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stoffe
07-14-2005, 05:30 AM
I uploaded a new version (2.0) of the High Level Force Powers, well, a month ago, but I was requested to re-create this thread since the original disappeared due to the forum problems. :)


The mod adds 21 new High Level force powers to K2:TSL, becoming available at levelup from level 20 to level 26. They are evenly spread out as 7 lightside powers, 7 universal powers and 7 darkside powers.

In addition one lower level bonus power is also included, for a total or 22 new Force Powers.

The Full Mod (v2.0) can be found here (http://www.lucasfiles.com/?s=&action=file&id=1313). This is the complete mod, you don't need to download and install version 1 before installing this one. The v2.1 Update requires that you already have the full v2.0 version of the Mod installed. The update can be found here (http://www.lucasfiles.com/?s=&action=file&id=1314).

Attention: The above files are RAR compressed (similar to ZIP but better). You will need WinRAR (http://www.rarlabs.com) or 7zip (http://www.7zip.org) to extract the mod files inside. If you post in this thread asking why the mod does not work after you put the RAR file in override, or how to open the RAR file, I will point and laugh at you! (Well not really, but you get the idea...)

EDIT: Released an update, see this (http://64.20.36.211/showpost.php?p=1856401&postcount=27) post as well.

Warning: If you don't like force powers with flashy visuals, skip this mod. Some of the offensive powers are a bit heavy on the visuals. Also, many of these powers are fairly powerful, which is unavoidable for high level powers that should be able to compete with Force Crush, Enlightenment and Storm for use. I've tried to give them all some kind of weakness though.


1) NEW IN VERSION 2.1

The following things have been added or changed in Version 2.1 of the mod:

Added one new Lightside power: Force Deception (see below).
Added one new Universal power: Spirit Exodus (see below).
Added one new Darkside power: Force Blindness (see below).
Fixed the Force Power descriptions to display the correct prerequisites for a handful of powers who had gotten outdated descriptions.
Fixed most occurances where Beasts or Droids killed when knocked down by the powers Strike, Pull, Hold or Destruction would not play their "lying dead" animation correctly, but "stand idle" instead, due to missing animations in the game for their models.



2) NEW IN VERSION 2.0

The following things have been added or changed in Version 2 of the mod:

Added two new Lightside Powers: Energize and Static Field.
Added two new Darkside Powers: Leech Life Force and Contagion.
Added three new Universal Powers: Bombard, Hurricane and Destruction.
Added a lower level Universal bonus power: Force Pull.
Fixed bug with Force Hold, causing it not to apply the penalties as described.
Fixed description of Omniscience to mention the 2-12 pt damage bonus it grants.
Adjusted the Force Point cost of all powers, as requested.
Renamed Sap Will to Force Sleep to make it sound more Lightside-ish, as requested.
Minor tweaks and fixes to the scripts of various powers.
Fixed bug with Force Incinerate, making it a Darkside power as described.
Fixed an error with Incinerate that had a small chance of causing trouble when used in some game areas.



3) THE NEW FORCE POWERS

The following 22 force powers will be added to your game by the Mod:

((((LIGHTSIDE POWERS))))


Force Deception (http://img313.imageshack.us/img313/1341/hlfpdeception25lv.jpg) (2u1)
Light Side Power
Base FP Cost: 45
Prerequisites: Level 23 Force User

Using this power, the Jedi can affect the flow of photons in her surroundings, bending light around her body. This renders her effectively invisible to organic beings using eyes or droids relying on photoreceptors to perceive their surroundings. This effects lasts for 36 seconds, or until the Jedi draws attention to herself by attacking someone.


Force Energize (2.0)
Light Side Power
Base FP Cost: 40
Prerequisites: Level 20, Consular, Jedi Master, Sith Lord

The Jedi can channel the strengthening energies of the Light Side through herself and her allies, temporarily boosting their hardiness. Those affected will get a bonus to Vitality equal to twice the level of the Force User, and a bonus to Defense equal to half the level of the Force User. In addition, all other force sensitive party members will get Force Points equal to twice the level of the force user immediately restored to their force pool.This power lasts for 30 seconds.


Force Static Field (http://img54.echo.cx/my.php?image=ststaticfield32nz.jpg) (2.0)
Light Side Power
Base FP Cost: 50
Prerequisites: Level 21 Force User

The Jedi can use the Force to release a violent burst of static electricity in an area around the selected target. While this burst is completely harmless to organic lifeforms it will wreak havoc on the circuits of droids and other electrical systems such as turrets. When struck, a droid will either become confused and start attacking its allies, or it will briefly short out and be unable to take any action, or its sensors will become overloaded so it can only detect targets that come close to it or directly attack it. This power lasts for 30 seconds, though a successful Will save will reduce the duration to half.


Force Sleep
Light Side Power
Base FP Cost: 55
Prerequisites: Level 21 Force User

This power allows the Jedi to affect the minds of nearby enemies to put them in a sleep-like state, making them unable to take any action but to stand motionless. Since this leaves them unable to defend themselves, their Defense, Saving Throws and ability deflect blaster bolts all suffer a -10 penalty while affected. They will remain in this stupor for 12 seconds. This power cannot be resisted, though a successful Will save reduces the duration to 6 seconds.


Force Omniscience
Light Side Power
Base FP Cost: 45
Prerequisites: Level 22, Any Lightside Prestige Class

Omniscience grants the Jedi insight into the intentions of nearby enemies. This premonition about what is to come allows the Jedi time to defend against nearly any attack, while being fully able to exploit any weaknesses in the enemies may have. When active, Omniscience allows the Jedi to bypass the Defense of any enemy and always hit with their strikes. Further the Jedi gains a +12 bonus to Saving Throws, Defense and Blaster Bolt Deflection, and a 2-12 bonus to attack damage. The trance lasts for 20 seconds.


Force Protection
Light Side Power
Base FP Cost: 85
Prerequisites: Level 22 Consular, Jedi Master or Sith Lord

A skilled Force User can wrap the force around them like a shield, protecting them from harm. This power lasts for 200 seconds, and will protect the force user against 140 points of damage before dissipating. Due to the concentration required to maintain this protection, the force point regeneration of the force user is slowed by 25% while this protection is active. (Cast it again while active to deactivate it.)


Force Immortality
Light Side Power
Base FP Cost: 60
Prerequisites: Level 24, Any Prestige Class

Channeling the light side energies of the force through herself and her allies, a Jedi can counteract injuries and afflictions they are subjected to. For 36 seconds, all party members will be granted vitality regeneration equal to the level of the force user every 2 seconds. In addition, those affected become immune to poisons and ability penalties for the duration. Party members weaker in constitution will not safely be able to channel as much force energies through their bodies. Thus those who fails a fortitude save against a DC of 50 minus the level of the force user will only gain vitality regeneration at half the normal rate.


[[[]]]


[U]Spirit Exodus (http://img255.imageshack.us/img255/6923/hlfpspirit2en.jpg) (2u1)
Universal Power
Base FP Cost: 100
Prerequisites: Level 30, Sith Lord/Jedi Master

This technique in the Force is extremely rare, only the wisest, most powerful Masters have ever been able to use it. Using a trance, the force user can will a part of their own spirit outside their body and use the Force to manifest it in a physical form resembling their own. This Force Spirit "clone" will accompany and fight alongside the force user for 36 seconds before again fading, the spirit essence flowing back to the body where it belongs.


Force Hurricane (http://img54.echo.cx/my.php?image=sthurricane3fd.jpg) (2.0)
Universal Power
Base FP Cost: 50
Prerequisites: Level 22 Force User

Through the Force the surrounding air can be accelerated into a raging storm, lifting all nearby enemies off the ground and blowing them helplessly around for the duration of this power. Force Hurricane lasts for 12 seconds, though a successful Fortitude save allows a victim to free themselves after half that time. This power cannot be resisted since the Force doesn't directly affect the victims.


Force Bombard (http://img54.echo.cx/my.php?image=stbombard9qz.jpg) (2.0)
Universal Power
Base FP Cost: 75
Prerequisites: Level 23, Any Prestige Class

An experienced Force User can gather gases from the air and focus them into concentrated streams that can be ignited. These streams, which bear some similarity to blaster bolts, may then be hurled at the Force User's enemies. The Force User can strike a target with a gas bolt every 2 seconds for the duration of the power, causing 1-4 damage per level of the Force User to the victim and other nearby creatures. The duration of the power is 6 seconds plus one second for every even level of the Force User above level 20 (ie extra bolts at level 24, 28 etc...). The victims may make a reflex save when struck by a bolt to cut the damage in half. The force user can only concentrate enough to maintain one Bombard power at a time.


Force Destruction (http://img54.echo.cx/my.php?image=stdestruction22td.jpg) (2.0)
Universal Power
Base FP Cost: 65
Prerequisites: Level 25, Consular, Jedimaster, Sith Lord

This power allows a Force User to draw large amounts of energies and concentrate them in a single spot centered on a target. When critical mass is reached, the energies explode violently in a manner similar to a small nuclear blast, causing damage to the target and all nearby creatures within a 5m radius. The force user can shield her allies somewhat from the blast, who will only take half damage. This power deals 1-7 damage per level of the force user to the target. A successful Reflex saving throw will reduce the damage to half.


Force Strike (http://img229.echo.cx/my.php?image=ststrike25jt.jpg)
Universal Power
Base FP Cost: 55
Prerequisites: Level 21, Sith Lord/Jedi Master

Force Strike concentrates the force energies of the surroundings into a series of intense energy bolts that will simultaneously strike the selected target. The bolts will inflict 1-8 damage to a single target for every level of the force user. The force of the Strike will throw the target to the ground and hurl any nearby creatures away from the impact. There is no known defense against this power.


Force Hold (http://img229.echo.cx/my.php?image=sthold3pj.jpg)
Universal Power
Base FP Cost: 45
Prerequisites: Level 24 Force User

Hold will envelop a single target in a dense cloud of force energies, making them unable to move from the spot. The energy cloud will severely disorient its victim, making them unable to remain on their feet, and reduces their Attack, Defense and Saving throws with -10 while trapped in the cloud. It will also render them mostly oblivious to what goes on outside the cloud unless directly attacked. This power can be resisted, but offers no saving throw to avoid or reduce its effects.


Force Freeze (http://img229.echo.cx/my.php?image=stfreeze3ri.jpg)
Universal Power
Base FP Cost: 55
Prerequisites: Level 23 Force User

Using the force to violently slow the atoms around a target, the force user can unleash blasts of intense cold centered around enemies within a limited radius. Each blast deals 1-4 cold damage for every 2 levels of the force user and instantly deep freezes the target. While frozen the victim suffers a -6 penalty to Attack, Defense and Saving throws. It will take 9 seconds for the victim to thaw enough to move, but even then the debilitating effects caused by numbing cold remains for another 6 seconds. A successful Fortitude save reduces damage and penalties by half. All enemies within a 5 meter radius of a blast will take splash damage, but suffer no other ill effects.


