I am working on a mod that brings new weapons to K1. These weapons are actually fighting styles. 
 
 Well, okay, that doesn't make much sense, so here: I liked how the character stands when equipped with a stunbaton, but I don't like how the stunbaton looks, so I used one of the null models to replace it. This looked like punching, so I thought that I would make items out of the invisible stunbatons, and thus the "unarmed" fighting styles were created. These styles are available to Jedi -- it is like the force punch from TSL.
 
 Each style varies. I took full advantage of Kotor Tools item editor, and maybe kind of went crazy. Damage is not necessarily the focus of all of the styles, but generally they do comparable with the lightsaber. They are upgradeable with melee weapon parts -- breaks the storyline-thing, but who cares...
 
 I have created a Jedi trainer/merchant on Dantooine. The shady rodian on Manaan will train (sell) these in a seperate store interface (unless his dialog file is used by another mod -- please, if anyone knows this tell me.) On Korriban a dark jedi will sell styles, but for a price... On Kashyyk, a wookiee will teach a style. There will probably be other trainers. 
 
 I will post some screenshots soon. Comments and suggestions are appreciated.
 
 Thanks.
  
 
  
  
    This reminds me of the Monk class in NWN... :p
 
 Oh, and just like the Monk, it would be great if, like the stun baton, you had a rather high chance of stun or paralysis as well as a bonus to Dexterity. That could compensate for the low damage. :)
  
 
  
  
    I've not played nwn, but have heard great things. I thought of Jade Empire some while I was making these.
 
 I realized that I didn't leave much info in my first post, so I decided that I would make a more in-depth post. This mod will add two new lines to the baseitems.2da. These styles will only be available to force users, and they will be equipped just like melee weapons.
 
 
 STAT SPOILERS----sort of
 
 
 Base Stats for "Stunbaton" or "Punch" Fighting Styles:
 
 Damage: 2d10 Type: Bludgeoning
 Critical Range: 19-20 Damage: x2
 Required Feat: Force Sensitive
 
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 g_w_punch001
 Shen Szu Style
 
 Defense Bonus 2
 Attack Bonus 5
 Awareness +2
 
 Durasteel Alloy
 Damage Bonus - Bludgeoning 2
 Energy Projector
 Attack Bonus 2
 Damage Bonus - Piercing 1
 Vibration Cell
 Bonus Feat - Uncanny Dodge 1
 
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 g_w_punch002
 The Wren Lorsana Style
 
 Attack Bonus 5
 Bonus Feat - Flurry
 Bonus Feat - Improved Flurry
 
 Durasteel Alloy
 Damage Bonus - Slashing 3
 Energy Projector
 Damage Bonus - Piercing 1
 Attack Bonus 3
 Vibration Cell
 Bonus Feat - Master Flurry
 
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 g_w_punch003
 Maro Undhar Style
 
 Attack Bonus 3
 Enhancement Bonus 1
 Damage Bonus - Light Side 1d4
 
 Durasteel Alloy
 Attack Bonus 1
 Energy Projector
 Attack Bonus 1
 Vibration Cell
 Attack Penalty 1
 Damage Bonus - Light Side 2
 
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 g_w_punch006
 Elma Queller's Style
 
 Attack Bonus 4
 Immunity - Poison
 Fortitude +3
 
 Durasteel Alloy
 Attack Bonus 1
 Energy Projector
 Attack Bonus 1
 Vibration Cell
 Damage Bonus - Cold 3
 Damage Bonus - Sonic 1
 
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 g_w_punch007
 Shocking Grasp Style
 
 Attack Bonus 3
 Damage Bonus - Electrical 3
 Damage Bonus - Electrical 1d4
 Saving Throws - Cold -1
 
 Durasteel Alloy
 Attack Bonus 2
 Defense Bonus - Armor -1
 Energy Projector
 Damage Bonus - Electrical 2
 On Hit - Stun - DC 14 - 25% for 2 Rounds
 Saving Throws - Poison -2
 Attack Penalty -1
 Vibration Cell
 Attack Bonus 2
 Will -2
 
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 g_w_punch008
 Flaming Palm Style
 
 Attack Bonus 4
 Damage Bonus - Fire 1d6
 Defense Bonus - Armor -1
 Massive Criticals +3
 
 Durasteel Alloy
 On Hit - Fear - 50% for 2 rounds
 Energy Projector
 Attack Bonus +2
 Vibration Cell
 Keen
 
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 g_w_punch009
 Thorns of Yafari Technique
 
