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beancounter
02-21-2005, 10:59 AM
My Hardcore Mod is ready for download. It can be found at:

http://www.starwarsknights.com/kotor2mods.php

Here is the read me:

/***********************************/
/*** HARDCODE MOD ***/
/***********************************/

By: Beancounter
Version: 1.00

One thing is sure about TSL, the game is VERY easy. The vast majority of your opponents are low level and do not provide much of a challenge to the average player. Even the supposed Sith Lords are only level 20. Since your PC could technically be at level 50 this does not provide much of a challenge. This mod will make the game more challenging by increasing the level of your opponents. The amount of the level increase will be based on your level times a multiplier - the stock setting are 0.5. So when your character is level 20, it will add 10 levels to your opponents. When your character is level 10, it will only add 5 levels to your opponents. This should give a very steady increase in the difficulty of your opponents.

If the changes are too much or you want a really tough game, you can modify the Buff setting in Hardcore_Control.nss. The Boss characters have their own multiplier so you can boost up the Bosses by one amount and all the other NPC's by another.

Do not blame me if your characters get whipped using this mod! That is the whole point of it ;)

/***********************/
/*** Recompiling ***/
/***********************/

Unfortunately, in order to change the setting you will need to recompile the scripts. Detailed instructions on how to compile a script can be found at http://www.lucasforums.com/showthread.php?s=&threadid=143681.
The following files MUST be in the same directory as NWNNSSCOMP to compile correctly:
HC_Control.nss
Hardcore_Mod.nss
k_inc_debug.nss
k_inc_generic.nss
k_inc_switch.nss
k_inc_utility.nss
k_inc_gensupport.nss
k_inc_walkways.nss
k_inc_drop.nss
nwscript.nss

The ONLY file from the HARDCORE MOD that should be in the override directory is k_ai_master.nss.

/**************************/
/*** BETA FUNCTIONS ***/
/**************************/

You may notice in HC_Control.nss that I have included a setting to up the AI and add bonus feats to your opponents. By default, both of these setting are turned off. Both of this functions are BETA only and I have not had the chance to test them thoroughly and I do not want to mess up someone's game my turning them on. If you do turn them on I am very interested in getting any feedback on them.

/*************************/
/**** Installation ***/
/*************************/

Unpack the "k_ai_master.ncs" into the KOTOR2\Override folder. As long as this mod is installed it will be active on every save game. It is not necessary to start a new game.

/**************************/
/*** De installation ***/
/**************************/

Delete the "k_ai_master.ncs" from the KOTOR\Override folder. Please note the buffs will still be active in the current local area, if you saved a game!!


/*****************/
/*** USAGE ***/
/*****************/
Feel free to use any part of this Mod for your own work. There is NO need to ask permission. Mod away - just make it better :)


/*******************/
/*** Credits ***/
/*******************/

Many thanks to the hardworking modders at Holowan Labs! Especially Darth333, TK102 & Fred Tetra. Without them modding SWKOTOR would be just about impossible! Also, many thanks to Talchia who wrote the first Hardcore Mod for KOTOR.



I hope you guys have as much fun playing it as I did creating it! Please post any feedback or problems that you had here.

Thanks

tk102
02-21-2005, 11:03 AM
:D
This is sure to be a hit!

ChAiNz.2da
02-21-2005, 11:07 AM
Originally posted by tk102
:D
This is sure to be a hit!
In more ways than one .... har har ... ;)

Let's just hope we're not on the receiving end of too many 'hits'. Looks great beancounter, definitely a PERMA-MOD® :thumbsup:

Grifman
02-21-2005, 11:55 AM
Sorry, I am confused by one thing - the recompiling. Is that something I need to do, or is that if I just want to modify further what you have done for my own particular tastes? I seem to remember in the original thread where you said you were going to make it easy so we would not have to recompile anything. Thanks.

una
02-21-2005, 12:13 PM
Originally posted by Grifman
Sorry, I am confused by one thing - the recompiling. Is that something I need to do, or is that if I just want to modify further what you have done for my own particular tastes? I seem to remember in the original thread where you said you were going to make it easy so we would not have to recompile anything. Thanks.

You dont have to recompile. You only need to recompile if you want to change the settings yourself,. Just drop k_ai_master in your override folder.

I tested this one out and its good stuff. Made the game alot better. Was in my save game just about to meet the first big group of bh's in onderon and they kicked my ass twice =). It was great.

Great work.

beancounter
02-21-2005, 12:22 PM
Originally posted by una
You dont have to recompile. You only need to recompile if you want to change the settings yourself,. Just drop k_ai_master in your override folder.

I tested this one out and its good stuff. Made the game alot better. Was in my save game just about to meet the first big group of bh's in onderon and they kicked my ass twice =). It was great.

Great work.

Glad to hear it! Your butt getting kicked that is :p Like una said, the recompile is only necessary if you want a harder or easier game and you change HC_Control.nss.

I included that because it is difficult to balance the game for everyone. Some people like a really diffilcult game, while others like myself want it to be challenging, but not impossible. Unfortunately, I have not been able to find a way to adjust the setting without recompiling the scripts.

Just load k_ai_master in your override folder and try it out. I am sure it will be harder.
:D
Don't worry about recompiling unless you want a REALLY hard game.

Khaian
02-21-2005, 12:37 PM
Thanks so much Beancounter, this is going to make the game so much better for me. Thanks for all your work!

Khai

Achilles
02-21-2005, 12:50 PM
Question:

the stock setting are 0.5. So when your character is level 20, it will add 10 levels to your opponents. When your character is level 10, it will only add 5 levels to your opponents. This should give a very steady increase in the difficulty of your opponents. So then when you're at Level 30, then your opponents will be at level 45. At about level 33 or level 34, you opponents will be at level 50. Based on xptable.2da you would be recieving an insane amount of xp points for a majority of the game, meaning that you'll level much faster. Wouldn't this mean that your opponents would hit the level ceiling fairly early on in the game? Wouldn't this also mean that you would actually close the gap as the game progresses toward the harder bosses, possibly making them easier? By the time you head to the final planet you and your opponents could both be a level 50 (or very close to).

I realize that each player can edit all this progression, but I thought it might bear pointing out...if only to help me understand what I'm missing.

Thanks and great work!

Grifman
02-21-2005, 12:54 PM
Ok, just loaded up my game and here are my results. I am fighting a bunch of Exchange thugs in a certain location so this is a good test.

Battles are definitely a bit harder, maybe still a bit on the weak side, but I'll have to play more for sure - these are just basic thugs after all. It seems to take about 2 rounds of combat to take one out, when previously they were dying after a couple of flurry attacks.

What the mod appears to have done is up their defense by about 10%. I replayed both before and after the mod and took down the combat results:

Before the mod, the basic Exchange thug had a defense of 23: 13 level + 10 base. After installing the mod, the defense went up to 26: 13 level + 10 base + 3 dex. So the mod looked like it added the 3 dex to their defense.

Didn't really look at their attack rolls - they did do more damage, but that may have been because they lasted longer. I probably should go back and check that out.

Don't know if this is what you expected Beancounter, but I thought I'd give you the numbers I was seeing in the combat results.

Grifman
02-21-2005, 01:02 PM
Originally posted by Achilles
[B]Question:

So then when you're at Level 30, then your opponents will be at level 45. At about level 33 or level 34, you opponents will be at level 50.

