Masamune753

Members
  • Content Count

    70
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Masamune753

  1. 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.
  2. 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 leveling them up and 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 each character's 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 Juhani → Threat from Xor Jolee → After Final Dialogue HK-47 → Finishing repairs T3-M4 → Finishing a custom dialog The bonuses would include leveling the character to make them equal to the player as well as the following: Progress: Released version 1.0! [1/26/2022] 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 issues Huge thanks to ebmar for helping me clean up my change.ini for TSLpatcher JC & Sdub for helping find Xor’s .dlg file djh268 for their full game saves I used for testing 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
    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.
  3. All your robe mods are awesome! Would you be open to partnering with constantinople33 on integrating their Qel-Droma Robes HD texture with this mod? Or a patch that would allow that mod to work with this one without a cloak?
    I have this in my current playthrough and it is amazing. I like that it takes the best part of the TSL robes while being visually distinct. It's a nice touch that any characters that don't have cloaks match with those that do.
  4. Hello! I am extremely new to modding, but I have an idea I want to pursue that I would appreciate any guidance on. The rough outline is to bring a version of TSL’s richer companion interactions to K1. The method would be to equip a custom “hide” item into your companion’s hidden inventory slot when you finish a companion’s relevant optional quest as a buff/reward. This is the same way that HK-47 receives all their buffs from your relevant repair attempts. The goal is to boost the weaker non-jedi characters, while providing some incentive/satisfaction for pursuing their individual storylines. In my own attempt to research this, I have the following basics mapped out: I would need to create new .uti files for the items containing the buffs. I would need to create a script that equips the item in the “hide” slot (or replace an item already there) I need to then attach(?) that script to the dialog or journal event associated with completing the relevant quest I would also need to 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 way that is consistent with the narrative: I am not posting this in the mod requests section because I would like to figure this out on my own. Looking through the mod tools and tutorial sections, there are a few different tools I could use? Which ones are the best for this kind of task? I have tried to get JRLedit and dlg editor, but I can’t seem to get them working on my computer. Am I on the right track? Is any part of this just not going to work? Any guidance or redirect to the right resources would be amazing.
  5. Is there a way to let Canderous equip the darksaber? I see that the item is coded as a lightsaber. I added lightsaber profiency with a modded item (I did this with Kotor Tool), which does let him equip it, but then it unequips anytime you move to a new area. With all the recent examples of Mandalorian non-jedis using the darksaber, it could be a cool update to patch in that capability.
    Awesome mod to use in combination with JCarter426's JC's Mandalorian Armor for K1 (Option B ). This means you can rock another great mando armor, but still have the disguise property. For anyone interested, I have confirmed that you could also swap out the Boba-themed texture in the tslpatchdata folder with any other Mandalorian armor texture and it works (I used the campaign guide alternative to redrob41's Bendak Starkiller Armour). Just rename the .tga file to match.
    Great mod! Adds an awesome challenge early game to help validate anyone who likes level 8/12 builds.
    For those who prefer to use Snigaroo's mod list (which uses K1CP and specifically not K1R), this mod lets you add the much needed bump in difficulty that K1 needs.
  6. I noticed there is an issue where the Extra 1000 & Extra 2500 options of this mod don't work as intended. The extra experience needed only applies once, not once per level. Opening up the exptable.2da files, it looks like this is due to some of the math used to replace the original values. Comparing the default table to the Extra 1k and 2.5k versions, each row after the first has a static 1k or 2.5k added from the default. Each level cap is shifted the same amount, so the difference between any two levels is the same raw amount of experience (after lvl 2) as a vanilla version. See an example below, and my "fix" to increase the difference between each level the appropriate amount. You can see what I am talking about by taking any level and substracting the level cap of the previous level to see the amount of raw experience needed to advance between them. I did this in excel, so it should be easy to replicate for the 2.5K version. I can also send over an updated 2.5K version if you'd like.
  7. Masamune753

    Party Leveler K1

    Not sure if you saw my message, but unfortunately those mods won't solve the problem. They were already a part of my build when I noticed the incompatibility. Both mods are amazing, but add force powers at lvl 8 or much later. Any soft lock would happen in the first 1-4 levels when many powers are blocked. I solved the issue by deleting the preset lvl 1 powers in .utc files for Jolee and Juhani in Kotor Tool and loading a previous save. Not a great solution, but worth it to make all this awesome stuff work together.
    Definitely appreciate a balanced boost to Force powers. Great for PCs with level 8/12 builds who miss out on the variety of powers.
  8. Masamune753

    Force Power Gain

    For anyone interested in this mod the extra power points per class are as follows (if starting from lvl 1): Consular +6 (25 → 31) Sentinel +6 (21 → 27) Guardian +4 (21 → 25)
  9. Masamune753

    Party Leveler K1

    Great mod! I love the idea. One callout on compatibility. If you have a mod that increases the number of Force powers, all the extra levels plus the preset powers can cause issues. I used this mod by Shem for a modest increase (since I added powers). But with the powers given at lvl 1, I had to choose every power available to Juhani when she joined. I haven't added Jolee yet. I suspect I will run into an issue where I won't be able to select any powers since I won't have the prerequisites, but will be locked out of continuing since I have to select something.
  10. For sure, it's definitely a lot. I guess I was just expecting that if something were to break, it would be BOS:SR and not something seemingly unrelated like force powers. Besides one initial issue with Trask that I fixed with the Trask removal mod, the rest of the game runs fine. Taris, Dantooine, the initial sections of Tatooine and Korriban all had no issues. I even ran the first 20 minutes of BOS:SR on the included mod save without any crashes. All that to say, I knew it was a long shot, but it felt like it was worth asking the smart people here.
  11. By AC (Armor Class), I actually mean Defense. AC is just what it is called in D&D, which is what KOTOR's stat system is based on.
  12. Not sure if this helps, but I just successfully uninstalled the Four Force Powers Mod (everything else the same; using backups and reinstalling mods as necessary) and reloaded my save from Davik's mansion. Still the same issue once I got Form I.
  13. I have quite a few: BOS:SR, Lehon Mando Exp, Gamorrean stronghold Exp Snigaroo's Full Mod List Impossible Diff, Level-up rate, Four Force Powers, Force Enlightenment, Party lvl. 1, Vibro reskin, Selven Legends, and Sith Assassins. They were installed in roughly that order. There were 4 errors in the patcher, one was for ii_datapad_018.tga being skipped, the other 3 were listed as errors, but the correct files are in the override. These were di_spwb_01.ncs, di_wb_01.utp, and k_pebo_upgrade.ncs.
  14. I have a bug when I try to activate the forms after just acquiring them on Dantooine. Instead of the intended effect, my stats seem to go all over the place (example: Default AC15, Atk +11 to AC25, Atk 21 with Shii-Cho). Activating Form 1 and Form 3 can result in negative AC and negative Attack bonuses. I can clear the effects using JC's effects bug hotfix, but the same thing happens on multiple attempts. I am super excited to use this mod, so I am down to do whatever I can to try and fix this. I do have multiple other mods installed, but I didn't think they would conflict based on their contents.