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Posts posted by Masamune753
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Progress update...none as of yet, but I still have this project on my mind. Just very busy as of late.
My bandwidth is pretty limited, so I put out some requests to some other great mods to be a part of the T3-M4 repair component of this project. I assumed it would take some time, but I haven't heard back since February so I am just going to figure out something on my own.
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2 hours ago, Salk said:Movement speed can be changed via script though.
I will have to try and check if I can speed up Mission when in stealth mode. But I guess it won't work.
I directly tried this with Mission for my companion rewards mod. It didn't work.
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5 hours ago, TamerBill said:Pretty sure they're all dummied NWN hooks, but it would be pretty funny if they worked all along and no-one had ever checked.Okay, so I went and tested them just to be sure, and they do actually work if you put a script in them. Minus the ones which obviously can't trigger in KotOR like the multiplayer ones, anyway.
It'd be a bit of a pain to fill them up for every module to get consistent behaviour, but this is actually a pretty big deal in terms of what new feats can be added. The onPlayerLevelUp hook especially.
But this doesn't really help the OP, because there's very little GUI stuff in there.
Wait, so if you were willing to edit every relevant module (which might be all of them), you could add additional scripts to specific locations and events? That does feel huge.
Off the top of my head you could...
Add AOE damage on story relevant location (The Ravager, poison rooms, etc.)
Send the PC to jail/or healing room on a death event
Turn NPCs hostile if you are wielding certain items (Red lightsabers, Revan robes, Jedi Robes, etc.) in specific areas
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17 minutes ago, JDub96 said:So, I checked the .uti for the Krayt Dragon Pearl but there were no properties. How do I change the effects of a crystal?
Is this K1 or TSL?
In K1 those live in the .UTI for the actual lightsabers. Equipment have all those properties already in the file, and then when the player applies the appropriate upgrade item, it adds the bonus.
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Hello @todevuch! I sent a PM a month or so ago. Would you be open to me using some of these items in a mod I am working on?
Details are in my PM, happy to discuss there or in this thread.
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Went to create a new thread... but I see that the topic had already been requested. There are definitely a ton of mods now that we are 8 years away from this post. I was thinking of the following:
Current:
+ Media
+ Mods
+ Skins
+ Modder's ResourcesProposed:
+ Media
+ UI (Icons & Menus)
+ Weapons / Armor
+ Force Powers & Abilities
+ Skins
+ Worlds & Locations
+ General Mods
+ ExpansionsI made the list above in relation to K1, but I could see it applying to TSL as well.
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3 minutes ago, ebmar said:A rather proper route will be by adding new entry for them -- using one of the dual-wield melees as the template and edit the fields where necessary.
That would work, not to derail the thread, but my goal for the duel-wield batons was to touch as few things like .2da as possible (at the time for my lack of expertise; but with the added benefit of it being compatible with pretty much anything). It was never my goal to make all stun batons be DW because, from a design perspective, their properties aren't built with that in mind.
6 minutes ago, ebmar said:As JC said the game check for the specific lightsaber item types for FJ to function. Although your idea should work [like having a sword pointed to the saber item type], but you can't do much about the SFX unless you don't give much concern about it.
For sure, that might be more of a concern for lightsabers to vibros vs. vibros to stun batons, but I haven't tried it out to know how much of an issue it is in practice. I was trying to frame the solution as simple as possible, but you make a good point that it would be easier to adjust the base item value for a vibrosword uti than it would to strip a lightsaber uti of all the extraneous properties those have.
4 hours ago, constantinople33 said:Although it still doesn't work for unarmed combat for example
Unfortunately, I don't think there is any way around that (at least that I know of). You'd have to convince the game to think you are wielding a lightsaber while still using unarmed animations for attacks.
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2 hours ago, constantinople33 said:I haven't been able to figure this out myself but is there any way to make force jump work with unarmed specialist or wielding vibros/ no lightsaber?
This could be in the form of an item, a new ability, or even just built in to the existing force jump feat.
Does it need to be all vibros or just a specific item for your use case? I was able to get around the dual wield limit for stun batons by pointing a vibroblade uti (with stun properties) to a stun baton model.
Could you make a lightsaber uti and point it to another weapon model to make it work with Force Jump?
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1 hour ago, AmanoJyaku said:As a general rule, tests of equality should place the constant first as assignment will prevent compilation.
