Masamune753

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About Masamune753

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  1. Making sense of decompiled scripts is just awful...if you are doing it wrong. Thanks DarthParametric.

    1. Show previous comments  6 more
    2. DarthParametric

      DarthParametric

      You can't really have a partially decompiled script. DeNCS either works or it doesn't. I assume what you are talking about is just readability and substitution. It won't use constants from nwscript.nss or Include scripts for example, it will just use their numerical value. And things like object declarations are a little uninspired, because whatever was used in the original source is discarded on compilation and DeNCS has to provide a stand-in.

    3. Masamune753

      Masamune753

      Interesting. When I used DeNCS, I got the following message in the status window:
      "Decompiling...k_ptar_larrimsto.ncs: partial-could not recompile:"

      I couldn't see anything in the other windows in the program, so I hit "Save", and it did save a .nss version of the script. I did the same for another script that I wrote and I got the same "partial-could not recompile:" status. I saved the script and I saw the DeNCS version of the original script I wrote. This version had all the things you describe as being different.

    4. DarthParametric

      DarthParametric

      Yeah that is a bytecode mismatch. What DeNCS does (or tries to do) is to decompile the source script to bytecode, reverse engineer a script from that, then recompiles that script and sees if its bytecode matches the original. For simple scripts this is easy, since there's no real room for interpretation, but for more complex scripts with loops and so forth, it's a bit more fuzzy. Basically the way you interpret that is that the script DeNCS produces is functionally the same as the original, even if it technically may not be written the same way (not that you'd ever know since we don't have the original source).

      If you are interested, have a read through AmanoJyaku's thread on creating a replacement for DeNCS, which covers how some of this stuff works under the hood.

  2. View File Diatium-Charged Escrima - Dual Wield Stun Batons Hello! This is my first very first, and very basic, mod. Nothing in here that anyone else couldn't do with Kotor Tool, but I thought I would share it all the same. I am releasing this as a modder's resource because I am actually planning on including it in a larger mod I have planned later on. As such, to access this you will need to use the cheat "~giveitem dualstun_mas". Installation: Drop the files into your override folder and use the giveitem cheat to acquire them in game. Background: I always liked the idea of stun batons in KOTOR 1. They seem custom fit for scoundrels and should line up really nice opportunities for sneak attack. However, in the course of KOTOR's development it seems like the original combat devs could not get a handle on how to implement them. Opportunities for sneak attack are great, but you rarely fight alone with a non-jedi in KOTOR... With two turns of stun, if you land a stun effect the enemy is massacred. Lower the rate the stun can occur, you almost never see it happen. Dual wield stun batons and suddenly a jedi character can land 5 hits in a turn and the stun effect still hits too often. Only allow one stun baton at a time? With the other tweaks, it no longer makes sense to equip it on anyone. This all feels like a solvable problem that just wasn't worth the developer's time...the perfect opportunity for modders. This mod attempts to rectify the problem of stun batons by tweaking their stats and allowing for the much cooler implementation of dual wielding (I am thinking about you Nightwing). To do this, I reskinned a shortsword and added a bevy of stats and effects. These tweaks should make these stun batons useful for most of the game by allowing your scoundrel character to rely on their sneak attack to deal most of the damage. Since sneak attacks scale with you as you level, these should always be useful. Description: These stun batons are meant to be dual-wielded. They deal very little damage on their own and only have a 25% chance of even attempting to stun. They deal electrical damage, deal extra against droids to compensate for stun immunity, and have a small chance to deal some extra critical damage. Fully upgraded, these stun batons will pale in comparison to even mid-game weapons on their own. The DC is set to 18 so that there is a chance, however small, that even boss level enemies could fail their saves and provide an opening. These Diatium-Charged Escrima are meant to set up sneak attack. As such, I have restricted these to scoundrels by requiring the Scoundrel's luck feat. As this is a modder's resource, it is your choice how you'd want to implement them. In an unmodded game, these batons will primarily get use from Mission. Potentially some early use from the PC, but they will quickly be outpaced by lightsabers. A fully specced out Misson could dominate with these weapons, but she would need several different feats and/or use stealth to make full use. Future updates/Requests: Reskinning! The current texture/model is from the Bothan Stun Stick. I would love to recolor these black, but I have no knowledge/tools needed to change textures. Stretching out the model. Right now these are the stock model for stun batons, to fit as escrima they should be longer. Same as above, I have none of the tools or experience to make that happen right now. Permissions: Anyone can feel free to use this for anything you'd like! It is meant to be a very self contained way of implementing dual Stun Batons, so it should work with anything else. Credits/Thanks: Fred Tetra for their amazing KOTOR Tool @Thor110 for their general help and modding tutorials! Submitter Masamune753 Submitted 04/30/2021 Category Modder's Resources
  3. Version 1.0.0