That assumes that they are at the same level you are - and I don't think that is true. I don't know who this all works, but I am fighting Exchange thugs with a total level 17 Jedi, and they are at level 13 according to the combat results. They seem to be trailing a bit.

I'm not sure about the experience part either - the mod doesn't seem to change their levels - it seems to add a dex modifier to their defense based upon what I have seen.

Mav
02-21-2005, 01:09 PM
I've been waiting for this one thanks beancounter :D

beancounter
02-21-2005, 01:18 PM
Originally posted by Achilles
Question:

So then when you're at Level 30, then your opponents will be at level 45. At about level 33 or level 34, you opponents will be at level 50. Based on xptable.2da you would be recieving an insane amount of xp points for a majority of the game, meaning that you'll level much faster. Wouldn't this mean that your opponents would hit the level ceiling fairly early on in the game? Wouldn't this also mean that you would actually close the gap as the game progresses toward the harder bosses, possibly making them easier? By the time you head to the final planet you and your opponents could both be a level 50 (or very close to).

I realize that each player can edit all this progression, but I thought it might bear pointing out...if only to help me understand what I'm missing.

Thanks and great work!

At the stock setting the mod will add 1/2 of your level to the NPC's level. It will add a full 100% of your level to the bosses. So if you are level 50 and the NPC starts off at level 5, after the mod runs they will be equal to level 30. (Their initial level of 5 plus 1/2 of your level). If they are level 20 and you are level 50 their effective level will be 45.

If you are fighting a boss who's level is 20 and your level is 50, their effective level would be 70. (The initial 20 + your PC Level). The bonuses are not capped by the 2da because all of the adjustments are based off of calculations.

Also, the adjustment should NOT increase their XP value. So you will not rise in levels faster.

Grifman - besides uping their attributes the mod will also jack up their vitality points, saving throws, THAC0 and force points. That is why the regular thugs are lasting for two rounds - they probably have an extra hundred hit points.

Grifman
02-21-2005, 01:23 PM
Ok, here's the feedback on on their attacks.

Pre mod, I'm fighting some Gamorean Exhange thugs. Ignoring the die roll, their base attack is base17 +3 strength for a total of 20. Hell, they couldn't even hit my Jedi. I just sat there and watched not attacking, and the thug missed three straight times. He just couldn't overcome my defense.

Now post mod, his attack is base 17 + 3 strength + 8 effects (whatever that is) for a total of 28. Now again, sitting there and doing nothing, he will hit my Jedi almost everytime.

So the mod actually appears to have a greater impact on offense than defense.

That said, I still have to say it is too easy. In all of my tests, it's just been against my base Jedi character with his items. I am afraid that with force powers he would still slaughter them. So far the mod seems to have compensated for items to some extent, but use of the force will probably still make them easy to kill.

I will definitely use this and continue to give feedback. I'll try pre/post mod when I come to some other gamepoints and let you know what I see.

Again, thanks.

Grifman
02-21-2005, 01:29 PM
Originally posted by beancounter
Grifman - besides uping their attributes the mod will also jack up their vitality points, saving throws, THAC0 and force points. That is why the regular thugs are lasting for two rounds - they probably have an extra hundred hit points.

Yeah, I assumed it was doing other things. I was just focusing on what the combat table was telling me - unfortunately you have to guess at HP since you don't really know what those are from the results. I wasn't fighting force users either. Again, thanks for the work.

beancounter
02-21-2005, 01:46 PM
Thanks for the feedback.

The +8 you are seeing on the too hit is the mod. I am curious if you have fought any of the bosses and how much harder they are.

If it appears to be too easy I would be more then happy to show you how to take it up a notch. Believe me you can make the game impossible by playing with the setting.

Darkkender
02-21-2005, 01:47 PM
This is great beancounter. With the release of The Segan Wyndth jedi armor's for TSL here in a short bit as soon as the upload completes things will be really wicked and nasty.

Grifman
02-21-2005, 01:54 PM
Originally posted by beancounter
Thanks for the feedback.

The +8 you are seeing on the too hit is the mod. I am curious if you have fought any of the bosses and how much harder they are.

If it appears to be too easy I would be more then happy to show you how to take it up a notch. Believe me you can make the game impossible by playing with the setting.

Haven't gotten to any bosses with it yet, but I'll let you know what I think as I progress. I appreciate the work a great deal - the ease of the game was killing my enjoyment.

beancounter
02-21-2005, 02:02 PM
Let me know how it goes. If the overall consensus is that the game is still too easy, I can re-release the mod with tougher settings or I can walk you through how to bump the setting up yourself.

Either one is pretty easy.

Achilles
02-21-2005, 02:20 PM
Originally posted by Grifman
That assumes that they are at the same level you are - and I don't think that is true. I don't know who this all works, but I am fighting Exchange thugs with a total level 17 Jedi, and they are at level 13 according to the combat results. They seem to be trailing a bit.

I'm not sure about the experience part either - the mod doesn't seem to change their levels - it seems to add a dex modifier to their defense based upon what I have seen. The autobalance.2da basically states that your opponents will be at 75% of your level. So if you're at level 10, they're at level 8. Beancounters stated that a level 10 PC would be going up against a level 15 opponent, so it sounded like he had modified this as well.

Achilles
02-21-2005, 02:35 PM
At the stock setting the mod will add 1/2 of your level to the NPC's level. It will add a full 100% of your level to the bosses. So if you are level 50 and the NPC starts off at level 5, after the mod runs they will be equal to level 30. (Their initial level of 5 plus 1/2 of your level). If they are level 20 and you are level 50 their effective level will be 45. But isn't the stock level based on yours via autobalance.2da? By adjusting the level column I was able to confirm that at set 5 (with a 1.1 modifier) my level 25 pc was going up against level 28 opponents. If you are adding half again, then at level 10, my opponents would be level 13 [10*0.75(10/2)]. I could be wrong, but I suspect that the character level in the .utc file is meaningless, hence why all the numbers seem so low.


If you are fighting a boss who's level is 20 and your level is 50, their effective level would be 70. (The initial 20 + your PC Level). The bonuses are not capped by the 2da because all of the adjustments are based off of calculations. Uhhh...ok. I'll have to take your word for this. I'm not sure how the game would apply bonuses that aren't built into the 2da files, but I'm sure there's an explanation for this.


Also, the adjustment should NOT increase their XP value. So you will not rise in levels faster. Again, the higher the level of the opponent the more XP you get for defeating them. XP table says so and I've confirmed it by experimenting with autobalance.2da. You can check this yourself...go change the level modifier in the 2da file, then take your PC and kill something. Note the XP you get and then find the XP against your level on the table. By modifying this column I was able to get to level 30 without use of korriban XP glitch.

I appreciate your response and any clarification you can provide.

Thanks!

beancounter
02-21-2005, 03:27 PM
The mod does not directly adjust the NPC level. You can not adjust the level directly through a script.

What it does is adjust the To Hit, saving throws and vitality points directly. If your character is level 30 and your opponent is level 20 after autobalance.2da, they will still be only level 20 when the mod runs. But, they will be a level 20 character with the To Hit, saving throws and vitality points of a level 35 character. The mod calculates the bonuses based on their class what their THAC0, VP and saves should be.

That is why it should not increase the XP value of the creature. If you check the feedback log you will see an adjust on your opponents to hit that says + XX effects. This is the mod bonus.

If you really want to see what happens I can post some of the scripts I used to verify the results of the mod. Their level never changes, they just get an increase in saving throws, To Hit, VP and FP.

