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Everything posted by TamerBill
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How hard would be to alter "to hit" chances?
TamerBill replied to ZeldaTheSwordsman's topic in General Kotor/TSL Modding
While they're colloquially called to-hit rolls, a failure doesn't necessarily mean you missed. A glancing blow, or one deflected by armour, is still a 'miss' even if it physically connected with the target. Regarding doors, a natural 1 is always a failure for attack rolls. So even though doors have a defence score of 0 you'll still fail the bash 5% of the time. This is just a limitation of how the game implements it, in PnP you wouldn't use an attack roll to bash a lock. The tank droid is kinda borked behind the scenes, because Obsidian was incredibly sloppy about game design. But it still should have a high defence score due to all its armour. -
Jedi Master Improvements and Superior Duelling
TamerBill replied to Megamence123's topic in General Kotor/TSL Modding
None, is the simple answer. Most feat effects in the game are hardcoded. For new feats what you'll want to do is use the conditional GetHasFeat() in a relevant script (k_inc_force here) to check for the presence of your 'dummy' feat and trigger the appropriate effects. If you want some examples of how it works you can look at my mod Content Pack: Feats and Powers, the source code is included in the download. -
How to take screenshots of GOG TSL?
TamerBill replied to ZeldaTheSwordsman's topic in Knights of the Old Republic General
If you run it through GOG Galaxy then you can take screenshots with F12. -
You can decompile the scripts with DeNCS. Get it from this bundle if you don't have it already.
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Jedi Master Improvements and Superior Duelling
TamerBill replied to Megamence123's topic in General Kotor/TSL Modding
I don't believe there are any tutorials specifically for class/feat modding, but I can point you in the right direction. If you don't have KotorTool yet, grab that and familiarise yourself with it. The files that are relevant to your interests are classes.2da, classpowergain.2da, cls_st_jmaster.2da, cls_st_jedi_c.2da, feat.2da and featgain.2da. There's a detailed look at 2da files here that should help. For everything regarding boosting force powers you'll want to look a k_inc_force.nss. -
CreateObject uses the resref, not the tag, so it would be "p_bastilla". p_bastilla001 from STUNT_18 is presumably unused, so I wouldn't trust it myself. Side note, I never noticed Bastila was misspelt in the resrefs. SetPartyLeader can presumably be skipped as well, since you're not messing with the party members anymore.
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The torture script temporarily adds Bastila back into the party while she's on screen. If you've got Sarna in Bastila's slot then it can't add her, and the cutscene can't start without her so you get a black screen.
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It’s a roleplaying game, if she acts wise she should have Wisdom. NPCs aren’t made with point-buy anyway, there’s nothing to waste.
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What tools are you using that offer their own opinions on functions? There's nothing about that in its nwscript entry. RemoveAvailableNPC() just returns a 0 if it fails.
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Pretty sure those strings are hardcoded, and editing dialog.tlk is your only option. iprp_damagetype.2da works for changing the description of bonus damage, but not base damage. That, unfortunately, is KotOR modding in a nutshell. The game wasn't built to be moddable, it was just built on top of one that was.
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The simple answer is you can't. How item properties work is hardcoded, the most you can do with those 2das is tweak the numbers and change the names.
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Inquiries on Mod Compatibility List for TSLRCM 1.8.6
TamerBill replied to Sith Holocron's topic in TSLRCM
If it works fine without mods then it's unlikely to be a computer issue. It's tedious, but the best way to troubleshoot would be to install your mods one at a time, and check after each one whether the game works or not. -
Inquiries on Mod Compatibility List for TSLRCM 1.8.6
TamerBill replied to Sith Holocron's topic in TSLRCM
New force power mods actually play nicely with each other, provided the powers are given their own script rather than adding them into k_sp1_generic. The power mods on that list all do, so there shouldn't be any problems on that end. Update to 1.67, though. Nobody wants to run tech support for outdated mods. -
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Huh. I must admit I didn't even know you could use medpacs from the inventory screen, I always use the shortcut bar. But you're right, they aren't functioning when used from the inventory. I'll look into it. Edit: Okay, that was an easier fix than I was expecting. Looks like TSL does medpacs slightly differently from K1 and I hadn't noticed when porting it. Fixed version's up now.
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Well for starters your brackets are all over the place. And while it doesn't actually affect anything, you shouldn't use the name eLink if you're not linking effects together. So what you're actually trying to write is this: void main() { effect eMove = EffectMovementSpeedIncrease(99); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eMove, OBJECT_SELF, 600.0); } If it doesn't work then the problem is probably how you've set up the armband.
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Adding New Non Force Using Classes
TamerBill replied to DeathScepter's topic in General Kotor/TSL Modding
If you mean it doesn't show up in Kotor Tool then you need to turn on the option 'Look in game's override for 2da files'. -
You're in luck, that page is archived on the wayback machine. Here's your tutorial.
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I don't know the answer, but the LucasForums tutorials have been archived here if you know what you're looking for.
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This is why it isn't taking upgrades. Set it to 2 to use light armour/armoured clothing upgrades. 1 is robes, 3 is medium armour, 4 is heavy armour.
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You don't want the tag, but the ResRef. Sarna's is tar02_sarna021, but personally I'd make a separate copy of the utc to be the party member version.
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Oh, right, TSL. In that case it's based on the UpgradeLevel property of the armour. Buuut, Kotor Tool is bugged and shows UpgradeLevel as Body Variation. If it's a light armour set Body Variation (really UpgradeLevel) to 2.