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2 pointsI was trying to figure out why Bastila was dying so quickly to sand people even tho I gave her Brejik's armband and belt (supposedly effective vs melee attacks). The 2da reference thread had nothing useful, but it wasn't hard to figure out. Damage types: The game has 13 damage types and each weapon can have one or more of these types. baseitems.2da has a column called damageflags. It's a bitfield that says which type of damage a weapon deals by default. In order of least significant bit to most significant (right to left) it goes like this: 0 1 Bludgeoning 1 2 Piercing 2 4 Slashing 3 8 Universal 4 16 Acid 5 32 Cold 6 64 Light side 7 128 Electrical 8 256 Fire 9 512 Dark side 10 1024 Sonic 11 2048 Ion 12 4096 Energy The value itself is stored as a simple decimal integer (tho some other columns use hex - bioware just being inconsistent). The values in the second column are what you'd find in baseitems.damageflags - to have multiple damage types, add those numbers together and put the resulting sum in that column. These types are used anywhere where damage comes in play - for example in all item properties related to damage, including damage bonus, damage immunity, damage penalty, damage resistance and so forth. Weapons by damage type: Disclaimer: This is using the weapon rebalance mod which changes disruptors from 7 (Bludgeoning+Piercing+Slashing) to 8 (Universal damage). It's a change that makes sense. Highly recommended. Quarter_Staff Bludgeoning Stun_Baton Bludgeoning Long_Sword Slashing Vibro_Sword Slashing Short_Sword Piercing Vibro_Blade Piercing Double_Bladed_Sword Slashing Vibro_Double_Blade Slashing Lightsaber Energy Double_Bladed_Lightsaber Energy Short_Lightsaber Energy Blaster_Pistol Energy Heavy_Blaster Energy Hold_Out_Blaster Energy Ion_Blaster Ion Disrupter_Pistol Universal Sonic_Pistol Sonic Ion_Rifle Ion Bowcaster Energy Blaster_Carbine Energy Disrupter_Rifle Universal Sonic_Rifle Sonic Repeating_Blaster Energy Heavy_Repeating_Blaster Energy Blaster_Rifle Energy Ghaffi_Stick Piercing Wookie_Warblade Slashing Gammorean_Battleaxe Slashing Creature_Item_Slash Slashing Creature_Item_Pierce Piercing Creature_Weapon_Sl_Prc Piercing Or transposed: 0 Bludgeoning Quarter_Staff, Stun_Baton 1 Piercing Short_Sword, Vibro_Blade, Ghaffi_Stick, Creature_Item_Pierce, Creature_Weapon_Sl_Prc 2 Slashing Long_Sword, Vibro_Sword, Double_Bladed_Sword, Vibro_Double_Blade, Wookie_Warblade, Gammorean_Battleaxe, Creature_Item_Slash 3 Universal Disrupter_Pistol, Disrupter_Rifle 4 Acid 5 Cold 6 Light side 7 Electrical 8 Fire 9 Dark side 10 Sonic Sonic_Pistol, Sonic_Rifle 11 Ion Ion_Blaster, Ion_Rifle 12 Energy Lightsaber, Double_Bladed_Lightsaber, Short_Lightsaber, Blaster_Pistol, Heavy_Blaster, Hold_Out_Blaster, Bowcaster, Blaster_Carbine, Repeating_Blaster, Heavy_Repeating_Blaster, Blaster_Rifle (Who TF decided a tab size of 8 is a good idea? Also this forum needs a table feature.) So I have my answer now. Gaffi sticks are Piercing damage, and Brejik's stuff protects only v Bludgeoning/Slashing. I feel like this is false advertising. I've been bamboozled. Also, if you have Damage resistance Universal 5/-, it doesn't mean you resist 5 points of any kind of damage, it means you resist 5 points of the damage type "Universal", which is semantically just confusing as heck.
