Kotor Force Powers Mod
DOWNLOAD - https://urllio.com/2tenj2
Should you be unaware of what this mod does, it adds some, as the name implies, high-level Force powers to your game. Cheaters and non-cheaters alike should find it useful, as you can make it to about level 30 in TSL (and the highest-level regular powers at at 21). Details of the powers are found in the readme under this review, which explains them a lot better than I could.
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are...-Fixed Force Power descriptions to display the correct prerequisites for a handful of powers that had gotten outdated descriptions-Fixed occurrences where beasts or droids killed when knocked down by the powers Strike, Pull, Hold or Destruction would not play their \"lying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.
Force restrictions were too restrictive. Maybe they didn't have the compute to only put it on some heavier armors. This mod works & now if you want to force lightning you can wear armor (though why would you want to (except for TO), if you're missing anyway just OP yourself with robes)
Using the Force in Knights of the Old Republic is easily one of the most enjoyable parts of the game. Any fan of Star Wars who wants to live out their fantasy of being a Jedi will go haywire as they access the vast array of powers that this game has to offer.
However, some people feel that the Force powers don't really last that long, making their usefulness in battle pretty minimal. This is especially true when it comes to the buffs and debuffs in this game, which are largely ineffective barring some exceptions. With this mod, players can now use all the Force powers at their disposal without worrying too much about their application in battle.
Along with the Jedi powers that have already been discussed on this list, Knights of the Old Republic also features a bunch of feats that allow players to improve their basic combat skills as well. However, some people feel that the number of feats and powers in the game is simply way too lacking for it to be interesting.
The beginning of Knights of the Old Republic is pretty great and establishes a central conflict that the player is caught right in the middle of. However, without Jedi powers or the skills required to use a lightsaber, this portion of the game can get somewhat annoying at times...especially on repeated playthroughs!
With the Jedi from the Start mod, this issue is taken care of in a flash. Now, players can breeze through the start of the game with their Jedi powers and make the initial section of gameplay far more enjoyable. Even the dialogue and other such interactions present near the start of the game are overhauled to make this mod feel more immersive!
At last, it is done. Between my flagging dedication and several days of upgrading my computer from XP to Vista, this mod has been put off for one week. This mod includes everything from version 1.0 and adds 11 distinct powers on top of it. Thus, there is a total of 18 distinct powers, each with 2 or 3 tiers for a grand total of 43 new powers to select during level-up. In addition, I made a number of tweaks to rebalance the different classes. Check out the ReadMe, it summarizes the changes better:
I'll be taking a break from scripting for a bit. This really fried my head. In any case, bugs or not, I'll probably release a version 3.0 sometime in the future to make the NPCs, both friendly and hostile, use the new powers.
I figured that I should mention this, as this is not a bug but an engine restriction. There are more than a few powers within this mod that increase the number of attacks that you can do per round. The limit imposed by the game engine is 5 attacks per round, so if you use two sabers, Master Flurry, Master Speed, Force Rage, and Ferocity Mastery at once, you would technically get 7 attacks, but in reality, the game will compute only 5.
Traditionally the Green Saber is a Jedi Consular, a Jedi that has a strong affinity with the force but lacks much skill with a Saber. The Blue Saber is a Jedi Guardian who posses significantly weaker force powers and very strong skills with a Saber. The Yellow Saber is the Sentinel, a Jedi that is basically balanced between affinity with the force and the ability to fight with a Saber. Red, as you can probably guess pretty easily, is just the traditional color of any EVIL Sith (Darth Maul and Darth Vader both had RED Sabers).
Jedi Sentinel: The Jedi Sentinel gains roughly 6 Vitality Points per level and 8 Force Points per level (it might actually be 8 vitality and 6 force) so they are geared for both Saber Combat and the ability to use Force Powers.
Force Power Alignments: As you play the game you will gain Light Side and Dark Side points. Certain abilities are geared for the Light SIde, Dark Side or are Universal. If you are Light Side and use a Light Side Power that power will cost less force points to cast and Dark Side Powers will cost more force points to cast and Universal Powers will cost a set amount of Force Points regardless of what Alignment you are. If you are Dark Side your Dark Side Powers cost less, Light Side Powers cost more and Universal Powers will always cost a set amount regardless of your alignment.
Except the Kinrath in the Crystal Cave and the end Boss battles at the Trayus Academy where using Force Powers is almost useless unless you have Force Crush (DS) or Fore Lighting (LS) because the AI saves almost every other offensive force power making them useless.
Well, a LSer can always just spam Force Wave until everything dies. You should have enough FP for it. And consulars aren't all that bad in melee unless you're playing with a balance mod that puts their BAB to where it should be -- Obsidian gave all classes equal BAB (bad idea, but in this instance it helps). Provided you took melee powers and feats, of course.
At Trayus, my Force powers worked just fine. Granted, my WIS was 32. I was a Guardian/Weaponmaster with LS mastery. I could stun a whole platoon of commandos with Stasis field or Force wave. Even the Maruaders and Sith Knights failed their saves often enough.
Ahh ^_^ I have no clue then, was on purpose keeping my force-related skills quite low, so it'd fit the idea of character that was put of touch with force for years and only now re-learns it... she had charisma at 14 or a bit more being a born leader and whatnot, but it alone definitely wasn't enough for me to use the force powers with much success. :\">
Sup mates,It's been a while. I wanted to make a new update for my Ultimate Force Icons mod for JKA, which would include some of Kotor 2 icons. I do have Kotor 2 game, and I have actually made a fully functioning icon set. But I have ran into some trouble... the upscale.... It's terrible. My icons look terribly pixely, and I'd like to make them look nice and neat. I could re-do the icons I have with the pentool in Photoshop, but that would be really time consuming. So I wonder, are there any KOTOR 2 HD icon mods out there And I'm not just asking for force powers... I need some of the feats, forms as well.Cheers and Happy New Year! 153554b96e