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Hi deadlystream, i'm asking here because i'm in a pinch and I don't know what to do. I'm trying to create a passive force power that doesn't appear in the force power selection screen and instead it's given to you as soon as you get your first prestige class. This "passive" power, resembles stuff life Force camouflage which is given to you whe you are a watchman/assassin (also fury, inspire followers ecc.. even though they aren't passive powers but you get the point). If i look at spell.2da, this "prestige powers" don't appear to have level requirements because they have all those -1 in the respective column which means that there is a script that makes your character learn them, it has to be. Point is, can i write a script like this myself? Something like when PC gets a level, if PC jediclass is weaponmaster, watchman or whatever, give x power to him. Is this stuff hardcoded in the engine and i can't do anything about it? Where do i start? I'm familiar with editing the k_inc_force so i understand something about how to code/compile in kotor2, i'm not a complete beginner. Edit: I found a smart (if I say so myself!) workaround to the problem. Thread can be closed.
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I was trying to make Malachor fights a bit more juicy than they are, so I was messing with the UTC files of all creatures using Kotor Tool. The problem is that TSLRCM did a (much needed) facelift to Sith Lords and Marauders and when I go ahead and modify their utc file to change stats/feats/powers and then copy the file in the Override folder, they change back to their (horrible) default appearance. Now I kind of expected this to happen because I was extracting them directly from KOTOR Tool but I also thought that TSLRCM changed their model using appearance.2da. Can I force them to use their TSLRCM skin?
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Previous post removed Edit: Guys i've solved the problem. I'm... uhm dumb. The problem was that i split my kotor 2 installation into another folder, for testing purposes. The problem is that kotor tool, while compiling, was still referring to the old overidde folder thus meaning that me coping k_inc_force into the override was entirelly useless! Now i copied it in the "old" override and it works! I'm sorry for bugging you all with this and thanks!
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Uh i give up. I restarted this morning from scratch, this time i just changed the duration of the power from 20 secs to 2, just to make sure that my code wasn't problem. I compile k_sp1_generic.nss in the same folder as my modified (uncompiled) k_inc_force.nss, i get the k_sp1_generic.ncs, paste it in the override folder with k_inc_force.nss and it doesn't work.
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You guys are right it's sp1_generics not the inc_generics, i'm dumb i even checked the impact script from the spell.2da but i was sure that it was inc_generics. The thing is that i compile the k_sp1_generics in the override folder (with the k_inc_force into it already), i get the k_sp1_generics.ncs and it still doesn't work. I don't get what JCarter426 is trying to say though. Like sure, if i had to script an entire new power it would make sense to create it in a new script instead of messing with the k_inc_force.nss but here, i'm just trying to modify (slightly) something that already exist. I'm sorry if i'm being annoying with this simple stuff but i'm really stubborn when something doesn't work and i want to understand why.
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So i've dumped k_inc_force.nss into the Override folder, i opened Kotor Tool and then opened the k_inc_generics.nss file. Then i clicked on compile and compiled right into the Override folder. The force power still doesn't work though. Same old stuff of increasing saving throws. If the code was wrong the power wouldn't do anything i suppose but the fact that works like in vanilla means that i'm stupid and i keep screwing up something when i compile.
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Hi, I am a guy new to modding Kotor 2. I'm trying to create a mod that balance the vanilla game to a more focused and rewarding experience. Part of the mod is the modification of a lot of the existing force powers. For example, i wanted to modify Force Aura and make it so that it increases your Strenght by 2 and your vitality points by +1 per level (pretty much the same as the Marauder Fury force power minus the saves increase and the defense decrease). I opened the k_inc_force.nss and edited the code of the force power to (hopefully) do what it is supposed to do. Now though, i'm stuck at what to do next. I've read that you need to compile k_inc_generics. I saved the modified k_inc_force.nss, then opened k_inc_generics and compiled it. I put k_inc_force in a folder named Source and then i dumped this folder + the k_inc_generics into the Override folder. I tried the power ingame and it doesn't work (still gives you the savingthrow stuff). What did i do wrong? this is the part of the code that i modified: FORCE AURA */ case FORCE_POWER_FORCE_AURA: { float fDuration = Sp_CalcDuration( 20.0 ); int nFinalVP = GetHitDice( OBJECT_SELF ) * 1; // Remove any lower level or equal versions of this power. Sp_RemoveRelatedPowers( OBJECT_SELF, FORCE_POWER_FORCE_AURA ); // Do not apply the effects of this power if a more powerful // version is already attached to the target. if( !Sp_BetterRelatedPowerExists( OBJECT_SELF, FORCE_POWER_FORCE_AURA ) ) { SWFP_HARMFUL = FALSE; eLink1 = EffectTemporaryHitpoints( nFinalVP ); eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease( ABILITY_STRENGTH, 2 ) ); eLink1 = SetEffectIcon(eLink1, 8); eLink2 = EffectVisualEffect(VFX_PRO_FORCE_AURA); Sp_ApplyEffects(FALSE, OBJECT_SELF, 0.0, 1, eLink1, fDuration, eLink2, 3.0); }