Darkkender
02-21-2005, 03:31 PM
Originally posted by Achilles
But isn't the stock level based on yours via autobalance.2da? By adjusting the level column I was able to confirm that at set 5 (with a 1.1 modifier) my level 25 pc was going up against level 28 opponents. If you are adding half again, then at level 10, my opponents would be level 13 [10*0.75(10/2)]. I could be wrong, but I suspect that the character level in the .utc file is meaningless, hence why all the numbers seem so low.

Uhhh...ok. I'll have to take your word for this. I'm not sure how the game would apply bonuses that aren't built into the 2da files, but I'm sure there's an explanation for this.

Again, the higher the level of the opponent the more XP you get for defeating them. XP table says so and I've confirmed it by experimenting with autobalance.2da. You can check this yourself...go change the level modifier in the 2da file, then take your PC and kill something. Note the XP you get and then find the XP against your level on the table. By modifying this column I was able to get to level 30 without use of korriban XP glitch.

I appreciate your response and any clarification you can provide.

Thanks!

If I understand your questions properly Achilles. Beancounters Hardcore mod is completly script based. It uses the K_ai_master script to constantly adjust your enemies in combat. By using simple mathmatics and if statements. meaning that depending on certain conditions it will boost your enemies depending on where you are at. this will not actually effect the xp increase generated by the enemies as the game will still see them as there proper level brought about by the autobalance.2da. If you adjust the Autobalance.2da file then XP will go up. Beancounters won't cause this because it only causes your enemies to seem like they are higher level but it does not actually increase there level.

eg. your 20th lvl and going against a 15th lvl opponent adjusted with the hardcore mod the stats get boosted as if you were fighting a 25th opponent however the game still sees your opponent as 15th lvl.

vs. changing autobalance to do the same adjustments all of the same above however the game sees the opponent as 25th lvl and rewards accordingly.

beancounter
02-21-2005, 03:33 PM
Originally posted by Darkkender
If I understand your questions properly Achilles. Beancounters Hardcore mod is completly script based. It uses the K_ai_master script to constantly adjust your enemies in combat. By using simple mathmatics and if statements. meaning that depending on certain conditions it will boost your enemies depending on where you are at. this will not actually effect the xp increase generated by the enemies as the game will still see them as there proper level brought about by the autobalance.2da. If you adjust the Autobalance.2da file then XP will go up. Beancounters won't cause this because it only causes your enemies to seem like they are higher level but it does not actually increase there level.

eg. your 20th lvl and going against a 15th lvl opponent adjusted with the hardcore mod the stats get boosted as if you were fighting a 25th opponent however the game still sees your opponent as 15th lvl.

vs. changing autobalance to do the same adjustments all of the same above however the game sees the opponent as 25th lvl and rewards accordingly.

Thanks Darkkender, I could not have said it better myself:)

Achilles
02-21-2005, 04:06 PM
^^^^

Much clearer now. Thanks for the response :D

Darkkender
02-21-2005, 04:12 PM
Originally posted by Achilles
^^^^

Much clearer now. Thanks for the response :D

No problem man.:cool: Heh Heh, never thought I'd see the day where I would have the oppurtunity to explain something to one of the Masters of modding at Holowan Labs.:p

Achilles
02-21-2005, 04:23 PM
Chalk it up to my annoying habit of having to know how stuff works :)

ChAiNz.2da
02-21-2005, 04:41 PM
Originally posted by Achilles
Chalk it up to my annoying habit of having to know how stuff works :)
I thought that was my job ;) :lol:

ChAiNz.2da = forever n00b

SpaceAlex
02-21-2005, 05:12 PM
Great job!

Now i have HM and the modified autobalance.2da installed. This should make this game more challeging.

Achilles
02-21-2005, 05:27 PM
Originally posted by SpaceAlex
Great job!

Now i have HM and the modified autobalance.2da installed. This should make this game more challeging. Err...let us know how that works out :confused:

Here's to all the people out there for which one hardcore mod just ain't enough :rolleyes:

madbuddah
02-21-2005, 09:36 PM
thank you so much i needed a challenge so badly

RedHawke
02-21-2005, 10:21 PM
Excellent... Superb... Awesome... Magnificent... work beancounter, this will never leave my TSL override, just like Talchia's Hardcore Mod it still is in my KOTOR override! ;)
Originally posted by Achilles
Err...let us know how that works out :confused:

Here's to all the people out there for which one hardcore mod just ain't enough :rolleyes:
*Spits water all over monitor and keyboard!*

Bwahahahahahaha!!! :rofl:

Well... :roleyess: I thought that was funny! :D

Darkkender
02-21-2005, 11:34 PM
All I can say is wow. I've got beefed up lightsabers on peragus and beefy stats and the sith assasins are taking anywhere from 10-15 rounds to kill when on the harbinger.

stingerhs
02-22-2005, 04:15 AM
^^^^
always felt those guys were way too easy. guess thats fixed now. good job beancounter. :D

now, i'm just wondering if it beefs up a certain Sith Lord a bit......:eek:

andrewsk
02-22-2005, 10:05 AM
Is anything like this available for KOTOR1 as well?

Thanks

Darkkender
02-22-2005, 10:30 AM
Originally posted by andrewsk
Is anything like this available for KOTOR1 as well?

Thanks

Talachia's Hardcore MOD you should be able to find it in the tools and downloads stickies. Also I believe the Holowan Plugin included this in there.

su27
02-22-2005, 11:09 AM
Originally posted by Darkkender
changing autobalance to do the same adjustments all of the same above however the game sees the opponent as 25th lvl and rewards accordingly.

How can i turn autobalance on? There are 6 settings in 2da - no autobalance and 5 other, different sets - where should i set up which one is turned on?

I want to have harder opponents but i also want to earn proper, higher xp for them, so beancounter's mod is not for me.

Achilles
02-22-2005, 12:39 PM
Originally posted by su27
How can i turn autobalance on? There are 6 settings in 2da - no autobalance and 5 other, different sets - where should i set up which one is turned on?

I want to have harder opponents but i also want to earn proper, higher xp for them, so beancounter's mod is not for me. You don't...the game "changes gears" automatically. If you'd like to edit the autobalance.2da file to make the game harder while gaining more XP, try the edits discussed in this (http://www.lucasforums.com/showthread.php?s=&threadid=144389) thread.

beancounter
02-22-2005, 03:12 PM
Hey everyone, I am thinking about making a change to this mod. While I have no problem making changes to the mod and recompiling the scripts, I think the average user will have a difficult time with it. What I am purposing is packaging four compiled versions of the mod, each set at a different level of difficulty. This way all the user would have to do is copy the completely compiled script into their Override directory. One setting would be Easy, another Moderate, the third Hard and the last Insane. This way you could customize the level of difficulty without having to recompile the scripts.

Is this a good idea or should I just leave it as it is?

ChAiNz.2da
02-22-2005, 03:14 PM
Originally posted by beancounter
Hey everyone, I am thinking about making a change to this mod. While I have no problem making changes to the mod and recompiling the scripts, I think the average user will have a difficult time with it. What I am purposing is packaging four compiled versions of the mod, each set at a different level of difficulty. This way all the user would have to do is copy the completely compiled script into their Override directory. One setting would be Easy, another Moderate, the third Hard and the last Insane. This way you could customize the level of difficulty without having to recompile the scripts.

