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About This File

Short story: Repeating blasters were originally intended to give the user an additional attack in every round of combat (like twin-blade melee weapons do). This mod implements that effect. I.e. a character without force speed would normally do 1 attack when using a repeater, 2 when using rapid shot as well. Now, 2 attacks will be done when using the default attack and 3 when using rapid shot.

Long story: After investigating in 2015 what could be the reason for repeaters costing more (500 vs 300) credits while having a worse crit range (5% vs 10%) than blaster rifles while having no advantage whatsoever, I found out that repeaters were originally intended to give the user an additional attack per round, sort of making them the double-blades of the blasters. Sadly, this was never implemented, as one internal item comment even comments on. I didn't know enough about scripting back then and quickly lost interest in fixing this. But now, more than 3 years later, it's finally fixed via scripting, placing the required code in the k_ai_master script.

Known issues: Due to hardcoded mechanics, power blast can never do more than 1 attack, and sniper shot never more than 2. Normal attack appears to usually only do 2, but may rarely do 3 when using force speed as well. Sadly, these cannot be changed without access to the game code. This information turned out to be incorrect, and the user Darg727 made a fix for this. However, this has a downside: It works by making power blast and sniper shot always shoot 4 shots regardless of how many attacks are available, which looks very strange because all shots that don't have a corresponding attack round are auto-misses. For example, using a sniper shot with a blaster rifle or single pistol will cause 4 shots to be fired simultaneously, like a shotgun blast, with 3 of the 4 automatically hitting the floor/ceiling/wall. Using knight speed would allow 2 of those 4 to hit and only 2 would be an auto-miss, etc.... As per Darg727's upload permissions, I have included the responsible file (weapondischarge.2da) as an optional mod in the download for additional visibility for those people that might want to use the feature but would not come across his modification otherwise.

Compatible with any mod that does not edit the k_ai_master.ncs file, and incompatible with any that does. (However, it is easy for any modder to add the compatibility, source is included.)

Note that this fix works for both the player and enemies! This can make some fights of the game slightly more challenging.


What's New in Version 2.0   See changelog

Released

Complete rewrite in order to fix the bug where party members could get locked out from receiving the bonus, it should now reliably work under any circumstances.

Fixed knight/master speed and this overwriting another's extra attacks. (Though note that extra attacks from scripts seem to be capped at +2, so sadly there is still a lost attack when combining repeaters with master speed.)

Debug ncs file added to make checking for functionality easier in case any issues pop up again (they really should not).

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This mod is no longer compatible with the K1 Community Patch! The 1.9.x version of K1CP now adds a k_ai_master.ncs file override of its own.

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Since source for both are available, this is easily resolvable by yourself. Get k_ai_master.nss from this mod. Extract all the vanilla include files with KTool. Replace k_inc_generic with K1CP's version, available here. Compile.

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HI. can you be a little bit more specific how to do it? I extracted both of this files (k_ai_master.nss from this mod and k_inc_generic) but don't understand what to do next.

Edited by WitcherHammer

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I would also appreciate a K1CP compatibility patch, or more specific instructions on how to manually merge them, I'm not familiar with the tools at all.

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I am unable to make it work for companions after loading the game. Did some tests and it does work at first, but then gets broken. Currently I have 2 saves, one where wookie does double attack with Ordo's blaster after you load the game for the first time since launch. If you then reload, he does not perform second attack. If you save then and exit the game, launch it again and load it back, it is still broken. I have those savefiles if they could help with debugging. I did Full Build installation from reddit post (meaning i have a lot of stuff in the override folder), but as I understand only Community Patch can clash with it. 

I have this problem both on the original version and the one patched by JCarter426. Does anybody made it work correctly after loading the game?

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3 hours ago, xpurbanx said:

Does anybody made it work correctly after loading the game?

Scroll back through the comments, it's a known issue due to the creative way the mod is implemented. It works for the player character, but loading permanently breaks it for party members.

Theoretically you could remove all repeating blasters, wait 6 six seconds, then save in order to make a 'safe' savegame. But you'd have to do that every time.

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On 4/4/2022 at 11:40 AM, TamerBill said:

Scroll back through the comments, it's a known issue due to the creative way the mod is implemented. It works for the player character, but loading permanently breaks it for party members.

Theoretically you could remove all repeating blasters, wait 6 six seconds, then save in order to make a 'safe' savegame. But you'd have to do that every time.

This mod is actually not working for the PC now either. It did at the start of the playthrough but after reentering the game the extra attacks have disappeared for my character as well. 

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Hi, R2-X2 here, I will get to this soon hopefully. Was pretty busy the last years and had the mind elsewhere (though it was always in the back of my head). But I think it can be fixed by coding it more crudely, merely using the OnHeartbeat and probably less than half the code, which would have the negative effect of allowing for weapon switches to malfunction for a few seconds (granting an extra attack still or not granting one for a moment), but I guess unless you actively try to game the system, that shouldn't be an issue.

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Hey everyone! This took me several years longer to get back to than I had hoped. But now after many hours of struggling with KotOR's highly limited scripting functions, I have finally fixed it. The update has now been uploaded, enjoy. :)

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