I've never played but but I've read that because it was so incomplete at release the modders had to make up a bunch of shit and it just doesn't work well.
it's hard to describe how shit it is. the areas are huge, there's tons of backtracking, the content is repetitive and boring and it takes forever to beat. really amateurish stuff and complete lack of understanding of game design. even by mod standards
It's like a Black personrigged HK Factory that goes on for 15 hours of fetch quests, performs like shit and is completely pointless except for a 3 second bonus scene in the Telos revisit.
Eh. Fine by me. The transparent visors are better, and those things that stay on the sides are a complete non-issue. And together they are the majority.
High quality blasters is a good one. It's about the only graphics mod for any game I consider mandatory cause the vanilla blasters are basically 3 polygons.
The only "essential" mod is TSLRCM. I also like to use: > High Quality Skyboxes II > High Quality Backdrops/Stars & Nebulas > Content Pack - Feats & Powers (adds some nice feats) > HQ Blasters > Realistic Visual Effects > TSLRCM Tweaks (removes some of the lower quality parts of TSLRCM, like Kaevee) > npc Overhaul (removes some of the clone NPCs)
I also like some of Vurt's texture mods for planets.
Once KotOR II Movie Style Overhaul comes out that will probably be a permanent addition to my override.
I'm not familiar with DnD rules, can someone explain the point of Massive Criticals to me?
From what I understand it just adds damage to criticals (and doesn't get multiplied). In Kotor 2 you can make upgrades that give Massive Criticals 1-12, or upgrades that add +5 flat damage. The +5 damage will be doubled by a critical while the 1-12 massive criticals wont, so the +5 damage becomes +10 damage when you crit (+15 with power attack) but also adds to your non crit DPS, so whats the point in using the massive criticals upgrade?
I wish someone would make a version of TSLRCM which just adds bug fixes and party member conversations without all the bullshit that was obviously cut and adds nothing to the game. I find that many of the changes are completely unnecessary and draw attention to themselves which can be quite immersion breaking.
On balance it's better than the base game just because it adds cut dialogue with party members which is one of the best things about the game, but so many of the additions fricking suck and cripple the pacing of the game too.
Already mentioned by another anon but TSLRCM tweaks removes some of the extraneous bullshit added.
I feel ya on the pacing thing though. Narr Shaddaa got so much padding added to it. Bao Dur's line also isn't as funny when you actually fight the Duros.
The enemy stats in that bit are really messed up, too. Some of the Duros have such little HP that it must be in the single digits (instantly dying to saved frag grenades) while other ones consistently hit for 40+ damage. The Gand Findsmen in that section are also complete monsters for no reason. It's like they were testing it with hacked level 1/50 characters and accidentally saved the scaled enemies or something.
Just the fight out of Mira's apartment was more difficult for me than anything in the rest of the game. It's obvious that Obsidian removed those encounters for a reason, but they readded it anyway because modder 'tism. It's even worse with the laigrek lady because Obsidian phased her out with Jorran and she clearly wasn't meant to be "restored" if you can even call the abominable job they did restoring.
Just the fight out of Mira's apartment was more difficult for me than anything in the rest of the game. It's obvious that Obsidian removed those encounters for a reason, but they readded it anyway because modder 'tism. It's even worse with the laigrek lady because Obsidian phased her out with Jorran and she clearly wasn't meant to be "restored" if you can even call the abominable job they did restoring.
I have never actually noticed this but perhaps it is because of my build minmax autism this game appeals to. The extra fights do add a lot more chances to get the better gear the TSLRCM gives you access to.
>The enemy stats in that bit are really messed up, too.
They actually are. Because the game was barely finished and there are a lot of stat placement errors.
Fun fact - Darth Nihilus' and Colonel Tobin's stats are accidentally reversed. Nihilus has Tobin's stats and vice versa. That's why Nihilus is such a fricking pushover, while random mook #425 is a fricking powerhouse.
>Darth Nihilus' and Colonel Tobin's stats are accidentally reversed. Nihilus has Tobin's stats and vice versa. That's why Nihilus is such a fricking pushover, while random mook #425 is a fricking powerhouse.
I remember reading about that now that you mention it. That'd be why Nihilus' saves are so low.