    42 downloads

    Hello! This is my first very first, and very basic, mod. Nothing in here that anyone else couldn't do with Kotor Tool, but I thought I would share it all the same. I am releasing this as a modder's resource because I am actually planning on including it in a larger mod I have planned later on. As such, to access this you will need to use the cheat "~giveitem dualstun_mas". Installation: Drop the files into your override folder and use the giveitem cheat to acquire them in game. Background: I always liked the idea of stun batons in KOTOR 1. They seem custom fit for scoundrels and should line up really nice opportunities for sneak attack. However, in the course of KOTOR's development it seems like the original combat devs could not get a handle on how to implement them. Opportunities for sneak attack are great, but you rarely fight alone with a non-jedi in KOTOR... With two turns of stun, if you land a stun effect the enemy is massacred. Lower the rate the stun can occur, you almost never see it happen. Dual wield stun batons and suddenly a jedi character can land 5 hits in a turn and the stun effect still hits too often. Only allow one stun baton at a time? With the other tweaks, it no longer makes sense to equip it on anyone. This all feels like a solvable problem that just wasn't worth the developer's time...the perfect opportunity for modders. This mod attempts to rectify the problem of stun batons by tweaking their stats and allowing for the much cooler implementation of dual wielding (I am thinking about you Nightwing). To do this, I reskinned a shortsword and added a bevy of stats and effects. These tweaks should make these stun batons useful for most of the game by allowing your scoundrel character to rely on their sneak attack to deal most of the damage. Since sneak attacks scale with you as you level, these should always be useful. Description: These stun batons are meant to be dual-wielded. They deal very little damage on their own and only have a 25% chance of even attempting to stun. They deal electrical damage, deal extra against droids to compensate for stun immunity, and have a small chance to deal some extra critical damage. Fully upgraded, these stun batons will pale in comparison to even mid-game weapons on their own. The DC is set to 18 so that there is a chance, however small, that even boss level enemies could fail their saves and provide an opening. These Diatium-Charged Escrima are meant to set up sneak attack. As such, I have restricted these to scoundrels by requiring the Scoundrel's luck feat. As this is a modder's resource, it is your choice how you'd want to implement them. In an unmodded game, these batons will primarily get use from Mission. Potentially some early use from the PC, but they will quickly be outpaced by lightsabers. A fully specced out Misson could dominate with these weapons, but she would need several different feats and/or use stealth to make full use. Future updates/Requests: Reskinning! The current texture/model is from the Bothan Stun Stick. I would love to recolor these black, but I have no knowledge/tools needed to change textures. Stretching out the model. Right now these are the stock model for stun batons, to fit as escrima they should be longer. Same as above, I have none of the tools or experience to make that happen right now. Permissions: Anyone can feel free to use this for anything you'd like! It is meant to be a very self contained way of implementing dual Stun Batons, so it should work with anything else. Credits/Thanks: Fred Tetra for their amazing KOTOR Tool @Thor110 for their general help and modding tutorials!
  4. @TamerBill This script worked! Much appreciated. I had to do a lot of KotorTool rinse-and-repeat at doing seemingly the same thing with the armband, but eventually it worked. In the great spirit of learning by doing, I just learned that movement speed during stealth is fixed. Oh well, at least now I have a template for new versions/attempts.
  5. As I went through testing this the last few days, the script based equipping and extra dialog worked great, but I really didn't like one of the bonuses I had planned. I have thus pivoted on one of the characters (I will list out details in the progress section in the OP) and part of my new direction will be to get back into the armband+script method. I created the script for the buff, added a new row in spells.2da by copy pasting the basic energy shield row and changing the name and pointing it to the new script, built out an armband edited off of KotorTool to activate the new effect and...it didn't work. One possibility is that this has something to do with the armband, but in game it seems like everything works up until the effect is supposed to take place. That suggests it is just flawed scripting on my part: void main(){ { effect eLink; { eLink = EffectMovementSpeedIncrease(99); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, OBJECT_SELF, 600.0); } } } I edited this from the burst of speed force powers, but considering it didn't work I am wondering if there is some glaring error. I removed the reference to a spell target and changed that to OBJECT_SELF, added the eLink within the ApplyEffectToObject, and changed the duration to 10 min (600 sec). The script itself wouldn't compile without the above changes. Does anyone have any advice for how to edit this? Or even to just clarify why it is failing?