Thanks for the coding wisdom! I am in the copy-and-adjust phase of learning to write script, so any advice is always appreciated.
1 hour ago, AmanoJyaku said:Also, thinking about it some more Jolee should have skill bonuses. His revelation of what makes him a grey Jedi is important, perhaps the most important backstory in the game. It helps us understand Revan, Exile, and Kreia
Right now, the idea would be that Jolee would have the easiest time with the stealth/awareness aspect of this project. Besides that, I am not sure what else to go with. I struggled with this in my Sidequest Reward mod as well, Jolee is already OP as a Jedi vs. other party members.
None of the other skills feel like they would make sense. He directly states he is not tech savvy. Persuade could work, but his personality feels incongruent with that. Plus it's just too easy and a little tedious to dump points in persuade and always switch in Jolee for merchants.
Definitely open to any ideas I haven't thought of though!
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Progress update!
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Computer Use → "Unlocking" T3-M4's ability to act as an upgrade bench
- ✓ Already done
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Treat Injury → Swapping Canderous Implants (ala TSL)
- Not started.
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Repair → Custom skill challenge with T3-M4 to create unique items:
- ✓ Created new dialog entry with script that bumps to new .dlg file (styled as computer interface)
- ✓ Ported over TOR version of Revan's lightsaber from TSL with permission, and some guidance, from @Kaidon Jorn (Thank you!!!)
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✓ Adapted .uti files for the new lightsaber:
- ✓ upcrystals.2da change and multiple .uti files created to make saber fully upgradeable (including Guardian & Mantle)
- ✓ Matching all file names/models references to ported over models/textures
- ✓ Added unique bonuses to the lightsaber that will stack on top of upgrades/customizations
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Persuade → Make all* merchants adjust their prices based on persuade skill
- 26% of appropriate merchant call scripts adjusted (thank you @DarthParametric!)
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Awareness → Swap out all Sith assassin encounters ("Malak was most displeased...") with stealth challenge:
- Not started.
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Computer Use → "Unlocking" T3-M4's ability to act as an upgrade bench
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12 hours ago, DarthParametric said:This version works. Tested it with Eli's store. I've added some debug elements to it to post info to the Feedback screen via SendMessageToPC, which you'll want to remove in the final version.
Confirmed on my side. Thank you! Adding the feedback was also genius.
12 hours ago, DarthParametric said:Declaring the skill has been moved to after the ClearAllEffects, since I presume you are trying to remove buffs first.
Perfect, yes that was my intent. Thank you!
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Quote1 * nPersuade is just nPersuade, so I'd drop the superfluous 1 *.
As to nBonusMarkUp = -nPersuadeAdj, I'd try nBonusMarkUp = (nPersuadeAdj * -1) instead.
Oof, thanks for catching that. Thats what happens when you fiddle with something in excel for too long.
1 hour ago, DarthParametric said:Have you tried using the nBonusMarkDown term in OpenStore by the way? Seems like that's what it should be for, rather than using a negative value for nBonusMarkUp (even though I see vanilla scripts do that).
I gave the above script a try (thank you), it also did not work. Either as nBonusMarkUp or MarkDown.
Is there something about the if/ else if statements that is particular? Or an issue with running a formula through the script?
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Does anyone have advice on a scripting issue I am experiencing? I grabbed the following and made some edits based suggested script by @DarthParametric(Thank you again!)
The following works:
Spoilervoid main(){
object oPC = GetFirstPC();object oStore = GetObjectByTag("kas_czerkastore", 0);
int nPersuade = GetSkillRank(SKILL_PERSUADE, oPC);
int nBonusMarkUp;AssignCommand(GetFirstPC(), ClearAllEffects());
nBonusMarkUp = -nPersuade;
DelayCommand(0.1, OpenStore(oStore, oPC, nBonusMarkUp, 0));}
but this does not (is treated as 0):
Spoilervoid main(){
object oPC = GetFirstPC();object oStore = GetObjectByTag("kas_czerkastore", 0);
int nPersuade = GetSkillRank(SKILL_PERSUADE, oPC);
int nBonusMarkUp;
int nPersuadeAdj;AssignCommand(GetFirstPC(), ClearAllEffects());
if (nPersuade = 0)
{
nPersuadeAdj = -10;
}
else if (nPersuade > 0 && nPersuade <= 17)
{
nPersuadeAdj = ((-10) + (1 * nPersuade));
}
else if (nPersuade > 17 && nPersuade <= 30)
{
nPersuadeAdj = ((-10) + (1 * nPersuade) + (nPersuade - 17));
}
else if (nPersuade > 30)
{
nPersuadeAdj = 33;
}
nBonusMarkUp = -nPersuadeAdj;
DelayCommand(0.1, OpenStore(oStore, oPC, nBonusMarkUp, 0));}
I am trying to create a very particular sliding scale of discounts to persuade skill rank. I have been able to code a little bit so far, but I don't come from a coding background, so if I have some kind of syntax error somewhere I am not able to recognize it.