I accidentally played through the majority of the game with no TSLRCM and the difference between the HK bots are insane. On the vanilla setting they're all scaled appropriately with the rest of what you fight then on TSLRCM they feel like they're scaled 20 levels above you and you have cheese all their fights.
Welp, my restored content playthrough just bricked (for the second time on this save file).
First time was on leaving Telos Polar Academy, I got on board the Ebon Hawk and it acted like I was just escaping from Peragus again. It even played the cutscene where the planet blows up. Once I got control of the exile the galaxy map was locked and I had to download a save game editor and change some global variable to fix this.
Now I'm at the point where Atton and Mira are together in the hideout and they're supposed to talk about getting onto Goto's ship, but instead the game loads and nothing happens so now i'm stuck playing the solo adventures of Atton on Nar Shaddaa.
Works on my PC. I have had the restored content mod break on Dantooine during the Khoonda invasion, though >kill all the waves >talk to Grenn >he acts like it's the start of the invasion >asks me to position squads >more waves spawn >kill them >talk to Grenn >he acts like it's the start of the invasion >repeat
>Light side >str >wis >sing blade green or blue saber >visas or acolyte >play https://youtu.be/xlYCxbBZUCY during atris fight >play https://youtu.be/wirkuuCjLCY during sion fight >play https://youtu.be/wG-FR3_fmPU during Kreia fight
Most kino experience I have ever had.
gaining levels before heading to other locations. if you haven't already been to a planet then you increase the quality of loot in the containers by showing up at a higher level. This matters most for dantooine which has more loot containers and the cave crystals.
iirc the next level threshold only kicks in at levels 11, 21, 31 etc so unless you're referring to the hssiss glitch (removed in TSLRCM iirc) then i don't think this counts as a good reason
I'm playing as a Jedi Master with high Wisdom. I got the battle precognition feat from Handmaiden and some Ossus Keeper robes just dropped so now the enemies can't interact with me because my defense is too high. I'm at the part where you fight all the ubese bounty hunters on Nar Shaddaa and I think they need to roll 20s to hit me lol
>defense
Man, it's been years but i still just don't get how people play with robes. Every time i try pumping dex and stacking defense i get hit somewhat less often but the times i get hit it hurts a lot more. Overall feels less comfortable than just stacking mods in the armor.
Turns out it's the Odyssey Engine, does anyone know if there's a way to get it? I want to make martial arts RPGs but dont want to go as low as rpg maker or as high as dark souls. It's like the perfect mix
Sith Marauder in Kotor 2 is the best class by far >gets a unqiue force power unlike Weapon Master >gets all the best weapon fighting feats >more flexible than weapon master because the alignment bonus is 1-8 damage and the class feats it gets add damage to all attacks including ranged (unlike Weapon Master which only gets melee based damage) >gets Juyo which is one of (if not the) best saber forms
The worst classes in Kotor 2 are by far the Sith Lord/Jedi Master, both of which are worse than just playing as a Consular because they get worse defense, saves, slower force power progression, and their unique abilities all suck. The only thing they offer compared to other classes is more force points but by the mid game you already have way more than you need even as a LS Jedi Guardian/Weapon Master spamming Dark Side powers.
I was incredibly disappointed with the combat in this game. There are just so few meaningful choices to make, either in choice of attack types or positioning.
Encounter and environment design that makes the range of ranged abilities more relevant, ability to fight while retreating with a defensive bonus (but with penalty if backed into a wall), good flanking mechanics for example. Particularly the fight-on-the-move thing, where enemies would try to corner you and you would attempt the same against them, switching between fighting styles to suit the situation.
>Encounter and environment design that makes the range of ranged abilities more relevant,
It feels like they were trying to do this on Peragus and somewhat on Telos surface (with all the minefields) but they just forgot about it after that.
Peragus has stuff like this all over, you just barely notice it because of how easy the game is. You have floating enemies that blow up if you get too close (later used by HK-50 to stop you rushing him with melee), enemies which heal others and have to be prioritised, static turret enemies which freeze you if you get in range but you can outrange them with rifles, sith assassins materialising behind you, tight corridors with lots of opportunities to use grenades, enemies using grenades themselves requiring you to get out of the way etc.
There's even stuff like environmental hazards requiring you to time your movements well (the pipes venting fuel, the heated floors in the mines). There's lots of opportunities to use skills too. I wish we had more levels like Peragus.
