Reshki
Members-
Content Count
39 -
Joined
-
Last visited
Community Reputation
2 NeutralAbout Reshki
-
Rank
Jedi Apprentice
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
My Projects In the Pipeline (mostly texture related)
Reshki replied to Malkior's topic in Work In Progress
Sheeew. The possibilities and outcomes and consequences make my head spin. Ok I'll pm you if I have any new info lol sorry to always be blowing up your forums. -
My Projects In the Pipeline (mostly texture related)
Reshki replied to Malkior's topic in Work In Progress
Yeah I figure make the Carbines good. Higher Targeting, granting close combat perks, making them better than unupgraded rifles. And cheaper. The player can then buy the cheaper option for solid power early on, then invest in upgradable weapons once you think you can craft the parts. Hopefully Carbines feels great now until you're ready to customize an upgradable weapon. I tired to keep the prices reasonable to each other so the player can sell older weapons to buy the new ones they want. BUT the prices are very guesswork, like you said the player encounters some of these just by finding them very early on. That's part of the problem I'm not sure how to solve. One solution I was thinking of was to lower the price of tier 1 upgradable weapons that you could potentially stumble upon. This would be like Blaster Rifles, Repeating Blaster Rifles, Etc. THEN raise the cost of blaster upgrades. What this would do (in theory heh) is keep the starter blasters cheap so the player can't sell them and get rich but it also makes the Carbines be useful for longer because the component cost for crafting blaster upgrade will be higher making it harder to acquire upgrades. Idk just spitballing, I haven't tested that or even this current spread sheet. If these early weapons being too easy to sell turns out to be a problem then hopefully lower their cost but raising upgrade value balances that out. But who knows until I try it out and see how much money I have leaving telos lol -
My Projects In the Pipeline (mostly texture related)
Reshki replied to Malkior's topic in Work In Progress
PHEW and here we go. https://docs.google.com/spreadsheets/d/1f4WRvnED53Y_XYcQs86iR5oxyKEVe6LccBkfk5Ec2wI/edit?usp=sharing Going to implement these and see how they feel. Feel free to take a look and see what you think. I raised prices even more heh heh but about to run a new game through to at least first planet after telos. If you have any input OR questions as to maybe the thought behind a decision feel free to ask! EDIT: Not sure how the higher prices will feel. Needed more wiggle room with prices so I increased the average price to give more flexibility in price ranges lol -
My Projects In the Pipeline (mostly texture related)
Reshki replied to Malkior's topic in Work In Progress
Yeah that's most important. It'll be worth it in the end to get the patcher working. I'm just modding my utc files directly. Don't know anything about the patcher lol I'm working on the spreadsheet as we speak, like I said earlier you'll see changes from what you originally had but those are just my preference and current balance test lol Last note: Today I tried all kinds of different ways to get "activate Item stun droid" to work on Ion blasters but it doesn't appear to do anything at all unfortunately (unless you've got it working before) so I don't think it does anything. Instead I'm leaving their base damage low and raising their Ion damage vs droid. It's the only thing I could think of to give them a purpose. Massive damage to droids, while mediocre damage to non droid targets. I didn't use Precise Shot on it because that raises the base damage that affects ALL targets. Here's an example of the Ion Rifle currently: Vanilla Data Kotor Tool Additions New Data Upgraded Dam ------------------------------------------------------------------------------------------------------------------------------------------------------ Ion Rifle Ion, 1-10 n/a Ion, 1-10 Max Dam (6-29) <- Damage possible (with upgrades) against NON droids Scope,Chamber Ion,+1-10vs Drd Add +1d12, +1d12 Ion vs Drd Ion,+3-34vs Drd vs Drd (9-63) <- Damage possible (with upgrades) against droids 20-20,x3 n/a 20-20,x3 Targeting I Modifier: +1 Power Blast Sniper Shot cost 580 cost 5080 -
My Projects In the Pipeline (mostly texture related)
Reshki replied to Malkior's topic in Work In Progress
Feedback/Thinking out loud --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Active Feats: Rapid Shot, Sniper Shot, Power blast Reassigned a couple of feats, I can't remember at this point which i added or removed from what weapons or I'd post a detailed list. (still may, redoing my old spreadsheet of blaster changes. If I finish it I'll share it with you.) --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Economy: Blaster Values May tweak this further but I really like so far how my price changes have worked out. Blasters Rifles are no longer a measly 100 credits. On average everything cost MORE a good bit more (except for the most expensive blasters they were either made cheaper or left alone because DAMN some of those are crazy expensive). But the now more powerful non upgradable blasters are a good deal cheaper than the fully upgradable blasters. Example - basic Blaster Rifle is set at 4000 credits, basic Blaster Carbine is set at 1235 credits This means the player is better off buying the carbine (which is now tough early-mid game) and then selling it and buying the Blaster Rifle when they feel they can craft worthwhile upgrades. It's not perfect but I can feel the effects and I like the change. Will probably tweak prices further as I go through all the blasters again. You may be thinking well I'll just craft these weapons then. WELL fun discovery: apparently the component cost is automatically calculated based on the items value. SO the newly expensive craftable blasters are now more costly to craft so you can't circumvent the new price. Well same percentage as vanilla but hey the amount of components you find early game are now not enough to blow on blaster crafting right away. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Passive Feats: Precise Shot, Targeting I may try dialing back some of the damage and attack bonuses. Might be a hair too high for me. I'm goiing to leave the non upgradeable blasters strong or even stronger in some cases. But some of the fully upgradeable blasters I think don't need Precise Shot at all because they become monstrously strong with mid-late game upgrades. As of now some of the fully upgradeable blasters become craaazy strong. BUT that may be to your liking!! Just throwing my thoughts out there. I'm gonna play around with making non upgradeable blasters damage just shy of maxed out fully upgradeable blasters, while leaving the non upgradeables with a higher attack bonus. Then I'll see how that feels. I'm going to try and keep fully upgradeable blasters at either vanilla damage or try to not go over Precise Shot III with them. -
Adding feat grant to other classes possible???