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Coming off of my first major project, K1 Companion Sidequest Rewards, my focus is still on gameplay/design enhancements for the first Kotor. Something that struck me during my most recent playthrough is how unimportant/tacked on skills feel. This next project's goal will be to further imbed skills into K1's gameplay, validating INT/Sent/Skill focused builds as a more meaningful choice for players.
The outline for this project builds on the awesome work by @jc2 and their Improved Grenades mod. For the other skills, I have the following ideas (ascending rank in terms of perceived difficulty):
- Computer Use → "Unlocking" T3-M4's ability to act as an upgrade bench (ala my Sidequest Reward mod)
- Treat Injury → Swapping Canderous Implants (ala TSL)
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Repair → Custom skill challenge with T3-M4 to create unique items:
- Dual Wieldable Stun Batons
- Lightsaber variants (Reg/Short/Double)
- Unique Droid Items for T3-M4/HK-47
- Recreate Revan's "Original" lightsaber
- Persuade → Make all* merchants adjust their prices based on persuade skill
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Awareness → Swap out all Sith assassin encounters ("Malak was most displeased...") with:
- Create some kind of trigger that initiates a cutscene/dialog
- Spawn in Sith assassins during scene, framed as though they came out of stealth
- If Awareness (per current party member) is less than X, they lose half their health
- Regular dialog/Regular combat
- (Potential; Spawn in more assassins based on player level/difficulty)
I have a sense on how to approach all of these ideas except the last one...creating custom encounters is totally out of my current understanding. As always, if anyone has any tips/comments/warnings on any of the above, I am eager to hear them.
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[K1] Companion Sidequest Rewards
Brings a version of TSL’s richer companion interactions to K1. Grants character specific benefits after finishing their sidequests.
Description:
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 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 built this on.
This mod works by leveling up companions and equipping custom items to their hidden inventory slot when you finish their relevant quest or dialog. The goal is to provide some unique incentive for fully experiencing each character's storyline.
The specific triggers for each rewards are below (potential spoilers):
Spoiler- Carth → Finding Dustil
- Mission → Mission’s brother
- Canderous → Jagi’s Challenge
- Zaalbar → Chieftain in Need
- Juhani → Threat from Xor
- Jolee → After Final Dialogue
- HK-47 → Finishing repairs
- T3-M4 → New dialog after becoming a Jedi
Each party member, besides Bastila, will receive the following bonuses (Mod/Story Spoilers):
Spoiler-
Carth (All Weapon Specializations)
- The trauma has held back Carth. Finding Dustil helps Carth remember who he was, a battle-trained hero of the republic.
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Mission (Will +8)
- Mission will become more resistant to mental effects due to experiencing and seeing through yet another con job from her brother (and spending time with you).
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Canderous (Ability to equip a lightsaber; Plus Focus + Specialization Feat)
- Considering his strength build, his association with Jedi, and other Mandalorian lightsaber users, this feels like a unique boost to his character.
- Canderous can now be given the Darksaber through new dialog options after obtaining the item AND his sidequest. It will function differently for Canderous than it did originally.
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Zaalbar (+5 defense)
- Part of the culmination of his storyline is the implication he will return to lead his people one day. I think this would shift his sense of self-preservation (exiled vs. future leader).
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Juhani (Alignment shift +/- 21)
- Whether or not you push Juhani to murder Xor in rage will move her alignment 2 categories in either direction, making some powers less expensive to use
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Jolee (No other bonuses)
- Jolee doesn't really have a big moment where the narrative merits a particular benefit
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HK-47
- No bonuses, since HK already gets several bonuses throughout the repair process
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T3-M4 (Upgrade Bench)
- Interacting with T3-M4 after becoming a Jedi will allow you to re-program your utility droid to also act as an upgrade bench.
