uwadmin12

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Everything posted by uwadmin12

  1. Version 1.0.2

    2,312 downloads

    This mod adds a faithful adaptation of Force Enlightenment power from TSL to K1: where the best of the Jedi's Speed, Armor and Valor powers are instantly activated at a reduced cost (30). This power is useful to quickly become ready for difficult battles. Compatibility Since this mod only adds new content and doesn’t modify existing content, it shouldn’t conflict with other mods. It works with Snigaroo’s KOTOR I Full Build Mods from reddit. Installation 1. Make sure override folder exists at game root directory 2. Run TSLPatcher to automatically install Uninstallation 1. Copy spells.2da in backup and move it to override folder. Overwrite existing spells.2da if any, otherwise remove spells.2da from override folder. Only overwrite existing spells.2da if you don't have any mod installed after this mod that touches spells.2da, otherwise this will accidentally erase any later modifications made to spells.2da. 2. Remove ip_frenlight.tga, fp_enlightenment.ncs from override folder. 3. Copy dialog.tlk from TSLPatcher backup to the main game folder (not the override folder). Overwrite the existing dialog.tlk. Known Bugs 1. Saving throw bonuses from Valor and Shield don't stack, only the highest has effect (not script issue, more of a game-engine bug). 2. Activation of Speed, Valor, and Shield on top of Enlightenment will result in additional bonuses. Fixing the problem will require massive change to the generic force power script, which is beyond the scope of this mod, but may be added for future updates. Permissions Do not claim credit for this mod and do not use assets from this mod without my permission Special Thanks - @ebmar for the awesome color-readjusted force power icon - 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.
  2. Hi all, I burnt a few hours scripting, playing with TSLPatchers and poking around the spells.2da files yesterday and completed a working force enlightenment mod for K1, where force speed, armor, valor, and energy resistance are instantly activated, (with some other bonuses/flairs). It is a selectable power for a Lvl 16 Jedi. I'm considering uploading the mod here to the download section, but before I work on readme.txt, info.rtf, and add the amendments listed below, I wonder whether this mod has been done before? I did some quick google search, search on this site and game front and could not find a relevant mod, but just to be on the safe side I think I should ask here before furthering my work and submitting here. Current Progress: Scripting - Done Force power title and description, append to dialog.tlk - Done Force power icon (enlightenment tga file obtained from TSL) - Done Editing spells.2da - Done Working TSLPatcher - Done Preliminary testing on old saves: Activated buffs time out as expected - Pass Repeated buffing doesn't stack - Pass Attribute, Save, Defense Stats are boosted to proper values - Pass Energy resistance value and whether it stacks on repeated activation - Not Done Yet Amendments to be added: Make the power to be selectable only for the main character (otherwise it definitely breaks the power balance of the game). Possibly remove energy resistance buff from the list of insta-activation because that's a little much? Adding flair and bonuses (e.g. master speed applies to all party members) to the force power description.
  3. Try reinstalling it using default setting, i.e. to C:\Program Files (x86)\Kotor Tool
  4. Yeah looks like only hard-coded buffing does the trick. It's too bad they disabled the debugging feature.
  5. Yeah if I give the jedi no offensive power he will never buff ... But like if I set my NPC script to Jedi Support in game, they do use buffing powers occassionally. I meant I just want to make sure that their script is set to NPC_AISTYLE_JEDI_SUPPORT and not default.
  6. I have some more scripting questions related to setting AI behavior For some background: As shown in the screenshot there is a dark jedi and an assassin droid. Now, I changed the class of thug3 to Jedi Guardian, and changed the race of thug1 to Droid (and class to Combat Droid etc). I also added a droid hide for the latter and set all the prerequisite feats related to droid (e.g. Combat logic upgrades). I gave the Jedi a bunch of buffing power and gave the Droid a Carbonite Projector Mark II and Adv Gravity Generator. Initially I changed the OnSpawn script for these thugs (k_def_calospn) to include the following lines at EoF: // set AI behavior if (GetLevelByClass(CLASS_TYPE_JEDIGUARDIAN) > 0 || GetRacialType(OBJECT_SELF) == RACIAL_TYPE_DROID) { SetNPCAIStyle(OBJECT_SELF, NPC_AISTYLE_JEDI_SUPPORT); } Some testing gives me absolute no clue of whether that works or not. What's worse is that at the moment these thugs are spawn, the whole game lagged for like 0.5 second. I had to remoe the k_def_calospn.ncs from the /Override so that it won't lag. After that, I messed with the k_ptat_thugjump (the one that destroys the placeable and replace it with actual creatures), and in that script where the new objects are created, I assigned any droid / jedi guardian the Jedi Support