Is this a good idea or should I just leave it as it is?
I think it would be a fantastic idea! Not only would it let the "those who fear scripts" download and use it, it will severely cutdown on the "how do I compile a script" threads ;)

BUT, for those who like dabbling in scripts, could you still leave the uncompiled version(s) as well?

beancounter
02-22-2005, 03:19 PM
Originally posted by ChAiNz.2da
for those who like dabbling in scripts, could you still leave the uncompiled version(s) as well?

Certainly. And I am glad you like the idea.

tk102
02-22-2005, 03:36 PM
Beancounter read my mind before I read his post that said:
What I am purposing is packaging four compiled versions of the mod, each set at a different level of difficulty ... One setting would be Easy, another Moderate, the third Hard and the last Insane.

Yes! Exactly!

Achilles
02-22-2005, 04:17 PM
Originally posted by beancounter
Is this a good idea or should I just leave it as it is? It's a great idea! This will surely be a huge selling point for those who are intimidated by the thought of tackling something as complex as scripting.

Darkkender
02-22-2005, 04:45 PM
I love the idea. Also if you created autobalance.2da's to go with it that may be even more enjoying. Might I suggest that you make insane like 2-4 times as hard as the current hardcore script. I personally favor the 4 times factor just because then it really would be insane but I would say the autobalance might be necessary in that one just so you feel like you can level quicker.

SpaceAlex
02-23-2005, 08:03 AM
Originally posted by Achilles
Err...let us know how that works out :confused:

Here's to all the people out there for which one hardcore mod just ain't enough :rolleyes:

Well, let's just say that the sith assassins take around 15 rounds to defeat with my modified autobalance + HC and around 8 with just HC.

SpaceAlex
02-23-2005, 08:04 AM
Darth Traya, Nihilus and Sion were all very hard to defeat. I could't even defeat Nihilus at hard difficulty. :D

Grifman
02-23-2005, 03:23 PM
Originally posted by Darkkender
All I can say is wow. I've got beefed up lightsabers on peragus and beefy stats and the sith assasins are taking anywhere from 10-15 rounds to kill when on the harbinger.

The impact is probably amplified early on because you are at such a low level. At higher levels I am still finding the game rather easy, though it is harder.

Grifman
02-23-2005, 03:31 PM
Originally posted by beancounter
Hey everyone, I am thinking about making a change to this mod. While I have no problem making changes to the mod and recompiling the scripts, I think the average user will have a difficult time with it. What I am purposing is packaging four compiled versions of the mod, each set at a different level of difficulty. This way all the user would have to do is copy the completely compiled script into their Override directory. One setting would be Easy, another Moderate, the third Hard and the last Insane. This way you could customize the level of difficulty without having to recompile the scripts.

Is this a good idea or should I just leave it as it is?

Good idea. And for curiousity's sake, which of these levels would you consider this version to be?

T7nowhere
02-23-2005, 03:36 PM
Great work beancounter, The Sith assasins where not any tougher to kill but they did resist Force Push 98% of the time. I wonder how they'll be against Force wave. I also ran into a couple thugs on citadel station that almost killed me so I would say this is Hardcore enough for me ;)

I think multiple difficulty scripts is a great idea.

beancounter
02-23-2005, 03:57 PM
I have worked up the preliminary bonuses for each setting. And since I enjoy thinking up new ways to make the game harder I have come up with a new Bonus: Immunity Paralysis/Fear/Stun. The goal of this is to prevent you from spamming Force Wave, Statis Field and Insanity everywhere. Not every NPC will have this bonus. Instead, each NPC will have a random chance of getting this bonus based on the difficulty level you are playing at. So you can still use those three Power Lines, just don't expect it to work on everyone. Also, with Force Wave it will still push everyone back, but it will not stun them. This does not effect the other powers, so your Jedi should still be able to use them without worry.

Here are the proposed changes:

If the PC is Level 10 the bonuses are:

Easy Moderate Hard Insane
Vitality Points 25 50 100 150
Saving Throws 2 5 10 15
To Hit 2 5 7 10
Defense 0 3 5 7
Bonus Damage 0 3 5 7

Special Resist 0% 25% 50% 75%

If the PC is Level 20 the bonuses are:

Easy Moderate Hard Insane
Vitality Points 50 100 200 300
Saving Throws 5 10 20 30
To Hit 5 10 15 20
Defense 0 6 10 15
Bonus Damage 0 6 10 15

Special Resist 0% 25% 50% 75%

If the PC is Level 30 then bonuses are:

Easy Moderate Hard Insane
Vitality Points 75 150 300 450
Saving Throws 7 15 30 45
To Hit 7 15 22 30
Defense 0 10 15 20
Bonus Damage 0 10 15 20

Special Resist 0% 25% 50% 75%



The special resist is Resistance to Fear/Stun/Paralyze that I was talking about above. It is the chance that an NPC will be completely resistant to those attacks.

Bosses would be scaled up by an additional 50% of the above bonuses.

All of the bonuses are graduated, it would go up each time you level. The numbers above are just to show how much your opponents are increased so you can pick the right mod for you. To give everyone a frame of reference the current Hardcore Mod is right around moderate.

So what does everyone think? Once I test out the scripts myself, I would like to get a couple of volunteers to test the difficulty out. If you are interested, please PM me your email address I will send the mod to you in the next day or so.

beancounter
02-23-2005, 03:59 PM
Sorry about the above table, I can not seem to get the columns to line up, but you get the idea.

ChAiNz.2da
02-23-2005, 04:05 PM
beancounter,.... with these results you have just justified Super-Mods® just for the sake of survival! :lol:

Looks outstanding, in a very *gulp-ish* way... heheh

Darth333
02-23-2005, 04:58 PM
I just go away from the forums a couple of days and I miss the release of the most wanted mod! This just looks great Beancounter! Donwloading immediately and placing it permanently in my override folder! :)

ChAiNz.2da
02-23-2005, 05:39 PM
[off-topic]
ACK! Who are you and what have you done to Darth333's avatar!... hehe ... good to see you back ;)
[/off-topic]

@beancounter
Just one thought. If the mod doesn't grant additional XP. My character(s) rarely ever get to level 30.

This may be suicide for the PC, but would adjusting it -5 PC levels for each difficulty group make a drastic change?

ie -
PC = LVL 5 / LVL 15 / LVL 25

or perhaps adjust -5 between the mid and upper

PC = LVL 10 / LVL 20 / LVL 25

beancounter
02-23-2005, 05:45 PM
Hey Chainz,

The mod works by slowing buffing the NPC for each level you get. The figures above are just a summary at what their bonuses would be at that level. So when your character is Level 5, the bonuses will be half of the value in the level 10 column. When you are level 25, the bonuses will be between the Level 20 bonus and the level 30 bonus. The bonuses increase gradually with each level you get. This is the same way the current mod works.

ChAiNz.2da
02-23-2005, 05:49 PM
Ahhh... even better man! This is definitely going to be a Hard-Core..Hard-Core Mod... I think I just confused myself.. hehe

Thanks for clearing that up, makes perfect sense now. Sorry for the "speedbump" :lol:

Darkkender
02-23-2005, 09:40 PM
I can't express how eager I am to see the version 2 of this mod released.

SpaceAlex
02-24-2005, 01:53 AM
That's fantastic beancounter. I belive your mod will make this game much better.

Juriel
02-24-2005, 02:39 AM
I have actually come to think that the game's difficulty issues lie in more fundamental aspects than just the enemies' actual stats.