Yeah, there definitely were some elements that would have encouraged a more tactical or at least reactive playstyle, but it just never came together as a whole in my opinion. There were some sick-ass animations for a turn based game though, so props for that.
Is there a difficulty mod around somewhere?
I tried playing again but literally any character I made just effortlessly beats everything down to the point of it being boring.
I don't remember the game being this easy as a kid, but I guess understanding how the RPG part works just makes that much of a difference.
From what I've seen there isn't one. I kinda want to do this myself because I've had some success making tweaks to my game with Kotor tool but I'm not commiting to making a full blown mod just yet because you would need to change a lot of things to truly reign this game's balance in (as well as buffing all the stuff that's not worth using).
The easiest effort-to-payoff ratio tweaks you could do to achieve some sort of balance in this game would be: >edit autobalance.2da to slightly buff enemy stats scaling and lower their EXP rewards >edit spells.2da and basically double the FP cost of every force power that's an aoe buff or attack >edit classes2.da and lower the hp/fp gain per level for all classes >edit regeneration.2da and remove the innate hp regen from the game so you have to actually heal damage somehow
Yes/no/maybe.
The game has romance, but it's actually pretty subtle and metaphysical. It's less about two people wanting to bang each other and more about two souls being drawn to each other through the Force, that kind of shit. It's less Bioware and more Planescape: Torment.
Because KotOR 2 is unapologetically Torment IN SPACE.
A little bit. There's a part near the end of the game where you can be approached by one of two companions depending on who you have influence with, but it's one scene and you can tell them to frick off. It's a lot less heavy-handed than in the first game.
>depending on who you have influence with >Handmaiden is a battlewife in every way except official >Visas whispers her sweet nothings >Walk into the sunset with fricking Atton of all people
Life is weird man.
Are there any other games with gameplay like KOTOR 2? It's certainly not rocket science but the build variety and gameplay is more fun than any other CRPG I've played. >play jedi general >focus exclusively on party/leadership buffs >blaster with duelist to complete officer look >get raped by master vrook for having an RP build
When I was a kid I remember downloading dozens of mods for kotor 1 and 2 but I was having a look through Deadly Stream and I can't find any I'm interested in using. Were a bunch of them just lost to time or something? I swear there used to be lots of good robe/armor mods.
If it's your first time playing. No mods. You don't need them. Also, make sure to Wrestle with the Handmaiden. She asks you to get naked for her wrestling matches and wears some interesting underwear.
Goto's Yacht is a bit of a slog if you don't know what you're doing but I always enjoy it on repeat playthroughs. It's like a big puzzle where you're trying to find the codes for the different part of the ships and turn them in your favour.
Maps just made to be confusing.
Gotta fight through most of the enemies in there anyway.
It was kinda annoying how the game just railes you in segment after segment without giving time to prepare.
Tis bullshit
There's some kinda shaders fix out there. I have it installed, but I don't remeber where I got it. Google something along the lines of Kotor 2 dxun shaders fix. I think you have to also edit each text file and paste something. It's not too difficult but it takes a couple of minutes IIRC.
Theoretically if you made a balance mod for Kotor 2 what would you do about force storm? One of my goals is to make the classes feel more distinct e.g. jedi master and sith lord should feel like extremely powerful force users compared to the other classes, I was thinking of making storm exclusive to sith lord which makes that class feel uniquely powerful while also balancing the others, it doesn't make sense to me that a light side jedi guardian/weapon master can use this ability about as effectively as a sith lord by the end game.
I also kind of want to just remove it, since it's just too OP and force lighting (which storm replaces) is one of the only positioning based abilities in the game and can let you line enemies up to hit a bunch of them at once.
I think Storm is mostly fine, but maybe make it more expensive to cast so it gets extra fricked by the alignment penalty unless you run a CHA build. There's no reason for Storm to only cost 20 force points while the basic Heal costs 30 and Force Crush costs 60.
In vanilla KOTOR2 you can cast Force Storm for 35 force points at full light mastery with +0 charisma bonus, which is nothing in the mid to late game. The only problem would be trying to make any big changes to its cost feel less arbitrary, because in my opinion Shock and Lightning are fairly priced at 20. It's better than trying to lock force powers to certain classes, though. Hard restrictions are bullshit in RPGs.