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1 point
Version 2.0.0
13,723 downloads
When dealing with crime lords, beware. Davik Kang's prize ship has a state-of-the-art security system -- it is filled with hulls gaps to suffocate the lungs and texturing errors to boggle the mind. If we want to get the Ebon Hawk flying safely, we ought to patch things up. The goal of this mod was to provide all of the same fixes provided by Ultimate Ebon Hawk Repairs For TSL to your K1 game. This mod patches the same issues as Ebon Hawk K1 Fixes 2.0 by ndix UR, as well as many of the others I worked on for TSL. The latest version includes some big improvements to the alignment of the ship's geometry and animations to the monitor textures it uses. I have included in the download a folder labelled "Animated Monitors"; these files serve provide significantly higher-quality alignments to those using either "Animated Ebon Hawk Monitors (not including Galaxy Map)" or "More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map)" by Sith Holocron, Dark Hope, and Xarwarz. I personally recommend using those texture mods for the monitors, and installing the contents of the included "Animated Monitors" folder to your override folder after installing the rest. See the Installation section for more details. If you would like to simply remove the blinking animations entirely, you can find an alternate version of the mod for download in PapaZinos' Alternates to do just that. Installation: Download the 7z file and extract the contents of the "To Override" folder to your game's override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\swkotor". 7z files can be extracted with Archive Utility on macOS, or with programs like PeaZip on Windows and Linux. For those using my monitor texture mods of choice, either "Animated Ebon Hawk Monitors (not including Galaxy Map)" or "More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map)" by Sith Holocron, Dark Hope, and Xarwarz, make sure to install the contents of the included "Animated Monitors" folder to your override. To install, simply copy the files included in the "Animation Fix Edition" subfolder to your override after copying the files from the "To Override" folder. Select "replace" when prompted. Uninstallation: Remove the files in the Included Files list below from your override. Included Files: Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the above files. For compatibility with the KotOR 1 Community Patch and Darth Parametric's Taris Escape Sequence Adjustments, simply install this mod after those ones. Looking to introduce some much-improved ship animations that are made for their textures? Sith Holocron, Dark Hope, and Xarwarz have authored both "Animated Ebon Hawk Monitors (not including Galaxy Map)" and "More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map)", both of which do the job well. I recommend using either alongside the files in the "Animated Monitors" subfolder aforementioned in the Installation section. Acknowledgments: I would like to thank Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender, and Cortisol for making file extraction easy with the Holocron Toolset. I also want to give a shout-out to muitafruita for suggesting including the medbay walkmesh fix from TSL to K1 as a way to improve PC spawning. This modification is not supported by Bioware, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. -
1 pointOh. Indeed. Oops. I guess I was looking at my override rather than the base game(K1). The weapon rebalance mod changes them. Like I already said: Which means 7 is 1+2+4, so bludgeoning+piercing+slashing.
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1 pointIt's a bitmask, so 7 is 1 + 2 + 4, i.e. bludgeoning, piercing, and slashing. My memory is hazy, but I remember universal damage being different in each game. In KOTOR 1, weapons that say they deal universal damage like disruptors actually deal physical damage, and this damage can be absorbed by items that provide damage resistance to bludgeoning, piercing, or slashing like Brejik's armband. Whereas in KOTOR 2, they deal acid damage. I don't recall whether the universal damage type is actually used.
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1 pointHello! Thanks for the report about damage types. A question: does protection against damage type Universal mean you are protected only against weapons that do Universal damage (disruptors)? EDIT: Taking a quick look at K1's baseitems.2da's damageflags column, I noticed that the Universal damage number there is 7, rather than 8, and that many items do not have a damage type at all. The only used values are 1, 2, 4, 7 (?), 1024, 2048, 4096.
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1 point
Version 1.1.0
750 downloads
This mod will add upscaled textures for the Dantooine part of the game. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. It's still a 400% improvement on the older files. Have a peek at the screenshots I made and; Enjoy! Sky textures are made by the awesome modder Kexikus get them here: -
1 pointFor appearance.2da it says this: a = Underwear b = Clothing c = Armor Class 4 items (Anything with a base defense of 4 and a max Dexterity of 5) d = Armor Class 5 items (Anything with a base defense of 5 and a max Dexterity of 4) e = Armor Class 6 items (Anything with a base defense of 6 and a max Dexterity of 3) f = Armor Class 7 items (Anything with a base defense of 7 and a max Dexterity of 2) g = Armor Class 8 items (Anything with a base defense of 8 and a max Dexterity of 1) h = Armor Class 9 items (Anything with a base defense of 9 and a max Dexterity of 0) i = All robes j = Both special varieties of robes available at the end of the Star Forge Tho this is not necessarily true - the letter refers to the bodyvar column in baseitems.2da. Change the letters in baseitems and you will mess up these equivalencies.
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1 pointIf all you want to do is change the description, then that's just a TLK entry. The feat properties themselves are hardcoded.