Knights of the Old Republic 2 was a fantastic game in many ways, but in terms of combat and character builds, more unbalanced than the Force. I can't promise to make the combat better, but this is an attempt to differentiate the classes a little more and perhaps add more of a challenge.


The included files make the following changes:
Classes.2da: Scouts, Scoundrels, Jedi Consulars, Jedi Sentinels, Expert Droids, Jedi Masters, Jedi Watchmen, Sith Lords, and Sith Assassins have their BAB (base attack bonus) dropped down to second-best (gain +1 to hit for every 3 out of 4 levels). This makes Soldiers, Jedi Guardians, Jedi Weaponmasters, Sith Marauders, Combat Droids and Tech Specialists the classes which receive a full BAB (+1 to hit for every level gained). Tech specialists remain at d6 HD with a full BAB: they're basically scoundrels without sneak attack, so a full BAB doesn't seem unfair. 

Featgain.2da: Jedi Guardians receive an extra feat at level 9, giving them a grand total of two feats more than a Jedi Sentinel by level 20. Combat droids now receive an extra feat at levels 7 and 15: probably not a huge boost in power since they're forced to use ranged weapons anyway, but adds the opportunity to sample more feats. 

skills.2da: Makes all skills class skills. Not necessary for balance, really: I just don't like the semi-random division of which skills are appropriate for which class. Go crazy with your sentinel!

npc.2da: All NPCs gain XP at the same rate as the PC. Normally they're set to gain XP at 80%.

poison.2da: All ability-damaging poisons do 2 points of damage to all physical stats rather than 1 point each to all stats. Virulent damage poisons do slightly more damage and drain force points slightly, and ability-and-damage virulent poisons do slightly more damage, last longer, and drain force points slightly. The force point draining has NOT been tested, please let me know how it comes out.

regeneration.2da: Takes three times as long to regenerate Vitality Points (1 point/18 seconds). I didn't want to take regeneration out altogether since you can't warp back to the Ebon Hawk to fully heal like in the first game.

acbonus.2da: Gives a +2 AC bonus to the Tech Specialist for every 8 levels (+2 at level 1, +4 at level 8, +6 at level 16, etc)

baseitems.2da: Bumps up all blasters to the next level of damage - if a blaster did 1-6 before, it now does 1-8. Basically, all the base blasters do from 1-4 more points of damage on average. We all know that Star Wars blasters do 1-1 points of damage (5-20 versus Stormtroopers), but forget the realism.


Create a file named "Override" in your KOTOR2 directory and add each file you want to the folder. I'd recommend starting a new game if using skills.2da, but the changes should work fine in-game otherwise. 


This mod was made possible with the use of the excellent KOTOR Tool, avilable at http://kotortool.home.comcast.net/index.html


E-mail comments, suggestions, and bug reports to aurora_jenkins@hotmail.com