R2-X2

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R2-X2 last won the day on November 21

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About R2-X2

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  1. R2-X2

    Repeating blaster attacks restoration

    This particular version, no. But I could make one for TSL if you want. (Even though I think that that game is balanced around the idea of repeaters only having 1 attack per round when you look at their damage values.)
  2. R2-X2

    Star Wars Games Graphics

    I'd actually argue that KotOR 1's gameplay is better than TSL's. The combat is far more interesting and balanced, the items are more individually interesting, the levelling between non-Jedi and Jedi is more interesting, the level cap adds its own effect to it (an effect I personally approve, because it raises replayability for me and allows for more easy balance than "player could be anywhere between level 25 and 35 in the end game"). For example, in TSL you fight no more than a dozen force users, so many force powers are nearly useless. In K1, you fight quite a large amount, each of them using force powers liberally.
  3. Basically, what the title says. Apparently I can write replies to posts in pretty much any other sub-forum, except in that one. Is this intended..?
  4. R2-X2

    MOD:K1 Heads Port

    Finally I can use my favourite head from K1 in TSL! Will definitely use it the next time I play it.
  5. R2-X2

    [KotOR] Improved Jagi confrontation

    That's a very nice change with the Rodians! I seem to remember a mod that made Jagi appear like a mandalorian, except in black armour. Don't remember which one it was, but it was pretty cool.
  6. Does anyone know if new on hit effects for items can be added? I'd like to add the knockdown effect to an item (which is possible in TSL, but not K1), and while I find a 2da with the onhit effects, I can't seen to find any actual references. Can't find any in scripts either, so I'm fearing it might be hardcoded. 😕
  7. R2-X2

    MOD:Repeating blaster attacks restoration

    Not only that, it also affects enemies, so those with repeaters will pack quite an additional punch! It sounds weird but I was pretty glad to see all those additional red numbers over my party when running circles around heavy sith troopers for testing.
  8. Only just came across the thread and only watched the "Sith Reign" mod video so far, but I like your commenting and editing style! Just had to skip some walking sometimes.
  9. I feel like I have to bring this old topic of mine closure (since it was recently linked in other threads) by stating that I finally fixed the issue with repeating blasters not getting their attacks. (The heavy repeater special effects from rapid shot cannot be reproduced since there is no way to check when a combat feat is used, you can only know it after it was used. Additionally, it fould feel very weird compared to all other weapons sharing the same feat effects.) Now only the blaster carbine pricing remains a mystery...
  10. View File Repeating blaster attacks restoration Short story: Repeating blasters were originally intended to give the user an additional attack in every round of combat (like twin-blade melee weapons do). This mod implements that effect. I.e. a character without force speed would normally do 1 attack when using a repeater, 2 when using rapid shot as well. Now, 2 attacks will be done when using the default attack and 3 when using rapid shot. Long story: After investigating in 2015 what could be the reason for repeaters costing more (500 vs 300) credits while having a worse crit range (5% vs 10%) than blaster rifles while having no advantage whatsoever, I found out that repeaters were originally intended to give the user an additional attack per round, sort of making them the double-blades of the blasters. Sadly, this was never implemented, as one internal item comment even comments on. I didn't know enough about scripting back then and quickly lost interest in fixing this. But now, more than 3 years later, it's finally fixed via scripting, placing the required code in the k_ai_master script. Known issues: Due to hardcoded mechanics, power blast can never do more than 1 attack, and sniper shot never more than 2. Normal attack appears to usually only do 2, but may rarely do 3 when using force speed as well. Sadly, these cannot be changed without access to the game code. Compatible with any mod that does not edit the k_ai_master.ncs file, and incompatible with any that does. (However, it is easy for any modder to add the compatibility, source is included.) Submitter R2-X2 Submitted 11/20/2018 Category Mods K1R Compatible Yes  
  11. Version 1.0.0

    91 downloads

    Short story: Repeating blasters were originally intended to give the user an additional attack in every round of combat (like twin-blade melee weapons do). This mod implements that effect. I.e. a character without force speed would normally do 1 attack when using a repeater, 2 when using rapid shot as well. Now, 2 attacks will be done when using the default attack and 3 when using rapid shot. Long story: After investigating in 2015 what could be the reason for repeaters costing more (500 vs 300) credits while having a worse crit range (5% vs 10%) than blaster rifles while having no advantage whatsoever, I found out that repeaters were originally intended to give the user an additional attack per round, sort of making them the double-blades of the blasters. Sadly, this was never implemented, as one internal item comment even comments on. I didn't know enough about scripting back then and quickly lost interest in fixing this. But now, more than 3 years later, it's finally fixed via scripting, placing the required code in the k_ai_master script. Known issues: Due to hardcoded mechanics, power blast can never do more than 1 attack, and sniper shot never more than 2. Normal attack appears to usually only do 2, but may rarely do 3 when using force speed as well. Sadly, these cannot be changed without access to the game code. Compatible with any mod that does not edit the k_ai_master.ncs file, and incompatible with any that does. (However, it is easy for any modder to add the compatibility, source is included.)
  12. R2-X2

    Odyssey++

    Your plugin will make a fine addition to my collection. Jokes aside, this is great to have! I'd say a must have if you want to script with the nwscript format.
  13. R2-X2

    Fair Strides' Script Shack

    That's interesting, thanks for investigating!
  14. R2-X2

    Fair Strides' Script Shack

    Is there a way to check if a certain feat is just being used? (One of the 6 active combat feats)
  15. Hehe, nice link in the topic post, @Salk It's amazing to see that you guys actually managed to find the cause of this weird occurence!