TamerBill

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Everything posted by TamerBill

  1. Okay, I just tested it. It seems to me that the original mod is straight-up broken, the on-perception event never fires so the effects are never applied. I've moved the event so that it fires on spawn instead, much more reliable. k_ai_master.nss k_ai_master.ncs
  2. Yes, although that part of the script's just descriptive. The part you need to edit is further down. //Set up the effects based on the character level if(nCharLevel >= 8 && nCharLevel <= 12) { eStatA = EffectAbilityIncrease(ABILITY_STRENGTH, 6); eStatB = EffectAbilityIncrease(ABILITY_DEXTERITY, 6); nVP = 75; } else if(nCharLevel >= 13 & nCharLevel <= 16) { eStatA = EffectAbilityIncrease(ABILITY_STRENGTH, 12); eStatB = EffectAbilityIncrease(ABILITY_DEXTERITY, 12); nVP = 130; } else if(nCharLevel >= 17) { eStatA = EffectAbilityIncrease(ABILITY_STRENGTH, 20); eStatB = EffectAbilityIncrease(ABILITY_DEXTERITY, 20); nVP = 200; } else { bValid = FALSE; } if(bValid == TRUE) { eLink = EffectLinkEffects(eStatA, eStatB); }
  3. Just to check, you are editing the source nss, right, not decompiling the ncs? Because the source script is pretty well-commented, you should be able to get the gist of it if you read through it all. The sections are for Jedi, then Beasts, then Droids, then everyone else.
  4. There's a line added to k_ai_master (a base-game script that handles general AI) that calls the qg_hardcore script whenever someone sees a party member for the first time, and then qg_hardcore applies the stat buffs to them. Changing the numbers and recompiling qg_hardcore should work. If you want someone to check your script you should probably upload the nss rather than the ncs, though. Edit: Actually, checking the source script, that part with +6 to four stats only applies to enemy Jedi. If you're not testing it against Jedi then there's your problem.
  5. There's no connection there. Killer Instinct boosts Attack, which determines the chance to land a hit, it doesn't increase the damage a hit deals. The increased Attack will show up on your character sheet while the effect's active.
  6. It’s this, I’m afraid. Basic combat logic like attack rolls is all hard-coded, it’s not something modders can mess with.
  7. Perfectly possible, but I won't be doing it myself. The philosophy of the Content Pack is to add options, so every feat is ignorable if you don't like a particular one. I don't change any base-game behaviour. If you want to edit your own copy for personal use then open the feat.2da in the Override and change the columns ending in _granted. For example if you put a 5 in the sol_granted field then Soldiers will get the feat for free at level 5.
  8. In the Kotor Tool options menu there’s a setting for ‘look in game’s override folder for 2da files’. Tick that so that the tool can read your custom classes.2da and you’ll be able to give Zaalbar your new class. The big limitations with adding classes is that new classes can’t have force points, and new classes can’t be picked at character creation. Giving custom classes to non-force-using party members is basically the ideal use case, it works just fine.
  9. Well, I don't plan on expanding the mod indefinitely, but I do currently have one more feat pencilled in for version 1.7.
  10. Obviously I use script tokens, there's no other way to reference a new feat unless I just assume everyone's running pure vanilla feat.2da. Don't think I wouldn't distribute ncs files if I could get away with it. Apparently the nwscript in the folder was the wrong version, although I was sure I extracted a K1 copy for it. I'll replace it and fix any compilation errors.
  11. I mean, I don't compile the scripts at all. They're compiled when the user runs the TSL Patcher. As far as I'm aware TSL Patcher doesn't have an option to compile for a specific game.
  12. Ugh, another bug from the TSL porting. They're base-game icons, they just have a slightly-different name in both games. Fixed, thanks for the report. Echani Combat Arts was cut for a reason, and if you're still using the 2010 version then I can't really offer support.
  13. Whoops, looks like I was using a TSL-exclusive function. The option wasn't showing up because the kill-counter was stuck at 0. Fixed now, thank you for the bug report.
  14. Debating whether to resurrect my other ambitious 2010 mod now that Content Pack's finished.

    1. LoneWanderer

      LoneWanderer

      What mod?

      You have skills and good ideas, so I'm intrigued!

    2. TamerBill

      TamerBill

      Technically it's three mods in one: Weapon Remix, Realistic Drops and Supply & Demand.

      Lemme see if I can dig up the old readme.

    3. TamerBill

      TamerBill

       

      Weapon Remix

      • Remakes every weapon in the game and then some, with an eye to flavour, balance and consistency.

      • Every blaster and vibroweapon is now upgradeable. Upgrades are consistent and no longer arbitrary.

