Description

I saw a mod on SWBFII that had vehicle replacements with it, one of which replaced a stock ship with another. Sadly, the skin change did not help me feel like I was piloting the skin, rather it handled and felt like the stock vehicle. This mod not only replaces a skin, but also comes with stat modification so that immersion is not ruined. (yes im ocd when it comes to immersion)

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TIE Defender Mod (Replaces TIE Interceptor)
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hajaren1466 Author
hajaren1466 - - 8 comments

Let me know if you find any bugs or inconsistencies with this mini mod. In my game, my files are a mess right now, so the texture flickering I'm experiencing is either A: my optimization settings for the game, B: the combination of base game file edits I've yet to reverse from other mods I've played with might be unstable for the game as it is, or C: i'm garbage at modding and something isn't right in my mod.

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Sinisterkiller83
Sinisterkiller83 - - 143 comments

1 thing you forgot to change that TIE Defenders carry around proton torpedos and Concussion missiles. But are also shielded.
Another issue I took notice it seems to not allow other fighters to spawn back in when you're using the remastered mod.

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Azron-stoma
Azron-stoma - - 133 comments

It should also have both TIE Interceptor guns (on the bottom two wings) and TIE Bomber guns (on the top wing) to represent the blasters and Ion cannons. They also had a choice of either a tractor beam or a weapon jamming beam. Though sadly loadouts aren't a thing in SWBF2.

Putting shields on fighters in Battlefront 2 rarely works as it should due to how the engine handles shields, the vanilla method of a flat health with 2% of max hp regeneration per second (if you are playing as a pilot class or have the Technician award bonus, and 4% regen if you have both) works just fine. 99.99% of the time when I see modded maps put shields on fighters it messes up everything. "Tatooine at War" is the only one that managed to pull it off and even that one can be buggy at times (it also I think depends on which version of that mod you are using).

That being said it should have health somewhere in the 7000-10,000 range. 7000 if based on the XWA version and 10,000 if based on the OG "Star Wars: TIE fighter" version.

To put that in perspective the normal health stats for each class is
Interceptor (TIE/i A-Wing, Eta-2 Actis Jedi interceptor, Tri) 1500
Fighter (TIE/Ln, X-Wing, ARC-170, Vulture droid) 2250
Bomber (TIE/Sa, Y-Wing, V-Wing, Belbullab-24) 5000
Shuttle (Theta class, LAAT/i, HMP Gunship) 25,000

TIE Defenders were beasts.

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hajaren1466 Author
hajaren1466 - - 8 comments

Ah, I see. I did not spend much time on this mod if memory serves me right. I think the issue is with compatibility for the remastered mod. Maybe I could dig around my mods files and see what I could change to make it compatible with the remastered mod yet still work the same in vanilla. Maybe I need to make a separate remaster only version.

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