fearcypher

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About fearcypher

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    Jedi Initiate
  1. I'm trying to edit certain textures, So I used Ktool to extract P_CarthH01.tga and then edited it and saved it as a tga, I placed it in my override and cannot get the texture to actually apply. I used the same process for editing Zaalbars texture and it worked fine so I am very confused. I am attaching my edited tga here in case it becomes relevant. P_CarthH01.tga
  2. Are you suggesting that I modify the existing finesse feats? Or suggesting that I use them over my current idea? Because what I am trying to implement is a method of gaining dexterity to damage rolls, as an analogue to the numerous ways to do this in D&D 3.X, the issue is that the current finesse only gives dexterity to attack rolls and not damage rolls. Also odds are someone trying to go for a dex build isn't going to have super high strength to begin with, the subtraction to strength is merely there to prevent things like Valor or Stims from being used to enhance damage even further.
  3. So I recently had the idea to try and create a Dex to Damage mod for KoTOR 2. As a note my KoTOR modding experience consists of changing textures and adding new items from existing templates in templates.bif So I decided I wanted to lock this behind a feat, to help preserve balance. In my research I learned that custom feats don't really work and can only be used as proficiencies and script triggers. So I figured my two options were either A: Make a feat that acts as a script trigger that looks at your dex mod and applies it to damage dealt while also looking at your strength modifier, if positive, and applying that as a penalty to damage dealt. or B:Make the feat a proficiency, then tie that proficiency to an upgrade item(most likely grips and emitters) that in addition to requiring that feat to be equipped by the player also has a dexterity requirement. The item would then apply something like -100 strength in order to bring your strength to 3 in all cases, and then add a +4 damage bonus to cancel that out. Then the item would apply a damage bonus equal to the modifier of the dexterity score needed to equip it. For example Finesse grip Prerequisites 16 dexterity, Advanced finesse(the name of the feat) -10 Strength -10 Strength -10 Strength -10 Strength -10 Strength +4 damage +3 damage Obviously the second solution is a lot less elegant and doesn't work with temporary buffs to dex but it also seems significantly easier to do. So I decided I would try that until I found out how to do the scripting. However the main problem I am running into is that I cannot get my feat to appear in the feat selection, despite editing the feat.2da and dialog.tlk to have the feat and feat descriptions. I am going to post my feat.2da here to see if I did something wrong with that. As well as request that if anyone has any idea on how I could do this better that they please help me. Also if anyone here knows scripting and how to put together a script like that I would be thankful, even if it's just pointing me in the direction of how to do it. Sorry if this isn't very clear feat.2da