<<<<DARKSIDE POWERS>>>>


Force Blindness (http://img228.imageshack.us/img228/8064/hlfpblindness9is.jpg) (2.1)
Dark Side Power
Base FP Cost: 60
Prerequisites: Level 23 Force User

The Dark Side can cloud the vision of those not strong enough to resist its power. Using this technique, a force user can affect the sight of nearby opponents, making them unable to see anything, and by extension attack since you can't attack what you cannot see. This blindness lasts for 12 seconds, though the victim is allowed a Will save to reduce the duration to 6 seconds. This power cannot be otherwise resisted. This power will not affect a target who has the Force Sight power active.


Force Contagion (http://img271.imageshack.us/img271/6391/stcontagion29zk.jpg) (2.0)
Dark Side Power
Base FP Cost: 60
Prerequisites: Level 24 Force User

Drawing on the dark energies of the force, the Force User can infect a group of enemies with a terrible, wasting disease that will severely injure and weaken its victims. The infection lasts for 60 seconds, during which the victims will take 20 damage and lose 1 point of Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma every 6 seconds. The force user can protect himself and his allies from the infection, but those not so lucky need to make a Fortitude save vs a DC of 100, making it nearly irresistible. Creatures immune to poisons, like droids, are unaffected by this Power.


Leech Life Force (http://img54.imageshack.us/my.php?image=stleech21ep.jpg) (2.0)
Dark Side Power
Base FP Cost: 40
Prerequisites: Level 22 Force User

This vile use of the Force steals life essence from the a target and imbues the Force User with that essence. The selected target will be drained of 6 points of Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma while the Force User will receive a corresponding bonus. The victim will also be slowed for the duration, while the force user is speeded up. This power can not be fully resisted, but a successful Will saving throw will reduce the penalties to 4 and cut the speed penalty in half. The effects of this power lasts for 36 seconds.


Force Weaken (http://img271.imageshack.us/img271/3729/stweaken10ia.jpg)
Dark Side Power
Base FP Cost: 65
Prerequisites: Level 22, Any Prestige Class

This vile use of the force will drain the life force of a single selected target, using it to boost the dark side aura of the surroundings. The target will be drained of 50% of their current vitality points and suffer a -10 penalty to their Defense, Saving Throws and Premonition (ability to deflect blaster bolts) for 9 seconds. They will also be slowed for the duration. This power can not be resisted, but a successful Will saving throw will reduce the vitality drain to 33% of the current health, and the penalties to -5.


Chain Lightning (http://img271.imageshack.us/img271/3909/stchainlightning18to.jpg)
Dark Side Power
Base FP Cost: 50
Prerequisites: Level 22 Force User

The force user can unleash a torrent of electricity at a target. The lightning bolt will forcefully strike the target, causing damage and debilitating pain, and then arc to the next nearest enemy and do the same. The bolt will not stop until it has struck all nearby enemies, or until it loses strength and fizzles after 2 seconds. Every target struck by the bolt will take 2-7 damage for every level of the force user and suffer a -4 penalty to their stength, dexterity and their fortitude and reflex saves for 9 seconds. A successful Reflex save cuts the damage and penalties in half.


Force Grip
Dark Side Power
Base FP Cost: 35
Prerequisites: Level 25, Any Prestige Class

The force user can hold immobile and constrict a single opponent, slowly crushing the victim to death. The Grip will cause 15 damage every 3 seconds to its victim until either the victim dies or manages to make a Fortitude save. A successful save allows the target to break free of the Grip, but will take 20 falling damage as they are thrown to the ground by the backlash of force energies. This force power cannot be resisted, and offers no initial save to avoid its effects alltogether.


Force Incinerate (http://img229.echo.cx/my.php?image=stincinerate5uq.jpg)
Dark Side Power
Base FP Cost: 70
Prerequisites: Level 26, Any Prestige Class

While even a lowly apprentice can use the Force to create heat and light small fires, a Master can put this ability to devastating use as a weapon. This terrible power will lift a single target off the ground and set them ablaze in roaring flames. The victim will be held and burned for 12 seconds, sustaining fire damage equal to one and a half the level of the force user every 2 seconds. This force power cannot be resisted, but a successful Fortitude save will cut the duration in half.



In addition to the 20 High Level powers, the mod also contains one low-level bonus power:


Force Pull
Universal Power
Base FP Cost: 20
Prerequisites: Level 3 Force User

Those attuned to the Force can use it to telekinetically manipulate their surroundings. This particular power allow a Force User to violently pull an opponent towards them, often knocking them briefly off their feet in the process. The force of the pull will inflict crushing/falling damage equal to the level of the force user.

ChAiNz.2da
07-14-2005, 05:41 AM
I seem to recall thinking this mod absolutely kicks Uber-Arse! :D

Review (http://www.starwarsknights.com/kotor2mods.php) worthy even ;)

Thanks again, a thousand times over, for bringing us these powers stoffe! You've knocked us on our bums with this one :thumbsup:

Mono_Giganto
07-14-2005, 07:45 AM
Heh, I'm sure it's great, downloaded 2 weeks ago and have yet to *reach* those levels in my current game. :D

Colma Adawin
07-14-2005, 10:29 AM
PERFECT!!!! ALL THOSE SWEET FORCE POWERS GO WITH THE BEST ( in my opinion ) CLASS!!!! THANK YOU SOO MUCH Stoffe -mkb- !

gotta love the Jedi Consolur / Jedi Master / Sith Lord ;)

Got my Copy and Got KSE to test these sweet powers ;) then i'll properly gain them, just so i can 'prioritise' force powers ;)

Colma Adawin

Smilodon
07-14-2005, 11:45 AM
This mod is one of my personal favorites, one of the best enhancements for the game. Fantastic work, thank you :)

RedHawke
07-14-2005, 08:46 PM
Yup, this one rocks! :rock:

And to ressurect this from the old thread...

"Who else feels like Scorpion from Mortal Kombat when using Force Pull?"

Get over here! :D

SoNico717
07-14-2005, 09:40 PM
Who else feels like Scorpion from Mortal Kombat when using Force Pull?


Me.

Great, great mod. Leech Life is my favorite one.

Prime
07-14-2005, 11:55 PM
Nice work. :)

darkdragon106
08-07-2005, 02:20 PM
i download this mod and only get the redme can someone help

General Kenobi
08-07-2005, 02:53 PM
I said it before in the original thread and I'll say it again Stoffe. "Absolutely AWESOME MOD!!!" This literally should be a required update and I'm suprised the games makers haven't wanted to contact you to include it in an update! :D
:thumbsup:

The best aspect (for me) is the ability to stave off many would be fatal attacks especially with the Hardcore MOD installed by BeanCounter. ;) I've yet to experience a single crash in any short playthrough of any level when using your powers in any combination.

You really outdid yourself with this MOD and this MOD's version 1 alone assured your status in Holowan's rank of Pro Modders. :D Every single power is original and widely varied from the others each having their own unique uses that come in very handy in specific circumstances.

If you do a version 3 I'd personally like to see a "Force Clone" or "Kamino Trick" that would let you spawn at different levels 2 or 3 or 4 "clones" of your exile character that the bad guys would want to attack before you or something. Just a thought :D


Well do you mean inside of the zipped up file? If you received anything other than a compressed archive file it might have just been a glitch or the like over at PCgameMODS. If your meaning inside of the compressed archive it is most likely due to an Anti-Virus program or the like installed and set to HIGH with the options set to "clean inside archives." Those could be the only reason why you'd have gotten that I can think of.

I'd just try downloading it again and see if that cures your problem. ;)

The actual "force powers" is an installer ran by .exe NOT copy paste or unzip to, kind of thing. Just extract out all of the contents to a folder on your desktop and read the readme cause it tells you where to point the installer to install to. Run the .exe file and enjoy. You can play test the first power in under 5 levels (actually I think it's level 3 for pull)

Hope that helps a bit ;)

:ben:
General Kenobi

Lorden Darkblade
08-07-2005, 09:01 PM
Awesome Force Powers stoffe ;)
This is a must have :thumbsup:

darkdragon106
08-08-2005, 01:35 PM
can any one tell how to fix this problem i'm haveing befor when i downloaded this file it just gave me the redme and nothing elce now when i try to download it dont even let me pick where to save the file it just put its in tempery internet and i still only get the redme and its not just this mod the same thing happens when i try to doenload the Holowan file for TSL

General Kenobi
08-08-2005, 06:09 PM
@darkdragon106

I'd def. download, install and run several times; Ad-Aware from Lavasoft. Then scan your machine thoroughly for any type of virus. What you are experiencing is not normal and I know there's nothing wrong with the download over at PCgameMODS cause I just downloaded V2 prior to posting this. Make sure to delete all of your temporary internet files as well. ;)

ALSO try holding down the CTRL key when you are at the last click to download Stoffe's MOD. If still nothing after you try some or all of this stuff then try utilizing Netscape or Firefox (any other browser other than IE).

I'm not saying it's all or any of these BUT you definately have some type of "hiijack" or bad IE install for that to be going on.

Hope that helps a bit,

:ben:
General Kenobi

stoffe
08-23-2005, 03:34 PM
I have finally gotten around to fix the bugs that were discovered in v2.0 of the High Level Force Powers Mod. To make it a bit more worthwhile to download I have added 3 more high level powers to the update as well. See below for more info.

Since this probably is the last version of the HLFP mod I'd like to be a bit more sure that I am not overlooking something this time, resulting in another buggy upload.

So before I upload the update to PCGM I would really appreciate if someone who has the HLFP v2.0 mod installed would want to download this update and try it out, and see if they can spot any remaining (or new, for that matter) errors.

You can get the v2.1 update here for now. Please note that this is an updater which requires that you already have v2.0 of the Mod (which was uploaded some time in June) installed in your game in order to work.

If you use it, make sure you have all the HLFP v2.0 (including modified 2da) files in your main override folder and not in any subfolder, or the Installer app won't find them and Bad Things™ will likely happen.

Since no-one downloads anything without screenshots nowadays, here are a few snapshots of the 3 new powers in action, with their descriptions:

EDIT: Moved down to release post...

If you try it out, please let me know if you find any remaining problems. On the off-chance there are no more bugs, let me know if you don't find anything as well, so I know if someone has tested and not encountered any trouble, and I'm not just being cheerfully ignored. :)

EDIT: Released the update, see this (http://64.20.36.211/showpost.php?p=1856401&postcount=27) post below.

maaneeack
08-23-2005, 04:29 PM
Using Spirit Exodus, some of the armour wasn't appearing on the clone (pc's bladesinger uniform, pc's dark robe, exotic mesh dancer outfit).

stoffe
08-23-2005, 04:34 PM
Using Spirit Exodus, some of the armour wasn't appearing on the clone (pc's bladesinger uniform, pc's dark robe, exotic mesh dancer outfit).

Are those custom armors/robes? The script only clones the attire if the Tag and ResRef set in the UTI template of the armor/robe are identical, since Bioware didn't bother re-implementing the GetResRef() function in the KotOR version of NWScript. Could you open your clothes template with a GFF-editor or KotorTool and verify if this is the case?

If it can't spawn the worn outfit due to a Tag/Resref mismatch, it should use some standard outfit of the same type instead. This will only work however if the armor does not use a custom Baseitem type, since I can't guesstimate what they might be. :)

Not much to do anything about since there is no way to get the Resref of an item in this version of the scripting language, or copy an existing instance of an object. :/

If this is the problem however, it should resolve itself if you change the Tag of your items to match the Resref (and spawn a new copy in-game since changing the template won't affect the existing object instances you already have in your inventory).