Rather, they are symptomatic of the fact that 99% of the game you are fighting mundane cannon fodder. You are fighting speed bumps, instead of worthy opponents. If one makes those challenging, then it takes away from being a Jedi - if one has those be push-overs, then it is a boring game.

I think one should fight mundane opponents on the way to a named 'boss', one with their own dialog and personality. And preferrably some additional aspects to the combat (constantly appearing reinforcements, disabling power grid with one character while the others fight at the same time). The mundane opponent would be the filler that establishes that you are powerful and a hero, while the boss at the end would be the one that offers the challenge that one needs to have in a game.

Why Obsidian chose to go with 'only fight filler for the whole game', I do not know. Likely because their gameplay designers are nowhere near their writers in quality.

Note that I am not saying 'each dungeon should compose of random combats and then a mandatory boss at the end'. But I do think the basic idea of that would be preferrable to the current situation.

I am not sure if it would be all that hard to mod, even. A crude fix would be to spawn additional NPCs at certain points, and offer them a slight dialog of their own.

*slight spoilers follow*

Good examples would be the big droid at the end of getting the shuttle on Telos, or the twi'lek bounty hunter faced shortly before that. A crude way would be stuff like just placing a single Sith Lord at the end of tromping through Ravager - that alone would not be hard. But to lend any SUBSTANCE to it, one would have to of course have a trigger that moved the camera to show his face and offered some dialog...which would take a moment to implement.

Just my thoughts after finishing the thing.

Grifman
02-24-2005, 04:28 PM
Juriel, I agree with your thoughts in many ways. But alot of the "bosses" aren't hard at all:

SPOILERS:

1) The big robot at the underground base was a piece of cake. They have a big video of him coming out and I wax him in a couple of rounds

2) The Serocco and Exchange bosses in the refugee sector are pieces of cake as are their personal guards

3) The Sith assassins should have been the highlight challenge at the end of Peragus but were really nothing

4) The guards in the Nar Shadda boss's arena area were a piece of cake

5) All the bounty hunters were easy when they should have been a challenge

6) The beast on Dxun that the Mandalorians were scared of was a pet. I didn't need my companions or the Mando with me to take it out.

And note, half the examples I'm complaining of are AFTER using the current hardcore mod (please not, that's not a knock on Beancounter, just an indication of how easy the game really is).

These were all plenty of places to provide moments of appropriate challenge, but they just didn't exist. I could have accepted cannon fodder - and indeed that would have made sense vs. my Jedi, but opportunities that existed for challenge were not taken by the developers.

All just far to easy.

That said, hats off to Beancounter. I like all the options, and one can experiment and easily see which level of difficulty suits one's ability.

l33tleboy
02-24-2005, 05:37 PM
Unfortunately, the game balance is broken. While mods like this might help make this problem less obvious, it can't really be fixed without changing the whole rule set. The d20 system upon which KotOR is based wasn't designed to support level 30 characters, and the more one gets close to the higher levels, the more apparent this flaw is.

I know this may draw flak from some, but I think a good idea for a HC mod would be to contain somehow the rampant leveling. With lower level characters and an AI that actually used combat feats and Force powers as often as the player, perhaps there would be no need to artificially buff the NPCs. I don't know how difficult this would be to implement, or even if it can be done at all.

Anyway, it's still good to have mods like this to actually play the game rather than just 'watch' it. Good stuff.

beancounter
02-24-2005, 06:23 PM
Good posts here and I agree with you. A major problem any open ended RPG faces is balancing difficulty. The only one that did a half way decent job was Baldurs Gate 1 & 2. But even those series became easy if you knew the mechanics of how the game worked and where all the good equipment was.

I also agree with you about adjusting your maximum level down. But, do you know what one of the most sought after mods was for KOTOR I? A mod that would allow your character to advance past level 20! (Even though no one could get it to work) So Obsidian was just giving the customer what they wanted.

Now, I am not trying to defend Obsidian, they really dropped the ball on the balance issues. But I think the casual gamer *wants* there character to be unstoppable. They want the the uber equipment and powers.

If you REALLY wanted to balance the game, you would scale down all of the overpowered equipment, cut back Force Powers, adjust the leveling and buff up the bosses. (I even thought of doing this for my own game) BUT, your mod would be the only one the player could use because it would be incompatable with just about everything. So, you kind of have to work with what you are given. :)

Juriel
02-25-2005, 01:06 AM
Juriel, I agree with your thoughts in many ways. But alot of the "bosses" aren't hard at all:
Yes, that is very much true. Which is why my suggestion would need to go hand-in-hand with buffing each wanna-be-boss. Anyway, it wasn't a 'solution' to current issues as much as just a general thought on the gameplay structure that I think would work much better than Obsidian's silly decision.

It is something I will be aiming to mod (additional 'boss' characters sprinkled throughout the game, preferrably with dialog/cutscene of their own), soon as Obsidian patches the game so that it doesn't often crash for me at area transitions.

Edit: And slow down the levelling rate in the end, as you just zoom through the last 10 levels and have trouble deciding what useless power to pick now, since you have to take one. And make the beginning as skippable as possible, without losing story aspects of it. For me, the game doesn't really start until you hit the Telos surface.

And yeah, another way to balance the game would be to lower the effectiveness of Force Powers (especially the Area of Effect ones like Heal, Insanity, Stasis Field that you can just spam without a worry) and modify the lightsaber parts' power down. The first may be fixed by the partial immunity Hardcore Mod grants, though, and the second is just so much trouble, as you'd have to modify multiple items' properties. Even if it is a bit silly to be doing 60 base damage with each of one's four hits in a round.

Oh yeah...thanks for the work, Beancounter. The game is flawed at its very core, but your work can help patch things up somewhat.

Eli_Starstrider
02-25-2005, 02:50 AM
One concern - There are times when some of your individual party member will have to fight on their own and if the enemies recieve the full set of bonuses, it will be very frustrating.

beancounter's mod is really great for making the game more challenging, but the fundemental problem is not even with the rules itself - it's with the designers. It's like a D&D DM who hands out magical items, boons, free feats and experience points easily. I am already level 15 by Dantoonine, less than 1/4 of the game!

Then there's YOURNAME crystal, free Echani fighting feat, the light-side/dark-side mastery bonus (which is ridiclously easily to get), various implants, armour underlays which effortless give you +2 to strength and dexterity, almost limtless supplies of adrenal boosts thanks to the workbench...then the Jedi powers which gives you a plus to all stats and saving throws...

I could go on and on. And perhaps with the enemy design.

But those things are cool! I like them! So if we recieve good things, then our enemies must be stronger.

Ranting aside, here are some suggestions:

- NWN have a cap on stat boost. Your maximum boosted stat is original stat + 10. So if you have a Strength of 18, the maximum strength you could get is 28.

- Enemies who know they are fighting jedi (such as Bounty Hunters) shall know that they are fighting jedis. My Star Was Lore is not very high, but I'm sure that there are some items which can protect against Force Powers.

- I like the resistance idea, but I have a problem with them being random. Wouldn't it be better to have speices-based bonus to resistance against Insanity or Death Field? Then throw in some randomness?

- Or...is there any way to find out the stat of your enemies? One frustrating thing about Kotr is there's no way to ID your enemy. Maybe we could do a new force power "Force Probe", and have it to reveal the resistances and weakness, and perhaps the next step in its AI (if possible, new to NWN scripting anyway), so we can react and give the AI some badass actions (Throw grenades, Horror + Force Lightning etc. etc.)

- We can tweak the Force Powers - +1 to all stats for a rank 1 Force Power is a bit too powerful and etc..

