TamerBill

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Everything posted by TamerBill

  1. Nah, baseitem.2da changes are retroactive. It’s only changing a template, like a uti, that needs a new copy of the object.
  2. No, if it still mentions max dex than it hasn't taken. It should look like this picture. It's a very simple mod so there's not much to troubleshoot. It's retroactive with previous armour. If you ran the patcher and correctly pointed it at your TSL installation then it should have worked is all I can say. Works for me.
  3. Max dex is something all armours have. Generally speaking, the heavier the armour the less defence you can get from dexterity. Light armour like Zeison Sha has a max dex of +4, which means you get full benefit from 18 dexterity or lower, but dexterity higher than 18 won't provide any additional defence. Clothing and robes have no max dex, so raising your dexterity bonus will always raise your defence as well. The mod gives jedi armour the same effect.
  4. View File Request: No Max Dex On Jedi Armour Mod by TamerBill, requested by Nodood Zeison Sha armour and all its derivatives no longer have a maximum dexterity bonus (originally capped at +4). Submitter TamerBill Submitted 11/05/2021 Category Mods TSLRCM Compatible Yes  
  5. Version 1.0.0

    469 downloads

    Mod by TamerBill, requested by Nodood Zeison Sha armour and all its derivatives no longer have a maximum dexterity bonus (originally capped at +4).
  6. Theoretically you could read the changes.ini file and make all the changes manually in lieu of running TSLPatcher. You know, if you were crazy. If you have temporary access to a PC you could install all the mods on there and then copy the Override/dialog.tlk/any affected Modules across to the Mac.
  7. Sure, this is pretty trivial. If you want to do it yourself then open baseitems.2da, go to row 102 ("Armor_Zeison_Sha") and change the value in the column "dex bonus" to -1. Row 102 is used for all armoured robes, and -1 here means 'not applicable'. Bung it in your Override and you're good.
  8. You're missing tar03_blackv034 in your fixed files, at the very least, they've also been edited to non-hostile. Should probably playtest a fix at least once before publishing it.
  9. That would work, albeit only for TSL. Doubling the multiplier doesn’t give exactly double the VP due to the way the formula works but it’s certainly close enough for horseshoes. I don’t know how many enemies are exempt from level-scaling but ideally you’d boost their VP manually to match, or they’d come across as unusually weedy.
  10. No need to make a job of it, djh has the right answer. The author simply forgot to include some base-game scripts.
  11. I'm getting deja vu over here. Like I said the last time you posted this, the difficulty settings don't affect HP. The only thing you can do with difficultyopt.2da is change how much damage enemies do.
  12. Maybe see if you get your hands on the old Versus Books 'Neverwinter Nights World Builder Guide', it's got a nice tutorial on nwscript. Different game, obviously, but the language is the same.
  13. It's one of Rickard's lines during the murder investigation, "Yes, you green-skinned nerfherder!" You have to get only half the evidence before making the judgement for him to say it, which is why you wouldn't have heard it. The line's not actually in error; in the original XBox version Bolook was green. He was swapped to orange in the PC version, presumably for variety, but whoever made the change obviously didn't see that line either.
  14. If you just set the base type to lightsaber then it would be a lightsaber in all respects. Theoretically you could repurpose one of the slots. Remove either shortsabers or doublesabers from the game, and change their old slot to have vibroblade appearance, sounds, damage type, feats etc. Never tried it but in theory that would work.
  15. Unfortunately the basic attack roll mechanisms are hardcoded and can’t effectively be modded, including the mechanism behind finesse. In terms of how the game sees it, it’s specifically looking for the three rows in baseitems.2da, the ones for lightsaber, shortsaber and doublesaber. Any weapon using those rows gains all the benefits of being a lightsaber, including blaster deflection, throw saber, and finesse. TLDR: Gotta play TSL if you want melee weapon finesse.
  16. Changes made to item files won't affect items you already have. You'll need to reacquire the robe to get the changed version.
  17. Eh, yes with heavy caveats? But there's a far simpler solution if you think blaster rifles are underperforming and it's this: This is actually very easy, because base damage is already separated by weapon type. Open baseitems.2da, row 77 is blaster rifles. Base damage is the columns numdice and dietoroll. For rifles it's 1 and 8, for 1d8 damage. Put whatever numbers you like in, save baseitems.2da to your Override and you're done, all rifles will have the new damage numbers.
  18. Put the uti file in the Override folder in your game directory.
  19. No, you have the right method, that's not the problem. First thing is to confirm that the game is actually reading your edited file. Try setting a class's level 1 feats to some other number and checking it in character creation. Secondly, check you're changing the right values. Scoundrel feats are the column 'scd_reg', and note that the level is the 'label' value, not the row number (because 2das are indexed from 0, not 1).
  20. The difficulty slider actually only affects enemy damage, not their HP. So while you can tweak the numbers in difficultyopt.2da it won't help you with this goal. The simplest option would be to edit the individual enemy files to give them more HP. There's a lot of enemies, though, so I don't recommend it. You can change max HP values via script, so the best way to do it would be editing the spawn script to give more HP to all non-PC creatures.
  21. Well, looks like you’ve screwed up your dialog.tlk somehow. TSLPatcher can only add strings, not change them, so I’m going to put this down to installing something wrong. Delete your dialog.tlk and repair the installation to get a fresh copy, then start the modding over again.
  22. The sounds are associated with the base item type, in baseitems.2da. It's easy to have different sounds for lightsabers, doublesabers, and shortsabers, because those are different base item types. Different colour lightsabers all share the same item type, though, so you can't give them separate sounds. You could make a new base item type, but the game's hard-coded to only recognise the original three as lightsabers. A clone would look and sound like a lightsaber, but it wouldn't function for things like blaster bolt deflection and Throw Lightsaber. Edit: I notice you asked the same question 3 years ago. I assure you the answer hasn't changed since then.
  23. Given that you can't see their face, and that they're missing their left hand, that character is probably just using Kreia's model wholesale. Kreia's model is a single piece, she doesn't have separate robes and head like most party members. This is why her appearance never changes no matter what you equip her with.
  24. I assume you're using KotorTool? Uthar is kor35_utharwynn.utc in kor_m35aa_s.rim and kor39_utharwynn.utc in kor_m39aa_s.rim.