  6. Thank you for the advice! I think I will look into this as its own concept, since I don't want a bunch of exploratory fiddling to bottleneck this mod. Obviously you can pursue this as well, that is your prerogative. If anyone else is inspired by this thread, I'd say just shout us out if anything comes of it! ------------------------------------------------------------------------ For anyone tracking this thread, I do have a question about the general etiquette for posting new mods. Right now, I have all the files necessary to make the mod happen in-game. I am planning to spend the night testing this as much as possible. If all goes well, I will start figuring out TSLpatcher to release a 1.0 version. However, the files I am using are already built off the dialog.tlk from [KotOR] Dialogue Fixes 4.0 and the K1CP 1.8.1 changes to Canderous and Carth's .dlg files, so it would likely be compatible with most people's games since most people use those mods (big assumption?). So, my question is whether it would be considered inappropriate to post a 0.50 version that just had those files without TSLpatcher? This would let me, potentially, hear feedback on the mod earlier so I could make changes before integrating TSLpatcher. I only ask because I imagine the TSLpatcher research will take a bit, since I have never used it and I will most likely need to make adjustments to this mod based on whether or not players have the dialogue fix and K1CP mods installed to ensure as much compatibility as possible.
  7. Hey DarthParametric, I felt like my posts were already pretty longwinded, but I am happy to get more granular in detail. My overall goal is to provide a gameplay boost/capability for each non-jedi character as a reward for their side quests. For me, those boosts need to have the following characteristics: Consistent with the character Unique in how they affect gameplay Additive such that the player choice/ignorance wouldn't negate it It would be easy to just add a flat +5 to a different attribute for each character and be done with this, but I feel like that is pretty boring. Adding a bonus feat like Rapid Fire wouldn't work because players could easily choose those feats before finishing the questline, then the whole benefit would be lost. For Carth, my goal is trying to find any way for him to deal more damage that follows the characteristics listed above. The scenario would be something useful for every battle till the end of the game. Getting started, I had the idea of all of Carth's attacks having Keen+Massive Crit (thus stacking with the crit feats). However, increased crit range is an item property that cannot be applied at the attack action level outside the Crit feats. The armband and "Activate Item" property line of thought was born out of an attempt to create or simulate more critical hits (again, outside of just granting the Crit feats). When that seemed impossible, I wondered if the same Armband+Script method could instead activate an attack spell that would damage a target 5 times in a single round. If that is true, then the next step would be to associate that custom spell with an animation that looks like Carth firing his blasters. The goal isn't to just make him deal more damage with his regular attacks, that wouldn't be any different than 4-5 other buffs any character could do. 5 attacks per round would be unique for a non-jedi character and would fit a sort of gunslinger theme. More critical hits would fit a theme of being a veteran soldier who is just better at shooting. If it seems like I am leaping from idea to idea, that is because I am. I am engaging with this whole exercise as a way to learn how all of these systems work, so a lot of what I covered above I learned for the first time by trying it out. This is interesting. My thinking about being able to activate a hide item was based on Juhani's Eriadu Stealth Unit. However, that clearly is an exception since stealth is activated in a unique way. So, if the script simply has to be activated through an armband (which could be limited to Carth through a custom feat granted by the same hide item), could you have an armband that just fires off a modded script of Adv. Lightsaber throw? If that is true, could you just link it to a different set of animations that already exist (like firing blasters)? A modified version of Adv. lightsaber throw could also fit a gunslinger theme by appearing as though Carth is shooting at several targets all at once.
  8. So, my hope with digging into the force power scripts was to reverse engineer how the game does force jump, since it is listed in the spells.2da. My plan was to use force jump as a reference for some kind of special attack that could be triggered by using the equipped hide item. Looking into the "k_inc_force.nss" file... I have a good frame of reference for what force powers look like, but the listings for force jump don't actually lead anywhere. My guess is they are hardcoded into the .exe with the rest of the attacking feats. As I was doing that I realized I was putting the cart before the horse by not checking whether the "activate item" property could be pinged off a hide item at all. When I tried, it looks like it does not. I assumed it could since that is the premise of the "whereami armband" found here. Looking at that file, it seems like this was something implemented in TSL. For anyone who has more insight, could something like the "whereami armband" be implemented in K1 at all? If so, could anyone help me with the qualifications necessary to make that work? My plan with the pinged script would be as follows (Spoilers for anyone who wants to be surprised by the companion bonuses):