Another potential problem is if the items have Usability restrictions that only lets party members of the Exile use them. Since it's impossible to make the game ignore those restrictions for AI controlled NPCs, they can't be equipped. Nothing that can be done about that either. :/

maaneeack
08-23-2005, 06:43 PM
They are part of the holowan plugin, I don't remember which individual mod had the bladesinger uniform and the dark robe, but the dancer outfits are the jabba's palace fix items. I'll check the uti's in a bit.

I'm using my character, not a party member, but when she is wearing one of the aforementioned clothes, the clone is naked.

stoffe
08-23-2005, 07:33 PM
They are part of the holowan plugin, I don't remember which individual mod had the bladesinger uniform and the dark robe, but the dancer outfits are the jabba's palace fix items. I'll check the uti's in a bit.

I'm using my character, not a party member, but when she is wearing one of the aforementioned clothes, the clone is naked.

Sounds like it could be differing Tags/Resrefs on items with a custom base item type. I'll add some extra checks to make sure the clone ends up with some clothes and basic weapons at least if all else fails. :) Thanks for taking time to try this thing out.

As for the Dancer outfit, it has usability restrictions making it possible to wear only for the Exile, Mira and the Handmaiden. As such the clone can't equip it. But no sane Jedi or Sith would enter combat dressed like that anyway. :)


I'm starting to get second thoughts about releasing this thing though. It works just fine here since I know of its limits and have compensated for them by nuking all item restrictions and making sure the tags match up, but released and used in a less "controlled environment" it'll probably just be confusing and annoying rather than nice and useful. Hmm...

Jackel
08-23-2005, 07:38 PM
Since no-one downloads anything without screenshots nowadays, here are a few snapshots of the 3 new powers in action, with their descriptions:
When it comes to your work Stoffe I know I for one download it without even reading the readme! OK kidding on that fact but I don't need screenshots to know good work when I read it.

maaneeack
08-23-2005, 07:40 PM
Visas can also use the dancer outfit(s), plus they can use over/underlays so they are quite usable. Anyhow, my saber's work just fine, and even the nudie clone smacks the enemies down.

I say release it, your readme's are usually very good, plus people can look here. It's no worse than the bladesinger uniform not having leg and hand shadows, heh.

Evan Ordo
08-23-2005, 10:17 PM
It is a great mod but I feel that Force Destruction should be a darkside power because it is a offensive power that does damage and in Dark Forces 2 (AKA Jedi Knight) it is a dark side power.

ChAiNz.2da
08-24-2005, 04:21 AM
Simply Outstanding stoffe! and like Jackel said... I pretty much download anything you make.. :D

You've built a great reputation for superb work and I have absolutely no doubt in your ability or talent... hell, you could name it crap mod® and I'd still download it :xp: hehehe..

stoffe
08-26-2005, 08:56 AM
@ChAiNz.2da & Jackel: Thanks for the confidence, I wish I could feel as confident about the quality of my own creations. :)

@maaneeack: The only standard dancer outfit in the game that the script can fall back to if it can't copy the existing custom item due to Tag/Resref mismatch has those rather draconian usability restrictions though. I've made the power use standard clothing if it can't equip a worn dancer outfit instead, that'll have to do for now.

Thanks for reminding me about the readme, I'll put a warning about Spirit Exodus being unreliable there. (Though I'd be surprised if anyone actually reads that thing. :) )

* * *

Have anyone had the opportunity to test the 2.1 update more and have discovered anything more that might need fixing, aside from the Spirit Exodus power being completely unreliable when used by characters wearing some modder-made weapons and armor?

I think I've managed to fix the Spirit Exodus power so the clone will always have at least clothing and a melee weapon if it can't copy the equipment due to Tag/Resref mismatch, can't equip things due to usability restrictions and can't guess what the character using the power is wearing due to new baseitem types.

I'm not really satisfied with the quality of that force power due to this quirkiness, but since there is nothing else to do about it with the limited NWScript in KotOR/TSL I suppose it will have to be good enough to release.

Thanks for the feedback thus far everyone. If no one has discovered any other problems I think I'll release the fixed update this evening.

maaneeack
08-26-2005, 11:48 AM
@stoffe: you're the greatest.

I reinstalled TSL trying to get the secret tomb to load (see the Holowan Plugin (http://lucasforums.com/showthread.php?t=149994) thread), so I haven't had much gameplay time the last couple days.

The clone used my lightsabers fine (pc's lightsaber (white pc crystal) and xia terashi's pink shortsaber). But if the the clone can't wear your armour then it can't wear your armour, having it pick up a basic item is fine IMHO. The clone doesn't draw attacks does it (enemy's don't attack it do they?)

stoffe
08-26-2005, 12:25 PM
The clone used my lightsabers fine (pc's lightsaber (white pc crystal) and xia terashi's pink shortsaber). But if the the clone can't wear your armour then it can't wear your armour, having it pick up a basic item is fine IMHO.

It should work fine with pretty much all the standard weapons in the game, and most USM sabers, except those that are use-restricted to a particular party member. It should pick a standard saber of the sabe type (standard, short, double) with color depending on your class and alignment if it bumps into a saber it can't equip now.


The clone doesn't draw attacks does it (enemy's don't attack it do they?)

It doesn't? Hmmm... it should, and it does so here with my tweaked AI at least.

The AI should treat it like just another opponent. Since the clone gets the same ability scores, feats and force powers (and weapon/armor under ideal conditions) as its summoner it should be dangerous enough to be worth paying attention to. It won't do anything special to draw the attention of the enemies though so it may or may not be the one they choose to attack depending on other factors.

If the power is used by a party member its faction gets set to one that is friendly towards the party and hostile towards the player-hostile factions.

If it's used by a non-partymember the clone becomes a member of the same faction as its summoner.

maaneeack
08-26-2005, 12:37 PM
It could just be that my testing was done on the landing area at dantooine using mrdefender's wrist console to summon a duelist (evil party members) and my pc was just taking them out too fast for the clone to get 'aggro' (ack, my WoW side rears its head!)

stoffe
08-26-2005, 02:02 PM
It could just be that my testing was done on the landing area at dantooine using mrdefender's wrist console to summon a duelist (evil party members) and my pc was just taking them out too fast for the clone to get 'aggro' (ack, my WoW side rears its head!)

Perhaps, or they decided that they'd rather attack you instead. While the clone is a valid target for attack it won't do anything to attract special attention to itself, so the AI might have picked you instead. At least I hope so, otherwise I have no idea what could be wrong.

* * *

At any rate, I've released the fixed V2.1 update now, since no-one appears to have found any more problems. It can be downloaded here (http://www.pcgamemods.com/mod/15632.html).

Aside from bug fixes, the update contains 3 new high level powers to make it worth downloading, bringing the total up to 22 new force powers. Please see the readme file for more detailed info on what has been fixed.

Force Blindness (http://img228.imageshack.us/img228/8064/hlfpblindness9is.jpg)
Dark Side Power
Base FP Cost: 60
Prerequisites: Level 23 Force User

The Dark Side can cloud the vision of those not strong enough to resist its power. Using this technique, a force user can affect the sight of nearby opponents, making them unable to see anything, and by extension attack since you can't attack what you cannot see. This blindness lasts for 12 seconds, though the victim is allowed a Will save to reduce the duration to 6 seconds. This power cannot be otherwise resisted. This power will not affect a target who has the Force Sight power active.


Force Deception (http://img313.imageshack.us/img313/1341/hlfpdeception25lv.jpg)
Light Side Power
Base FP Cost: 45
Prerequisites: Level 23 Force User

Using this power, the Jedi can affect the flow of photons in her surroundings, bending light around her body. This renders her effectively invisible to organic beings using eyes or droids relying on photoreceptors to perceive their surroundings. This effects lasts for 36 seconds, or until the Jedi draws attention to herself by attacking someone.


Spirit Exodus (http://img255.imageshack.us/img255/6923/hlfpspirit2en.jpg)
Universal Power
Base FP Cost: 100
Prerequisites: Level 30, Sith Lord/Jedi Master

This technique in the Force is extremely rare, only the wisest, most powerful Masters have ever been able to use it. Using a trance, the force user can will a part of their own spirit outside their body and use the Force to manifest it in a physical form resembling their own. This Force Spirit "clone" will accompany and fight alongside the force user for 36 seconds before again fading, the spirit essence flowing back to the body where it belongs.

Jackel
08-26-2005, 04:43 PM
@ChAiNz.2da & Jackel: Thanks for the confidence, I wish I could feel as confident about the quality of my own creations. :)
All great modders have alack of confidence in their work and think it is too roughly done, not "just right", could be better, needed more input etc, you seem to be no different which makes you a great modder (and a code-goddess :) )

And even sucky modders like me have lack of confidence sometimes which is why Darth333 is disappointed in my about the mod I promised her :p

ChAiNz.2da
08-26-2005, 06:38 PM
Quick question stoffe... If we've already installed your Powers update via the beta version before release, this one should be safe to install over correct? Or is it even necessary? I didn't have any problems with the beta version, but was just wondering if you "tweaked" anything prior to it's Official release :)

stoffe
08-26-2005, 06:52 PM
Quick question stoffe... If we've already installed your Powers update via the beta version before release, this one should be safe to install over correct? Or is it even necessary? I didn't have any problems with the beta version, but was just wondering if you "tweaked" anything prior to it's Official release :)

You should be able to install the release version on top of the beta version, if I'm not forgetting something it should overwrite all the essential files if they already exist.

I did some minor adjustments to Blindness and Deception, and modified the script that equips the Spirit Exodus clone with items quite a bit to (hopefully) eliminate clones appearing without clothes and weapons if it can't clone or equip modded things the force user wears.

Since I assume you use USM you might want to install the update if any of your party members learn the Spirit Exodus power. Otherwise their clones will appear without weapons if they have their custom, use-restricted USM lightsabers equipped (since their clone isn't them and can't equip their personal weapons). :)

Other than those fixes, the only other difference in the release is a lightly updated Readme file, and included source code for the new powers. (Hopefully I haven't forgotten any include files this time.)

General Kenobi
08-30-2005, 11:06 PM
@Stoffe Absolutely fabulous! :thumbsup: Tweaks, fixes, and 3 new powers :D You rule! As for your work quality Stoffe ChAiNz & Jackel were talking about a bit up there; in case you didn't know it yet your name is also another word for "very kewl new mod" ;) ...lol :D

In all seriousness you are without a doubt one of my favorite modders (if not favorite) ;) Your modding knowledge of scripting and such never ceases to amaze me. I'd have stopped playing TSL "LONG" ago if not for High Level Force Powers. ;)

:ben:
General Kenobi

darth makaan
09-01-2005, 02:19 AM
me likey bouncy!!!!!!



and mod lol

darth makaan
09-01-2005, 03:09 AM
can ya make it so the powers can be added from KSE?

stoffe
09-01-2005, 06:24 AM
can ya make it so the powers can be added from KSE?

I believe they should show up in the list if you check the "Show all feats/powers" checkbox below the force power listing.

Be warned that some powers may behave oddly if you get them before you normally would be able to pick them, since they use your character level in some calculations and assume that it is at least 20.

