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R2-X2 last won the day on November 21 2018
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View File Bastila rejoins at player level This script "fixes" the script that lets Bastila rejoin the player on the Unknown World temple summit: The script checks for the caller's level, and depending on that, you get a different one of the six Bastila UTC files joined as your new party member: Levels <= 15: Bastila level 15 (p_bastilla001.utc) Level = 16: Bastila level 16 (p_bastilla002.utc) Level = 17: Bastila level 17 (p_bastilla003.utc) Level = 18: Bastila level 18 (p_bastilla004.utc) Level = 19: Bastila level 19 (p_bastilla005.utc) Level = 20: Bastila level 20 (p_bastilla006.utc) The different Bastilas of course not only have a different level, but also more feats and force powers as the levels progress (appropriate change per level). The script however was called in a dialogue line of Bastila, which during that time is a level 18 Jedi Guardian, so it always selected the "p_bastilla004.utc". I believe the intention was however to have this scaled to the player level, to have a same-level Bastila rejoin the party. So I adjusted the script to check for the PC's levels rather than Bastila's (that are always 18). Now, I don't even recommend using this, and I won't be using it myself, as I feel that when Bastila joins you at level 18 that's better both for low, and high-level characters: At low level, the upcoming fights are going to be quite hard, so having a level 18 partymember should help you out a bit (especially since the other two Jedi will be unavailable at that point), and if you are at a level > 18, which is common if you did most quests, then having Bastila join at level 18 at least allows you to steer her remaining development very slightly with the two remaining levelups she'll get. (If she joins at level 20 there's nothing at all you can do anymore to adjust her rather questionable Dark Side build). But I wanted to put it up here for anyone who might find that little discovery interesting. Enjoy. Installation instructions: Put the file "k_punk_bastjoin.ncs" into your Override folder. Submitter R2-X2 Submitted 11/27/2024 Category Mods K1R Compatible Yes
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Improved AI also has a version with this mod already included, it was updated recently so go re-download it if you downloaded before that. Due to how these mods work, they're not easy to combine without setting up scripting tools, so Improved AI contains a file that already has it merged and fully included - you won't actually need to install this one separately/in addition.
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Version 1.0.0
21 downloads
This script "fixes" the script that lets Bastila rejoin the player on the Unknown World temple summit: The script checks for the caller's level, and depending on that, you get a different one of the six Bastila UTC files joined as your new party member: Levels <= 15: Bastila level 15 (p_bastilla001.utc) Level = 16: Bastila level 16 (p_bastilla002.utc) Level = 17: Bastila level 17 (p_bastilla003.utc) Level = 18: Bastila level 18 (p_bastilla004.utc) Level = 19: Bastila level 19 (p_bastilla005.utc) Level = 20: Bastila level 20 (p_bastilla006.utc) The different Bastilas of course not only have a different level, but also more feats and force powers as the levels progress (appropriate change per level). The script however was called in a dialogue line of Bastila, which during that time is a level 18 Jedi Guardian, so it always selected the "p_bastilla004.utc". I believe the intention was however to have this scaled to the player level, to have a same-level Bastila rejoin the party. So I adjusted the script to check for the PC's levels rather than Bastila's (that are always 18). Now, I don't even recommend using this, and I won't be using it myself, as I feel that when Bastila joins you at level 18 that's better both for low, and high-level characters: At low level, the upcoming fights are going to be quite hard, so having a level 18 partymember should help you out a bit (especially since the other two Jedi will be unavailable at that point), and if you are at a level > 18, which is common if you did most quests, then having Bastila join at level 18 at least allows you to steer her remaining development very slightly with the two remaining levelups she'll get. (If she joins at level 20 there's nothing at all you can do anymore to adjust her rather questionable Dark Side build). But I wanted to put it up here for anyone who might find that little discovery interesting. Enjoy. Installation instructions: Put the file "k_punk_bastjoin.ncs" into your Override folder. -
If it's done via additional dialog.tlk strings instead of in-uti texts, that should work in other languages. It's just that the texts in ut_ files or dlg files are language-specific, and will display as empty strings when the tlk file of the game installation has a different language setting. Adding new entries to the tlk that are referenced within the items (using TSLPatcher) would of course not translate the texts, but at least make them visible at all.
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Hey, I noticed a problem with your mod: The included items have their names and descriptions baked in (sadly KotOR Tool does this automatically, I recommend using Holocoron Toolset instead), instead of referring to the dialog.tlk entries. This breaks the mod for non-English language game installations, which will not display anything but a blank field for the items. Hence I recommend using either Holocron Toolset or K-GFF and fixing the StringResRefs to refer to the IDs the original items did, and delete the in-item non-localised texts.
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So I typically use duckduckgo for my searching, but it turns out that deadlystream is never in the search results, even when very specifically searching for it. Now, being aware, this isn't a problem for me since I can just use google for any searches relating to DS. But I could imagine that some people less familiar with the site and using these search engines (such as if using MS Edge where Bing is default) might be confused. But more interestingly, any idea on what causes this?
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So I was curious about columns in 2da files, and so far I can tell: You cannot add columns to the feat.2da in order to have custom feat lists/granted feats, when setting a featstable in the classes.2da for this custom list. The game will crash when leveling up/creating your character and clicking on feats. The addition of extra columns didn't seem to bother the other, vanilla feat tables though. They kept working fine. What you can do, is add new featgain or spellgain progressions. Extra columns in those files work fine, and will be correctly called if you specify a matching tag for them in classes.2da. Shame, the coolest stuff never works
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R2-X2 started following Finesse: Melee Weapons and misc. fixes
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I was just made aware of this mod, and that you are using my code for the repeating blaster attacks. Would have been nice if you had messaged me about it, but oh well, glad that I have inspired you on how to implement finesse. However, my code had a flaw, caused by scheduled scripts not persisting across some situations sometimes, such as savegames, party member changes or module transitions. Depending on how close your code is to mine, you might run into the same issue. I updated my mod a few days ago (after many years), where the issue has been fixed. You should probably check the new code (source and comments included in download just as before) and update your mod. Lastly, I'd appreciate it if you included in your description that the blaster attacks restoration is there because you included my mod (which I don't mind on principle, but I did state to ask me first) and provided a link to it, rather than just stating it as a feature of your mod and relegating me to a footnote.
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I believe I encountered an issue with the UTI editor: When trying to add an OnHit property, the parameters are not correctly shown: Seen here is the attempt to add an OnHit stun effect - I can set the DC, but not the duration and chance. (The additional DCs ("SK" in my localisation) were added by me and work flawlessly.) When instead editing a holdout blaster and its stun effect, the parameter values are shown correctly: And when editing the stunbaton 2, the DC settings are instead broken: I know this worked fine in KotOR Tool, but I would prefer being able to correctly edit these files in Holocron Toolset if possible. Any ideas?
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After far too long (years), I finally released an update to my Repeating Blaster Attacks Restoration mod. This fixes a bug that could cause your party members to get locked out of the bonus due to scheduled scripts not executing after a party change, module transition or savegame. It's a complete rewrite and should be very stable now. So if you were using the mod before, or considering it, I'd encourage you to update to the new version.