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Everything posted by TamerBill
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Okay, forget that part then, I was misremembering. But bonus feats definitely don't care about class. I just tested it by adding Lightsaber Proficiency and Combat Logic Upgrade to the clothes item and putting it on a new character. They show up on the list and they function.
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KotOR 2 Mod Request - Dustil Head w/ Movie Style Dark Side Transitions
TamerBill replied to davebro's topic in Mod Requests
Yeah, I see the problem, the heads.2da isn't referencing the darkside textures. This should do it. heads.2da- 7 replies
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- 1
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- tslrcm compatible
- kotor 2
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If they've equipped an item with Bonus Feat then they have the feat. It won't show up on the character sheet or anything, feats from items don't, but it'll function.
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Help adding dialogs and scripting
TamerBill replied to Obi Wan Pere's topic in General Kotor/TSL Modding
Correct, nss files do absolutely nothing by themselves. Generally modders will keep theirs around for reference (easier to read an nss than an ncs) and in-case they need to make changes and recompile the script. Some people also consider it polite to upload the nss alongside the rest of the mod so that other modders can learn from it/see what you did. But mechanically speaking, the game will work the same whether you delete them or not, the game is only reading the ncs files. -
Help adding dialogs and scripting
TamerBill replied to Obi Wan Pere's topic in General Kotor/TSL Modding
Well, there's nothing wrong with the script. You might be putting it in the wrong place, here's a basic example for reference. giveexp.ncs convo.dlg -
Help adding dialogs and scripting
TamerBill replied to Obi Wan Pere's topic in General Kotor/TSL Modding
Yeah, it's fine, same script file for any placeable that just needs to start a conversation. -
Help adding dialogs and scripting
TamerBill replied to Obi Wan Pere's topic in General Kotor/TSL Modding
Placeables need an extra step to make them talk. void main() { ActionStartConversation(GetFirstPC()); } Put that script in the placeable's OnUsed event and it will work. -
Aaaand another. I'll slow down when I'm dead, alright? Version 1.6 features a new mechanic, combo feats. Whirling Blade Combo, Thunderous Blade Combo and Heartstopper Combo are here.
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Next update is bringing the K1 version up to parity with 1.5. Further updates may or may not happen, it's based entirely on if I come up with another cool feat or power idea. Now, I don't take requests but I do accept suggestions. If you, or anyone else, wants to make a suggestion you can do it here. It may inspire me. Just bear in mind the criteria I use for Content Pack stuff: 1. It's got to be interesting. I'm not going to make a feat that gives +1 to Repair because that's a boring feat. 2. It's got to be new. I'm not going to make a power that detonates shields because I've already got a power that detonates weapons and a feat that removes shields. 3. It's got to be Star Wars. I'm not going to make a force power that shoots fireballs because in my opinion that doesn't fit into Star Wars canon. 4. It's got to be possible. I'm not going to make a feat that increases the damage of Sniper Shot because combat styles are hardcoded. I can bend the rules but I can't break them, so don't feel bad if your idea straight-up isn't possible.
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I did some recreational debugging, and I can confirm this is a problem for every party member except the PC. The following is 100% repeatable. Equip a repeater -> Preventative boolean gets set to TRUE, applies effect for 1 second -> Save -> Load -> Boolean is now permanently stuck as TRUE, effect has worn off, effect can never be applied again to that character. Not sure why it works perfectly with the PC, but there's the error.
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Scratch that, I had a cool idea so I had to make it real. Version 1.5 is here with the new feat Mysterious Benefactor.
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Yeah, looking at the readme for the original mod makes it clear. All it did was edit the entry script for Iziz Western Square to add a footlooker with an extra visa, and edit the description of the sliced visa. Also, not helpful to the discussion but while checking that I found that there's a script in Onderon just called 'sitfucker'. It attempts to make a particular Bith sit. I'm just imagining this poor Obsidian dev's increasingly-frustrated attempts to get the Bith to sit.
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If you want to sidestep the problem then you can just replace the script rather than deleting it. int StartingConditional() { return 1; } Save that as k_pkor_knowrevn.nss and compile it. It's basically an empty check that always passes.
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New version's up, I completely reworked how Payday worked. Does anybody even use Payday? Who knows, but the 2010 implementation didn't meet my 2020 standards. Also added a new set of force powers: Resonance, Deep Resonance and Master Resonance. This is probably the final version of the mod.
