above for class skill reasons, see Guardian for point
reasons. I realise in K2 the consular is mildly more skill
dependant than the guardian, and considered giving the consular an
extra 2 base points, but decided against it, because I thought consular
6 guardian 4 would give the consular potentially too much skill power
compared to the sentinel, and thought consular 4 guardian 2 would
not give the guardian enough skill points, which I felt was a larger
imbalance than leaving the consular and guardian both with 4. I also
wondered about giving consular 1 more class skill, but with how class
skills have worked out over all of the base classes, and therefore
all of the base class/jedi combinations, I again felt that was
a larger imbalance than leaving consular class skills as is.

Jedi Sentinel:

Previously:

Class Skills - Awareness, Persuade, Treat Injury

Skill Points per level - 4

Now:

Class Skills - Awareness, Persuade, Treat Injury, Computer Use, Repair, Stealth

Skill Points per level - 10

Reasons:

See mod details above, as Sentinel was my main reason for making this mod.

c) Jedi Class Unique Items

As mentioned, this started off with wanting to give the sentinel a little
something to go with the new additional focus on skills, specifically, stealth,
as in K2 a skill focused weaponmaster gets force camouflage. Then I decided to
also give the consular and guardian a little something as well, hopefully not too
powerful, but as I write this the only thorough testing that's been done is me
with a sentinel, so I can't know for sure until beta testing is done.

what this changes:

Adds in 2 new items for each class, all class restricted, and all only acquired
if your jedi is the correct class for the item, meaning there's no way outside
of cheating to get anything other than the 2 for your class in a single playthrough.
I also designed them so that, hopefully, you'll be using them for your PC most of
the time, as they aren't meant to permanantly enhance party members.

You'll get the first of the items from Zhar after either redeeming or killing
Juhani, at least, you should. And you should find the second in the catacombs of
the Rakatan Temple on the Unknown World. Well, you will unless you're just speeding
through to finish the story, but provided you're not doing that, it's not hard to find.

Jedi Sentinel:

From Master Zhar:

Jedi Force Stealth Unit

Stealth +6
Awareness +2
Dexterity +2
Reflex Saving Throws +1
Blaster Bolt Deflection +1

Bonus Feat: Sneak Attack V

Restricted To: Jedi Sentinel

In the Rakatan Temple:

Rakata Stealth Unit

Stealth +10
Awareness +8
Dexterity +4
Reflex Saving Throws +4
Blaster Bolt Deflection +4

Immunity: Mind Affecting, Sneak Attack

Bonus Feat: Sneak Attack X

Restricted To: Jedi Sentinel

Jedi Consular:

From Master Zhar:

Force Adept Armband

Wisdom +1

Restricted To: Jedi Consular

In the Rakatan Temple:

Rakata Armband

Wisdom +2
Charisma +2

Restricted To: Jedi Consular

Jedi Guardian:

These ones are a tad unusual, they're colour crystals that
enhance power crystal properties, similar to heart of the
guardian and mantle of the force, and indeed that's what the
items are based on. These were quite tricky to do, and if anything
in the mod doesn't work properly, I'm guessing it'll be this.
For item descriptions, I'm doing a power crystal table comparing
stats in a normal saber, HotG and MotF, and these 2.

The guardian crystal is designed to be better than a normal saber,
but not as good as HotG and MotF, while the rakata force crystal
should be the best in the game

From Master Zhar:

Force Focus Crystal

In The Rakatan Temple:

Rakata Force Crystal

Any lightsaber with either of these crystals in will be restricted to Jedi Guardians




Table:



Bondar:

Normal Saber: Stun 25% chance, 6 seconds, DC 10
HotG: On Hit: Stun 25% chance, 6 seconds, DC 14
MotF: On Hit: Paralyze 25% chance, 6 seconds, DC 14
FFC: On Hit: Stun 25% chance, 9 seconds, DC 10
RFC: On Hit: Stun 25% chance, 9 seconds, DC 22

Damind:

Normal Saber: Attack Modifier +3
HotG: Attack Modifier +3, Energy Damage +2
MotF: Attack Modifier +1, Energy Damage +1, Force Points Regen +1
FFC: Attack Modifier +3, Energy Damage +1
RFC: Attack Modifier +3, Energy Damage +2, Cold Damage +2

Eralam:

Normal Saber: Attack Modifier +2, Energy Damage +2
HotG: Attack Modifier +3, Energy Damage +3
MotF: Attack Modifier +3, Energy Damage +3
FFC: Attack Modifier +3, Energy Damage +2
RFC: Attack Modifier +3, Energy Damage +3, Fire Damage +2

Firkrann:

Normal Saber: Attack Modifier +2, Energy Damage vs Droids +2-12
HotG: Attack Modifier +3, Ion Damage vs Droids +3-18
MotF: Attack Modifier +3, Ion Damage vs Droids +3-18
FFC: Attack Modifier +2, Energy Damage vs Droids +2-12, Ion Damage vs Droids +2
RFC: Attack Modifier +3, Ion Damage +4, Ion damage vs droids +3-18

