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Showing content with the highest reputation on 04/04/2020 in all areas

  1. 3 points
    I got the Power working in K1: However I can't seem to make it appear on the Force Power list. I have added a unique value to the "forcehostile" column in spells.2da. As I understand it that's what makes it have a new slot in the list. I also added the rest of the neccesary columns to fit my Power such as an "E" in "goodevil", a "1" in "hostilesetting", etc. If I make the "forcehostile" number the same as other Power and increase the "pips" number to have higher priority, the icon takes place in that Power slot, so it works. Anyone knows what's going on? Can't seem to figure it out. This applies to both games btw. Also, I have uploaded a new Darth Malak version with the fixed icon. Here it is for anyone who missed it: I have just submitted the two Nihilus and Malak ports too as files downloads and they are waiting for approval right now.
  2. 2 points
    Amazing how much housework and cleaning I've been able to do in all of this downtime. being without work (or laid off ) is quite frustrating, but I can't say there isn't a silver lining to it. Now all that's left is more modding...
  3. 1 point
    You don't need to do this. The G vs G1 was merely Bioware's internal reference for differentiating items added in the Yavin DLC. Whatever you call it, the UTI filename (ResRef) should match the TemplateResRef field. Ideally for items you should also keep the Tag the same, although that is primarily for scripting purposes. This is the real problem. It doesn't matter. All three inventories are added to your save on the very first visit to Yavin. The only way to add it in a later save is either via script, or editing the save.
  4. 1 point
    General Kenobi! Hi folks, I'm VeganCannibalism. Been lurking around for a while, but finally decided to join in the fun properly. I don't know much about modding beyond very basic texture work, but hopefully I'll learn more as time goes on. And... uh, that's about it. There isn't much to say about myself personally, but I'm glad to be here!
  5. 1 point
    I've been doing some more modding to practise different areas and I have added a new Force Power to the game. It is based in the Retribution ability Anakin has in Battlefront 2 from EA. The Power doesn't check for any saving throws at the moment so it's kind of OP right now. It has a radius of 18 units and I don't know how much Force points it should consume yet. Here's a demo: As you can see, the Power has a custom animation, icon and sound. I have also modified the original choke animation to look closer to the one in Battlefront 2 when you are being affected by this Power. I also realised that we don't have a "multi" choke Power in the games since all three levels of choke are on one individual person, so this could cover that. But it has some inconveniences: · For some reason, the game uses the loop animation for the saber throw as the default cast anim, so I couldn't just make a new one and play it in the impact script because it would get overridden by this one. So this new animation replaces the saber throw loop animation. · Sometimes the enemies don't get affected if they are behind you or really far (but inside the Power radius). · For the new choke animation to play correctly, I had to change it from looping to fireforget. And that not might be ideal with the original one since it's really short. · If you move or kill the enemy you were targetting before the 9 seconds that the Power takes to cast, the animation of the player will get interrupted, just like with the vanilla Powers. Also you will not be able to attack again until the cast time expires. I will release this if someone thinks it is still worth it even with all of these little problems I mentioned. I will also include the source script in case someone is curious and wants to take a look at it. On another note, Ӄhrizby has finally contacted me and given me permission to use his Darth Nihilus animation fix. I have also managed to fix the icons so I have attached the two ports here just in case anyone wants them although I haven't been able to fix the character support problems so they don't have that. Type "giveitem darthnihilus_k1" without quotes for the Darth Nihilus robe item and "giveitem darthmalak_k2" for the Malak one. Also, I don't know what happened to Darth Malak. It's still pending approval. I assume if I did something wrong the admins would have told me or something. I wanted to release these two ports as well, but I want to solve any problems there are with Malak first, so that it won't happen again with these two. Anyway, hope you enjoy this. Darth Nihilus K1 Port.rar Darth Malak K2 Port.rar
  6. 0 points
    Apparently, I've received a credit in this mod. Hmmm. What have I done to deserve this? Not sure why Griff looks green in your mod but you obviously need a better profile picture for him. Make use of this until something better comes along. (It's pictured below but the attachment is as a TGA, sized at 512 by 512. griff.tga