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Showing content with the highest reputation on 01/12/2022 in Posts

  1. 1 point
    Ok, thats hard. I know one or 2 Modders, maybe I can ask them, if they could help you...
  2. 1 point
    Digging into what the mod actually does, it looks like the feat this mod created was just a placeholder that prevented other people from putting on the disguise item the mod was built around needing. There is no reference to "Bastila's Disguise" in the mod now...checking the change log it looks they realized this new feat isn't necessary because Bastila already has a unique feat (Battle Meditation) to restrict items around.
  3. 1 point
    If I recall correctly - Hunters Run's "Operation Kill Bastila Remade" add a new feat to the 2DA called "Bastila's Disguise", and it worked as the mod intend to. One can try looking at the setup or asking him to elaborate.
  4. 1 point
    @Jj117 This isn't the right place to upload a mod. Please go to the download section located here: https://deadlystream.com/files/ Click "Submit File" and you should come across the interface to upload your mod to the Download page. Once your mod is uploaded and approved by an Admin, a forum post will be automatically posted in this "Mod Releases" section and the mod shall be avaliable to download at the download section. I hope this helps!
  5. 1 point
    Thought that might be the case. I'm not a proficient scripter by any means, so I can't help you there without dedicating some time myself into getting comfortable with scripting for kotor 1. You should know there are certain features hardcoded by row ID in baseitems.2da but I don't know the full extent of it.
  6. 1 point
    Anyone more knowledgeable please correct me, but my understanding is that you can't really manipulate feats in K1. All the current feat effects are hardcoded. You can make new feats by manipulating the .2da files, but they won't do anything. The only use case is to use them to require the new feat for something else (ex. custom equipment/power). If you are suggesting that the feat effects will just work through the hide item equipped, that could work (that's how Juhani's camo feat works). The scripts you'd need are pretty easy, I can even send you mine as an example (they are based on the scripts from HK-47's repair challenges). To trigger them in the Ebon Hawk, you would need to add something with dialog (a character for example) that could trigger the individual scripts based on player choices. How to add characters, computer panels, or any other dialog trigger to someplace like the Ebon Hawk is beyond me, so you'd likely need to look through mods that do that and try to figure out the process.