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KOTOR2 Balancing & Tweaky Mods


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So I was messing around with the .2das and decided to make a bunch of changes to make the game potentially more challenging. I have two zips up, filled with .2das just begging to be added to your override folder. "Rebalance" is just basic stuff - drops all classes except for the Guardian, Marauder, Weaponmaster, Combat Droid, and Tech Specialist down to 3/4 BAB, just like in KOTOR1. It also contains overrides to make all skills class skills, slow the regeneration rate, make all NPCs gain full XP along with you, give Tech Specialists an actual AC bonus, and give guardians and combat droids a couple more feats. The cleverly named "Crazy Rebalance" will change the classes a whole lot more - you hopefully won't be killing hordes of people in combat with your Jedi Consular quite so often any more. You can also choose to take more damage in Diffcult mode.

 

Apologies for the atrocious grammar & descriptions & all, I'm tired. I probably shouldn't release incomplete and untested game stuff when I'm half-asleep, but hey, works for some people. I'm going to test it all now myself. Have fun. And feel free to make comments and bug reports in this thread rather than clogging up my email. Please read everything on the site before asking questions. I recommend starting a new game.

 

Yeah, hey, link!

I am following my fish.

 

A temporary home for stranded ML'ers

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What i think alot of people would like to see is a mod to fix the influence system.

Another great idea by the people who brought you beer milkshakes!

 

"I don't see a problem...then again, SW isn't my life, so what do I know...." - some who makes 27.8 post per day on a SW forum!

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What i think alot of people would like to see is a mod to fix the influence system.

Yeah, and one that actually implements all the stuff that got cut and left the story incomplete. But for the time being, this will do. :D

- When he is best, he is a little worse than a man, and when he is worst, he is little better than a beast.

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What i think alot of people would like to see is a mod to fix the influence system.

Yeah, and one that actually implements all the stuff that got cut and left the story incomplete. But for the time being, this will do. :D

Well i'm still waiting to buy the PC version until there are some patches/mods to improve it. For now i'm happy with the Xbox version.

Another great idea by the people who brought you beer milkshakes!

 

"I don't see a problem...then again, SW isn't my life, so what do I know...." - some who makes 27.8 post per day on a SW forum!

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*cough* I actually found the game rather hard. *cough* :"> First time that I had start again was solo play with mira. I had used auto level up for companions. Now I got stuck with end boss. My consular/jedi master just isn

This post is not to be enjoyed, discussed, or referenced on company time.

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This is beautiful, Aurora. Thanks a bunch, and be sure to let us know if you come up with anymore difficulty boost mods. I'll gobble them up, if for no other reason than bragging rights.

 

The game's current difficulty is unimpressive. I mean, when you can defeat two dark jedi, a sith lord, and a sith marauder simultaneously UNARMED on difficult mode at level 27... well, I thought it was just plain silly.

 

Thumbs up. If you get anything that boosts the powers of various bosses, I'd be interested in that, too.

 

 

I'm interested in seeing some challenging Jedi Masters, buffed up Sion, Nihilus, and Traya. As it stands, my dark sider force choked all of the Jedi Masters to death, and that's just pathetic.

 

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Guest Damar Stiehl

Very nice, I like the reduced regeneration (not everyone is Wolverine, and you actually NEED Force Heal / Medpacks now) and deadlier poisons. Thanks, Aurora.

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The game's current difficulty is unimpressive.

People are working on that...

 

Soon as the LucasForums are back up, I'll post about an easy way to modify the difficulty there (at Holowan Laboratories, the main modding place). For now, posting here may suffice (not meaning to highjack the thread, just mention this).

 

Autobalance.2da has these values within it (looks bad but gives general idea):

row name vp tohit armor dmg save cr level

0 No_Auto_Balance 0.0 0.0 0.0 0.0 0.0 0 0.00

1 Set_1 0.65 0.9 0.6 0.065 0.8 -3 0.75

2 Set_2 0.65 0.9 0.70 0.09 0.9 -2 0.75

3 Set_3 0.65 0.95 0.80 0.11 1.0 -1 0.75

4 Set_4 0.70 1.0 0.90 0.135 1.0 1 0.75

5 Set_5 0.80 1.1 1.00 0.175 1.05 4 0.75

 

Editing them does work, but the game uses different sets depending on...something. Perhaps your location in the overall game progress, perhaps something else. I just found it out, so thought to share.

 

They DO work - one can easily test it out by putting 10.0 into the tohit and damage portions - a kinrath hit me for 40 damage before I did that, and after he had +126 BAB and did 800 damage when it hit.

 

So we can change things around, and even very easily, it seems. Hopefully it turns out this works as well as it seems to by my VERY brief testing.

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Hey, I appreciate all the compliments, but please test out the mods themselves - I'm doing so, but slowly. Crazy!Rebalance may just end up making consulars and guardians into even greater solo killing machines.

 

I'll see what I can do about toughening up the bosses and weakening the PCs.

 

I am *very* interested in adding back in the ending. I've started piecing it together and attempting to fill as many plot holes as I can. The difficulty is that: my programming skills are weak, my art skills are beyond pathetic, and no KOTOR-editing programs are fully compatible with KOTOR2 yet. I also don't want to totally destroy the vision of the developers for the ending, but without any reply from them about what exactly that vision was I'll cheerily make my own edits. If there are any 1337 programmers or artist/animators out there who are interested in helping with this, please PM me.

I am following my fish.

 

A temporary home for stranded ML'ers

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This looks good. I'll test it when I get back to my PC.

 

Personally, I never found the difficulty that much of a problem; I've always found the point of an RPG to be the story, but to each her/his own. That being said, it didn't make sense that the combat types weren't really much better at combat than non-combat classes.

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"Rebalance" is just basic stuff - drops all classes except for the Guardian, Marauder, Weaponmaster, Combat Droid, and Tech Specialist down to 3/4 BAB, just like in KOTOR1. It also contains overrides to make all skills class skills, slow the regeneration rate, make all NPCs gain full XP along with you, give Tech Specialists an actual AC bonus, and give guardians and combat droids a couple more feats.

 

Why make all skills class skills? What's the rationale?

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