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Cut Modules Quest Mod Idea
darthbdaman commented on darthbdaman's blog entry in darthbdaman's Holocron
Idk I don't use BoS. They are restored by K1R, this is just new stuff to expand on that -
I have been messing around with the excellent Lost Modules resource, and would like to do something with the 2 most complete maps. The Czerka base on Korriban is pretty complete, and can be seen in some early screenshots. The cut shadowlands level is also usable, though there isn't any indication of what it was for. It is probable that content from the shadowlands was moved out of this module to reduce its size (this is obviously entirely speculative). I thought about NPCs that were underused, and immediately went to Garrum and Tar'eelok, the cut NPCs that duel with Vibroblades in the Jedi temple. They have basically no role except to offer Jedi Code exposition. They also use alien voice overs which is the most important consideration. The Czerka base is set up like a hallway, with a shield emitter at the far end, and the obvious plot involving a master and apprentice is to have the master get captured and the apprentice freak out. The Kashyyyk Shadowlands is also an excellent place to have Czerka dealing with the Sith outside of Korriban, as the Sith aren't really present on Kashyyyk, and it provides some interesting combat situations and potential conversation paths to turn less dedicated Czerka employees. Considering all that, I came up with this general story outline: 1. The Shadowlands lift Wookiees mentions that some heavily armed Czerka employees recently went into the Shadowlands after a ship crashed. 2. Entering into the cut Shadowlands level (either inserted in between the existing levels, or as a separate area entered from another entrance), you are attacked by Czerka guards. After fighting through them (or convincing some to run away), you meet Garrum. 3. Garrum has killed a lot of Czerka Employees and a Dark Jedi. You find out that Tar'eelok was captured. You deduce that the Czerka would take them to Korriban, as that is were Czerka and the Sith do business. 4. You then have 4 paths to follow with Garrum: 4. a. Persuade him to go to Dantooine (Light Side) 4. b. Let him go to Korriban Looking for Tar'eelok (Neutral) 4. c. Persuade him to seek Revenge on Korriban (Dark Side) 4. d. Kill him for being (or because you're) evil and giving in to anger (Dark Side) 5. You then go to Korriban and enter the Czerka facility (with identification you found in the Shadowlands). 6. You fight through Czerka Employees and Combat Droids. If Garrum is on Korriban, you have to rescue him from a holding cell while making your way through the base. You then have another conversation. Garrum always stays back to recuperate and catch up to you later. You can push him towards the Light or Dark side in this conversation. 7. Upon shutting down the shield guarding the main room, you find a Dark Jedi and a Czerka Boss, with Tar'eelok in a force cage. Garrum catches up to you at this point. If you pushed Garrum to the Dark Side he electrocutes the Czerka Boss. Either way you fight the Dark Jedi (and the Czerka Boss if alive). 8. Tar'eelok's cage opens once they are both dead. If Garrum is Dark Side, Tar'eelok will be displeased, and piss off Garrum. There are multiple results for this scene depending on what happens: 8. a. If Garrum isn't there, you can let Tar'eelok go to Dantooine or kill her. She will be sad if Garrum is already dead, and may attack you if you say the wrong things. 8. b. If Garrum is Light Side or Dark Side and talked down, she will be happy he is controlling his anger, and they will both go Dantooine 8. c. If Garrum is Dark Side and not talked down, he can be allowed (or encouraged) to kill Tar'eelok. He then runs off 9. The player may return to Dantooine at this point. If either Garrum or Tar'eelok is alive they will appear. A few different ending permutations can happen: 9. a. Garrum and Tar'eelok are alive. They appear in the courtyard outside. Tar'eelok thanks you for helping Garrum control his anger, and he is now a Padawan (regardless of when you did it) 9. b. Tar'eelok appears in the courtyard outside. She is sad and doesn't think she'll take another Apprentice. She thanks you for saving her, but wishes you could have saved Garrum. 9. c. Light Side Garrum can be found in the courtyard outside. He will inquire about Tar'eelok. The player must lie, but he can say she died in the fighting, or was executed before the player arrived. He will be upset he didn't go to Korriban. 9. d. Dark Side Garrum can be found in a bar on Tatooine working to destroy Czerka for turning his master against him. He will run off to disrupt Czerka mining operations. I think this is a fair amount of reactivity, but isn't actually that complicated in terms of setting up dialogues and events. It also gives the player a lot of potential results without feeling too contrived obviously. This is totally conceptual, but I think it makes a good use of these areas, and adds another mulitple planet spanning side quest, which are my favourite parts of the game.
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Ya, I was just hoping for something more concrete. If T3 remains Davik's droid, but you can still get him somehow, everyone's dialogue will make sense. You just need to add a new dialogue branch to Janice for buying T3 without talking to Canderous. Canderous' dialogue will then adapt appropriately. He won't acknowledge that T3 is Davik's droid, but that's not that big a deal.