I'd say no. Do a vanilla run and then apply the mod so you can see what it does. There are a lot of things it fiddles with that didn't need to be changed. They couldn't restrain themselves to just restoring cut dialogue / fixing scripting errors.
i wish it was accepted practice to release games that look graphically outdatted without saying its retro inspired or w/e, like a company could just license the Odyssey Engine in 2022 and release a game in it and no one throught it was strange
It's because it has +1 flat ion damage. It goes from conditional to guaranteed. Effectively 2-4 massive criticals, plus the extra d4 ion damage over the basic version of the upgrade.
TSLRCM. Nothing else.
TSLRCM (without the optional Droid Planet add-on) and Invisible Headgear. That's it.
>Droid Planet
Is it that bad?
Yes
I've never played but but I've read that because it was so incomplete at release the modders had to make up a bunch of shit and it just doesn't work well.
It's terrible moddershit
Even the HK factory is incredibly boring and it's like that times 100.
yes but i do it cause i like xp and more loot drops
it's hard to describe how shit it is. the areas are huge, there's tons of backtracking, the content is repetitive and boring and it takes forever to beat. really amateurish stuff and complete lack of understanding of game design. even by mod standards
It's like a Black personrigged HK Factory that goes on for 15 hours of fetch quests, performs like shit and is completely pointless except for a 3 second bonus scene in the Telos revisit.
It’s the worst level in any game ever
>and Invisible Headgear
Why?
I'll give you a hint.
Right, the mask. Visors are fine though.
Eh. Fine by me. The transparent visors are better, and those things that stay on the sides are a complete non-issue. And together they are the majority.
Which vr system is this
damn those are sum DSL
She's 14
yeah.. out of 10 xD
What is DSL ?
dick sucking lips
Rcm and lighting is all i do
kreia nude mod
High quality blasters is a good one. It's about the only graphics mod for any game I consider mandatory cause the vanilla blasters are basically 3 polygons.
The only "essential" mod is TSLRCM. I also like to use:
> High Quality Skyboxes II
> High Quality Backdrops/Stars & Nebulas
> Content Pack - Feats & Powers (adds some nice feats)
> HQ Blasters
> Realistic Visual Effects
> TSLRCM Tweaks (removes some of the lower quality parts of TSLRCM, like Kaevee)
> npc Overhaul (removes some of the clone NPCs)
I also like some of Vurt's texture mods for planets.
Once KotOR II Movie Style Overhaul comes out that will probably be a permanent addition to my override.
I wish it was possible to have both the handmaiden and the disciple
I'm not familiar with DnD rules, can someone explain the point of Massive Criticals to me?
From what I understand it just adds damage to criticals (and doesn't get multiplied). In Kotor 2 you can make upgrades that give Massive Criticals 1-12, or upgrades that add +5 flat damage. The +5 damage will be doubled by a critical while the 1-12 massive criticals wont, so the +5 damage becomes +10 damage when you crit (+15 with power attack) but also adds to your non crit DPS, so whats the point in using the massive criticals upgrade?
I wish someone would make a version of TSLRCM which just adds bug fixes and party member conversations without all the bullshit that was obviously cut and adds nothing to the game. I find that many of the changes are completely unnecessary and draw attention to themselves which can be quite immersion breaking.
On balance it's better than the base game just because it adds cut dialogue with party members which is one of the best things about the game, but so many of the additions fricking suck and cripple the pacing of the game too.
Already mentioned by another anon but TSLRCM tweaks removes some of the extraneous bullshit added.
I feel ya on the pacing thing though. Narr Shaddaa got so much padding added to it. Bao Dur's line also isn't as funny when you actually fight the Duros.
The enemy stats in that bit are really messed up, too. Some of the Duros have such little HP that it must be in the single digits (instantly dying to saved frag grenades) while other ones consistently hit for 40+ damage. The Gand Findsmen in that section are also complete monsters for no reason. It's like they were testing it with hacked level 1/50 characters and accidentally saved the scaled enemies or something.
Just the fight out of Mira's apartment was more difficult for me than anything in the rest of the game. It's obvious that Obsidian removed those encounters for a reason, but they readded it anyway because modder 'tism. It's even worse with the laigrek lady because Obsidian phased her out with Jorran and she clearly wasn't meant to be "restored" if you can even call the abominable job they did restoring.