- About the variable difficulty scaling...it is possible to set a global variable as a the difficulty setting, and allow the user to change it via. the cheat console? Or can we hijack the default difficultiy setting variable?

* EDIT *

BTW, I new to the modding scene, but are the mods generally, eh, 'open-source'? Can I ask beancounter if I could take his script and combine it with other .2da? Of course, asking his permission first?

Just my 2 credits worth.

ChAiNz.2da
02-25-2005, 05:27 AM
Originally posted by Eli_Starstrider
BTW, I new to the modding scene, but are the mods generally, eh, 'open-source'? Can I ask beancounter if I could take his script and combine it with other .2da? Of course, asking his permission first?
As a general rule of thumb, yes, mods are open source. Any adjustments can be made, merged, combined etc. for your personal game.

Now, when/if you want to publish the mod and make it available to other players (public), that's when it would be appropriate to get the permission of all the original modder's, and give credit in your readme file. Though its not "stated" anywhere, it's a good practice to include the original author's readme file as well as your own...

Most modders here have been more than helpful and willing to give permissions... :D

beancounter
02-25-2005, 03:20 PM
Originally posted by ChAiNz.2da
As a general rule of thumb, yes, mods are open source. Any adjustments can be made, merged, combined etc. for your personal game.

Now, when/if you want to publish the mod and make it available to other players (public), that's when it would be appropriate to get the permission of all the original modder's, and give credit in your readme file. Though its not "stated" anywhere, it's a good practice to include the original author's readme file as well as your own...

Most modders here have been more than helpful and willing to give permissions... :D

Very well said Chainz. As a general rule I have no problem with people modifying my mods. If you want to take this file and change the scripts or make it compatable with another mod that uses k_ai_master I would say: "Go for it". However, I am not too keen on the idea of just repacking the mod without changing anything in it. There is really no added value in doing that.

Iluvguns
03-02-2005, 04:22 PM
Beany: This may only be an issue at this point in the game, but I doubt it (I'm on Telos' surface running with your mod). Force powers don't seem to do crap. With all their updated stats, you updated thier saves rediculously high. I don't even try to use Stasis or Disable Droid anymore-they almost never work at all. Could you explain why I'm wrong/fix it if I'm actually right?

Darkkender
03-03-2005, 12:52 AM
Originally posted by Iluvguns
Beany: This may only be an issue at this point in the game, but I doubt it (I'm on Telos' surface running with your mod). Force powers don't seem to do crap. With all their updated stats, you updated thier saves rediculously high. I don't even try to use Stasis or Disable Droid anymore-they almost never work at all. Could you explain why I'm wrong/fix it if I'm actually right?

That's why it is called a Hardcore Mod. Those are not bugs you mentioned those are features. The point behind a Hardcore mod is to make things difficult and for some of the more common overpowered effects actually have a higher chance of failing. Thereby presenting the player with a challenge that they must think about how to overcome. Also when force powers start failing you know your ability scores in the Force related abilities are too low. These scores are charisma and wisdom. If these scores are too low your force powers are useless as they should be.

Juha Avery
03-03-2005, 06:00 AM
i just have to dload this :P

Iluvguns
03-03-2005, 11:44 AM
It's not an issue with them being hardER. My issue is that I can cast my freaking Stasis 10 times and it never has any effect. It is worthless. I am not asking for it to be unresistable, just unresistable ENOUGH to be USEFUL. You misunderstood what I posted.

My Wisdom is 12 and my Charisma is 14-I hardly think I need much higher than that. Sure, maybe a sentinal should have a little bit higher-but that would not make the powers work.

Achilles
03-03-2005, 01:16 PM
Which of the hardcore mod "settings" are you using? I know that beancounter set this up so that you can edit how powerful your enemies are. If you're finding the current settings to be too challenging you might want to change them. Also, are you leveraging your items and "object:self" force powers to help gain an advantage?

I know that when I play Guardian, I tend to limit my force powers to those that I can cast on myself (Speed, Valor, Energy Resistance, etc) or offensive powers that will still do half damage if saved against. The challenge with playing Sentinel is that at some point you have to make a decision to be lean toward combat or force abilities.

I hope this helps.

Darkkender
03-03-2005, 07:09 PM
Originally posted by Iluvguns
It's not an issue with them being hardER. My issue is that I can cast my freaking Stasis 10 times and it never has any effect. It is worthless. I am not asking for it to be unresistable, just unresistable ENOUGH to be USEFUL. You misunderstood what I posted.

My Wisdom is 12 and my Charisma is 14-I hardly think I need much higher than that. Sure, maybe a sentinal should have a little bit higher-but that would not make the powers work.

Actually with the hardcore mod stats like those for force powers are to low. When you rely on the higher level powers like you are talking about you need a much higher wisdom & charisma so that your force powers can overcome resistance as well as be stronger. If you play a counsoler those stats should be your number 1 boosts for those powers and should start out with a 16 and a 14 in one of them at game beginning. Otherwise you will end up poned. If your playing a sentinel focusing on these type of powers then those stats need to be higher. For guardians and sentinels focusing more on ability boosting powers those stats are fine. The reason being low stats in wis & cha and high stats in str & dex are all you need for a front line brawler.

beancounter
03-03-2005, 08:00 PM
Actually, I have not yet released the version with the four difficulty levels above. My personal computer with all of my Kotor Mods is down, and it will not be up until probably Monday when the new hardware comes in. :( Until then I am stuck with my work laptop. So the revised Mod should be out Monday night.

Iluvguns, I have noticed when you are low level your powers are really ineffective. However, once you start to get higher in levels they will still almost never fail. If you are running around on Telos I am assuming you are probably around level 8. Wait until you go up a couple of more levels and you will begin to see a huge difference.

RedHawke
03-03-2005, 08:37 PM
beancounter,

I have been playing through with your HC Mod, and even on the base mod setting, with My mods installed, it really is a very good challenge...

I even made some killer items for the NPC's, and if I wasn't careful, I was still getting my backside handed to me...

Very, very nice work! :D

lilric27
03-04-2005, 03:50 AM
I was wondering when I played TSL about the combat. I thought the battle was over to quick. I thought leave the dmg the same but increase everyones vitality by like 2x or 3x. All it should really do is make the battles longer. Also I thought if possible there could be some way to slow down the animations. I actually wouldnt have a issue I dont think if the animations were at 2/3rd speed.

If one could increase vitality across the board by 2x-3x and slow down the animations some what the battles would almost take on epic status in a way. I think that would be a good thing some might think it is too drawn out. I dont know for sure.

But this beancounter thing with increasing vitality and increasing their saving throws, attack rating is right on the money. Also adding universal resistance to some npcs and random resistance to others is a fabulous idea.

It would make almost every battle different. Getting the force sensitive npcs to use their force powers would be next step. Although there are not that many.

What interesting for example to me is just yesterday I must of battled the Sith Governor in KOTOR I on Taris? about 20x's 1 v 1.

What was interesting is when he is above 50% health he uses stasis and he alternates between imp critical strike and imp pwr attack. When he is below 50% health he switches to life drain.

But he has enough force to cast at least 5 stasis at 20 a pop. I dont think he has much more than that.

If he does not stun you with critical he will stasis you unless you make your saves.

1 vs 1 its quite challenging and it slightly plays out different each time, I was barely able to win 1 out of 5.

