R2-X2

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Everything posted by R2-X2

  1. 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.
  2. 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. 😕
  3. 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.
  4. 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.
  5. 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...
  6. 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. This information turned out to be incorrect, and the user Darg727 made a fix for this. However, this has a downside: It works by making power blast and sniper shot always shoot 4 shots regardless of how many attacks are available, which looks very strange because all shots that don't have a corresponding attack round are auto-misses. For example, using a sniper shot with a blaster rifle or single pistol will cause 4 shots to be fired simultaneously, like a shotgun blast, with 3 of the 4 automatically hitting the floor/ceiling/wall. Using knight speed would allow 2 of those 4 to hit and only 2 would be an auto-miss, etc.... As per Darg727's upload permissions, I have included the responsible file (weapondischarge.2da) as an optional mod in the download for additional visibility for those people that might want to use the feature but would not come across his modification otherwise. 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.) Note that this fix works for both the player and enemies! This can make some fights of the game slightly more challenging. Submitter R2-X2 Submitted 11/20/2018 Category Mods K1R Compatible Yes  
  7. Version 2.0

    31,875 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. This information turned out to be incorrect, and the user Darg727 made a fix for this. However, this has a downside: It works by making power blast and sniper shot always shoot 4 shots regardless of how many attacks are available, which looks very strange because all shots that don't have a corresponding attack round are auto-misses. For example, using a sniper shot with a blaster rifle or single pistol will cause 4 shots to be fired simultaneously, like a shotgun blast, with 3 of the 4 automatically hitting the floor/ceiling/wall. Using knight speed would allow 2 of those 4 to hit and only 2 would be an auto-miss, etc.... As per Darg727's upload permissions, I have included the responsible file (weapondischarge.2da) as an optional mod in the download for additional visibility for those people that might want to use the feature but would not come across his modification otherwise. 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.) Note that this fix works for both the player and enemies! This can make some fights of the game slightly more challenging.
    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.
  8. That's interesting, thanks for investigating!
  9. Is there a way to check if a certain feat is just being used? (One of the 6 active combat feats)
  10. 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!
  11. Ah, both of them sound promising. But how about altering the base game code itself? Via ASM, hex replacement, dll injection etc.
  12. This makes me wonder: Have there been any attempts at improving the game code yet? I know other games where stuff like ASM was used to fix bugs and add features to games, or to load new code via dlls.
  13. New account since my old one got deleted... Shame to lose that history.

  14. R2-X2

    No Dark Side Transitions

    Sorry for the late reply. If I remember correctly, it also changes the underwear.
  15. View File Energy shield damage fix In KotOR 1, there is a distinct problem with energy shields: They do not actually block electricity damage, despite the description saying so. Upon looking at the forceshields.2da file, I noticed that their bit flags are set to block light side damage (64) instead of electrical damage (128). This applies to every single energy shield but the mandalorian melee shield - which isn't even supposed to counter either, so no surprise there. Another thing is the amount of damage that Verpine prototype shields block: in the description, it is 70, but in the actual game, it's 120. I knew this post about shields, but it is actually wrong, the damage types are not switched between the games, only the shields are set wrongly for the first. This very simple 2da edit fixes both issues, making energy shields actually protect from electrical damage and rectifying the amount of protection a verpine shield gives. Using the TSLPatcher, compatibility is ensured. Submitter R2-X2 Submitted 06/04/2015 Category Mods  
  16. 13,532 downloads

    In KotOR 1, there is a distinct problem with energy shields: They do not actually block electricity damage, despite the description saying so. Upon looking at the forceshields.2da file, I noticed that their bit flags are set to block light side damage (64) instead of electrical damage (128). This applies to every single energy shield but the mandalorian melee shield - which isn't even supposed to counter either, so no surprise there. Another thing is the amount of damage that Verpine prototype shields block: in the description, it is 70, but in the actual game, it's 120. I knew this post about shields, but it is actually wrong, the damage types are not switched between the games, only the shields are set wrongly for the first. This very simple 2da edit fixes both issues, making energy shields actually protect from electrical damage and rectifying the amount of protection a verpine shield gives. Using the TSLPatcher, compatibility is ensured.
  17. File Name: No Dark Side Transitions File Submitter: R2-X2 File Submitted: 06 May 2015 File Category: Mods I was always bothered by the abhorrent grey your face becomes as soon as you wander down the dark side a little too much, up to the point where I switched to a light side playthrough just because I couldn't stand the grey face anymore. So I made a quick search and was actually quite surprised that nobody made such a small edit yet, so I made it myself. What this tiny mod does is to simply remove the dark side's visual effects on your face. If this makes any sense lore-wise - I don't know and honestly don't care. I figured that there might be others sharing my displeasure over having your face all dead and grey, so I thought I'd upload it. It uses the TSLPatcher to edit the heads, portraits and appearance.2da files, simply ****-ing out (nothing censored here, there are actually 4 aterisks) the dark side texture entries. Shouldn't give any compatibility problems with anything that doesn't specifically alter the dark side face transitions, dark side portraits and dark side underwear. Click here to download this file
  18. 1,819 downloads

    I was always bothered by the abhorrent grey your face becomes as soon as you wander down the dark side a little too much, up to the point where I switched to a light side playthrough just because I couldn't stand the grey face anymore. So I made a quick search and was actually quite surprised that nobody made such a small edit yet, so I made it myself. What this tiny mod does is to simply remove the dark side's visual effects on your face. If this makes any sense lore-wise - I don't know and honestly don't care. I figured that there might be others sharing my displeasure over having your face all dead and grey, so I thought I'd upload it. It uses the TSLPatcher to edit the heads, portraits and appearance.2da files, simply ****-ing out (nothing censored here, there are actually 4 aterisks) the dark side texture entries. Shouldn't give any compatibility problems with anything that doesn't specifically alter the dark side face transitions, dark side portraits and dark side underwear.