      • Rapid Fire, Sniper Shot and Power Blast are no longer choosable feats, and are instead baked into weapons as appropriate.

      • New weapon type: Sniper Rifle.

      • Melee Weapon Proficiency is now Simple Melee Proficiency, and governs the use of non-powered swords, quarterstaves, stun batons etc.

      • New feat chain Vibroblade Proficiency now governs the use of vibroweapons. Soldiers get this proficiency for free at level 1.

      • New feat chain Exotic Weapon Proficiency now governs the use of bowcasters, wookiee warblades, selkath sonic weapons, ghaffi sticks and other alien weaponry. Scouts get this proficiency for free at level 1.

      • Light Repeating Blasters are cut. Heavy weapons are now split between Heavy Repeating Blasters and Heavy Blaster Cannons.

       

      Realistic Drops

      • Replaces every weapon in the game with one from Weapon Remix. Enemy loadouts changed based on realism and flavour (gang members use simple or jury-rigged gear, Sith troopers use Sith weaponry, civilians don't have military-grade gear in their pockets etc)

      • Changes any weapons found in containers along the same lines.

      • Every enemy in the game can now drop the weapons they're carrying as loot.

      • A salvage check based on the party's repair skill determines whether the weapon is lootable. More complex and powerful weapons are harder to salvage.

      • This feature kicks in as soon as you land on Taris. Soldiers on active duty don't loot.

      • Optional component: use the parts acquired from failed salvages to craft new weapons at a workbench.

       

      Supply & Demand

      • Changes the stock of every shop in the game to sell appropriate weapons from Weapon Remix.

      • Every weapon in the game now comes with a legality tag. Shops will only buy and sell weapons with appropriate tags.

      • Civilian weapons: Weapons that any adult is allowed to own. Any shop will buy and sell these.

      • Military weapons: As a Republic soldier the player is allowed to buy and sell these to licensed dealers.

      • Illegal weapons: Weapons too dangerous or painful to be allowed by law. Seek out the black market if you want to buy or sell these.

      • Sith weapons: Most respectable establishments refuse to deal in these out of fear of retribution by the Sith.

      • Relic weapons: Valuable antiques with historical significance. Allowed to be sold anywhere as historical artefacts.

  15. Very well, thank you Any time you get a kill while someone with Payday is in your active party an amount of credits is added to your secure account. The base formula is 10 credits per level of the target. Beasts are only worth half as much, force users are worth twice as much. Droids aren't worth anything. Talk to T3 to move the credits from your secure account to your regular inventory. You can do it on the Ebon Hawk or while he's an active party member.
  16. Can't say for sure it's the same issue, but there's a bug involving frame rate that can stick your character in place. I believe the fix was to save -> turn on VSync in the graphics options -> load.
  17. The file you want is feat.2da. Unarmed specialist feats are rows 212 to 219. There's 'handmaiden' and 'baodur' columns with the levels they get those feats in, just copy the same numbers into the 'hk47' column.
  18. You seem to be having a lot of trouble with this installation. I've installed KotOR on several wildy-different machines over the years and it's always just worked, so unless you're doing something very wrong I'd suspect the blame lies with the Best of PC version. Try the fixes here, see if that does anything for you. Otherwise I'd just suggest dropping 7 quid to get it on Steam or GOG instead.
  19. ...did you grind on respawning Rakghouls or something? You're meant to leave Taris at level 8 or 9. That's the intended progression.
  20. You're not, is the thing. Deliberately refraining from levelling-up is deviant behaviour counter to the game design. They give the PC bonus force points as a jedi specifically because they come to it late, it's intended. You could just lower the stats of the duelists if you wanted the duel ring to be easier. Or since the trouble is self-inflicted, just turn the difficulty slider down to Easy.
  21. That's not part of the mod, dude. The one on the left is the normal Sith Trooper. The one on the right is the 'lite' Sith Trooper model used on, again, computers that don't meet the requirements for the main one.
  22. It's this. When I first played KotOR it was on a laptop without a proper graphics card, and that's just how all Sith troopers looked. Honestly I prefer the matte white look, even if it is obviously Stormtrooper-derivative.
  23. Like most things in scripting there's more than one way to skin a fish. Local variables are stored inside each object, while global variables are stored in the save file. If you wanted to have something later in the game check to see if you ever read that datapad then you'd need a global. If it never comes up again then you could get away with using a local.
  24. Yes. Like I said, there's nothing special about Targeting that makes it work any different.
  25. There's definitely nothing special about Targeting, it works as a bonus feat just fine. Here, I went and tested it specifically. Seems rather pointless to put it on a blaster when you could just give the blaster +1 attack directly, but it shows up and functions just as you'd expect.