Emperor Turnip

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Everything posted by Emperor Turnip

  1. -1 in the "granted" column means that the feat is never given for free
  2. I see. Basically I've got some code to add to the heartbeat script that will check to see if each character has taken my custom "feat" via the use of a TRUE or FALSE statement, and then equip an item to the corresponding characters invisible item slot to grant the bonus described by the "feat". (I am aware some slots are occupied already) The feat itself is just a dummy that the player clicks to give the impression of a feat, and does not have to do anything other than appear in the UI during feat selection. It is my understanding that I must edit the nwscript.nss to have a "Constant" that is used by Feat.2da in order to have my "Feat" appear in this menu to be selected, and thus change the 0 to a 1 and equip the item as a result. Is this correct? Or is there a better way to do so.
  3. Yeah. Seems like the .utc for each person declares their level 1 feats, not Feat.2da. That file can add or remove them from their feat list (4 means not on the list, 3 means is on the list in each respective column)
  4. How do I compile changes I made to an extracted nwscript.nss to a usable form for Kotor 2?
  5. It is a shame. A lot of the information about modding more than just textures seems to have been lost or never found. I'm confident I can reverse engineer the code I need to get the job done, it just seems like it's going to be a lot of work for maybe not a lot of payoff if the mod itself is never really used.
  6. I believe you have to edit the .utc file for each PC and NPC in the party who's starting feats you'd like to change. I believe they're contained within things labelled "struct" that give items, abilities, and feats to the creature and characters of Kotor 2. I'm not exactly sure where to find them, but I can have a look.
  7. Finding the instructions to attempt the work seem to be harder than figuring out work arounds themselves xD Ill have to keep digging. The scripting thread turned up with no help either.
  8. Right now I have a few options I'm digging around about. 0) Passive force powers. Not ideal, but better than nothing. 1) Dummy feat that only shows up in the menu during level up (ex "Gain Massive Criticals 1d8") but really just equips an item into the invisible character item slots that has said bonus. 2) Create a "weapon proficiency feat" (I've read this can be done, idk how yet) that fulfills the script requirement to equip said premade item. 3) Active force powers with long duration.
  9. I've read that weapon proficiency feats can be made. Could an item be a "weapon" that becomes equipped after a custom proficiency feat is taken? The description for that feat would still be like "Gain Massive Criticals 1d8" but in actuality an item granting that modifier was simply equipped to the PC/NPC and no real feat was ever gained.
  10. Can one that simply appears in the feat menu not be created? It doesn't actually have to do anything. I've seen a mod that adds feats via the heartbeat script. As long as it can show up in the UI duing level up to be selected and is then able to fulfill the "if (GetHasFeat(CUSTOM_FEAT, GetObjectByTag("Atton"))" part of the script to equip a premade item with the feat's modifiers attached to it into the invisible slots then I'm happy. If it's not a "true feat" or whatever really doesn't matter to me, as long as the intended result occurs.
  11. My hopes were more to have dummy "feats" as options in the game UI, and use some already created items be granted into the invisible slots. Ive so far created 3 feat items for each starting class as a beginning, and have room for 4? feat lines via the hidden slots. Know what I mean?
  12. I know that in the Feat.2da the columns labeled with jcn_granted or scd_granted etc seem to contain the level when each feat is automatically granted, or "-1" if it is never given for free. This alone may not be enough to grant it at level 1, as each starting class may require their individual files to be edited to allow for level 1 feat changes.
  13. Im new to scriping. Is there a good resource for a crash course? And how difficult would it be to have a script that equips an item to a pc or npc when a feat is selected/gained upon leveling up?
  14. Would it be possible to have a script equip an item to the invisible slots each character has as the result of a feat being selected upon level up? Each combination of selected feats would have to have their own item, and the script would then have to know which item to assign based on which feats have been learned. I don't mind a large amount of work involved, just need to know if it's even possible.
  15. Did you ever resolve this? I have found the 2da file that lists what classes have what feats on their list, and if/when they are granted. However it did not seem to effect lvl 1 feats alloted when I edited it.
  16. Thank you for the response. Are force powers in the same world of unchangeable? Because a passive force power is as good as a feat. Any tutorials on the scripts btw?
  17. Seems to be hard coded. How was the existing mod done?
  18. Hello all! I'm new to the forums, but not new to Kotor or modding in general. I was wondering if anyone could point me in the right direction for modding in some additional feats to TSL? I have been working on a general re-balance of the classes for an upcoming mod, and would very much like to include many new feats to promote build diversity. The Feats.2da file itself seems to also reference additional files, and I am currently uncertain of which ones exactly or how they interact. Is there a tutorial out there for some simpler changes like +2 reflex saves, +1 defence while fighting with 2 weapons, etc. Simpler ones at first. Thanks for your time!