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Member Since 06 Mar 2017
Offline Last Active Aug 18 2017 10:41 PM

Topics I've Started

How To Make A Custom Weapon/Item

09 July 2017 - 01:06 PM

I am having trouble understanding how the weapon stats work. The way the numbers work can make it almost impossible to match them just right in making a weapon just as powerful as you want. I ask someone to please show me how to open a weapon uti file and then delete lines from it so I can start from scratch. I want to be able to create a brand new weapon.


Furthermore I ask to please be shown how to create the below results for the following weapons. Additionally some of the stats shown in parenthesis below are not even available in the uti editors. I ask to please be shown where to find them. Finally does the same principles apply to editing other items like armor? If not, what is the difference. Thank you in advance.

Baragwin Heavy Repeating Blaster
Special: Upgradeable, Ranged

Damage: Energy, 7-22 (1d10 + 2d6)
•Damage Bonus: +7-22 Fire (4d6)
•Range: 28m
•Critical Threat: 20-20,x2
•Attack Modifier: +7

Baragwin Assault Gun
Special: Upgradeable, Ranged

Damage: Energy, 6-20 (1d8+2d6)
•Damage Bonus: +6-20 Sonic (3d6)
•Range: 28m
•Critical Threat: 20-20,x2
•Attack Modifier: +6

Creating A New NPC

24 June 2017 - 10:45 AM

I am looking to make two Jedi Trainers. I know there are mods that allow you to make other members of your party into Jedi such as Carth, Canderous, and Mission. However there is no such option for Zaalbar. I have decided to ask for help in making one. I want the Wookie to be placed in the far corner of the Dantoonie Courtyard as the trainers for Carth and Mission are. I want him to identical to the cousin of Zaalbar: Chuundar. The attached image shows specifically where. Beyond that I have included the dialogue file that I want to use.
Also for myself I want to be trained as a Jedi on the Endar Spire. When we meet him he senses that I am force sensitive and offers to use the Force to instantly train me in the way of the Jedi, whichever class I choose. I know there is a mod that allows you to start the game as a Jedi but I would rather start and as a soldier and be trained as a Jedi. I want the Jedi to be severely wounded which explains why he does not accompany me. I want him to be identical to Nemo from Dantoonie. I have included the dialogue I want him to use and the image shows where I want him to be standing.
I ask anyone to please help me finish creating the rest of these mods. One more thing: when Zaalbar and I are trained as Jedi and handed items like Carth, Canderous, and Mission we are handed 2 regular lightsabers, 2 short blade lightsabers, 1 double-bladed lightsaber, 5 blue crystals, 5 Upari Crystals, and 5 Jenruax Crystals. Thank you in advance.

Master Conditioning Feat Will Not Unlock

24 June 2017 - 10:10 AM

I know that you can change settings for feats to determine how many feats you gain at each level-up and at what level they become available. I have adjusted my .2da files to open all feats at Level 1. The only thing I have left alone is that I have to get the previous level feats first meaning for example I would have to gain Improved Toughness before Master Toughness.


However no matter what I do I cannot unlock the Master Conditioning Feat at the beginning of the game. Can someone please tell me how to fix this problem? I have attached my files so you can see if I am going wrong anywhere. Thank you in advance.

Force Regeneration

24 June 2017 - 09:34 AM

I am aware that there is a .2d file that allows you to adjust how fast your force powers bar regenerates both in and out of combat. I would like to know which that is and how to adjust it. Thank you in advance.

Modding Help Needed

23 June 2017 - 08:50 AM

Two individuals created 2 mods that I enjoy using. However they contain features that I do not really care for. Both users have granted permission to edit their mods as long as they receive credit which I give here for creating their mods.


I am too new to modding to be able to do this myself. I am asking that someone please merge these mods together so I can use them both or at the very least provide specific instructions so I can be shown how to do it. If the mods cannot be merged I ask that they be made compatible so I can use them both.


As I said there are features in one of the mods that I do not care for. I ask to be shown the way how to remove. The attached "Desired Readme" file shows the features I want and it can be compared with the normal readme file to be shown which I want taken out. Again I am too new to modding to do this myself and I need help to get the job done.


Finally I want them to be compatible with my .2da files that I have created and attached as well. I want the benefits they provide to be available in the mods. I have attached both mods and my own .2da files in the zip folder below. Please help me out. Thank you in advance.