* * *

@General Kenobi: Thanks, I'm glad you like it. :)

General Kenobi
09-18-2005, 10:22 AM
Yep, LOVE IT Stoffe :D

@darth makkan > They are indeed all selectable in KSE if you do what Stoffe said.

Stoffe,
I have a couple of "suggestions" for new force powers if your open to it. Might be a silly idea but I liked it :D

How about a force power something like "Force Restoration" that would put you in the indian sitting position like you and kreia take when "resting" when locked up in the apartment on Telos? It could maybe take 1/2 of your total force reserve but would heal your force/health completely along with your allies.

The other idea was something like "Plague of The Dark Side" or "Plague of Nihillus" maybe even lightside power or something with no target that would "infect" every enemy within a specified distance from slowing them and eventually killing them by sucking their lifeforce.

Just thought I'd throw those suggestions out there :thumbsup:

BTW: Love Spirit Exodus! Very handy to have that when you forget and only have one padawan with you and 10 sith attack :D

:ben:
General Kenobi

Killwithhonor
09-18-2005, 10:50 AM
is this for tsl or kotor1?
edit:its for tsl damn, sniff sniff...i havt tsl for xbox sniff sniff

krzykorean
09-18-2005, 11:04 AM
hey okay i got a problem. when i try to install, it says richedit line insertion error. O.O

ChAiNz.2da
09-18-2005, 11:12 AM
hey okay i got a problem. when i try to install, it says richedit line insertion error. O.O

From stoffe's Installer readme portion:

"If you get a RichEdit line insertion error during installation, open the tslpatchdata folder and find the file changes.ini inside it. Open this file with Notepad and search for PlaintextLog=0. Change the 0 to 1 on this line and save the file, then try installing again." ;)

stoffe
09-18-2005, 12:20 PM
I have a couple of "suggestions" for new force powers if your open to it. Might be a silly idea but I liked it :D

How about a force power something like "Force Restoration" that would put you in the indian sitting position like you and kreia take when "resting" when locked up in the apartment on Telos? It could maybe take 1/2 of your total force reserve but would heal your force/health completely along with your allies.


That should be fairly easy since I already have a force power "Force Meditation", that does pretty much just that, I'd just have to give it a better icon and add it to the HLFP mod. :)

It'll put you in the Meditation animation and, over 12 seconds, fully heal the vitality and force points, remove any "bad" effects on your party and apply a slight buff. The downside is that it only works outside of combat, and it renders your character helpless for 12 seconds while they meditate.



The other idea was something like "Plague of The Dark Side" or "Plague of Nihillus" maybe even lightside power or something with no target that would "infect" every enemy within a specified distance from slowing them and eventually killing them by sucking their lifeforce.


Hmm, the Force Contagion power in the HLFP does something similar already. It applies a DC100 poison that damages both vitality and ability scores increasingly for its duration.

Or did you mean something more similar to Nihilus "Deadly Presence" aura in the CSArena mod I made? (It continually drains VP/FP of all nearby enemies and heals him with an equal amount of the sum total drained.)


BTW: Love Spirit Exodus! Very handy to have that when you forget and only have one padawan with you and 10 sith attack :D


If you want to see how it feels to be on the receiving end of it, try the "Evil Twin Party" option in a Pit Fight when you test the new version of the CSArena I uploaded yesterday, and you can fight it out against a clone of yourself. :)

krzykorean
09-18-2005, 05:34 PM
From stoffe's Installer readme portion:

"If you get a RichEdit line insertion error during installation, open the tslpatchdata folder and find the file changes.ini inside it. Open this file with Notepad and search for PlaintextLog=0. Change the 0 to 1 on this line and save the file, then try installing again." ;)

yeah um thanks but a slight problem... the line's not there o.o did the ctrl + F thing, couldn't find it. tried adding the line under settings, didn't work -.-

edit

oh okay fixed it. changed loglevel=3 to 0 O.O strange.. but whatever

stoffe
09-18-2005, 05:44 PM
yeah um thanks but a slight problem... the line's not there o.o did the ctrl + F thing, couldn't find it. tried adding the line under settings, didn't work -.-
(snip)
changed loglevel=3 to 0 O.O strange..


The PlaintextLog fix only works for the v.2.1 update and not the v2.0 Mod itself since it's a new feature added to the installer app after the 2.0 Mod was released. (You could just copy the installer EXE (only the EXE) from the 2.1 update to the 2.0 mod folder and use it to install, and the fix should work.)

However, as you discovered it's possible to bypass that particular incompatibility by disabling the installer progress log altogether, though that way you'll install blind and not be notified of any problems or errors that might occur.

General Kenobi
09-18-2005, 05:55 PM
Or did you mean something more similar to Nihilus "Deadly Presence" aura in the CSArena mod I made? (It continually drains VP/FP of all nearby enemies and heals him with an equal amount of the sum total drained.)

Yeah like Nihillus' is :D

:ben:
General Kenobi

Redinge
09-27-2005, 03:03 PM
I think the powers are to powerfull i realy liked chainlightning but the ice power...

its to powerfull there is no way to save it and it do to mutch damage.

i wuld realy enjoy if u did these power more balansed and less powerfull and maybe make them able at lvl 15?

otherewise i think u are a greate force maker and looking forward fore the next powers u release.

stoffe
09-29-2005, 06:53 PM
I think the powers are to powerful. I really liked chainlightning, but the ice power...

It's too powerful! There is no way to save (against) it and it does to much damage.

I would really enjoy if you did these powers more balanced and less powerful, and maybe make them able at lvl 15?


Game balancing is difficult and I don't pretend that the force powers I have made are in any way balanced. I simply made a bunch of powers I thought would be fun or handy to have. :)

The issue with making high level powers is that they need to be able to compete in usefulness and power with Force Crush, Enlightment and Storm, otherwise they wouldn't be very useful at high level anyway. And since those powers are quite powerful already that's how things ended up. :)

That some of those powers offer no saving throw to greatly diminish their effects was made on purpose when I got annoyed by the fact that even common grunts tended to save against my Jedi Masters powers in 90% of the cases (a side effect of the Autobalancer). Most powers offer either a saving throw or can be blocked through Force Resistance. Others can be negated or lessened in effect by fear, stun, poison and paralysis immunities.

Still, I am aware that some powers tend to get a bit over the top if you spam them. I primarily had my own play style in mind when I made them, where I show some restraint and don't always do a thing just because I can. :)

Thank you for your input, though it's unlikely (but not impossible) that I will completely overhaul all the powers in that mods in regard to how they work. If you dislike the current balance but still want to use the powers, you can tweak their strength for yourself to suit your preference. I believe I included the source code for all scripts in the last version uploaded. ;)

General Kenobi
09-29-2005, 09:59 PM
I think the powers are fine dude. ;) If they are too powerful for you then use the Hardcore MOD and you'll be glad they are powerful :D

:ben:
General Kenobi

RedHawke
09-30-2005, 01:42 AM
I think the powers are to powerfull
While that might be so for you, others do not. :D

i wuld realy enjoy if u did these power more balansed and less powerfull and maybe make them able at lvl 15?
:eyeraise: Level 15 is a High Level Power?

Your suggestions seem a little out of place with the 'spirit' of this mod, and as to what this mod reprisents IMHO! ;)

Ferrix
10-05-2005, 05:51 PM
Been using this with the Holowan TSL megapack, and have been loving it! Weird as it may sound, Force Pull is my new workhorse power; with it's HUGE range, I'm something like a Force sniper, grabbing mooks from across the map and yanking them alllll the way back to me and mine to be dispatched. The one and only comment (not even really a complaint, since I don't have any to speak of) is that the party NPCs won't use the new powers unless I'm playing them directly. Ah well, minor detail.... C'MERE! *YOINK*

General Kenobi
10-05-2005, 06:20 PM
Welcome To The Forums Ferrix

I agree I love using it to pull enemies one at a time from a group so they don't over power me. :D Take him out and do another one.

These powers are much better than the in game ones and I never use the original ones once I get Stoffe's ;)

:ben:
General Kenobi

stoffe
10-05-2005, 06:23 PM
Been using this with the Holowan TSL megapack, and have been loving it! Weird as it may sound, Force Pull is my new workhorse power; with it's HUGE range, I'm something like a Force sniper, grabbing mooks from across the map and yanking them alllll the way back to me and mine to be dispatched.


Glad you like it. :) I agree Pull is pretty useful against ranged weapon users, especially since all other force powers have ridiculously short ranges, much shorter than a lobbed grenade. I was initially concidering extending the range of all the High level powers, but decided against it since they were powerful enough as they are already, and all the standard bioware/obsidian powers have short ranges.

(Pull was initially yanking non-saber weapons from the enemies hands too, but I removed that part since it was too much overkill and the AI didn't react too intelligently to being disarmed like that. :) )


The one and only comment (not even really a complaint, since I don't have any to speak of) is that the party NPCs won't use the new powers unless I'm playing them directly. Ah well, minor detail.... C'MERE! *YOINK*

To make them use the custom force powers with any regularity you would have to alter the Combat AI to use them, which I did for my Improved AI tweak (which isn't uploaded to PCGameMods, see below if you want it).

I have made the AI use some of the high level force powers, though it needs some manual setting up (since the "spell" id for the powers can vary between different people's game installs depending on other installed mods), so it requires some familiarity with how to recompile scripts to use it.

Also, that Improved AI isn't compatible with the Holowan Pack which you said you used, since the HL Pack already includes slightly altered AI scripts to accommodate the Hardcore mod. The Improved AI I made and the hardcore mod can be combined, but that requires some knowledge of how to recompile scripts as well. :)

Still, if you know how to do this, or care to learn how to do it, you can find a link to the Improved combat AI I made here (http://www.lucasforums.com/showpost.php?p=1867808&postcount=85). Though as said, the AI currently only uses 14 of the 22 high level Force Powers actively. I may add the rest eventually.

clod123
11-07-2005, 11:36 PM
on pcgame mods its a .rar file... they dont like me to much because dont a need a rar reader or somthing of the sort? The powers seem great! i can never get .rar to work tho :( please help me out! stoffe i like all your stuff on pcgamemods tho great work man! :D May the modding be with you.

Darth333
11-07-2005, 11:43 PM
Welcome to the forums clod123 :)

You'll find everything you need to know about mods installation in this sticky thread: http://www.lucasforums.com/showthread.php?t=143422 , including a link to winrar which will allow you to open .rar files.

Kelathinadun
01-11-2006, 10:20 PM
If you are planning on updating this again, may I recomend a high level force power? http://en.wikipedia.org/wiki/Luke_Skywalker. "In the New Jedi Order novel series, Luke uses a powerful and unique ability of the Force known as "Emerald Lightning" by fans of the series in the final battle against the Yuuzhan Vong. This technique has been described to look like "green sparks," which can instantly kill its victim. No other character can generate such powerful lightning."
Green lightning would make an ultimate force power. Lvl 26+ It would be obviously the light side counterpart to Force Storm.
~Frank

Dark_Ansem
01-26-2006, 11:40 AM
also Black spear of midnight or something like that could be added, or others...