I have never actually noticed this but perhaps it is because of my build minmax autism this game appeals to. The extra fights do add a lot more chances to get the better gear the TSLRCM gives you access to.
>The enemy stats in that bit are really messed up, too.
They actually are. Because the game was barely finished and there are a lot of stat placement errors.
Fun fact - Darth Nihilus' and Colonel Tobin's stats are accidentally reversed. Nihilus has Tobin's stats and vice versa. That's why Nihilus is such a fricking pushover, while random mook #425 is a fricking powerhouse.
>Darth Nihilus' and Colonel Tobin's stats are accidentally reversed. Nihilus has Tobin's stats and vice versa. That's why Nihilus is such a fricking pushover, while random mook #425 is a fricking powerhouse.
I remember reading about that now that you mention it. That'd be why Nihilus' saves are so low.
I accidentally played through the majority of the game with no TSLRCM and the difference between the HK bots are insane. On the vanilla setting they're all scaled appropriately with the rest of what you fight then on TSLRCM they feel like they're scaled 20 levels above you and you have cheese all their fights.
Play as a female exile and use the mod that makes her appearance closely match the art
I don't give a frick about what the creators consider canon. The exile is a man because I'm a man.
This. Also with the whole Vietnam veteran themes all over the game, it just feels a better fit for a male character.
The exile is a man because there is space Jesus/obi-wan head model.
Welp, my restored content playthrough just bricked (for the second time on this save file).
First time was on leaving Telos Polar Academy, I got on board the Ebon Hawk and it acted like I was just escaping from Peragus again. It even played the cutscene where the planet blows up. Once I got control of the exile the galaxy map was locked and I had to download a save game editor and change some global variable to fix this.
Now I'm at the point where Atton and Mira are together in the hideout and they're supposed to talk about getting onto Goto's ship, but instead the game loads and nothing happens so now i'm stuck playing the solo adventures of Atton on Nar Shaddaa.
Works on my PC. I have had the restored content mod break on Dantooine during the Khoonda invasion, though
>kill all the waves
>talk to Grenn
>he acts like it's the start of the invasion
>asks me to position squads
>more waves spawn
>kill them
>talk to Grenn
>he acts like it's the start of the invasion
>repeat
>Light side
>str
>wis
>sing blade green or blue saber
>visas or acolyte
>play https://youtu.be/xlYCxbBZUCY during atris fight
>play https://youtu.be/wirkuuCjLCY during sion fight
>play https://youtu.be/wG-FR3_fmPU during Kreia fight
Most kino experience I have ever had.
Kino, but you forgot converting Visas with the power of dick
>doing a lightside playthrough
>playing unrelated mando chants when you could be playing https://youtube.com/watch?v=L63In39n86c
Ngmi
Nice game
is there any reason to ever visit korriban first outside of roleplaying/blind playthroughs?
gaining levels before heading to other locations. if you haven't already been to a planet then you increase the quality of loot in the containers by showing up at a higher level. This matters most for dantooine which has more loot containers and the cave crystals.
iirc the next level threshold only kicks in at levels 11, 21, 31 etc so unless you're referring to the hssiss glitch (removed in TSLRCM iirc) then i don't think this counts as a good reason
I'm playing as a Jedi Master with high Wisdom. I got the battle precognition feat from Handmaiden and some Ossus Keeper robes just dropped so now the enemies can't interact with me because my defense is too high. I'm at the part where you fight all the ubese bounty hunters on Nar Shaddaa and I think they need to roll 20s to hit me lol
>defense
Man, it's been years but i still just don't get how people play with robes. Every time i try pumping dex and stacking defense i get hit somewhat less often but the times i get hit it hurts a lot more. Overall feels less comfortable than just stacking mods in the armor.
Does this even mean anything or is it like how Frank Horrigan has 10 CHA and INT?
If there any resource to get access to the kotor engine? It really was a kino mix and can be used for any setting.
Turns out it's the Odyssey Engine, does anyone know if there's a way to get it? I want to make martial arts RPGs but dont want to go as low as rpg maker or as high as dark souls. It's like the perfect mix
Why is Sith Marauder so awful?