Jenruax:

Normal Saber: Blaster Bolt Deflection +5, Energy Damage +2
HotG: Blaster Bolt Deflection +7, Energy Damage +2
MotF: Blaster Bolt Deflection +5, Energy Damage +1, Dexterity +1
FFC: Blaster Bolt Deflection +6, Energy Damage +2
RFC: Blaster Bolt Deflection +7, Energy Damage +2, Dexterity +1

Luxum:

Normal Saber: Attack Modifier +2, Energy Damage vs Droids +1-6
HotG: Attack Modifier +3, Ion Damage vs Droids +2-12
MotF: Attack Modifier +3, Ion Damage vs Droids +2-12
FFC: Attack Modifier +3, Energy Damage vs Droids +1-6
RFC: Attack Modifier +5, Ion Damage vs Droids +2-12

Nextor:

Normal Saber: Attack Modifier +1, Keen
HotG: Attack Modifier +1, Energy Damage +1
MotF: Attack Modifier +1, Energy Damage +1
FFC: Attack Modifier +2, Keen
RFC: Attack Modifier +3, Energy Damage +1, Keen

Opila:

Normal Saber: Energy Damage +3, Masive Criticals +2-12
HotG: Attack Modifier +2, Energy Damage +3, Masive Criticals +2-12
MotF: Attack Modifier +2, Energy Damage +3, Masive Criticals +2-12
FFC: Energy Damage +4, Massive Criticals +2-12
RFC: Attack Modifier +2, Energy Damage +3, Electrical Damage +1, Massive Criticals +4-14

Phond:

Normal Saber: Physical Damage +1-6
HotG: Physical Damage +1-10
MotF: Physical Damage +1-10
FFC: Physical Damage +1-8
RFC: Physical Damage +3-13

Rubat:

Normal Saber: Attack Modifier +1, Energy Damage +1
HotG: Attack Modifier +2, Energy Damage +2
MotF: Force Points Regen +3
FFC: Attack Modifier +1, Energy Damage +2
RFC: Attack Modifier +3, Energy Damage +2, Sonic Damage +1

Sapith:

Normal Saber: Attack Modifier +2, Energy Damage +3
HotG: Attack Modifier +3, Energy Damage +4
MotF: Attack Modifier +3, Energy Damage +4
FFC: Attack Modifier +3, Energy Damage +3
RFC: Attack Modifier +3, Energy Damage +4, Constitution +1

Sigil:

Normal Saber: Attack Modifier +1, Energy Damage +1-6
HotG: Attack Modifier +2, Energy Damage +1-8
MotF: Attack Modifier +2, Energy Damage +1-8
FFC: Attack Modifier +1, Energy Damage +1-8
RFC: Attack Modifier +2, Energy Damage +2-12

Solari:

Normal Saber: Restricted to Light Side, +1-8 Light Side Damage vs Dark side, Attack Modifier +3, Physical Damage +3
HotG: Attack Modifier +2, Blaster Bolt Deflection +4, Energy Damage +1-10
MotF: +2-12 Light Side Damage vs Dark Side, Attack Modifier +4, Energy Damage +1-8
FFC: Restricted to Light Side, +1-10 Light Side Damage vs Dark side, Attack Modifier +3, Physical Damage +4
RFC: Attack Modifier +2, Blaster Bolt Deflection +4, Energy Damage +1-10, Strength +2

Upari:

Normal Saber: Attack Modifier +3, Energy Damage +1-8
HotG: Attack Modifier +4, Energy Damage +2-12
MotF: Attack Modifier +2, Energy Damage +1-6, Blaster Bolt Deflection +8
FFC: Attack Modifier +3, Energy Damage +1-10
RFC: Attack Modifier +4, Energy Damage +2-12, Strength +1

Krayt Dragon Pearl:

Normal Saber: Attack Modifier +3, Energy Damage +2
HotG: Attack Modifier +3, Energy Damage +1-8
MotF: Attack Modifier +4, Blaster Bolt Deflection +3
FFC: Attack Modifier +3, Energy Damage +3
RFC: Attack Modifier +3, Energy Damage +1-8, Strength +1


5. Testing

As mentioned earlier, this mod is still a beta, what I'm doing here is telling you
how you can notice if a less obvious part of this mod doesn't work. If that's the
case, I'd very much appreciate being informed so I can work on fixing it :).
The class skills and skill points shouldn't be too hard to notice, neither should
the droid featgain. As for the items, if something goes wrong with getting an item
from Zhar, the Zhar dialogue after sorting Juhani out one way or another should end
with Uh Oh, rather than the line for the correct item. With the temple catacombs,
you should get your item from a wicker footlocker labeled "Strange Force Surrounded Locker"
just to the right of the computer that opens up the upper floor of the temple. The scripts
for checking your class and spawning the container with the appropriate item in are fired
during the "dialogue" that happens when you walk into the H panel room in the catacombs.
I know no one actually says anything, it's just a small ingame cutscene of them walking, but
in the files it has to be a dialogue, and that's good enough for scripts. If something goes
wrong here either the container just won't appear, or the cutscene will show Uh Oh down in the
section where dialogue would be if people were talking.