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View File Content Pack: Feats and Powers (K1 ver) Content Pack: Feats And Powers (K1 ver) Version 1.7 Installation: -Run the included TSLPatcher.exe and select your installation directory (the folder containing swkotor.exe, NOT the Override). -You can use this version on a non-English copy, but the descriptions will still be in English. Details: -Content Pack: Feats and Powers is a collection of feats and powers for KotOR. -It contains 28 new feats, in 17 separate feat chains. -In addition, it contains 5 new force powers, in 2 separate power chains. -Starting a new game is not required. -Full details are included in the TSL Patcher writeup. History: -v1.00: Initial release -v1.10: Added Dark Rage, Sadism and Sweet Release. -v1.20: Added Constancy, Respite and Anti-Shield Protocol -v1.30: Added Auto-Shield Protocol, Applied Knowledge and Last Stand -v1.40: Added Resonance, Deep Resonance and Master Resonance. Also completely reworked Payday. -v1.50: Added Mysterious Benefactor -v1.60: Added Whirling Blade Combo, Thunderous Blade Combo and Heartstopper Combo -v1.70: Added Rationing Technique and Intimidation Factor Bug Fixes: -v1.01: Fixed a bug preventing Shutdown and Overload from targeting blaster rifles. -v1.02: Stopped T3 from being able to take the Payday and Killer Instinct feats. -v1.11: Fixed a bug preventing Sith Lords from taking dark-side feats. -v1.31: Fixed a bug preventing Auto-Shield Protocol from triggering. -v1.32: Additional bug fixes. -v1.61: Fixed the interaction between Overload and combo feats. Fixed some lingering bugs from the Steam conversion. Improved compatibility. -v1.62: Refactored to improve compatibility. -v1.63: Fixed a bug preventing Payday from triggering. -v1.64: Restored the icons for Flashbang, Extra Kick and Shrapnel Burst. -v1.65: Corrected some porting issues. -v1.66: Improved compatibility. -v1.67: Fixed a bug preventing the use of medpacs directly from the inventory screen. Fixed some small typos. -v1.68: Fixed some vanilla-related bugs that made ability scores more effective than intended. Permissions: -Don't redistribute the mod without permission. I'm pretty reasonable. Credits: -By TamerBill Submitter TamerBill Submitted 12/24/2020 Category Mods K1R Compatible Yes
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Version 1.7
2,002 downloads
Content Pack: Feats And Powers (K1 ver) Version 1.7 Installation: -Run the included TSLPatcher.exe and select your installation directory (the folder containing swkotor.exe, NOT the Override). -You can use this version on a non-English copy, but the descriptions will still be in English. Details: -Content Pack: Feats and Powers is a collection of feats and powers for KotOR. -It contains 28 new feats, in 17 separate feat chains. -In addition, it contains 5 new force powers, in 2 separate power chains. -Starting a new game is not required. -Full details are included in the TSL Patcher writeup. History: -v1.00: Initial release -v1.10: Added Dark Rage, Sadism and Sweet Release. -v1.20: Added Constancy, Respite and Anti-Shield Protocol -v1.30: Added Auto-Shield Protocol, Applied Knowledge and Last Stand -v1.40: Added Resonance, Deep Resonance and Master Resonance. Also completely reworked Payday. -v1.50: Added Mysterious Benefactor -v1.60: Added Whirling Blade Combo, Thunderous Blade Combo and Heartstopper Combo -v1.70: Added Rationing Technique and Intimidation Factor Bug Fixes: -v1.01: Fixed a bug preventing Shutdown and Overload from targeting blaster rifles. -v1.02: Stopped T3 from being able to take the Payday and Killer Instinct feats. -v1.11: Fixed a bug preventing Sith Lords from taking dark-side feats. -v1.31: Fixed a bug preventing Auto-Shield Protocol from triggering. -v1.32: Additional bug fixes. -v1.61: Fixed the interaction between Overload and combo feats. Fixed some lingering bugs from the Steam conversion. Improved compatibility. -v1.62: Refactored to improve compatibility. -v1.63: Fixed a bug preventing Payday from triggering. -v1.64: Restored the icons for Flashbang, Extra Kick and Shrapnel Burst. -v1.65: Corrected some porting issues. -v1.66: Improved compatibility. -v1.67: Fixed a bug preventing the use of medpacs directly from the inventory screen. Fixed some small typos. -v1.68: Fixed some vanilla-related bugs that made ability scores more effective than intended. Permissions: -Don't redistribute the mod without permission. I'm pretty reasonable. Credits: -By TamerBill -
Okay, I lied, it's the other way around. New version live now, adds Auto-Shield Protocol, Applied Knowledge and Last Stand.
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Not nostalgia bringing me back, it was people keeping sending me messages asking about it, hah. Next objective is to port the mod back to K1, then start adding more feats.