Sith Marauder in Kotor 2 is the best class by far
>gets a unqiue force power unlike Weapon Master
>gets all the best weapon fighting feats
>more flexible than weapon master because the alignment bonus is 1-8 damage and the class feats it gets add damage to all attacks including ranged (unlike Weapon Master which only gets melee based damage)
>gets Juyo which is one of (if not the) best saber forms
The worst classes in Kotor 2 are by far the Sith Lord/Jedi Master, both of which are worse than just playing as a Consular because they get worse defense, saves, slower force power progression, and their unique abilities all suck. The only thing they offer compared to other classes is more force points but by the mid game you already have way more than you need even as a LS Jedi Guardian/Weapon Master spamming Dark Side powers.
I am going to completely derail things by turning my Exile into a twi'lek. Wonder how many things will blow up in my face while doing that.
I was incredibly disappointed with the combat in this game. There are just so few meaningful choices to make, either in choice of attack types or positioning.
How would you make positioning matter in a game like this?
Encounter and environment design that makes the range of ranged abilities more relevant, ability to fight while retreating with a defensive bonus (but with penalty if backed into a wall), good flanking mechanics for example. Particularly the fight-on-the-move thing, where enemies would try to corner you and you would attempt the same against them, switching between fighting styles to suit the situation.
>Encounter and environment design that makes the range of ranged abilities more relevant,
It feels like they were trying to do this on Peragus and somewhat on Telos surface (with all the minefields) but they just forgot about it after that.
Peragus has stuff like this all over, you just barely notice it because of how easy the game is. You have floating enemies that blow up if you get too close (later used by HK-50 to stop you rushing him with melee), enemies which heal others and have to be prioritised, static turret enemies which freeze you if you get in range but you can outrange them with rifles, sith assassins materialising behind you, tight corridors with lots of opportunities to use grenades, enemies using grenades themselves requiring you to get out of the way etc.
There's even stuff like environmental hazards requiring you to time your movements well (the pipes venting fuel, the heated floors in the mines). There's lots of opportunities to use skills too. I wish we had more levels like Peragus.
Yeah, there definitely were some elements that would have encouraged a more tactical or at least reactive playstyle, but it just never came together as a whole in my opinion. There were some sick-ass animations for a turn based game though, so props for that.
Is there a difficulty mod around somewhere?
I tried playing again but literally any character I made just effortlessly beats everything down to the point of it being boring.
I don't remember the game being this easy as a kid, but I guess understanding how the RPG part works just makes that much of a difference.
From what I've seen there isn't one. I kinda want to do this myself because I've had some success making tweaks to my game with Kotor tool but I'm not commiting to making a full blown mod just yet because you would need to change a lot of things to truly reign this game's balance in (as well as buffing all the stuff that's not worth using).
The easiest effort-to-payoff ratio tweaks you could do to achieve some sort of balance in this game would be:
>edit autobalance.2da to slightly buff enemy stats scaling and lower their EXP rewards
>edit spells.2da and basically double the FP cost of every force power that's an aoe buff or attack
>edit classes2.da and lower the hp/fp gain per level for all classes
>edit regeneration.2da and remove the innate hp regen from the game so you have to actually heal damage somehow
I don't like altering the difficulty manually myself (it's an autism thing) so I can only hope some modder does it and publishes it somewhere.
Does this game has any forced romance like the first one? I hate that shit and i killed bastila.
Yes/no/maybe.
The game has romance, but it's actually pretty subtle and metaphysical. It's less about two people wanting to bang each other and more about two souls being drawn to each other through the Force, that kind of shit. It's less Bioware and more Planescape: Torment.
Because KotOR 2 is unapologetically Torment IN SPACE.
A little bit. There's a part near the end of the game where you can be approached by one of two companions depending on who you have influence with, but it's one scene and you can tell them to frick off. It's a lot less heavy-handed than in the first game.
>depending on who you have influence with
>Handmaiden is a battlewife in every way except official
>Visas whispers her sweet nothings
>Walk into the sunset with fricking Atton of all people
Life is weird man.
Are there any other games with gameplay like KOTOR 2? It's certainly not rocket science but the build variety and gameplay is more fun than any other CRPG I've played.
