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The amount of attribute points to assign at custom character creation is hardcoded, but you can modify the Recommended build for each class via the Classes.2da file. Put whatever values you want in the Str/Dex/Con/Wis/Int/Cha columns and you're good to go. If you're modding Skills.2da, I'd also recommend adjusting the SkillPoinBase column in Classes.2da to reflect your changes. Admittedly much less of an issue with the second game, but still.
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Saw your other thread. I'll lay out the basic tasks and tools required to perform such a task and we'll take it from there. 1. Get in-game coordinates. Personally using the whereami armband. Works fine for me. Make sure you're looking at the right tab (feedback) in the messages log. There's a mention of a Handy Force Powers mod in this thread. Don't know about it, but it might be worth a look if you can't get the whereami armband to work (conflicting spells.2da, maybe?). https://deadlystream.com/topic/4656-kotor-tsl-where-am-i-armband/ 2. Create a custom placeable. Extract an existing utc file with the Kotor Tool (BIFS/Templates/Placeables), get rid of its vanilla game inventory (more of a KOTOR1 thing, though) and/or loot-spawning script (Scripts tab), give it a new Template ResRef (Advanced tab - mandatory), and Tag/Appearance (Basic tab). Make sure the "Has Inventory/PartyInteract/Usable" items are checked in the Advanced tab. I strongly recommend using the PlasticCrate_cylinder or MetalBox_octogonal appearance (Basic tab) so you won't have to worry about the placeable's orientation. 3. Write/Compile a script in which you'll spawn the custom placeable at a specific location. The Kotor Scripting Tool is very, very newbie-friendly and will more than suffice for this task. I'll provide a script sample with actual Ebon Hawk coordinates in my next post. I strongly recommend to use the script to spawn both the placeable and its inventory so you'll never have to worry about/manually edit the placeable's utc file ever again. Also, you could theoretically spawn multiple containers and edit their loot across an entire module with a single script. https://deadlystream.com/files/file/191-kotor-scripting-tool/ 4. Extract/Edit a dialog file you'll use to launch the script. For the task you have in mind, extract 003Atton from ERFS/Modules/003EBO_dlg.erf/0. Once that's done, get the DLGEditor tool. Much easier to look for specific dialogue than with the Kotor Tool's built-in editor. You'll have to find a line of dialogue that cannot be skipped and has a free Script #1/#2 slot (Somebody shut that trash compactor up!"). Type in the name (without the .ncs part) of your script and make sure to click on another line of dialogue so the modification will register. https://deadlystream.com/files/file/750-dlg-editor/ Scripting Time, Part 1 Copy/paste this puppy in the Kotor Scripting Tool and you're good to go. I placed the container in the cargo hold in the corner opposite from the Handmaiden's location. Edit the loot to your heart's content. Don't forget to modify the zzz_HwkBox01 to whatever Template ResRef you'll give to your custom placeable. Scripting Time, Part 2 This one's actually a lot simpler, but if you ever feel like it, this is how you add loot to an existing container. More of a KOTOR1 thing, though. As a bonus, I've thrown in lines that show you how to give unique loot to each of the starting classes. Just don't forget that compiling this thing and dumping it into your override folder won't do a thing unless you've edited a dlg file so the script can be fired.
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Need another name suggestion for a mod
FluffyHK47 replied to Mellowtron11's topic in General Kotor/TSL Modding
Currently going through my first KOTOR playthrough in years and I just can't get over how useless Bastila is. If you're serious about making the Sentinel competitive, may I suggest adding tweaks to its AB (17/18 range, maybe?) and skills? Heck, or even give it the first levels of the Guardian/Consular class-specific feats if only for the sake of enforcing the 'jack of all trades' theme? -
You're supposed to use the item, not the whereami console cheat. If you've properly installed and used it, you should get a "nearest creature/trigger/etc" message and the coordinates will appear in the feedback tab of the messages log.