
In the game only Species gives you different attributes, and Humans just have an extra Feat and an extra Skill at 1st level.Ĥ) I want each class to have different amounts of starting Credits. But of course, I don't really fully grasp how to edit the actual menus so the only effect this had was preventing me from completing the tutorial, because the first Security Door was not openable by my character or Trask, who lacked the Security skill.ģ) Is it possible to allow choice of Class to determine Attribute bonuses? This isn't really in line with the tabletop game, I'm just curious. I also put "SKILL_MECHANICS" into the nwscript.nss file, edited the skills.2da file and changed the maximum number of Skills to 6 (Use Computer, Mechanics, Stealth, Awareness, Persuade and Treat Injury). I was able to go with Kotor Tool and search for all instances of SKILL_REPAIR, SKILL_DEMOLITIONS, and SKILL_SECURITY and replace them with SKILL_MECHANICS. However, also in the tabletop game, Security, Demolitions and Repair are all represented by 1 skill: Mechanics. In the tabletop game, there are many more skills. But I'd like to have 25 points available from the start.Ģ) Different Skill set-up. I discovered when I did this, the player can hit the Recommended button and then (if they wish) subtract all the points spent to get it back to a value of 8, and then there are only 25 points available to spend, rather than 30. The only work around I've been able to do so far is change the recommended Attributes to values that represent 25 points spent (this is done using the standard array from the tabletop game of 15, 14, 13, 12, 10 and 8). Some of it I think is a lot.ġ) Starting Attribute Points. I just want to know, basically, what kind of work I would have to put in to make it happen.

There's a few things on my agenda that are kind of bigger, and I'm not asking someone to unrealistically teach me everything. (I know this is done with the excellent Super Enhanced Mod, but the way I do it is not as crazy powerful, and it just changes the weapons that aren't in line with SAGA Edition).

I've also edited the stats of all the weapons to mirror the tabletop game, making blasters far more viable, which is actually a feature I think others would be interested in. I know how to change recommended Attributes. Some things have come more easily - I know how to change class skills, I know how to change Saving Throw progression, Feat and Force Power progression. I've only just begun modding and am teaching myself. Hey everybody - I have an interest in modding KOTOR to more closely resemble the tabletop RPG upon which it is based (Star Wars SAGA Edition specifically).