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Their starting feats are basically just Jedi stuff. There aren't any corresponding classes. Let me reiterate. You pick your basic class as normal and get there feats and skills and everything. You then pick a Jedi class in the exact same manner as the vanilla game, except at level 1 (advancing to level 2). Your feats aren't any different from the vanilla game.
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Download:Consular Sentinel Class Skill Swap
darthbdaman replied to darthbdaman's topic in Mod Releases
I didn't change it -
Also the force focus feats (the consulars bonus) were originally different. They gave you +2 bonuses to saving throws for the Altar, Control, and Sense powers at different levels. Powers were originally divided up like that, much like in the old star wars rpg. Force Jump also worked differently, and was an activated action like power attack that gave you more hit chance, defense, and critical range, but could only be performed without armor. I'm also fairly sure combat droids had armor proficiences and melee weapons, and expert droids couldn't choose their weapon, it was pre installed. No armor proficiency at all for scoundrels, only simple weapons, pistols, and rifles. Only simple weapons and pistols for all jedis (im assuming lightsabers too, but they arent mentioned), d8 force die for guardians, d10 force die for sentinels and consulars, same hit dice for all. Bizarre stuff. This comes from old class descriptions. I'm going to assume that guard stances worked like stealth mode (their entries for enable and disable are beside each other in the tlk), and they would have had a similar button. There was also something called detect mode, which I'm assuming is an activated awareness mode, for better awareness (or perhaps the only way to make awareness work). Solo mode isn't mentioned at all in the section Some of this might be nwn leftovers (level requirements for item messages, and damage types only working on certain enemies are mentioned, but I think those are legacy content). Messages for containers being full, suggests carry capacity might have been a thing (again legacy content possibly). Also the original e3 demo (which I don't think there is a video or screenshots of, or if it was even finished and shown) involved the attack on dantooine and a base of some sort (the one on Taris I think, no idea how this transition would have worked), and Carth and Bastila's droid T3-M3 (yes M3) joined you to save her. You would have had to fight Katarns (the Kashyyyk things), kinrath, and would have had to disable a droids shield to kill it (which is why I think this was the Taris base). A republic uniform exists near these entries. And I think there was a turret sequence.
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I'm imagining convincing Gorton that the sith are actually Wookiees in disguise
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The save feats in the game are the original ones. Only the effects and names were changed. If you look at their internal code names, they are still called Iron will, etc. They have just been moved around.
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I'm not sure how the option was implemented originally, but ideally, I'd like to see some sort of persuade and/or threaten option to to take him (probably through lying). That would allow the current version of the setup to remain in the game, but give the player both options. That might be better as a separate mod though, depending on how the cut version actually looks Starting at tlk entry 23674, canderous has tons of dialogue related to already having T3, having t3 with you, already having the codes, etc.. Canderous also has weird dialogue for both the Upper and Lower City cantina's such as the possibility of meeting him for the first time in the Lower City, or returning to meet him in the upper city. Canderous' DLG files in both the upper and lower cities are identical (as far as I can tell), and both contain provisions for you having T3 in your party or already having the codes before you talk to Canderous. The Lower City dlg also contains a totally seperate branch for talking to Canderous again as well (this is the only one you can normally hear in the lower city cantina) Janice doesn't have any dialogue that I can find though unfortunately. It might be there though
- 94 replies
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As far as cut feats go there are a few different ones. There are the 2 proficency feats, for Simple Weapons and Grenades, which can be restored fairly easily (aside from the aforementioned crashing). The proficiency, focus, and specialization feats for each weapon are defined in the baseitems.2da, and grenades already have focus and specialization linked up, they just need to have the requirements added. I think one of the weird melee weapons (gaffi stick or wookie blade) is actually setup to use the focus and specialization feats for Simple weapons, not melee, so it doesn't get any benefits from melee feats in the vanilla game. The Skill Feats can be divided up into a few categories. The earliest iteration, the focus feats, give +2 to a specific skill and nothing else. These were replaced by 4 feats. Caution (Demolitions, Security), Empathy (Persuade, Treat Injury), Gear Head (Computer, Repair), and Perceptive (Awareness, Stealth) and gave +2 to both skills. Perceptive was then removed, and the skills were shuffled around to different feats, and given 3 ranks, for +1, +2, and +3. The Conditioning Feat also has a history, as it is a combination of 3 separate feats. Iron Will, Lightning Reflexes, and Great Fortitude (this is why the icons for the conditioning ranks are unrelated, they represent the 3 different saving throws). This is a d&d carryover. They each gave +2 to their respective throw. Much like the skill feats, these where merged into a +1, +2, and +3 feat line. The guard stance feats aren't implemented in the game and don't do anything (from what I've read anyways), but their descriptions can be read from the tlk or if they are put back in the game.
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When I go to korriban and begin the initial conversation with Bastila, everything works fine, until I suggest that the sith will recognize Bastila, or that she must stay on the ship. When I select that option, Bastila says one more line, before the dialogue cuts off and a get a message box that says conversation error, conversation has an end or continue node, contact designer.