  9. Oof. Thanks for the callout, I can say that I looked ahead of time and just missed it but that almost makes it worse.
  10. Is there anyone who could help me figure out how to decompile k_sp1_generic.ncs? I am using DeNCS and I have tried with both K1 and TSL's nwsscript.nss included in the folder. I still get a "Decompiling...k_sp1_generic.ncs: failure" error. For context, I am trying to learn how force powers are scripted so I can attempt to create some kind of effect that can be pinged off a hide item's "Active Item" property (thus pinging a script I have made in the impact script column of an updated spells.2da).
  11. Amazing, thank you for the breakdown! I will give this a try and see if I can make this work broadly across the rest of K1 (and eventually TSL).
  12. Got it. Definitely didn't think it would be universal, copy and pasting the same adjustment to 20 scripts doesn't seem like it would be a huge burden (it would be finding them all). My most direct question is whether I could use a formula to fill in the value for nBonusMarkup and nBonusMarkdown? Can GetSkillRank equal value X, and then can I use some transformation of X to equal nBonusMarkup/down?
  13. General scripting question as I am giving myself a crash course...I am trying to get a feel for how functions work together since I don't have any previous experience. Would something like the following be possible... Could you use "GetSkillRank" to dynamically alter the "nBonusMarkup" and "nBonusMarkDown" values within the OpenStore function? If you could, could it be as direct as just taking the value and using a formula like [Persuade/20]=X*100=nBonusMarkUp? Or would you need to set up a conditional to fire specific instances of "nBonusMarkUp" based on certain "greater than" values for persuade? If so, that feels like it would be a really cool mod! I'd be happy to give a stab at doing it, though it feels so easy I have to assume it wouldn't work or else someone would have done it by now 😅 I was inspired to ask based on this thread.
  14. Hello! I officially started on this, so I thought I should post progress in the official WIP channel as opposed to the general help one. This is my first attempt at making a mod, so any advice or callouts would be greatly appreciated. The outline is to bring a version of TSL’s richer companion interactions to K1. I am a big believer that story and gameplay should effect each other as much as possible, in TSL that is fulfilled by lots of real benefits for engaging with party members. The Exile has a huge effect on their companions, which makes sense given the plot. The same should be true for K1...but the features just aren't there. The bones for what we see in TSL exists as the upgrade system for HK-47, so that is the foundation I am building this mod on. The mod would give buffs to party members for finishing their sidequests. It would do this by equipping custom “hide” items to their hidden inventory slot when you finish their relevant quest. The goal is to boost the weaker non-jedi characters, while providing some incentive/satisfaction for pursuing their individual storylines. I have the following basics mapped out: Kotortool + K-GFF Editor - Create new .uti files for the items containing the buffs. Kotortool + Kotor Scripting Tool - Create a script that equips the item in the “hide” slot (or replace an item already there) DLG_Editor - Attach the script to the dialog event associated with completing the relevant quest DLG_Editor - Change/add text to the last dialog entry associated with that quest to explain to players the nature of the boost [ala HK-47’s repair boosts] The relevant characters and quests are: Carth → Finding Dustil Mission → Mission’s brother Canderous → Jagi’s Challenge Zaalbar → Chieftain in Need The boosts would attempt to make each character closer to the utility of jedi in a narrative consistent way (Hidden in case you want to be surprised): Potential Concerns/Questions: I am planning to have the scripts activate on specific dialog entries that only appear when the sidequest is concluding. Would this have compatibility issues with other mods? If so, how can I best avoid that? Are there any limitations to what kind of bonuses work on "hide" items? These don't seem to be limited to just one kind of object, since Juhani just has an Eriadu Stealth Unit in that slot. A property like "Keen" typically only exists on weapons, could a single item give this property to all attacks? Are there any limitations to what feats/bonuses work between classes? As an example, could a non-Jedi wield lightsabers? In testing, just providing the Lightsaber proficiency feat did not 100% work (it unequipped when moving between areas). Progress: After initial testing, I have decided to pivot on one of the characters bonuses. Reasoning below; Details above. [4/29/21] Credits (Will continue to update as I go): Big thanks to @Thor110 for directing me to his video tutorial on Kotor modding! Additional gratitude for @DarthParametric as they talked through the issues I posted in this thread Blue for their Kotor Scripting Tool Fred Tetra for KotOR Tool tk102 for their DLGEditor
    Looks great in my current playthrough. I appreciate any mod that makes the characters more distinct. Utilizing their clothing model/texture is genius use of aesthetics that are usually wasted in the inventory pile.