>play jedi general
>focus exclusively on party/leadership buffs
>blaster with duelist to complete officer look
>get raped by master vrook for having an RP build
jade empire
It's painful to me that no other rpg plays like these bioware xbox ones. It's the most fun gameplay I've had in this genre
When I was a kid I remember downloading dozens of mods for kotor 1 and 2 but I was having a look through Deadly Stream and I can't find any I'm interested in using. Were a bunch of them just lost to time or something? I swear there used to be lots of good robe/armor mods.
I think Gamefront has a lot of the old mods. There was some kind of kerfuffle where nexus hosted some of the stuff but I thought it was resolved.
Garbage game, Star Wars tie-in are always piecees of shit.
If it's your first time playing. No mods. You don't need them. Also, make sure to Wrestle with the Handmaiden. She asks you to get naked for her wrestling matches and wears some interesting underwear.
I'm here to say you don't mod the greatest game in a generation
In fact, you don't even get to play
>kreia teaches you breath control and beast trick during the game's story
>the main threats on the surface of malachor are poison and beasts
BRAVO AVELLONE
Dont play pazak on nar shadda tbh.
Got a lot of content cucked away from me for being a gamble addict.
Also Goto's Yacht is so shit. Y do dey do dis
Goto's Yacht is a bit of a slog if you don't know what you're doing but I always enjoy it on repeat playthroughs. It's like a big puzzle where you're trying to find the codes for the different part of the ships and turn them in your favour.
Maps just made to be confusing.
Gotta fight through most of the enemies in there anyway.
It was kinda annoying how the game just railes you in segment after segment without giving time to prepare.
Tis bullshit
Are you playing with TSLRCM? They added a lot more fights to Nar Shaddaa with that mod, it can be quite a slog.
anyone know if there's a way to fix the fog on dxun?
there's issues with the korriban academy too, the fog effects aren't working there so you can see really far ahead
There's some kinda shaders fix out there. I have it installed, but I don't remeber where I got it. Google something along the lines of Kotor 2 dxun shaders fix. I think you have to also edit each text file and paste something. It's not too difficult but it takes a couple of minutes IIRC.
Theoretically if you made a balance mod for Kotor 2 what would you do about force storm? One of my goals is to make the classes feel more distinct e.g. jedi master and sith lord should feel like extremely powerful force users compared to the other classes, I was thinking of making storm exclusive to sith lord which makes that class feel uniquely powerful while also balancing the others, it doesn't make sense to me that a light side jedi guardian/weapon master can use this ability about as effectively as a sith lord by the end game.
I also kind of want to just remove it, since it's just too OP and force lighting (which storm replaces) is one of the only positioning based abilities in the game and can let you line enemies up to hit a bunch of them at once.
I think Storm is mostly fine, but maybe make it more expensive to cast so it gets extra fricked by the alignment penalty unless you run a CHA build. There's no reason for Storm to only cost 20 force points while the basic Heal costs 30 and Force Crush costs 60.
In vanilla KOTOR2 you can cast Force Storm for 35 force points at full light mastery with +0 charisma bonus, which is nothing in the mid to late game. The only problem would be trying to make any big changes to its cost feel less arbitrary, because in my opinion Shock and Lightning are fairly priced at 20. It's better than trying to lock force powers to certain classes, though. Hard restrictions are bullshit in RPGs.
Make AoE to be slightly smaller than original Force Lightning, and make Force Lightning half of that.
I would mostly edit it to be more like a chain lightning or just still a cone like the second level than a massive ridiculous looking aoe.
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Should I mod it before playing vanilla?
I'd say no. Do a vanilla run and then apply the mod so you can see what it does. There are a lot of things it fiddles with that didn't need to be changed. They couldn't restrain themselves to just restoring cut dialogue / fixing scripting errors.
man this game has strong art design and still looks good. i wish new games could look this appealing
i wish it was accepted practice to release games that look graphically outdatted without saying its retro inspired or w/e, like a company could just license the Odyssey Engine in 2022 and release a game in it and no one throught it was strange
>Ion Energy Cell
>1-4 Massive Criticals
>Improved Ion Energy Cell
>1-3 Massive Criticals
It's because it has +1 flat ion damage. It goes from conditional to guaranteed. Effectively 2-4 massive criticals, plus the extra d4 ion damage over the basic version of the upgrade.