Force Throw - Causes objects to be hurled towards a target. Darth Vader used this to hit Luke in The Empire Strikes Back, Darth Maul used it in The Phantom Menace in order to hit a switch and open a door while fighting, and Count Dooku used it in Attack of the Clones to drop part of a pillar onto an unconscious Obi-Wan Kenobi and an injured Anakin Skywalker. A skilled force-user can throw multiple large objects simultaneously at great speed, as evidenced by Darth Sidious during his duel with Yoda in the Senate chamber. During the same duel, Jedi Master Yoda himself hurled a spinning delegate seat back at Sidious.

Thought bomb - Perhaps the most destructive Force power ever displayed. Only known to be activated by Lord Kaan and members of the Brotherhood of the Dark during the Battle of Ruusan, the Thought Bomb exterminates all life within a large radius (known to be potentially as large as planets) by targeting the brain or nucleus (with one-celled organisms and such) and wiping out all information in it. Force sensitive beings are sucked towards the source of the bomb, as if by an immense gravity well. Ever since Lord Kaan detonated the Thought Bomb, Ruusan has been left uninhabited. The only people to ever escape a Thought Bomb were Darth Bane and the young girl he took as his apprentice.

Alkonium
01-26-2006, 11:43 AM
If you are planning on updating this again, may I recomend a high level force power? http://en.wikipedia.org/wiki/Luke_Skywalker. "In the New Jedi Order novel series, Luke uses a powerful and unique ability of the Force known as "Emerald Lightning" by fans of the series in the final battle against the Yuuzhan Vong. This technique has been described to look like "green sparks," which can instantly kill its victim. No other character can generate such powerful lightning."
Green lightning would make an ultimate force power. Lvl 26+ It would be obviously the light side counterpart to Force Storm.
~Frank
Or, you could have an LS Lightning power such as Electric Judgement, which I think is gold, more powerful than Force Lightning, and used by Plo Koon and possibly by Luke.

stoffe
01-26-2006, 12:18 PM
I currently have no plans for a new version of this mod since I have run out of ideas for Force Powers to add. Should I think of a few more, or if someone has reasonable ideas for powers to add, that might change though.

"Emerald Lightning" (snip) No other character can generate such powerful lightning.
Green lightning would make an ultimate force power. Lvl 26+ It would be obviously the light side counterpart to Force Storm.

If no other character can use it, and Luke isn't in the game and won't even be born for another 4000 years, wouldn't it be somewhat pointless to add that power to the game? :p

Or, you could have an LS Lightning power such as Electric Judgement, which I think is gold, more powerful than Force Lightning, and used by Plo Koon and possibly by Luke.

What happened to the whole "A Jedi uses the force for knowledge and defense, never to attack" dogma? Just a personal belief of Yoda and not part of the core Jedi teachings?

Granted, there are some semi-offensive lightside powers in the game already, but what's the point of a lightsider being tempted to use Force Lightning if there's a better lightside version of it anyway with all the benefits and none of the corruption drawbacks? :)

also Black spear of midnight or something like that could be added (snip)


Black Spear of Midnight? I've never heard of it before, sounds like something from a fantasy setting. What would this power do?


Force Throw (snip)


While telekinesis powers are fun and I'd love to have this one, I don't think it is possible to implement in KotOR in a believable way due to the lack of a physics/collision engine and movable world objects. (Throw was tons of fun when playing Dark Forces II:Jedi Knight ages ago though... :) )


Thought bomb (snip)


A Force Power that instantly kills everyone in the whole area while pulling their corpses towards the caster? Sounds like overkill even by my standards. :)

Dark_Ansem
01-26-2006, 12:27 PM
oh well and at least a removal of the "energy bomb" in the player's hand when they perform Force Crush, Pain/Choke/Kill, Force grip(?)?

also, as you look very able and skilled, can you make the Shock/Force Lighting/Force Storm look more like in the movies?

I'm talking about this... see the orb on the elbow? I would like, in your next update, to see it removed from FCrush, Pain, Choke, Kill and Force Grip (if you used it of course)

http://www.pcgamemods.com/core/11028/screenshots/b1.jpg

Black spear of midnight here
http://starwars.wikicities.com/wiki/Spear_of_midnight_black
sorry I misspelled the name

also there are 2 more things you should do (IMO): firstly, make the user of a DS force power be drawes of 1,2,3 points (depends on the level of the technique) towards the Dark side, it reflects the idea that it consumes you. Secondly, you should make Force Lightning a bit more similar to what stated here http://starwars.wikicities.com/wiki/Force_lightning
extreme agony.. hmm could you possibly add a temporary penalty to the stats of who is struck by force lightning? like -X points to all stats but CHA and WIS

stoffe
02-05-2006, 10:33 AM
oh well and at least a removal of the "energy bomb" in the player's hand when they perform Force Crush, Pain/Choke/Kill, Force grip(?)?


While a fairly minor modification to spells.2da should take care of the visual "cast" effect (set the casthandvisual column to **** for the rows of those powers), it falls a bit outside the scope of this Mod. The HLFP-mod doesn't modify any of the existing force powers, it just adds new ones.



Black spear of midnight here
http://starwars.wikicities.com/wiki/Spear_of_midnight_black
sorry I misspelled the name


There aren't any "throwing" weapons in the game except grenades (or rockets I suppose), and I'm not good enough at modelling to make a new visual effect for a spear from scratch. The best I could do with what's available would probably be a "Black Rocket of Midnight". :p


also there are 2 more things you should do (IMO): firstly, make the user of a DS force power be drawes of 1,2,3 points (depends on the level of the technique) towards the Dark side, it reflects the idea that it consumes you.


I prefer the "Kyle Katarn" style of thinking, that force abilities are tools, and that it is what you do with them that's potentially good or evil, not the tool itself. "Intent" is a key word here.

While you may draw power for the dark or light, and may have a greater affinity for one side due to your own alignment or mindset, I don't think merely using a power at your disposal, regardless of the circumstance, makes you any more good or evil either way.

I don't think it would make you any more inherently evil to fry someone with lightning than it would to lop someones appendages off with a lightsaber or burn someone to death with a blaster, for example.

Hypothetical(1): You are out for a walk, unarmed, and come across a gang of muggers attempting to rob an innocent civilian. You force choke the muggers for a while to incapaciate them (not enough to kill them), allowing their victim and yourself to escape unharmed. Have you just done an evil act?

Hypothetical(2): You are out for a walk, carrying your lightsaber, and come across a gang of muggers attempting to rob an innocent civilian. You draw your saber and attempt to intervene, but the muggers are foolishly thinking they can take you with strength of numbers numbers and attack, forcing you to cut them down with your saber, still saving their victim in the end. Have you just done an evil act?

:)

I think the game's alignment system is broken at any rate. If Palpatine was playing KotOR1 or TSL he would probably end up grey/neutral with perhaps a slight tilt towards the dark. To be a Darksider in the KotOR games you either need to be pointlessly rude and cruel to everyone, a petty thug or an insane murderous psychopath.


Secondly, you should make Force Lightning a bit more similar to what stated here http://starwars.wikicities.com/wiki/Force_lightning
extreme agony.. hmm could you possibly add a temporary penalty to the stats of who is struck by force lightning? like -X points to all stats but CHA and WIS

The Chain Lightning power already does this, pretty much, temporarily inflicting slow and ability penalties to the victim and throwing them back. Only difference is that it hits more than one enemy if more are nearby. Though Lightning is never used against more than one opponent simultaneously in the movies so I don't know how it would work against multiple foes. :)

foolproof
02-07-2006, 08:20 PM
stoffe, I completely agree with your "Kyle Katarn" style of thinking, as well as with your opinion of both Kotor and TSL's alignment system/force power relations. I guess the developers of both games should have given this part of the games more thought, for smoother gameplay. Also, I think I am speaking for everyone here at the forums by saying a BIG Thank You! for a great mod and for making Kotor/TSL better and better.

P.S. Also a very big Thank You to all the other modders for your dedicated support and for making Kotor/TSL awsome (instead of just good or mediocre). Well thats my two cent, keep up the good work guys.

Sapphi
02-19-2006, 08:55 AM
Just registered for one question! :D

I noticed I can see all the force powers in my force power window once I gained a level... with the exception of all those that require a class like marauder etc. Did I mess it up with another addon/conversion or does it work the way it should? Thanks in advance :)

stoffe
02-19-2006, 12:03 PM
I noticed I can see all the force powers in my force power window once I gained a level... with the exception of all those that require a class like marauder etc. Did I mess it up with another addon/conversion or does it work the way it should?

I'm not sure I understand what you mean? Where do you see all force powers? What do you have problems with?

Sapphi
02-19-2006, 12:45 PM
Sorry, I was somewhat in a hurry and my english suffered from it... more clearly:


When I level up (around lvl 14 right now) I can see all the force powers available EXCEPT those that require a prestige class chosen (Force Destruction for example). As I am not yet high enough to choose a prestige class I wonder if having chosen a prestige class is a requirement to see the force powers which are only available to characters with a prestige class.

stoffe
02-19-2006, 01:15 PM
When I level up (around lvl 14 right now) I can see all the force powers available EXCEPT those that require a prestige class chosen (Force Destruction for example). As I am not yet high enough to choose a prestige class I wonder if having chosen a prestige class is a requirement to see the force powers which are only available to characters with a prestige class.

I think so, at least that's how it was meant to work. :) Though as I always tend to play as a Sentinel/Jedi Master I don't have much experience how it looks from another point of view.

The only power that should be available to pick before reaching character level 20 should be Force Pull. The rest should be dimmed/red and unpickable at levelup until then.

Sapphi
02-19-2006, 01:23 PM
Picked Consular and no prestige class yet... all powers are dimmed out except Force Pull, yes. But other than that only the non-prestige class ones are visible (yet dimmed).

Caleb16
04-05-2006, 01:16 AM
Hi Stoffe. Let me start by saying I have both KOTOR and KOTOR II on Xbox and have beaten them without cheats/mods and now I just bought KOTOR II for PC so that I can increase the replayability of this game through mods. I also think this is an awesome mod but I do have a problem...

I downloaded 2.0 and then 2.1 and installed them both. Every power from the new power list appears except Spirit Exodus (I checked over them several times). I am useing another mod which summons 3 floating lightsabers. ( http://www.lucasforums.com/showthread.php?t=144073 ) Seeing as these both summon pets I was not sure if this was the reason Spirit Exodus did not show up. I would really love to have this power Pls help!!

-THx
Darth Caleb

stoffe
04-17-2006, 04:40 PM
Every power from the new power list appears except Spirit Exodus (I checked over them several times). I am useing another mod which summons 3 floating lightsabers. ( http://www.lucasforums.com/showthread.php?t=144073 ) Seeing as these both summon pets I was not sure if this was the reason Spirit Exodus did not show up.


Sorry for the late reply, I must have missed the post when I was browsing the forums for new posts.

Anyway, I don't think there should be any incompatibility if you installed this Mod after the Floating Sabers one (or if that one use a similar installer, I don't remember).

Does your character fulfill the prerequisites for the power? You must be either a Jedi Master or a Sith Lord, and level 30 or higher. Rather draconian requirements, but it's a pretty powerful ability since it gives you another you as a meatshield who has the same offensive capabilities and equipment as your character. (You can always change the requirements yourself if you don't agree with my balancing.)

stoffe
04-17-2006, 04:49 PM
I finally finished doing the installer I was planning that will automatically install the Tweaked Combat AI I did and adapt it to use High Level Force Powers to make it more like a Mod.