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You would need to add 1 more feat (to get to 11) so restoring grenades will crash it
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It would also be interesting to get T3 early on. You could get a second companion way earlier than mission, if you could get the money (or just take him for dark side points). People might actually use T3
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I don't see how it's not immersive. Your players goals on Taris are: 1. Find Bastila 2. Find a way off the planet When talking to NPCs you find out about the codes and also about Davik's ship as ways off the planet. I see no reason why you couldn't take the initiative and go get the codes, and hope you can steal daviks ship or get another one at some point. I'd don't really see how this diminishes davik, considering half the NPCs on Taris apparently work for him
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Just thought I'd note that restoring both the grenade and simple weapons feats will cause the game to crash when making a soldier. If you add more than 10 feats at chargen in K1, the game will crash. I couldn't find anyway around this
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I want to add some Force Persuade options to Taris for Jedi from the Start. I know Bastila opens up 1, persuading Holdan to drop the bounty (I don't know about any others). VO is obviously an issue, so aliens are preferable, though some humans might have the right lines. If anyone has any suggestions that would be awesome. Here's some that I was thinking about: - Affect Mind, Get Gorton Colu to stop (Light Side) (No VO) (deathsticks joke obviously) - Affect Mind, get T3 for free (Dark Side) - Affect Mind, convince Zelka republic troops are friends - Affect Mind, get more info from Bek Spy with uniforms - Affect Mind, get more info from Coward Vulkar - Affect Mind, convince lab gammorean you are a lab tech (K1R only) - Affect Mind, more info from sith patrol in the undercity (not enough dialogue for this I think) - Dominate Mind, Get Selven to turn herself in (Light Side) (No VO) - Dominate Mind, get T3 without permission (this might cause issues) - Dominate Mind, Get access card from old mechanic (K1R only) (No VO) (Dark Side) - Dominate Mind, get Sith Base receptionist to leave - Dominate Mind, more info from sith patrol in the sewers (not enough dialogue for this I think) (K1R only) - Always Fails, ask either Hutt for more money
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I see that there was an option to buy T3 and enter the military base without having canderous' permission. Is they're any reason this wasn't restored? Going to the military base early would be challenging, but it doesn't seem like it would break the plot at all. You still need to free bastila to get Canderous' to show. The only problem would be whether Canderous' could acknowledge that you already have the codes in the upper city cantina, before telling you to meet him in the lower city when you want to go
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They're the same as the vanilla game? You have to start as a Solider, Scout, or Scoundrel, it's not possible to change this (nor desirable, it would create quite a few issues). You then chose your Jedi class after. I didn't change any of the actual class starting stats, those are the same That videos also quite outdated. I'll make a new one at some point
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Yes I figured that one out already haha. Thanks, I'll try messing around with it some more I got it working finally. I'm pretty sure it was an error with my nwnscript. Anyways thank you guys. And thanks for the humming tip. Holy ---- is the humming annoying
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It's for Jedi from the Start, so the player already has Lightsaber proficiency. It's a class check (as the player already has a Jedi class and matching Lightsaber). The Bastila stuff was not working, which was really confusing me. I'm going to try some more basic swapping and see if that works. Thanks for the help.
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I would like to have different colored lightsabers based on class. Otherwise I would definitely do it that way
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I was wondering if anyone could help me with this. I am trying to replace the sword used in the Dantooine Training sequences with a Lightsaber, with use in Jedi from the Start. Because the player will already have Lightsaber proficiency, this shouldn't be a problem, but I cannot get the Player or Bastila to equip Lightsabers. They both fight with Invisible weapons. I'm not sure if this is just an error with DeNCS decompiling things or what. The 3 scripts that I edited are here, here, and here.
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Download:Consular Sentinel Class Skill Swap
darthbdaman replied to darthbdaman's topic in Mod Releases
There are a few possible reasons for this mistake basically. If you look at how the classes are usually laid out in the files, it is Soldier, Scout, Scoundrel, Guardian, Consular, Sentinel. It's entirely possible that someone assumed that the middle entry would be the Sentinel, because it is the compromise option in the final game, without seeing that it was actually the Consular. If I had to take a guess though, I would say that the consular and sentinel originally filled different roles. If you think about it, it makes no sense that Bastila is Sentinel and Jolee is Consular. Bastila has now practical skills, and her entire shtick is how powerful she is. Jolee on the other hand, was a smuggler at one point, and clearly isn't a super force user. The descriptions in game for the classes are also bizarre. The consular refers to mental disciplines and augmenting the force all the time, while the Sentinel is dedicated to rooting out evil and striking balance. If I had to guess, I would say that the consular originally got 3 skill points (compared to the guardians 1 and sentinels 2) and used lots of skills but sucked at combat (using skills to augment the force). This is entirely speculation, but I think it makes a lot sense. At some point they realized this was stupid probably, and took away the consulars skills because no one wanted to play a sentinel under those conditions. This meant that the sentinel was originally a literal hybrid like the scout, instead of the more bard-like class in the game now. -
This is now updated to match the Nexusmods version. The old version here was extremely old.