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View File Content Pack: Feats and Powers (TSL ver) Content Pack: Feats And Powers (TSL ver) Version 1.67 Installation: -Run the included TSLPatcher.exe and select your installation directory (the folder containing swkotor2.exe, NOT the Override). -You can use this version on a non-English copy, but the descriptions will still be in English. Details: -Content Pack: Feats and Powers is a collection of feats and powers for KotOR II:TSL. -It contains 26 new feats, in 15 separate feat chains. -In addition, it contains 5 new force powers, in 2 separate power chains. -Starting a new game is not required. -Full details are included in the TSL Patcher writeup. History: -v1.00: Initial release -v1.10: Added Dark Rage, Sadism and Sweet Release. -v1.20: Added Constancy, Respite and Anti-Shield Protocol -v1.30: Added Auto-Shield Protocol, Applied Knowledge and Last Stand -v1.40: Added Resonance, Deep Resonance and Master Resonance. Also completely reworked Payday. -v1.50: Added Mysterious Benefactor -v1.60: Added Whirling Blade Combo, Thunderous Blade Combo and Heartstopper Combo Bug Fixes: -v1.01: Fixed a bug preventing Shutdown and Overload from targeting blaster rifles. -v1.02: Stopped T3 from being able to take the Payday and Killer Instinct feats. -v1.11: Fixed a bug preventing Sith Lords from taking dark-side feats. -v1.31: Fixed a bug preventing Auto-Shield Protocol from triggering. -v1.61: Fixed the interaction between Overload and combo feats. Fixed some lingering bugs from the Steam conversion. Improved compatibility. -v1.67: Improved compatibility. Permissions: -Don't redistribute the mod without permission. I'm pretty reasonable. Credits: -By TamerBill Submitter TamerBill Submitted 12/22/2020 Category Mods TSLRCM Compatible Yes
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Version 1.67
2,616 downloads
Content Pack: Feats And Powers (TSL ver) Version 1.67 Installation: -Run the included TSLPatcher.exe and select your installation directory (the folder containing swkotor2.exe, NOT the Override). -You can use this version on a non-English copy, but the descriptions will still be in English. Details: -Content Pack: Feats and Powers is a collection of feats and powers for KotOR II:TSL. -It contains 26 new feats, in 15 separate feat chains. -In addition, it contains 5 new force powers, in 2 separate power chains. -Starting a new game is not required. -Full details are included in the TSL Patcher writeup. History: -v1.00: Initial release -v1.10: Added Dark Rage, Sadism and Sweet Release. -v1.20: Added Constancy, Respite and Anti-Shield Protocol -v1.30: Added Auto-Shield Protocol, Applied Knowledge and Last Stand -v1.40: Added Resonance, Deep Resonance and Master Resonance. Also completely reworked Payday. -v1.50: Added Mysterious Benefactor -v1.60: Added Whirling Blade Combo, Thunderous Blade Combo and Heartstopper Combo Bug Fixes: -v1.01: Fixed a bug preventing Shutdown and Overload from targeting blaster rifles. -v1.02: Stopped T3 from being able to take the Payday and Killer Instinct feats. -v1.11: Fixed a bug preventing Sith Lords from taking dark-side feats. -v1.31: Fixed a bug preventing Auto-Shield Protocol from triggering. -v1.61: Fixed the interaction between Overload and combo feats. Fixed some lingering bugs from the Steam conversion. Improved compatibility. -v1.67: Improved compatibility. Permissions: -Don't redistribute the mod without permission. I'm pretty reasonable. Credits: -By TamerBill -
NEW Gameplay mechanics (via feats)
TamerBill replied to Jorak Uln's topic in General Kotor/TSL Modding
Yes, that file determines the behaviour of every grenade. Flashbang, Extra Kick and Shrapnel Burst won't function without my version of k_sup_grenade.ncs. -
NEW Gameplay mechanics (via feats)
TamerBill replied to Jorak Uln's topic in General Kotor/TSL Modding
Yup, that's the culprit. He's added in checks for the wrist launcher to add her Demolitions rank straight onto the damage and DC. Probably a modification made for personal use that he forgot was present when he made the AI bits. -
NEW Gameplay mechanics (via feats)
TamerBill replied to Jorak Uln's topic in General Kotor/TSL Modding
That's definitely not base-game behaviour. I have the script in front of me now, Demolitions isn't even mentioned. You must have a mod editing k_sup_grenade.ncs to add that effect because I can't reproduce it at all. -
NEW Gameplay mechanics (via feats)
TamerBill replied to Jorak Uln's topic in General Kotor/TSL Modding
Hah, the Shield Boost feats and Shutdown/Overload were actually based on Mass Effect ideas. Unfortunately, what you're describing would be, well, not impossible but a very big deal. Far beyond the scope of this project. There's no script hook for when a shield goes down, so nothing fun can happen there. One could do a feat that explodes active shields and brings them down, but that's too similar to Shield Breaker and Shutdown/Overload. Restricting shields to Soldiers is something anyone can do though, just go through each one in KotOR Tool and slap Class Restriction: Soldier on them, piece of cake. That one's entirely impossible, though. The basic flow of combat is not something anyone can mess with. I don't think that's actually a thing. Grenades work exactly the same whether they're thrown or wrist launched.