uwadmin12

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Posts posted by uwadmin12


  1. @AxtasisN7

    Uhh, you also installed Brotherhood of Shadow. Afaik that has crippling compatibility issues with other mods. That row in 2da looks good to me. I'm not entirely sure what is going on. Since other armband mods also failed to work, I'm inclined to believe that something else is at work here.

    Sorry I didn't get back to you earlier, was busy last week..


  2. 18 hours ago, Stormie97 said:

    I suggest you try to get a hold of 3DS Max instead (with a student version for instance or through other abilities the dark side is a pathway to - kidding, don’t do that) and use KOTORMAX which works like magic.

    Rofl ... Yeah I had student 3ds Max with KOTORMAX before I changed PC. I was using 3ds max 2019 and had some compatibility issue, too. I remember going on some old bioware website to get an slightly newer (but still outdated) nwmax thing ... can't remember the details. Now that you mentioned it, I'm gonna give 3ds max another try. Hopefully it will work out this time.

    Anyways, if only there's a CLI tool to convert ascii mdl to obj/fbx directly, and vice versa.


  3. Hey @Salk, thanks for the report! Unfortunately, I no longer have the proper set up to make/test a mod. If you have KOTORTool + the base game, and are interested in fixing the issue, feel free to do so. If one wants, I can make an update and be sure to credit.

    Looking at the source code fp_saberthrow.nss, Selkath race is most likely a missed condition check, here:

    if (GetRacialType(oTarget) == RACIAL_TYPE_DROID) {
        effect droid_stun = EffectDroidStun();
        droid_stun = SetEffectIcon(droid_stun, 30);
        DelayCommand(2.55, SP_MyApplyEffectToObject(DURATION_TYPE_TEMPORARY, droid_stun, oTarget, 0.5));
    } else if (GetRacialType(oTarget) == RACIAL_TYPE_HUMAN && GetSubRace(oTarget) != SUBRACE_NONE) {
        effect sub_stun = EffectStunned();
        sub_stun = SetEffectIcon(sub_stun, 11);
        DelayCommand(2.55, SP_MyApplyEffectToObject(DURATION_TYPE_TEMPORARY, sub_stun, oTarget, 0.5));
    }

    I am unsure what RacialType/SubRace the problematic Selkath has, it's most likely an edge case. To fix this issue, one needs to:

    • Install this mod (prerequisite)
    • Tweak the second condition check (or insert an additional condition check + stun effect) to catch this special case you mentioned.
    • Compile the fp_saberthrow.nss with KOTORTool
    • Drag the compiled fp_saberthrow.ncs to override.
    • Test in manm28ac module
    • Sanity test to make sure it doesn't break anything else (e.g. test on other basic RacialType/Subrace enemies too to make sure it doesn't break anything)
    • Like 1

  4. Uh oh, looks like a certain mod author didn't use TSLPatcher to patch 2da files, BADNESS! (Yeah, I know it was uploaded in 2006 😛)

    Anyhow, per the author's instruction, use Kotor Tool to manually modify certain 2da entries. Since the author did not indicate which lines were modified, the only way I can think of is to download TSLPatcher and use its compare 2da function to figure out exactly which lines are changed by the Author, then make the corresponding changes manually.

    Alternatively, you could reinstall the game completely for a fresh mod install. This time install the darkside bastila mod first before all other mod that uses TSLPatcher. This could save a lot of headache.

    There might be better ways to do this but they're beyond my knowledge.

    • Like 1

  5. Yeah.

    ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectForceJump(oTarget, 1), OBJECT_SELF);

    makes you jump from your current location to oTarget, without the jump animation 😢

    I'm guessing they used Power Attack animation (c4a3?) with this effect.

    • Like 1

  6. 1 hour ago, jc2 said:

    Having the PC or PM use the dark force talisman and not lose FP seems wrong.

    You make a good point. How much FP cost do you propose per spell (or per transformation)?

    I was hesitant to implement this because if it costs the same as Force Storm, you could spam it just the same, and it wouldn't really adds to balance that much. But if the FP penalty is significant enough then it probably will benefit the continuity, like you said.

    As for the "casting it only once" thing, you caught me in my own web of lies 😂. But you get what I was saying, if everyone becomes a rakghoul then there is no reason to further spam the spell. The purpose of the talisman is not to cheese a combat (cough cough force storm), but to drastically alter the combat structure.

    1 hour ago, jc2 said:

    I'd have to play it to know if the balance of losing their weapons countered by increasing their str and con, so making them "stronger" may not actually result in making them "harder to fight." 

    It will depend on the host's feats and weapons. Currently the script removes their ranged weapons completely during transformation, but any melee weapons remain in their inventory. If the original host is a range-focused character without any melee weapons or melee proficiency feat then yeah it's gonna suck. I may consider dynamically adding a custom vibrosword (with bonus melee proficiency feat) into such character's inventory in the future, not sure the AI would be smart enough to pick it up, though.

    One other thing I should've mentioned is their massive regeneration (+8 per 3 seconds). This plus their physical damage resistance, two insane rakghouls could attack each other forever if you don't intervene. But if you do intervene you're almost guaranteed to get hurt, since a melee-focused rakghoul (like that Horned Kath Hound) could wreck 1/4 of my vitality in one hit.

    1 hour ago, jc2 said:

    Another thing you may have tested is if the talisman works on droids, if you haven't tested that out, I would recommend testing it.

    Yes, there are condition checks for non-humans race, jedi, and certain bosses (such as Freyyr in lower shadowland). As for droid specifically, I tested it in Marka Ragnos' tomb to make sure the spell doesn't work on droids.