 Attack Bonus 4
 On Hit - Attribute Damage - DC 14 - Constitution
 On Hit - Attribute Damage - DC 10 - Strength
 On Hit - Attribute Damage - DC 10 - Dexterity
 
 Durasteel Alloy
 No Damage
 On Hit - Poison - DC 18 - Average Weakness
 Regenerate Force Points 1 
 Energy Projector
 No Damage
 On Hit - Poison - DC 10 - Virulent Damage
 On Hit - Attribute Damage - DC 10 - Strength
 Vibration Cell
 No Damage
 On Hit - Poison - DC 14 - Mild Weakness
 On Hit - Attribute Damage - DC 18 - Wisdom
 On Hit - Attribute Damage - DC 18 - Dexterity
 Regeneration 2
 
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 g_w_punch010
 Passive Giant Style
 
 Defense Bonus 1
 Treat Injury +4
 Bonus Feat - Toughness
 Massive Criticals - 1d10
 
 Durasteel Alloy
 Bonus Feat - Master Toughness
 Energy Projector
 Bonus Feat - Wookiee Toughness
 Vibration Cell
 Bonus Feat - Improved Toughness
 Keen
 Reflex -1
 
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 I made a couple of styles just for fun, but I might put them in with lessened DCs or just really expensive. Let me know if what you think.
 
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 g_w_punch004
 Minoori's Hand of Justice
 
 Restricted to Light Side
 On Hit - Slay Alignment Group - Darkside - DC 18
 On Hit - Slay Alignment Group - Neutral - DC 10
 
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 g_w_punch005
 Tepni Reshner's Touch of Death
 
 On Hit - Instant Death - DC 14
 Attack -5
 
 Durasteel Alloy
 Attack +1
 Energy Projector
 Attack +1
 Vibration Cell
 Attack +1
 
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 I made a couple of two handed styles. These can be used with each other or with a melee weapon/lightsaber in either hand.
 
 
 Base Stats:
 
 Damage: 1d12 Type: Piercing
 Critical Range: 19-20 Damage: x3
 Required Feat: Force Sensitive
 
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 g_w_jab001
 Orixa's First Tradition
 
 Attack Bonus 5
 Damage Bonus - Bludgeoning 1
 Bonus Feat - Two-Weapon Fighting
 
 Durasteel Alloy
 Bonus Feat - Improved Two-Weapon Fighting
 Fortitude -1
 Energy Projector
 Attack Bonus 2
 Vibration Cell
 Bonus Feat - Master Two-Weapon Fighting
 
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 g_w_jab002
 Orixa's Second Tradition
 
 No Damage
 Attack Bonus 3
 On Hit - Slow - DC 18 - 25% for 2 rounds
 Regenerate Force Points 2
 
 Durasteel Alloy
 On Hit - Stun - DC 14 - 25% for 2 rounds
 Energy Projector
 On Hit - Attribute Damage - DC 14 - Wisdom
 Vibration Cell
 Attack Bonus 2
 
 
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 I also have made one style that is actually an invisible short lightsaber that is non-upgradeable, but it deflects blaster fire. It is non-upgradeable to avoid errors that I think might happen if you equip an invisible item with a sabercrystal, as well as to avoid editing more 2da files.
 
 Base Stats: Same as a short lightsaber. Can be used in one hand, with another melee weapon/lightsaber, or with one of the "Jab" styles right above.
 
 Damage: 2d6 Type: Energy
 Critical Range: 19-20 Damage: x2
 Required Feat: Lightsaber Proficiency
 
 
 g_w_shortsbr86
 Shen Garhi's Personal Style
 
 Defense Bonus 1
 Blaster Bolt Deflection +4
 Attack Bonus 3
 Damage Bonus - Bludgeoning - 3
 Damage Bonus - Energy - 1d4
 Damage Bonus - Piercing - 1
 
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 I may make more styles, and I'm always open to suggestions. If you have a style you'd like to see, I'm open to that, too.
 
 Questions I have:
 
 Price?
 I think they should be comparable to lightsabers, but there should be some variation, because some styles are more powerful.
 
 Functionality?
 Can someone please tell me why when a character equips a lightsaber the character's attack is much better than when they equip a melee weapon? For instance, in my current game -- I am a level 6 Scoudrel/ level 4 Consular. I have a +6 when a melee weapon is equipped, and a +10 with a saber. (My game is modded, but I think there would be a difference in attacking, regardless of the mods.)
 
 What does the weaponsize column on the baseitems.2da govern?
 
 A pre-thanks for any answers/comments/suggestions you may have.