It will, among many other minor and major changes, make your party members (or any other NPC for that matter) use any of the powers from the High Level Force Powers mod, that they know, in combat. It will also give the major force using potential opponents (The Sith Lords, Atris, the Jedi Masters) a set of High Level powers they may use in combat (unless you kill them too quickly). :)

As far as I can tell the installation works as intended, but like with anything I do use it at your own risk as there are probably bugs and things I've overlooked. It can be downloaded from here (http://www.algonet.se/~stoffe/modified_ai_hlfp.rar) for now.

If I remember correctly nothing major has changed in the AI itself compared to the tweak I posted earlier in this thread (http://www.lucasforums.com/showpost.php?p=1867808&postcount=85), it's just been packaged so the scripts automatically get compiled with the correct Spells data for the HLFP mod, saving you the need to manually have to recompile the scripts.

(At least so long as you aren't already using a mod that modifies the k_ai_master.ncs script. Then you'll still have to manually merge them, or choose what mod you like the most.)

DarthMaul v.1/2
04-24-2006, 04:19 AM
Hey stoffe!

What can I say? This will be going to the ol' override file just as soon as I stop typing...

Reclaimer
04-24-2006, 07:47 AM
Nice mod, I forgot I had this in my Override, since it's been so long.

Darth Manus
04-27-2006, 11:04 PM
Haven't tried the latest version yet, because I was too busy trying to handle problems with another mod, but I did try the second one, and I loved it. Combined with another mod that increases the number of Force powers gained at level up, I turned my most recent characters into walking arsenals. Loved them all, especially Force Strike. Grip, Incinerate and Freeze were some of the powers I used just for the heck of it, and along with Hurricane, they humiliated a lot of Sith. Drain Life Force is also an interesting choice. When I was feeling evil, I finished off some enemies by using it until their maximum hp dropped to lethal levels. Even my Guardian/Weapon Master character had a truckload of Force Points near the end of the game, so it's Chain Lightning away!

djacuan
05-08-2006, 06:40 PM
hey, im trying to install and use Stoffe's High level force powers v2.0 (and v2.1) mods, but the installer wont install. it gives me an error saying "cannot create file "E:\programs\kotor2\dialog.tlk.
it does this on the first step of installation, when it is attempting to "append strings to TLK file."

anybody have any ideas?

thanks
~djacuan~

Q
05-27-2006, 04:53 AM
I have a lot of favorite mods for both 1&2, but this one gets top honors. I LOVE IT!!! Goes great with Beancounter's Hardcore, Achilles' Game Balance, Prime's Dark Jedi Conversion, and Shem's Sith Assassins with Lightsabers. With the HCM cranked, this mod is the difference between
life and death. Thank you, Stoffe!

The easy install is a real bonus.

stoffe
05-27-2006, 06:40 AM
hey, im trying to install and use Stoffe's High level force powers v2.0 (and v2.1) mods, but the installer wont install. it gives me an error saying "cannot create file "E:\programs\kotor2\dialog.tlk.
it does this on the first step of installation, when it is attempting to "append strings to TLK file."


Sorry about the late reply, must have missed your post earlier when it was posted. Anyway, make sure the dialog.tlk file located in your game folder isn't write protected. Also make sure you have no other application (the game itself or some modding utility) open that accesses this file.

Also, if you aren't using an account with Administrator privilegies on your computer, make sure you have the permissions set to allow you to modify files in the KotOR2 game folder and subfolders.

darth_jigonshi
05-27-2006, 01:03 PM
hey stoffe every time i try using your program to install a mod it says, • Error: Error! Invalid game folder specified! (GEN-6), do you know why?

Edit: never mind i fixed the problem

crazyltcadet
07-15-2006, 11:01 AM
ok so i downloaded this but i get a .rar file....wats that suppose to do?

General Kenobi
07-15-2006, 11:17 AM
Stoffe utilized a newer form of .zip file called .rar ;) It compresses better than normal zip.

Just do a google for WinRar and it's afree zip program much like WinZip and will open your new rar file toot sweet ;)

Hope that helps a bit,

:ben:
General Kenobi

EDIT: WELCOME TO THE FORUMS :waive1:

hey stoffe every time i try using your program to install a mod it says, • Error: Error! Invalid game folder specified! (GEN-6), do you know why?

Edit: never mind i fixed the problem

Stoffe states you must point to a specific folder if Remember correctlyand if you don't that's the error you'd get for the wrong one. ;)

If I'm wrong Stoffe or someone will correct me but I believe that's it.

Hope that helps a bit,

:ben:
General Kenobi

..DarthRevan..
08-01-2006, 07:27 PM
I need help, when ever i download some mods i get a little head of malak instead of the mod opener. when i try to open the mod head thing of malak it says please insert knights 1 disc but the mod is for knight's 2. If anyone can give me any help that would be great because i want to try this mod and others too.
Thanks

william102192
08-02-2006, 12:11 AM
when i tried to download it from here it didnt even download as a zip file. and if i try to open it it will make me either select the program from the internet or a file. i hope this makes sense. i need your help

stoffe
08-02-2006, 06:24 AM
I need help, when ever i download some mods i get a little head of malak instead of the mod opener. when i try to open the mod head thing of malak it says please insert knights 1 disc but the mod is for knight's 2.


The only thing I can think of that would make what you describe happen would be if you have tried to associate .RAR files with KotOR1. That way the Windows Explorer would try to open the files with the swkotor1.exe whenever you double-click on them. You should remove the .rar file extension association from KotOR. :)

RAR is an archive/compression format, similar but superior to ZIP, and not a game file. You'll need either WinRAR (http://www.rarlabs.com/) (shareware) or 7zip (http://www.7zip.org) (freeware) or some other application capable of opening and extracting content from RAR archives.

when i tried to download it from here it didnt even download as a zip file. and if i try to open it it will make me either select the program from the internet or a file.

See above. :) The files are curently RAR-compressed, not zipped, to keep down the file size.

william102192
08-02-2006, 12:10 PM
when i open the rar file it asks if i want to search the internet for the files or if i want to select the file from a list in my hard drive what should i do

Edit: ok thanks so much i got WinRar and it went through thanks so much again

Web Rider
08-04-2006, 03:58 PM
I've been using PC Game Mods for a while to get good Kotor stuff and I thought I'd point out that(if it hasnt already been mentioned, I just noticed it doing some reinstalling) that PCgamemods is giving out a myslq error or something, in short it dosent work, so you may want to put your updates somewhere else...accessable.

great stuff though.

Darth333
08-04-2006, 04:01 PM
The mod is available at starwarsknights.com: http://www.starwarsknights.com/kotor2mods.php and on several other sites as well :)

enjoy!

Web Rider
08-04-2006, 04:04 PM
ah! thanks for pointing it out.

too many good mods I've known(for many games) were kept only on one server..and then it poofed.

Zagadka
08-17-2006, 03:22 AM
stoffe, I'm going to move some of my ideas from the requests thread to this one.

I feel that it is "too easy" to pick up every power (ie, everything being first tier). I think what I'm talking about is best exemplified by the Force Lightning line.

First, you get the lightning, then improved, then Force Storm... I think that Force Storm should then become a pre-req for Chain Lightning (damages 5 enemies, say), then improved chain lightning (5 enemies + knockdown), then master chain lightning (more enemies, more damage, etc).

This would cause a player to have to choose lines of specialization when it comes to building up their force powers; they may be really good at one or two things, or mediocre yet flexible. By the end of my games, I feel like I'm just picking force powers for the sake of it... I had a few that fit my play style on that char, then I'd be able to invest in Huricaine for no real reason, but still be a master at using it. Doesn't make sense.

To supplement this, I think you could add feats that focus Force abilities like they do weapons... like a feat, Improved Force Lightning or Lightning Specialization, adding slightly to the damage or DC.

stoffe
08-17-2006, 07:38 AM
I feel that it is "too easy" to pick up every power (ie, everything being first tier).
(...snip...)
This would cause a player to have to choose lines of specialization when it comes to building up their force powers; they may be really good at one or two things, or mediocre yet flexible. By the end of my games, I feel like I'm just picking force powers for the sake of it...


Thank you for sharing your ideas. I can see what you mean and overall I agree. Even though it would increase the number of powers added by the mod significantly most of the implementation of it wouldn't be that much work, since you'd only need some variations of the same theme for how the powers work.

There is one serious obstacle to implementing it this way though.... the force power icons. I've barely managed to scrape together icons for the 21 powers that are currently there. To make 42 new (or variations of existing ones) icons would definitely be the hardest part of this mod. I'm not a graphics designer, and my imagination is rather poor in that area. :)

This is what currently deters me from adding many more powers and releasing a new version of this mod. If someone else would do the icons the rest of your idea wouldn't be too time consuming to implement, but I don't see that happening unfortunately.


To supplement this, I think you could add feats that focus Force abilities like they do weapons... like a feat, Improved Force Lightning or Lightning Specialization, adding slightly to the damage or DC.

Hm, that's a good idea that I didn't think of before. Feats usually don't do much for force powers at all currently (aside from the Consular-specific Focus feats). Though I'd probably prefer it in a more general way than individual power-specific feats. More something like...

Force specialization: Damage
Improves duration/damage/save DC of raw damage-dealing powers like Chain Lightning, Freeze, Incinerate etc.


Force specialization: Telekinesis
Improves damage/duration/save DC of telekinetic powers like Pull, Grip, Hurricane etc.


Force specialization: Meditation
Improves bonuses/duration of boosting powers like Immortality, Omniscience, Energize etc...


Force specialization: Debilitation
Improves duration/save DC of powers like sleep, blindness, hold etc.


Force specialization: Metamorphosis
Improves duration/penalties of powers like Spirit Exodus, Weaken, Leech Life Force, Contagion etc...

...which would affect categories of powers instead. The above is just what came to my mind at the moment, there may be better names or ways to categorize it. :)

Zagadka
08-17-2006, 10:43 AM
Yea. I was picturing Vader vs. Luke in the KotOR engine... Vader would definitely have Specialization: Telekinesis, given his penchant to choke and throw things at people. ;-)

Well, I'd be willing to help out however I can. I'll look into some icons for the "middle of the road" powers... I hope we (well, you) can figure something out... those "epic" levels really needed more attention in development. Like I say from my experience in MMOs - there should always be things that no one can reach or attain.

Edit: Ah, I've thought of the laziest possible way to achieve creating additional icons for the powers - do what Obsidian did with Precise Shot etc - simply put "pips" representing which rank you're at. Could also be done with letters, numbers, brightness, or colors.

Darth_Havok
08-17-2006, 01:23 PM
Hello Stoffe, Lately i have been working on modding my xbox and i noticed that KotOR II you could mod and use PC mods on your xbox, by making an override folder inside the KotOR II directory, So i tried the Ultimate saber mod and that works great, so I was wondering if your mod works on the xbox or not, the mod looks great so i was just wondering if there was a way to get it on my xbox.
-Thanks

stoffe
08-17-2006, 02:20 PM
Ah, I've thought of the laziest possible way to achieve creating additional icons for the powers - do what Obsidian did with Precise Shot etc - simply put "pips" representing which rank you're at. Could also be done with letters, numbers, brightness, or colors.

