Reshki

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Everything posted by Reshki

  1. 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.
  2. 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
  3. 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
  4. 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
  5. 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.
  6. Awesome lol using hk in ranged stance so he'll kick people to death when they engage him in melee will be hilarious
  7. 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???
  8. 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.
  9. 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
  10. Reshki

    K-GFF

    Hi trying to edit cost of an item and have a question. What's the difference between AddCost and Cost? Which one is the player selling price and which is the player buying price? But the bigger issue the cost value keeps reverting to default value after save. Why is that??
  11. 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.
  12. Just noticed that some weapons when I change their cost and save the uti it reverts back to vanilla price. Are you unable to change an items cost? That would kinda torpedo this idea EDIT2: Nevermind figured out how to make prices stick.
  13. 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.
  14. 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
  15. Reshki

    Blasters Reloaded

    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.
  16. Reshki

    Blasters Reloaded

    Some good news for you. It seems with a little more testing that Targeting is the only feat that needs every level added to work. Just spawned a Repeating Blaster Carbine and Improved Rapid Shot, Improved Power Blast, and Precise Shot IV all worked and showed in the characters feat list. The weapon also provides Targeting II BUT it doesn't work. SO a little less work for you because it seems Targeting is the only one that needs all previous levels of that feat. 😁
  17. Reshki

    Blasters Reloaded

    No problem yeah unfortunately that means more work but yeah better to know before release. You have inspired me to mess with the game again in depth lol I'm gonna redo my previous ranged balance tweaks, make them better and incorporate your mod into it into it. I'm having a blast.
  18. Reshki

    Blasters Reloaded

    OK ok ok okokok check this out, figured it out. SO scout is the only class that gets granted the feat Targeting. But it'll work totally fine and show up in the feat list on any class if granted by Bonus Feat. The issue here is the Field Survival Blaster has Precise Shot I, which shows up and works. But it only has Targeting II meaning it will not work the pistol must grant Targeting I and Targeting II. So you'll have to edit any weapon that you gave a feat thats higher than the first tier of that feat. Will always have to add the previous feat tiers. EDIT: https://gyazo.com/f0c35de07ee9328d2b741a8aec96b967 Currently going through weapons and making changes I'd send them to you but unfortunately mine were already modded damage wise which will mess up your current intentions for the mod. You will need to update your weapons to be like the right side of that gif, the feats won't work without the previous levels of the feat.
  19. Wonder why it isn't working on my end. Super weird. OH OK figured it out, so stupid i forgot the item was set to Targeting II. And without Targeting I it will not work. woops
  20. And you say this is being added from an item?? Like an item that when equipped has Bonus Feat: Targeting???
  21. Hmmm need to figure out specifically Targeting feat. Need a way to know its working. Without it showing on the listed feats after equipping, I have my doubts that its in effect.
  22. Reshki

    Blasters Reloaded

    About Precise Shot yeah I'm fine with it still being selectable because if you don't have the level the weapon gives you then thats GREAT, but if you've already leveled further than that then your character is just that good with blasters lol. I think Targeting would be best if it could be given to ANYONE who wields the weapon but leave in scout being granted various levels of Targeting automatically through leveling as it is anyway in vanilla. So scouts can maintain that class' advantage. - I made a post about it here but nothing yet - unless you already know how to do that. First poster claims it is added by Bonus Feat but you can't see it on character sheet, but idk how true that is since other feats added by Bonus Feat do appear in the character sheet
  23. Are you sure?? You can see Targeting for the scout on their feat list. Also, Precise Shot as well as all the active ranged attack feats do appear listed when added by Bonus Feat:
  24. Reshki

    Blasters Reloaded

    I also wanted to ask you about two things real quick and provide some feedback. 1. Precise Shot: Some weapons provide Precise Shot but it can be learned as a feat during level up. Were you planning on disabling these feast as well? Or were you planning on that still being a feat that can be learned and weapons that provide Precise Shot just might help you if you haven't leveled it that far yet? 2. Targeting: Some weapons provide Targeting BUT Targeting is only available to scouts. I was wondering: Can you remove the prerequisite of having to be a Scout class to get Targeting? (I made a post about it in General Kotor/TSL Modding forum) I'm thinking make all classes be able to USE Targeting but make no one able to SELECT it during level up, leaving Scout alone of course so they can still be granted Targeting as they shouldn't lose their bonus of being granted it.
  25. I'm looking into making a feat (Targeting) not linked to only the Scout class. I don't need the feat to be selectable in level up, I just need it to be available for all classes IF an item or weapon provides "Bonus Feat: Targeting" at various levels. I saw in feats.2da there is a column called "allclassescanuse" where you can put a 1 or a 0. All levels of targeting are set to 0. I tried changing them to 1 but still my main character was not granted the feat even though a modded item gave it. Even upon new game. Any ideas anybody?? There must be some Scout class identifier I can disable or change to all classes. EDIT: Nevermind figured out what I wanted.