In TSL I cant really recall any particular battle that involved force use like that or was as challenging.

karto
03-05-2005, 06:48 AM
Thanks a lot for this mod... It's sad when a game with such good storytelling has such little in the way of combat.

Anyways - just a quick thought:
Wouldn't it be possible to make everyone with forcepowers use the jedisupport behavior?
It seems like partymembers at least are quite good at making those powers count when set to jedisupport (too much so - they'll wipe anyone by themselves).

It is quite an anticlimax to enter the ancient Sith tomb on Dxun - without you PC - and kill 3 Sithlords or whatever they were, in less than 30 seconds. I spend more time walking than fighting, even though the place is crawling with Sith, and they hardly made any show of force - if any.

Smilodon
03-06-2005, 07:27 AM
Exactly the type of mod i was looking for, gj :)
I've started a new game as Consular/Jedi Master, hope it gets more challenging and how wave/stasis work on the enemies now ^^;

mrdefender
03-17-2005, 09:52 PM
Ive run into a small bug...

I'm using the insane file from version 2.0 and I've encountered a problem on a planet. There was an enemy that was supposed to die but didn't and now I cant leave that place. Read the spoiler for specifics.

On Dxun, Fredo Nadd's temple (or whatever), when they break the ritual, one of the sith masters was supposed to die but he just lost over 50% of health and turned friendly so I can't attack him. I also can't leave the area cause "i can't leave the battle". The Mandalorian guy doesn't show up either....

beancounter
03-17-2005, 11:35 PM
Hmm, I am not sure about that one. I have not gotten that far in my own game yet. If you do not mind, can you send me your save game? And I will check it out fully. I will PM you my email address.

karto
03-20-2005, 10:20 AM
Wow... I've been waiting to try the hardcore mod (wanted to finish at normal first to judge the game on its own). I finished a while ago, and finaly had time to play some more - so I just installed the mod and loaded a random save.
Next thing I know Kreia is kicking my a**! WOOHOO... I never knew dying could be this satisfying!!!

Now its time for some unarmed DS ninja sweetness!
(I'm gonna die soooo much this time round :D )

Mossa
01-01-2006, 07:39 AM
Guys! I cant seems to be able to downlaod this Mod plaese help me!

ChAiNz.2da
01-01-2006, 08:03 AM
Guys! I cant seems to be able to downlaod this Mod plaese help me!
Hey Mossa! Welcome to the Forums! :waive1:

Thanks for the notice.. the link hadn't been changed since PCGM updated it's servers. I've now fixed the link located in the very first post of this thread.. but to save you the trouble:

http://www.pcgamemods.com/mod/10900.html

ENJOY! :)

RedHawke
01-01-2006, 08:12 AM
^^^^
Drat! Beat me to it ChAiNz! :D

I moved the thread but answered Mossa's other post first. ;)

ChAiNz.2da
01-01-2006, 08:24 AM
^^^^
Drat! Beat me to it ChAiNz! :D

I moved the thread but answered Mossa's other post first. ;)
Well, it's about time I beated someone to the post :xp: Darth333 has an uncanny knack of posting before me hehehe...

Yah, and the moved thread completely blew my already aching head :lol: I was like.. where the hell did I go.. wasn't I just in Holowan? ;) Happy '06! :D

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

Back on topic:
Hope you enjoy this mod Mossa, it's been one of my favorites ever since it was released, and it hasn't left my override since I first installed it...

beancounter's hard work helped me to play this game over & over cuz' let's face it.. vanilla TSL is just waaay too easy. Also, if you like this mod, might I suggest a great companion/addition as well to really help balance out the game:

Achilles' Game Balance Mod:
http://www.freewebs.com/achilles01/

Look in the miscellaneous section. :)

Q
05-26-2006, 01:34 PM
First off, this is an awesome, very essential mod (the very first one I DL'd for either game). It dovetails very well with all the other cool mods out there; Redhawke's Prestige Items & Bonus Packs, Achilles' Game Balance Mod, Stoffe's High Level Force Powers, Prime's Dark Jedi Conversion, Shem's Sith Assassins With Lightsabers (I thought I'd never get off the Harbinger-terrific!), just to name a few, but now I'm stuck.

I'm pretty sure it's the same one mrdefender mentioned over a year ago (Can you tell I'm a newbe?), so I know I'm not the first to do so. Since that was more than a year ago, I'm sure someone's found a solution to it, and I would love to know what it is.

I've played the game dozens of times from every angle, so you won't have to worry about plot spoilers with me. I have a feeling that everyone has hit this same snag-you can't fight him, therefore you can't kill him, therefore you can't finish the level. Any help would be greatly appreciated, please and thank you!

Also: I was wondering if a version of this mod could be made for KotOR1. I already use Talchia's (a true classic), but I've outgrown it (as I'm sure most have), because I want to use the cool new item mods for that game as well and still have it be a challenge. Thanks to all of you for keeping these two great games interesting and fun (especially K2, which needed a lot of help from the get-go!). I'm off to read more threads!

RedHawke
05-26-2006, 11:48 PM
Qliveur,

The issue in Freedon Nadd's Tomb and the Sith that isn't killed with the lightning bolt is because you are using Achilles Rebalance Mod and Beancounter's Hardcore Mod together and the NPC in question has so many hit points that the ritual game script fails to kill him. So it breaks your game.

I believe stoffe -mkb- made a fix for that game script to accomodate these 2 mods but I cannot find it at the moment. :( You could try to PM stoffe -mkb- and see if she still has the fix, or simply remove the Hardcore Mod's file before you enter Freedon Nadd's Tomb in the game. ;)

Also this mod is basically a re-make of Talchias for KotOR so they are basically the same. There is no way to make Achilles Rebalance mod for KotOR as I do believe it uses files that are not present in KotOR.

Q
05-27-2006, 04:34 AM
That's what I figured-that the mod had pumped his stats to the point where the game couldn't kill him.

As for my KotOR1 HCM question: It would be possible to change the settings in that mod in the same manner as Beancounter describes doing the same to his at the beginning of this thread, would it not?

I must admit that doing that is more than a bit beyond me. I just learned how to edit 2da and GFF files (thanks to you all!), but this recompiling of scripts (even after reading the tutorial) is Greek to me.

Thanks for the info on the fix, RH. Hey-are those Cylon smilies I see?

mongerman
09-18-2006, 10:01 AM
Just one question, what exactly are the effects of using the hardcore mod with achilles rebalanced mod?

stoffe
09-18-2006, 11:26 AM
Just one question, what exactly are the effects of using the hardcore mod with achilles rebalanced mod?

The fights in the game will become insanely hard since the difficulty enhancing methods used by the two mods are different and thus stack with eachother. :) You will get the full effect of both mods at the same time.

Enemies will do lots of damage, will have good defense and saving throws making it harder to hurt them, and will have good enough attack bonus that wearing armor is mostly pointless since they'll rarely ever miss anyway. And they'll be immune to most disabling force powers.

mongerman
09-18-2006, 12:11 PM
Crikey! Sounds like the good ole freeze them and whack them tactic wont work as well. As the creator of this mod, do you have any suggestions for character builds that are more viable for the insane difficulty?

Darkkender
09-18-2006, 06:45 PM
Stoffe's Not the creator beancounter is. However Stoffe is a avid player and modder and is very handy when it comes to some sort of scripting need.