Also for testing purposes the cheat codes for the items are as follows

Jedi Force Stealth Unit: force_stealth
Rakata Stealth Unit: rakata_stealth
Force Adept Armband: consular_armband
Rakata Armband: rakata_armband
Force Focus Crystal: guardian_crystal
Rakata Force Crystal: rakata_crystal


6. Installation

For convenience, there are 2 folders here in the zip, to allow you to install the rebalancing
mod without the items, or vice versa if you wish. You can install the rebalancing mod without
the droid feat gain fix, and I'll explain how, but this is not recommended as it will lead to
imbalancing. I'll also explain how to install the feat gain fix without the rebalance mod,
should you wish to do that. I'll probably release the 3 mod parts separately once testing
is finished, but they were designed to all be part of the same mod, and I'd like to keep
them together while it's still a beta.

I don't know for certain what will happen if you load a save after already starting the
game, my guess is the rebalance changes will not work, however the items will spawn
provided you load a save from before the relevant area.

a) whatever you're installing

Find the Override Folder in your KotOR directory (usually Program Files/Lucasarts/SWKotOR),
or create one in the directory if there isn't one, just add a new folder and name it
Override, not case sensitive but needs to be spelt correctly for the game to recognize it.

b) To install everything:

In both of the folders in the zip, there's a folder called Override, move or copy all
the files from both of the zip Override folders into the Override folder in your KotOR
directory. Then just play the game.

c) To install the rebalance mod including droid feat gain fix, but without the items

Move all the files from the zip Override folder in the "KotOR Class Skills Rebalance"
folder into the Override folder in your KotOR directory. Then play.

d) To install only the items, but without any of the rebalancing changes

Move all the files from the zip Override folder in the "Jedi Class Force Items"
folder into the Override folder in your KotOT directory. Then play

e) To install only the droid feat gain fix

In the zip, open the "KotOR Class Skills Rebalance" folder, go into the Override
folder in there, and move or copy ONLY "featgain.2da" into your KotOR directory
Override folder.

f) To install only the rebalance changes, without the droid feat gain fix or the items (not recommended)

In the zip, open the "KotOR Class Skills Rebalance" folder, go into the Override
folder in there, and move or copy ONLY "classes.2da" and "skills.2da" into your
KotOR directory Override folder.

g) To install the items and the droid feat gain fix, but without any other rebalance changes

Follow both sets of instructions under d) and e)

h) to install the items and the rebalance changes without the droid feat gain fix (not recommended)

Follow both sets of instructions under d) and f)


7. Uninstallation

Please note that I can't guarantee what will happen to save games using any part of this mod
if said part is uninstalled.

Go into your KotOR directory Override Folder

a) to uninstall the rebalance mod

delete classes.2da and skills.2da

b) to uninstall the droid feat gain fix

delete featgain.2da

c) to uninstall the items

delete:

consular_armband.uti
force_stealth.uti
guardian_crystal.uti
guardian_saber.uti
guardian_saber2.uti
guardian_saber3.uti
rakata_armband.uti
rakata_stealth.uti
rakata_crystal.uti
rakata_saber.uti
rakata_saber3.uti
double_rakatasab.uti
rakatalcker.utp
upcrystals.2da
unk44_sparty.dlg
dan13_zhar.dlg
consular_conditi.ncs
consular_zhar.ncs
consular_place.ncs
sentinel_conditi.ncs
sentinel_zhar.ncs
sentinel_place.ncs
guardian_conditi.ncs
guardian_zhar.ncs
guardian_place.ncs


8. Credits and Thanks

Bioware - for creating this amazing game in the first place
George Lucas - for being the man behind the star wars universe
Fred Tetra - for creating the amazing kotor tool which I used heavily while making this mod
tk102 - for creating the KotOR dialogue editor, another tool I used making this mod
All the people at Holowan Laboratories - for your brilliant modding tutorials

I do seriously mean these thank yous, I'm not just saying them :)


9. Separate Parts of the Mod

Once this mod has finished beta testing I will probably release the 3 parts separately as well as
having all 3 in the overall mod, however, while it's a beta, I'd like to keep it all as one mod.


10. Source

If you're not a modder, ignore the source folder. If you are a modder, this is where you'll
find the uncompiled scripts, feel free to look and them and if you're a new modder, feel free
to look and learn. But the same permissions up in the legal section apply to these files too,
they count as a part of the mod.


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