Aha, that might just work when just adding 2 variants of the same power. Good idea. I'll have a look at it and get to work on a new version of the Mod when I have the time. :)

Lately i have been working on modding my xbox and i noticed that KotOR II you could mod and use PC mods on your xbox, by making an override folder inside the KotOR II directory, So i tried the Ultimate saber mod and that works great, so I was wondering if your mod works on the xbox or not, the mod looks great so i was just wondering if there was a way to get it on my xbox.


I don't have an X-box so I am not familiar with that is needed to make mods work on them. If the file format is the same and you can move files between the X-box and your PC it should work if you copy the dialog.tlk file from your X-box to your PC, put it in a folder of its own and then select that folder as the "Game folder" when the mod installer is asking for installation destination.

If you already have modded copies of any of the files spells.2da, effecticon.2da, forceshields.2da, visualeffects.2da or poison.2da in your X-box override folder, copy those to the PC as well, create a folder named override in the same folder you placed the dialog.tlk file, and put the 2DA file(s) inside it.

Then copy back the modified dialog.tlk file, along with the content of the override folder next to it, to your X-box.

Darth_Havok
08-18-2006, 11:13 AM
Hello again, All the files are the same and i apllied the mod withno problem but, Im not to sure if the mod worked or not though, Are the powers available through the the level up screen or do they come automatically like the lightsaber forms and force crush did?, Becasue they arent showing up in the level up screen. -Thanks

ChAiNz.2da
08-18-2006, 11:44 AM
Are the powers available through the the level up screen or do they come automatically like the lightsaber forms and force crush did?, Becasue they arent showing up in the level up screen. -Thanks
What level are you?

These are reserved for higher levelled Jedi/Sith... you won't/shouldn't be seeing them until you are around 20th level..

stoffe
08-18-2006, 12:24 PM
Most of the power should show up on the screen, but dimmed down with a red border until you fulfill the level requirements. Only the powers with class restrictions (a few powers are unique to Consulars, Jedi Masters and Sith Lords) should be missing entirely from the power selection screen at levelup if the leveling character doesn't have that class.

If no new powers show up at all then the mod is either not properly installed, or has been overwritten by another mod that replaces the spells.2da file in the override folder, installed after the force powers mod.

Did you extract all files from the RAR archive somewhere (not into the override folder) and then run the installer application that came with the mod? Have you installed any other mods afterwards?

If this is for the X-box (as posted about above), did you move all the files from the "fake" override folder on the PC to the override folder (if it uses one) on the X-box?

Darth_Havok
08-20-2006, 12:39 PM
Alright! Thanks a million you guys I got it working, The mod is awesome, thank you for the help and the mod.

forceuser86
10-28-2006, 07:02 AM
Hello, I'm a newbie to the modding forum. I've just finish the game with HLFP mod installed. It was great! Though I find one force power particularly too powerful: Force grip. It can't be resisted! And it offer no initial save altogether! So if a Sith Lord used it on me then I'm toasted...(Of course they didn't) Might I suggest that you tone down this power in particular in future update? Maybe make it so that it can be resisted by Force Resistance or Force Immunity? Anyway, that was just one of my suggestion... I'll apologise if that will cause any inconvenience to you...

P.S: Of course I enjoyed watching three Sith Commandos struggle to their death
when I used Force Grip on them.

stoffe
10-28-2006, 08:16 AM
Force grip. It can't be resisted! And it offer no initial save altogether! So if a Sith Lord used it on me then I'm toasted...(Of course they didn't) Might I suggest that you tone down this power in particular in future update?

While it is initially irresistible it will allow the victim to make a fortitude save every 3 seconds to attempt to break free of the grip. Thus it's only irresistible on enemies with really poor saving throws, or if you have your wisdom/charisma pumped up to such ridiculous levels that the save DC is too high for enemies to save against.

"Boss" type opponents should have high enough saving throws to break out of the grip in just a one or a few attempts (unless you get lucky) unless your character is the ultimate force user munchkin. :)

It was made this way to reflect that common grunts like troopers should have little chance of breaking out of a force grup, while more "important" characters should have a better chance.

But, perhaps force immunity should work against it. If not block it entirely it could at least give a massive saving throw bonus, or a 50% chance to block it fully, to prevent the power from becoming too weak compared to others like Force Crush (or a double-casted Force Kill if you have have unbeatable save DCs).

Overall though I think all of the High Level Force Powers are too powerful if you spam cast them repeatedly. This is just a reflection of my own play style. I don't spam force powers. :) If I ever get around to finishing version 3 (it's about 33% done) I'll probably implement a "cooldown time" for the HL powers so you can't spam them. Maybe. Or make you only able to maintain a power once at a time (i.e. while someone is gripped you can't use grip again until they die or break free). Balancing is tricky. :)

Thank you for your feedback, I'm glad you liked the mod. :)

Lokan Tan
11-09-2006, 09:24 PM
Hiya all!

Well I'm just installing mods to TSL for the first time. I got the USM installed and thats my only other mod installed. But i got a problem installing the Force Powers mod.

Here's the prob (sorry if its a really dumb question, i'm new to this :-p ):
I extract the Rar file to a location on my HD and then run the exe file. Part way through it comes up with a box saying, "select your Spells.2da file". The problem is I don't have a spells.2da on my HD, i did a search of the whole thing! So I hit cancel and it says it couldn't open spells.2da and ends the installation there.

Any help would be great, I really really wanna try this mod! Hope to hear from you soon.

Lokan

edit: just to clear things up a little, I'm trying to install v2. I have the v2.1 aswell but if I understand correctly i install that after v2. thanks, Lokan

stoffe
11-10-2006, 11:32 AM
Here's the prob (sorry if its a really dumb question, i'm new to this :-p ):
I extract the Rar file to a location on my HD and then run the exe file. Part way through it comes up with a box saying, "select your Spells.2da file". The problem is I don't have a spells.2da on my HD, i did a search of the whole thing! So I hit cancel and it says it couldn't open spells.2da and ends the installation there.

That's strange, where did you download the mod from? It should come with a spells.2da file of its own that it will use automatically if none exists in your override folder already. Very odd if it does not.

Did you preserve the folder structure when you unpacked the mod? There should be an Install executable file, and in the same folder there should be a subfolder named "tslpatchdata" that contains the data files the Installer exe needs to do its work. If this is correct look in the tslpatchdata folder and see if there is a file named spells.2da inside it.

Do you get any other errors during the installation process?

Lokan Tan
11-10-2006, 12:05 PM
Ahh, maybe it was a corrupt download, i did have a quick look through the files included in the rar file and i'm sure it wasn't in there. I'm pretty sure i got the file from knightsoftheoldrepublic.filefront.com.

Hmm, odd indeed, I will redownload the file and see if there was something wrong with my download.

As for any other errors during the installation of the mod, none so far, though it does stop at the spells.2da bit, so there could be a problem after that. According to the installation log, everything up to that point goes fine.

I'll get back to you, also im going to reinstall TSL and patch it up with the official patches again before i try this install just to make sure there wasn't a problem there.

Thanks for the quick response btw :-D

Edit: I redownloaded the file and this time it included the spells.2da and the mod installed without a hitch.

It turns out the other Rar file was corrupted. I should probably have realised that as it says unexpected end of archive when i opened the Rar file, duh. Hehe, but i dont use WinRar that much so i didn't really know it was a problem!

Lokan

Drysh
11-23-2006, 12:48 AM
I've made a few changes to your mod to prevent the player from picking a powerful force power, without taking the lower ones. I added some extra requirenments to these powers:

In spells.2da
Row Label Prerequisites
282 ST_FORCE_POWER_STRIKE ****
283 ST_FORCE_POWER_WEAKEN 38
284 ST_FORCE_POWER_CHAINLIGHTNING 25
285 ST_FORCE_POWER_SAPWILL 44
286 ST_FORCE_POWER_HOLD 27
287 ST_FORCE_POWER_FREEZE 282
288 ST_FORCE_POWER_OMNI 140
289 ST_FORCE_POWER_GRIP 27_32
290 ST_FORCE_POWER_PROTECT 137
291 ST_FORCE_POWER_REGEN 134
292 ST_FORCE_POWER_INFERNO 282
293 ST_FORCE_POWER_DESTRUCTION 282
294 ST_FORCE_POWER_HURRICANE 26
295 ST_FORCE_POWER_BOMBARD 287
296 ST_FORCE_POWER_CONTAGION 38
297 ST_FORCE_POWER_STATICFIELD 13
298 ST_FORCE_POWER_ENERGIZE 36
299 ST_FORCE_LEECH_LIFE_FORCE 11
300 ST_FORCE_POWER_PULL ****
301 ST_FORCE_POWER_SPIRITEXODUS 152
302 ST_FORCE_POWER_DECEPTION 156
303 ST_FORCE_POWER_BLINDNESS 181

I don't like the idea of using 282 as prerequisites for 287, 292 and 293, but we don't have a low level power similar to them. This is a suggestion, use it at will.

I also renamed a few of them:
Force Tempest -- chain lightning
Decay -- Weaken
Immortality -- Force Regenerartion

BTW: Great mod!!!

Cheers.

already in use!
12-11-2006, 05:35 PM
Hey stoffe just registered to say how much i love your mods, probably the best there is for TSL, I use every single one!
I also registered to add some of my suggestions but most of them have already been mentioned above! I usually just roleplay that stuff but it would be nice to have it built in.
Since my ideas have already been mentioned i thought i better come up with some new force powers maybe. How bout a souped up version of force wave (not sure if thats what its called).. I mean absolutely huge version of it like a tsunami of force power! and my other idea was an even better version of the speed power that last longer maybe even make it toggleable (that spelling doesnt look right) if that is possible so you can turn it off while your runinng around so you dont get motion sickness from all that blur lol
k well i hope you continue your mods, love your ai mod altho i wish it had more support for this mod

Kildars
02-06-2007, 09:38 AM
Hello everyone, I am new to this forum...
I try to install this mod but get the RichEdit insertion error messege, so I go to the change.ini and try adding the "PlaintextLog=1" line, but it does nothing!
Could someone help me solve this problem? How can I get this mod installed?

Wildboar
02-16-2007, 11:50 PM
In addition to the 20 High Level powers, the mod also contains one low-level bonus power:


Force Pull
Universal Power
Base FP Cost: 20
Prerequisites: Level 3 Force User

Those attuned to the Force can use it to telekinetically manipulate their surroundings. This particular power allow a Force User to violently pull an opponent towards them, often knocking them briefly off their feet in the process. The force of the pull will inflict crushing/falling damage equal to the level of the force user.

this power needs to be more resist-able... it really seems over powered at lower levels. it doesn't seem to fail, so in some cases it really turns into an i win. also there is no associated agro generated if you pull someone out of a crowd. an example being at telios surface the mercs were easly pulled one at a time and none of the others noticed that the guy right next to them was yanked away... at >20 level maybe this could be the case, with an improved version... but, honestly i think it should be even at that level, at best a 50% chance that it doesn't have the rest of the crowd come at you.

also...

from my post here http://www.lucasforums.com/showpost.php?p=2269642&postcount=18

i am concerned that this mod has issues if you enter the enclave. (yes, i did have another moders mod installed... but...) the issues i am starting to see are concerning and seem to point at HLFP and not the Veridan mod.

anyway, thought you might want to know about this.

stoffe
02-17-2007, 08:44 AM
this power needs to be more resist-able... it really seems over powered at lower levels.