As to character Builds on Insane Difficulty it all depends on what you are after and what other mods you have installed. Due you want the difficulty to seem less difficult or to continue being difficult.

mongerman
09-18-2006, 09:02 PM
Oops sorry bout that. I'm planning to play with achilles rebalanced mod and the hardcore mod for a really difficult game

Tyrial
10-14-2006, 08:55 AM
Can someone please direct me to an active download link of both this and Achilles's Game Balance Mod. I can't seem to find them anywhere.

finisher700
01-04-2007, 04:27 PM
Hi,

KOTOR 2 is fun in concept but it was getting dull to the point of being unplayable as my character progressed in levels and gathered better equipment.

I played using Beancounter's insane setting for several minutes and already noticed that mundane creatures are not dying with one hit, which is a good thing. Thanks for developing this mod.

I was wondering if there are any known conflicts to using this mod in conjunction with Stoffe's higher force power mod and improved AI mods? What do the respective modders think about that? Hope I can still get a reply to this as most recent posts to this thread are months old.

As to the above post, it seems that Achilles' mod is nowhere to be found, unless someone has an old link or something. Certainly is not accessible from simple searches.

Edit: I see Both the Hardcore Mod and the Improved Combat AI mod are based around the k_ai_master.ncs script in the override folder, so that answers part of the question -- it's one or the other.

I also saw a post on another forum where someone was praising the use of the Force Powers Mod in conjunction with the Hardcore Mod, so I assume that at least those two would work together.

The thing is, Beancounter's Hardcore Mod seems to add some much-needed overall difficulty to help improve the balance, whereas Stoffe's Combat AI mod adds some interesting and helpful improvements to specific AI and NPC behaviors to make them act more intelligently. If there was a way to merge these two, that might be real swell. And nifty.

Not being a script compiling maniac, I will leave such endeavors to people who are.

Edit 2: I found this thread on this forum:

http://www.lucasforums.com/showthread.php?t=173739&highlight=improved+combat

Very intriguing! I hope it works!

Q
01-05-2007, 03:01 PM
Yup.

I was about to direct you to that thread, but I see that you already found it! :)

And yeah, it works like a charm. I also would suggest using Achilles' Game Balance Mod (http://www.lucasforums.com/showthread.php?t=147135&page=1&pp=40) along with the Hardcore and Improved AI mods. The Game Balance Mod works alongside the other two with no conflicts whatsoever and makes a big difference in the game.

finisher700
01-05-2007, 03:47 PM
Thanks for the quick reply! Very helpful people on this board.

I am getting ready to integrate the HC mod into the AI mod right now. Unfortunately, Achilles website is closed to to exceeding the allotted bandwidth, and that mod is nowhere else to be found.

Edit: Hi again,

Being as the Achilles site states that he has "used up his monthly bandwidth" and it being only January 5, it seems unlikely that I will be downloading from that site anytime soon. I was wondering if anyone could upload this to a common site (can't imagine Achilles would mind if someone posted it at a game mods hosting site, since he intended the script for public distribution anyway), or if someone could email me the mod.

Edit 2: Got everything up and running. Thanks for your extensive help, Qliveur. Thanks also to Stoffe, Beancounter, and Achilles for all their diligence and hard work.

Have all three mods running simultaneously and I am getting my tail handed to me on a platter. May need to adjust either: a) my strategy, or b) which beancounter HC mod difficulty level to insert. In my swaggering arrogance I started with insane, but the addition of Achilles' file has made my elite-level Jedi a sniveling incompetent, his companions fragile and buttery soft. Heehee.

Slightly off-topic curiosity question about Achilles mod: readme says it cuts off at level 35. Does that mean that my characters cannot level up beyond that point or what? Because I see nothing on the autobalance.2da file relating to level capping (that I can discern), and all the other files are advertised either as conflict fixes or Darth so-and-so tweaks.

Achilles
01-06-2007, 01:31 AM
Slightly off-topic curiosity question about Achilles mod: readme says it cuts off at level 35. Does that mean that my characters cannot level up beyond that point or what? Because I see nothing on the autobalance.2da file relating to level capping (that I can discern), and all the other files are advertised either as conflict fixes or Darth so-and-so tweaks.IIRC, (it's been a while), you couldn't get much higher than level 25 in a normal game without cheats or exploits. My hope was to allow the player to be able to up this to about level 35 (for reasons that I believe I covered in the readme, but I might not have). This isn't a "cap" per se, but rather an adjusted expectation for normal gameplay. I hope this helps to clarify.

Q
01-07-2007, 06:32 AM
Have all three mods running simultaneously and I am getting my tail handed to me on a platter. In my swaggering arrogance I started with insane, but the addition of Achilles' file has made my elite-level Jedi a sniveling incompetent, his companions fragile and buttery soft.
I'd suggest starting off with the moderate setting. :)

Ahhh, superhardcore TSL. It's the forizzle-shizzle, thanks to those three wonderful mods and the three wonderful people who created them.

Echad
06-26-2007, 01:44 PM
In a case someone needs a working link to this mod, here it is:

on StarWarsKnights.com (http://xfer.lfnetwork.com/starwarsknights.com/HarcoreMod-TSL.zip)

Arcesious
01-29-2008, 11:46 PM
I've fixed this problem myself, sadly the only way is to cheat.

This only happens if you have the tSL hardcore mo installed. apparently soem of the mark II minign droids somehow get killblasters from it...

On peragus, on the dormatory level, some Mining droid mark IIs will insta-kill you no matter how much life/armor/etc you have, so you have to turn on invulnerability or else you'll die.

Why did i post this? because it would be nice to have a fix since being forced to cheat ruins gameplay for me and soem other people when they want a challenging game, but not to challenging.

Darth Xander
01-30-2008, 04:35 PM
In a case someone needs a working link to this mod, here it is:

on StarWarsKnights.com (http://xfer.lfnetwork.com/starwarsknights.com/HarcoreMod-TSL.zip)
Thank you Echad.

Darkkender
01-30-2008, 04:46 PM
I've fixed this problem myself, sadly the only way is to cheat.

This only happens if you have the tSL hardcore mo installed. apparently soem of the mark II minign droids somehow get killblasters from it...

On peragus, on the dormatory level, some Mining droid mark IIs will insta-kill you no matter how much life/armor/etc you have, so you have to turn on invulnerability or else you'll die.

Why did i post this? because it would be nice to have a fix since being forced to cheat ruins gameplay for me and soem other people when they want a challenging game, but not to challenging.

The only way those droids have insta-kill blasters is if you have another mod installed that affects blasters in the game. This mod simply replaces one of the main AI scripts to buff up your opponents based upon your characters level it doesn't give opponents any new equipment.

Seweryn
05-23-2008, 04:53 AM
Does anyone know where can I find working link to beancounter Hardcore Tsl mod . I would be very grateful for any tips

stoffe
05-23-2008, 08:47 AM
Does anyone know where can I find working link to beancounter Hardcore Tsl mod . I would be very grateful for any tips

It should be available to download from the Featured Mods page on www.starwarsknights.com (http://www.starwarsknights.com/kotor2mods.php).

justadude
05-30-2008, 06:15 PM
Hello,

I have both the USM and Holowan Plugin 1.3 installed. When I delete the k_ai_master.ncs file to remove the Hardcore Mod, saved games no longer loads properly and i am unable to start new games without crashing.

Having followed the instructions given how to remove this mod I now wonder what I must do to be able to play the game with USM and Plugin, but without the mode.

Thanks,

justadude

Ps. I find 15 round fights I always win boring. No Offense intended, but if I am going to win I might as well one hit when playing for the umpteenth time.