behavior. The goal is to make the dark jedi buff as much as possible and the droid use the two special weapons more often. Problem with my situation: I have no way to test these AI behaviors. The bioware developers have debugger tools and can see the logging of script executions but I can only observe it through game. In game the Dark Jedi never uses any buffing power (but uses a lot of offensive power), and the Droid only occassionally uses special weapon. I have no way of knowing whether their behavior is set. All I want is to know for sure that these two guys are locked in the droid/jedi support behavior. Here is the modified decompiled k_ptat_thugjump: https://pastebin.com/nGmP56iA Could some one verify that's the proper way to set an object's AI behavior? (See line 5-12 in the pastebin link) Thanks!
  7. Looks like I'll be working with a lot of "sub"s in the future. 😭
  8. @DarthParametric @N-DReW25 THANKS SO MUCH, it worked!!! I figured out that two scripts are responsible for the placeable spawns: k_trg_calonord2 creates the placeable, k_ptat_thugjump destroys the placeable (object type 64) and replaces it with actual creature (object type 1). All I did was changing all the placeable tags "sittingrodian", "sittingselkath" to the proper thug tags in k_trg_calonord2, destroy it in k_ptat_thugjump and create the exact same objects again. I know its a dumb workaround but .... what can I do [shrug]. The DeNCS seems to create a lot of template functions "sub, sub1, sub2 ....", and the naming conventions are a bit obfuscated. The code doesn't look nice but hey, it worked! Screenshot:
  9. Thank you @DarthParametric so much for saving my ass again!!! I will try installing some Windows VM and decompile on there to see if it resolves my issue. Worse comes to worst I'll try it on some school lab computer 💀. Will try!
  10. Thanks man for the tip! Now I see this issue isn't a blocker and is just some slight inconvenience. The reason I tried to open ncs file to begin with was to DeNCS certain module-contained scripts. The DeNCS failed, and I wanted to open it to ensure the file is in good condition, but got blocked by this error. 💀 Now that I tried DeNCS again, I am able to DeNCS/partially DeNCS most files except the one I wanted, (k_trg_calonord2.ncs in eastern dune sea module). Smh, smh... I'll do more trial and error to figure sh#t out and would appreciate any enlightenment on this matter.
  11. This may be a dumb question. Before I begin, I installed the Kotor Tool from here, and I am pretty sure I installed it properly. When I double click the nss and ncs files in the Kotor Tool resource list (Tree View), the text editor brought up the code and there is no problem. However, when I extract a single file or a group of nss and/or ncs files to a new directory, and try to open it through Right Click -> Open With -> Kotor Tool, then I get two weird errors: 1. Opening Nss File, I get System.OutOfMemoryException: The complete error message is here: NssError.txt 2. Opening Ncs File, I get Unable to read beyond the end of the stream Error: The complete error message is here: NcsError.txt --------------------------------------- I highly suspect I am missing something obvious. I double checked the README file, the description in the download page but might still missed it. Has anyone dealt with similar issue and can shed some light? I am really hoping to fix this issue and start working with scripts. Any help would be much appreciated!
  12. Thanks DarthParametric and N-DReW25 for the DeNCS link and detailed explanation, I really appreciate it. Is this and the placeable sitters set in the k_trg_calonord2 script? I'll poke around to see how far I can make the "clone" work. Sorry I'm not super familiar with dlg files and how it interacts with animations/scripts. From what you described I assume the k_trg_calonord2 script triggers the ambush_test dialogue. The script only has Calo Nord as NPC in the cutscene, and everyone else are sitting decorations (and standing decorations in the second scene?). Please correct me if I am wrong.
  13. Yes, I tried from a save in Sand People Territory that haven't touched Eastern Dune Seas yet. The Calo Nord fresh spawn cutscene still show the rodian and walrus models, but the subsequent combat show the appearance changes.
  14. Sorry if this is asked before. I am very new to modding and was working on a mod to change the appearances of Calo Nord's thugs on Tatooine (tat_m18ac_s.rim --> bp_calo_ambush1 to 4) to assemble a variety of mercs (an assassin droid, a dark jedi, and an iridonian merc). I changed all the proper utc files, but the cutscene played for Calo's spawn (ambush_test.dlg) doesn't show these changes. (The combat afterwards showed the changes, of course). I then found those constants (below) in k_trg_calonord2.ncs. I am pretty sure this ncs file is responsible for the character appearances in the cutscene, but too bad I cannot find the nss file so that I could modify these values properly? ambush_rider_walrus2 ambush_rider_walrus2 ambush_rider_rodian1 ambush_rider_rodian2 Could someone shed some light on what I need to do to get those characters' appearances in the cutscene changed? Thanks for any help