None of the powers in this mod are really "spam-friendly" since that's not how I usually play. Some restraint and self-moderation may be needed when using them. :) I was initially planning to add a "recharge" period between being able to use the same power, but with the limited scripting capabilities of the TSL game engine that turned out to be more trouble than it was worth.

Don't know what else could be done to weaken the power and still keep it useful. It's currently totally blocked by Force Resistance (it does nothing if resisted), and it allows the victim a Reflex save to avoid being knocked down for a few seconds.

In my opinion non-force users shouldn't be that good at resisting force powers (you don't see any clones or battledroids resisting being force pushed in the movies). As for other force users, that's mostly an AI problem that they don't use the Force Resistance or Force Immunity powers as much as they should.

I suppose I could make my own resist system where it compares the level of the caster vs. the level of the victim, and checks if the victim is a force user, and applies a chance for the powers to be resisted depending on that. But since that would make the HL powers work completely different from the standard force powers in the game that might be overly confusing.


Also there is no associated agro generated if you pull someone out of a crowd.

Hmm, this appears to be a bug. Seems like I forgot to signal that an offensive power has been cast on them to the victim. Thanks for letting me know, I'll fix that if I get around to releasing another version. :)

To fix it for now you can download the file attached to this post below, and unzip the content into your override folder.


i am concerned that this mod has issues if you enter the enclave. (yes, i did have another moders mod installed... but...) the issues i am starting to see are concerning and seem to point at HLFP and not the Veridan mod.

I don't see how it could, this mod does not affect anything in the standard game modules, or change any aspect of the standard game. I've played through the game 4 times with this mod installed and have never encountered any crash problems. The only thing related to this module that might get loaded during an area transition is any of your party members that have learned some of the new powers, and if that was somehow corrupted it would crash any time you transition to a new area, not just one particular area.

It's possible there may be conflicts between this mod and the Veridian mod, I don't know what that might be though since I don't have that mod. I've tried to make the High Level FP mod as compatible with other mods as I can, but ensuring 100% compatibility with everything made by others before and after release is not possible.

Did you install this other mod before or after you installed the High Level FP mod? Do both mods make changes to any of the same 2DA files (spells.2da, effecticon.2da, forceshields.2da, poison.2da, visualeffects.2da)? Did you get any warnings or errors during installation?

StFrodric
02-17-2007, 12:29 PM
Just wanted to say that I'm using this mod for the first time and its amazing. I'm using it in conjunction with Final Touch and the USM though so my Sith Assassin has reached level 28 and has Force Powers out the wazzo. I've completed all planets and am now doing second half Dxun as the last Master fight. I agree that you have to restrain yourself in using some of these as stacking them is a total I win button. Force Sleep+ Grip+ Incinerate + Hurricane is pretty much enough to pulp everyone. I suspect Kavar will get toasted really fast.

Wildboar
02-19-2007, 01:08 AM
Hmm, this appears to be a bug. Seems like I forgot to signal that an offensive power has been cast on them to the victim. Thanks for letting me know, I'll fix that if I get around to releasing another version. :)

To fix it for now you can download the file attached to this post below, and unzip the content into your override folder.


thanks will try this out and let you know :)

also, i have seen occasionally that it gets in.... a loop(?) and starts spamming pull if you don't do anything after casting it... i am leaning to that it has something to do with the exile not being able to get to the target cause there are too many npc in the way... eg: duxn, sith stealthers attacking mandalores camp. if i can figure out the pattern i will note further.

Did you install this other mod before or after you installed the High Level FP mod? Do both mods make changes to any of the same 2DA files (spells.2da, effecticon.2da, forceshields.2da, poison.2da, visualeffects.2da)? Did you get any warnings or errors during installation?

the install order i did was: Veridian, CSArena, HLFP2, HLFP2.1, Improved Combat AI

btw, i have don't a total reinstall (game, game update, override) and this seems to be ok now from saves prior to crash. ::shrugs::

veridianblade
07-10-2007, 10:41 AM
Hey man,
I'm using the story enhancement mod.
Will this cause any incompatibilties if I install this as well?

stoffe
07-14-2007, 08:06 AM
Hey man,
I'm using the story enhancement mod.
Will this cause any incompatibilties if I install this as well?

No idea, since I don't know what the story enhancement mod is. :)

This mod should be fairly stand alone though since it doesn't mess with many of the standard game files, and the ones it does modify the installer should apply the needed changes to and not overwrite the existing files.

TheRealDem
07-14-2007, 10:19 AM
Stoffe could you make an update so the powers show up in KSE since Im a cheating noob?

Joris1
08-08-2007, 02:48 PM
Hey there,

I'm totally confused. Everytime when I wanted to install High Level Forcepowers, it worked fine. But after I reinstalled KotOR II it won't work. While the installing process an error window opens with the message: Cannot create file D:\Star Wars\SWKotOR2\dialog.tkl It opens while the installer tries to append strings to the TKL file.
I've checked all: TKL file exists...

Whats wrong there?

Greetings

Joris

stoffe
08-08-2007, 02:51 PM
While the installing process an error window opens with the message: Cannot create file D:\Star Wars\SWKotOR2\dialog.tkl It opens while the installer tries to append strings to the TKL file.


Check that the dialog.tlk file (found in your KOTOR2 game folder) is not write protected in Windows (right-click the icon --> Properties). Also, if you are using an account on your computer with reduced privileges make sure you have access to modify files in the KOTOR2 game folder.

Joris1
08-08-2007, 03:01 PM
The dialog.tlk file is not protected, so is the KotOR2 Game folder now. my account on Windows is the adminstrator account, so this should be no problem and it still won't work. :(

EDIT: I think I have found a solution. On my Brothers' PC there is KotOR II too and I have installed this mod there. Afterwards I copied all files including the .tlk file and droped it in the corresponding folders. This should work, I hope. If someone has another idea what's wrong with my PC, he or a she will be welcome.

EDIT II: Yes, it works fine... Thanks for the help. :)

Jasper_Kazai
11-19-2007, 03:41 PM
I was wondering if there was a way to edit this mod to lower the level requirement? I loved these powers on my first playthrough and I'm being greedy and want these powers earlier. :emodanc:

stoffe
11-20-2007, 07:20 AM
I was wondering if there was a way to edit this mod to lower the level requirement? I loved these powers on my first playthrough and I'm being greedy and want these powers earlier. :emodanc:

You can change the level requirements by editing the lines of the powers in the spells.2da file (with a 2DA editor). The label of the new lines start with ST_, and you have a column for each class that sets at which level the power becomes available.

Be aware though that some of the powers scale their damage or other effects with the character level of the force user and may not work too well if used with, say, a level 1 character. :)

Jasper_Kazai
11-21-2007, 06:41 AM
You can change the level requirements by editing the lines of the powers in the spells.2da file (with a 2DA editor). The label of the new lines start with ST_, and you have a column for each class that sets at which level the power becomes available.

Be aware though that some of the powers scale their damage or other effects with the character level of the force user and may not work too well if used with, say, a level 1 character. :)Ok, thanks. I had trouble finding a 2da editor in the first place, but I got it all ok. Now I just need to update the descriptions... Maybe...

stoffe
11-21-2007, 08:32 AM
Ok, thanks. I had trouble finding a 2da editor in the first place, but I got it all ok. Now I just need to update the descriptions... Maybe...

The descriptions of the force powers have been added to your game's dialog.tlk file, you can edit them with a TLK editor. You can find the StrRef indexes of the entries to edit in the spelldesc column in the spells.2da file.

Grail Quest
12-01-2007, 11:43 AM
I've tried this mod, and have mixed feelings. I would advise anyone using it to BE CAREFUL. It can both enhance and ruin your gameplay experience.

On the one hand, some powers are nice, and mesh well with the existing ones. Chain Lightning, for example, can be seen as an extension of having both Force Storm and Force Wave (and why doesn't it have these powers as prerequisites? When, say, Atton becomes a Jedi, he might be of a high enough level that he can immediately choose Chain Lightning and forgo Force Storm).
On the other hand, the non-resistable effects can be overpowering if you spam them. And a consular can easily spam them. Your companions, however, not having had a lifetime of Jedi experience, won't have enough FP to do so.
That said, however, has anyone looked closely at the combat log? I'm playing on Difficult with Achilles' Game Balance Mod, and it is statistically impossible for Sith Assassins to fail their saves against your Force Powers. Further, even regular grunts have astonishing saves and can pump out 50 to 100+ damage *before* critical hits. When your level is high enough, you will see this too, even without the Game Balance Mod.

I will at least edit the prerequisites, but I might forgo using them against bosses. Not sure yet. Depends on how impossible they turn out to be with the Game Balance Mod.

Jasper_Kazai
12-01-2007, 12:08 PM
Can party members even use these powers? I gave some to Atton when he became a Jedi and I could never use them. It just said 'Force Depleted'.

Grail Quest
12-01-2007, 03:20 PM
Can party members even use these powers? I gave some to Atton when he became a Jedi and I could never use them. It just said 'Force Depleted'.

Your FPs are based on your Jedi level. The level requirements of most Jedi Powers are based on your total level. So, a Scoundrel 20/Sentinel 1 Atton can get 21st level powers, but only has 1st-level Jedi Force Points.
Likely, what happened is that Atton doesn't yet have enough FP to use the power.

encinodude
05-10-2008, 05:11 AM
Unbalanced or not, this is undoubtedly one of the best, bestest mods out there. But I'm sure you've heard enough of that already.

I've got a couple of questions.

(1) In the readme it states something to the effect that it would be best not to install any other mod that adds Force powers after this mod is installed. I'm thinking of installing this Instant Kill Force Crush mod and I've had the HLFP mod installed right from the beginning. Would this be a bad idea?

(2) Force Grip does no damage at all and just holds the victim throat clutched and all in place? Is that all it does, or is it just me?

stoffe
05-10-2008, 07:05 AM
(1) In the readme it states something to the effect that it would be best not to install any other mod that adds Force powers after this mod is installed. I'm thinking of installing this Instant Kill Force Crush mod and I've had the HLFP mod installed right from the beginning. Would this be a bad idea?

It depends a bit on how the other force power mod is shipped. If it just overwrites the spells.2da file then it will break the HLFP mod if you put it in your override folder. If it comes with a mod installer that alters the spells.2da file instead it should work.


(2) Force Grip does no damage at all and just holds the victim throat clutched and all in place? Is that all it does, or is it just me?

It should do a small amount of damage (15 I think) every few seconds while the grip is maintained as well. If the victim succeeds at a fortitude save and breaks free they should take some extra damage as well.

encinodude
05-10-2008, 11:19 AM
That's great news. But I'm definitely sure Force Grip does no damage for me at all. I had this guy in the Grip for five seconds one time and he only took (fatal) damage when Mandalore shot him. The fact that it's an "unblockable move" is good enough for me, I guess. Bad guys seem to make will saves against even Kill all too easily.

Fire_fox
08-04-2008, 07:43 PM
i downloaded the mod but after downloading the update it said "The game does not seem to be properly installed" and I can't open the laucher