Some quests can end in more than one way, in those cases rewards will be granted (or not) in a way that makes sense for the character. If you are not seeing a reward (Level up + bonus) after finishing a quest, you should after having a follow-up discussion with them.
For some, K1's difficulty can already feel low. While I have done my best to keep these bonuses balanced, completing these quests will increase the overall power of your party. Because of this, I'd recommend a mod that increases the overall difficulty, such as Zulkain's Impossible Difficulty Restored.
Compatibility (updated 3/4/2022):
SpoilerThis mod should be compatible with any mod that does not make extensive changes to the following dialog files:
- k_hcar_dialog.dlg (Carth global dialog)
- k_hjol_dialog.dlg (Jolee global dialog)
- k_hmis_dialog.dlg (Mission global dialog)
- kas_xor_dialog.dlg (Xor “global” dialog)
- k_hzaa_dialog.dlg (Zaalbar global dialog)
However, this mod will be incompatible with any mod that makes any change to T3-M4 or Canderous' global dialog (for them specifically, everyone else will be unaffected):
- k_htmd_dialog.dlg (T3-M4 global dialog)
- k_hcan_dialog.dlg (Canderous global dialog)
This mod will also be incompatible with any mode that replaces baseitems.2da (for Canderous specifically, everyone else will be unaffected)
- baseitems.2da
Any mod that changes the hide item (hidden armor slot) for your party companions. This will remove the actual buff your party members receive, though they will still retain the extra XP that leveled them up.
Known Bugs (updated 3/4/2022):
Spoiler- Leveling up will not always trigger when on the Ebon Hawk. Leaving the ship should trigger the prompt.
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Bonuses are attached through specific dialog choices for each character. Sometimes these conversations can be triggered multiple times. This should not stack the actual bonuses.
- Sometimes bonuses can "stack", but the additional stat bonus will correct itself when moving between areas.
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Attempting to upgrade the lightsaber granted through this mod will make the lightsaber disappear. Will provide fix in next update.(Fixed v1.1)
Permissions:
- Please do not redistribute this mod on another platform without my permission, unless I cannot be reached for 3 months time.
- Anyone is free to use any of the content of this mod in whatever projects/mods they want as long as they credit me where appropriate.
Credits:
- Darksaber UTI/Model/Texture – Jcarter426
- Big thanks to Thor110 for directing me to his video tutorial on Kotor modding!
- Additional gratitude for DarthParametric as they talked through issues
- Huge thanks to ebmar for helping me clean up my change.ini for TSLpatcher
- JC & Sdub for helping me figure out Xor’s real .dlg file
- StellarExile & N-Drew25 for taking a look at my mod before release
- Blue for their Kotor Scripting Tool
- Fred Tetra for KotOR Tool
- tk102 for their DLGEditor
- Stoffe & Fair Strides - TSLPatcher
(Original Credits for JC's Darksaber for K1)
- DeNCS – JdNoa & Dashus
- ERFEdit – stoffe, with updates by Fair Strides
- NWMax – Joco
- KOTORMax & MDLEdit – bead-v
- NWNSSCOMP – Torlack, stoffe, & tk102
- Saber – Andrew Kramer & VideoCopilot.net
- tga2tpc – ndix UR
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Submitter
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Submitted01/23/2022
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Category
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K1R CompatibleNo
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Thanks to everyone's help in this thread! I finished and tested this last night, everything looks good.
I submitted the full mod, so just waiting on approval for it to be available 🤓
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4 hours ago, DarthParametric said:A DLG will always initiate the first available branch. The way a vanilla DLG is ordered is that early branches all have starting conditionals, which allows the engine to fall through them until it reaches one with a valid condition. Failing that, it reaches the final branch which doesn't have any starting conditional. If you add new branches under this branch (typically Entry 0), they will never fire. You need to move your added branches higher up the tree and give them an appropriate starting conditional so they only fire under the correct circumstances. This may require the addition of new globals, depending on what exactly it is you are trying to do.
Interesting. That all makes sense, I guess what feels strange is that Xor's dialog seems to act differently than the dialog files I have edited for the rest of the party.
