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);
}