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Everything posted by R2-X2
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I can't seem to find a way to reliably have the script run the way I intended it. Will probably make it a 6-second buff triggered by the OnHeartbeat function, which runs every 6 seconds, as far as I am aware. This would cause more latency when it comes to changing weapons, but that's probably something that can be endured. How often do people switch their weapons anyway... As for not working together with force speed buffs, I have no idea what could cause this. I'm creating an entirely different effect that has one effect of the same type. Maybe there's something hardcoded in the game that prevents two sources to this effect from being active at the same time.
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Ah damn it. Neros had sent me his save files, but I hadn't gotten to checking the issue. Sounds like I screwed up something - will need to rethink the logic. It's probably something really basic... Weird how it's not bugged for the PC, that's probably how I didn't notice it in testing. Edit: It makes total sense. The attacks script calls itself with a 1s delay, so saving and loading during that time will not have the script call persist to after the loading. I wonder where else this might break things... perhaps that's why speedruns use save-load spams to bypass scripted conversations and cutscenes. It should be a relatively easy fix - putting in a "fail-safe" function to check if the boolean persists over more than one second and switch around the order of conditions and results a bit. If someone can remind me to look at it on Friday, that would be great, I am really forgetful at the moment...
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Hey there, the extra attacks don't really persist at all, and instead get re-applied every second or less as a temporary 1 second buff (that won't stack, if applied faster), to make sure the attacks count reacts quickly to weapon changes without being too computing-intensive. It's possible to break when starting to attack with a repeater and switching it to a different weapon and immediately attacking afterwards, that the next attack round can still receive the additional attack (or vice versa, missing the additional attack if attacking instantly after a switch, before the buff can be applied), but at the next time you attack, it should always be fine. What are the exact circumstances you had with Mission? You can PM me a save where it doesn't work, maybe I'll find time to take a look. Can you tell me more about these issues? I quickly wrote the blaster rifle including file as per a user's request, but wouldn't have thought there to be any differences to the repeater handling. I'll send you a PM.
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Playing Divinity Original Sin 2 right now, and it is an amazing game. And who do I see among the writers when checking the credits? Chris Avellone
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The screenshots are absolutely beautiful already. 😍 Might not use it anytime soon since I probably won't play KotOR in a while, but I'm downloading this just to save it.
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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.
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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..?
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Finally I can use my favourite head from K1 in TSL! Will definitely use it the next time I play it.
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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.
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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. 😕
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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.
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Basil Bonehead's Mod Analysis Facility
R2-X2 replied to Basil Bonehead's topic in General Kotor/TSL Modding
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. -
Blaster Carbines and Light Repeaters
R2-X2 replied to a topic in Knights of the Old Republic General
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... -
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
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Version 2.0
34,534 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. -
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That's interesting, thanks for investigating!
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Is there a way to check if a certain feat is just being used? (One of the 6 active combat feats)
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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!
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[Advice/Request] New Attack Animations for Lightsaber Forms
R2-X2 replied to Finchyy2702's topic in General Kotor/TSL Modding
Ah, both of them sound promising. But how about altering the base game code itself? Via ASM, hex replacement, dll injection etc.