My edits are to already existing branches the game should be already moving through. Instead of hitting the next node (one I added) it just ends the dialog. If I try and add a node earlier in the middle of the branch, that node gets skipped.
Overall, my goal is to flag an alignment shift in-dialog the way they are normally presented in-game.
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Does anyone know why, and a way around, not being able to add new entries/replies at the end of the Xor dialog? No matter what I do, whether the new entries/replies are before or after the final moments, they aren't shown. This is true of both the LS and DS path.
Besides this issue, every other character has been tested and confirmed to work on my current build.
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On 1/17/2022 at 3:41 AM, 18thegamer said:The first modder answered: He is not experienced with Kotor or scripting, sadly
No problem, thank you for looking into it.
Big shout out and thank you to @ebmar for looking over the project and helping me clean up the change.ini file after using KotorTool and DLGedit.
In terms of updates, I was almost finished when I realized that T3-M4 was too much of an omission from this project. The concept I am currently testing:
SpoilerT3-M4:
- A Computer Use challenge that unlocks T3-M4 as a mobile upgrade bench (in addition to the standard level up everyone else is getting).
- Because of the mechanism I am using to level up characters (matching them to the PC), I will need to make sure the PC has already multi-classed into Jedi so T3 won't be the only character (besides Bastila) that falls behind.
As a general callout, while I have included HK-47, T3-M4, Jolee, and Juhani over my original plans, I do not intend to make a sidequest reward for Bastila. She is the only character whose storyline is fully immersed into the overall gameplay and player choices, so in my opinion she doesn't need alteration.
Edit: Successfully implemented my idea for T3-M4. Just need to package everything up.
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Alright! I have an alpha version of this all together with TSLpatcher.
Anyone interested in testing this out?
Sent:
ebmar [1/16/2022]
StellarExile [1/16/2022]
N-DReW25 [1/16/2022]
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3 hours ago, 18thegamer said:Ok, thats hard. I know one or 2 Modders, maybe I can ask them, if they could help you...
Thank you! Any help would be amazing.
Right now I think I have fully fleshed out what I want to do, I just need to finalize all the pieces and then start working to understand TSLpatcher.
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👨🔬Good news everyone! It looks like adding a row to baseitem.2da worked.
I copied over the lightsaber row and deleted the required feat. Once I changed a custom lightsaber to that item type, everything else stayed the same but anyone could equip it. I tested it in battle and it worked as expected.
Now all I need to do is create a generic feat for Canderous that I can restrict the item. I am debating whether it is worth it though, other mods that interact with his character might not play nice.
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1 hour ago, ebmar said:If I recall correctly - Hunters Run's "Operation Kill Bastila Remade" add a new feat to the 2DA called "Bastila's Disguise", and it worked as the mod intend to. One can try looking at the setup or asking him to elaborate.
Digging into what the mod actually does, it looks like the feat this mod created was just a placeholder that prevented other people from putting on the disguise item the mod was built around needing. There is no reference to "Bastila's Disguise" in the mod now...checking the change log it looks they realized this new feat isn't necessary because Bastila already has a unique feat (Battle Meditation) to restrict items around.
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Anyone more knowledgeable please correct me, but my understanding is that you can't really manipulate feats in K1. All the current feat effects are hardcoded. You can make new feats by manipulating the .2da files, but they won't do anything. The only use case is to use them to require the new feat for something else (ex. custom equipment/power).
If you are suggesting that the feat effects will just work through the hide item equipped, that could work (that's how Juhani's camo feat works).
The scripts you'd need are pretty easy, I can even send you mine as an example (they are based on the scripts from HK-47's repair challenges). To trigger them in the Ebon Hawk, you would need to add something with dialog (a character for example) that could trigger the individual scripts based on player choices.
How to add characters, computer panels, or any other dialog trigger to someplace like the Ebon Hawk is beyond me, so you'd likely need to look through mods that do that and try to figure out the process.
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MOD:Lightsaber and Force Forms
in Mod Releases
Posted
@InSidious When you have a chance, can you update the description to include the number of placeables added?
Per the issue found by @DarthParametric and their Jedi Captive Diversity mod, there is a hard limit that will impact compatibility (in particular, these two together, but really any that add to that placeables.2da file).