Reshki replied to Reshki's topic in General Kotor/TSL Modding
Awesome lol using hk in ranged stance so he'll kick people to death when they engage him in melee will be hilarious -
Want to add unarmed specialist to hk-47 to be granted it like handmaiden and bao dur. I've dug through a couple files in Kotor Tool but nothing is standing out that would affect this. Is it possible???
-
https://gyazo.com/892fa0ae442f2382786701dbe3510340 This is all I get when I try to open a file or open kotor tool itself. In dire need of help. EDIT: Idk why but simply setting it to run as administrator made it work again even though i never had an issue for days until the power outage. I don't know how to delete posts This is solved. Sorry everybody.
-
My Projects In the Pipeline (mostly texture related)
Reshki replied to Malkior's topic in Work In Progress
Sorry just wanted to point out I think restored content mod or something added benoksblaster.uti to my override. Idk but when I look for benoksblaster.uti in kotor tool I absolutely cannot find it so I'm thinking it was made available to edit from some other mod perhaps?? I only say this because you can find vanilla versions of files by opening them from the kotor tool list obviously and I can't find benoks blaster in there. Just wanted to let you know incase you don't have it in your override already and go mad browsing your kotor tool lol -
-
Hi which value is the amount of money the player gets for selling the item. I'm trying to redo prices of all blasters but I want to be able to make them sell for less if the player sells it. So that the player can't get 1 to 1 returns on weapons. EDIT: Nevermind figured out what was wrong. You must click off of the value before saving.
-
So I've always hated the "useless" weapons like Blaster Carbines and non upgradeable weapons that cost a fortune. They make no sense! You should never ever use a Blaster Carbine over a Blaster Rifle so why is it in the game? Non upgradeable weapons are quickly outshined by a simple Blaster Rifle with decent upgrades. I'm gonna try to shake things up for damage and economy for ranged weapons. What this attempts to do is: - make ALL Upgradeable Ranged Weapons cost go up substantially (since they become beasts with upgrades) while keeping their stats mostly unchanged. - make ALL Non upgradeable cost be lower than upgradeable weapons but damage be a good bit higher in base form. This is an attempt to make the player somewhat rely on the buffed and (mostly) cheaper Non upgradeable weapons early on and make the Fully Upgradeable weapons a more expensive purchase since in the long run they will be much better than the non upgradeables even though they've been buffed. Note: Tier 1 weapons that used to cost like 35, 50, 100 etc are not cheaper lol they are made more expensive while INSANLEY high priced weapons are discounted for the most part https://docs.google.com/spreadsheets/d/1f4WRvnED53Y_XYcQs86iR5oxyKEVe6LccBkfk5Ec2wI/edit?usp=sharing let me know what you all think, suggest any changes or ideas to prices, damage and what not you think would work better. I'm deff down for economy suggestions.
-
My Projects In the Pipeline (mostly texture related)
Reshki replied to Malkior's topic in Work In Progress
Oh Sorry about that lol yeah I'm doing damage numbers only for now then reincorporating your mod as well then tweak from there. Did you see the thing I mentioned about Benok's Blaster? It's benoksblaster.uti -
No problem! Will keep an eye out. That being said I noticed Benoks blaster is named differently than the other weapons in the game. I thought I was trippin like how did I miss it, WELL because it's called benoksblaster.uti for some crazy reason. I noticed neither you or I made any changes to it. Prolly because it's file name is dumb lol I been busy remaking my own blaster balancing, focusing on making all NON upgradeable weapons more powerful and cheaper while raising the cost of FULLY upgradeable weapons but not raising their damage since upgrade investment will make them way more powerful than non upgradeable weapons. This makes (hopefully) previously worthless weapons useful or even needed. It never made sense EVER to use a Blaster Carbine, same damage as Blaster Rifle, less range, no upgrades, just sucks.