    • Like 1

  7. 20 minutes ago, jc2 said:

    I noticed it did not take up any force points to cast. I would recommend for balance/continuity sake that you include a force deduction for casting that spell.

    Yeah I seriously considered it, but I passed on the idea because A. normally you only cast it once, and after everybody becomes rakghoul there is no need to spam the spell, B. unlike force storm, spamming the spell doesn't trivialize the game's combat. In fact, transformed rakghouls are much stronger than their original host.

    Thanks for the suggestions though. I most likely will make updates to this mod because there are still a few TODOs on my list, so any suggested improvements are welcome!

    25 minutes ago, jc2 said:

    If it doesn't take any force, does that mean I could also equip it to non-force users? 

    You could try and see what happens 😉. And yes, it's dark side only.

    • Like 1

  8. Muur Talisman


    Description

    Designed by Karness Muur, the Talisman is a dark side artifact that is capable of turning other beings into mindless rakghouls.

    A few things to note:

    • This item is going to spawn somewhere on Korriban and is hard to miss (in case you do miss it, the cheat code is g_i_frarmbnds25).
    • It does not work on other Force sensitive beings (as stated in the lore).
    • Transformed rakghouls receives bonus to their STR, CON, and receives significant penalties to their WIS, CHA, INT. Their tough hide grants resistance to physical and ion attacks.

    The rest is for you to discover. Welcome to the dark side, my children... your one chance at true greatness lies here.

    Demo

    Installation

    • Make sure override folder exists at game root directory
    • Run TSLPatcher to automatically install

    Compatibility

    Most definitely compatible with other mods.

     

    Permissions

    Do not claim credit for this mod and do not use assets from this mod without my permission

    Special Thanks

    • Fred Tetra for Kotor Tool
    • Stoffe for TSLPatcher

    Legal

    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.


    • Submitter
    • Submitted
      08/11/2019
    • Category
    • K1R Compatible
      No

     

    • Like 2

  9. [K1] Bounty Hunters


    Description

    Warning: advanced player only!

    This mod is designed to enhance certain encounter with the most famous bounty hunter.

    You must go to Tatooine first to experience a quick and gruesome death. Learn more in readme.txt.

    Disclaimer: I have personally tested the scenario without cheat/KSE editing. It is totally survivable, but you really need to know what you're doing.

     

    Installation

    Drop everything from the override folder to the game override folder, can't be simpler!

    Uninstallation

    Just remove the files.

     

    Permission

    Do not claim credit for this mod and do not use assets from this mod without my permission

    Special Thanks

    •  @DarthParametric for helping me out with DeNCS, otherwise this mod will have some serious defect
    • Fred Tetra for Kotor Tool
    • JDNoa for DeNCS

    Legal

    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.


    • Submitter
    • Submitted
      08/09/2019
    • Category
    • K1R Compatible
      No

     


  10. Hi Salk, really appreciate the issue report!

    I am very intrigued by this behavior and was able to reproduce the issue with Horned Kath Hound, Katarrn, and droids in Marka Ragnos' tomb. However, when I tested it on other combat scenarios, the target only waits until the current round ends and proceeds to charge toward my party regardless of distance.

    I'm convinced it's some hidden engine issue, when EffectForcePushed is used as a standalone effect, it does not signal the events properly, (shamelessly blame the engine for everything that's gone wrong🤣). Unfortunately, nwscript.nss' source code isn't available and there is no way I could pin down the very source of this issue. Nonetheless, if I append a very short stun effect after the knockdown, the issue went away (I retested all 3 scenarios to make sure). It becomes clear that when the stun effect is over, it resets/clears the object's state and signals events properly. Since the failure to resume attack only occurs on Human-Subrace-Beast and Droid, I added condition checks in the original script and applied a very short stun/droid-stun effect after the knockdown.

    Dropping the attached ncs to your override should now fix the issue, I'll make an update shortly. Let me know if the issue persists, or if there are any other weird behaviors, thanks again!

    fp_saberthrow.ncs

    • Thanks 1

  11. Thanks for reporting the weird behavior! I'll see if I can reproduce the issue when I get a chance. For now I've got some questions:

    1. Is this issue persistent, or is it a one-time glitch? If it's the latter, I'm inclined to believe that game engine is to blame 🤣
    2. What happens when the power is activated, are you instantly relieved of paralyzation, or are you still in paralyzed state?

    The ability to activate powers while debilitated is certainly not something that can be done on script. I mean any queued actions, including medpacs, should be instantly cleared by the engine. If anything, it's probably a bad 2da entry. Could you attach the spells.2da by any chance?

    PS: I have a vague memory of a supposedly-debilitated dark jedi life draining my NPC, it's probably a game engine glitch.


  12. Pretty sure it's hard-coded into the game engine and that the script is not available to public. The feat is just a flag that the engine checks while performs a regular attack.

    Some functions related to force jump are exposed in K1 nonetheless, VFX_IMP_FORCE_JUMP_ADVANCED, EFFECT_TYPE_FORCEJUMP, and effect EffectForceJump(object oTarget, int nAdvanced = 0); for visual effect.

    I'm currently investigating their use in scripts. Not sure it will go anywhere though given that little information is available.


  13. Thanks for the suggestion! And yeah additional targets won't be affected. My excuse: the momentum of a saber throw should diminish after the first hit to an extent that it can't knock down a target anymore. The main reason, however, is that `EffectForcePushed()` seems to only knock down targets away from the PC, which makes sense for the first target but not for the additional ones (in most situations).

    Should there be a way to control the direction that a target is knocked down, I would certainly consider implementing the what you mentioned.

    Best.

    • Like 1