Sith Holocron Posted February 11, 2014 Posted February 11, 2014 Good thing I'm thorough. . . . I've found that Colja mod on a site that stores old mods. The owner of the site wouldn't appreciate that site being revealed to the general public. As a compromise, I've put this Zaalbar reskin by Colja up on Rapidshare. Grab it here.
milestails Posted February 11, 2014 Posted February 11, 2014 You're probably referring to the same "site that stores old mods" as I am SH lol
Sith Holocron Posted February 11, 2014 Posted February 11, 2014 You're probably referring to the same "site that stores old mods" as I am SH lol It seems likely. I hope you did not directly link to it.
morninboner Posted February 12, 2014 Posted February 12, 2014 thank you guys especially to milestails and Sith Holocron, you are amazing dudes and thank you againg for wasting your time on helping me =))))
Kainzorus Prime Posted March 5, 2014 Posted March 5, 2014 Does anyone have WoTOR handy? Or at least a good proxy that allows for downloads from filefront?
Sith Holocron Posted March 6, 2014 Posted March 6, 2014 Does anyone have WoTOR handy? Or at least a good proxy that allows for downloads from filefront? I'll get it to you. Keep an eye on your email.
Kainzorus Prime Posted March 6, 2014 Posted March 6, 2014 Thanks SH, Fair Strides got me a link too. but now I'll have backup thanks to you.
Kainzorus Prime Posted March 11, 2014 Posted March 11, 2014 I'm gonna need my own NPC Overhaul for TSL if someone has it, since the page here gives me an error when I try to download it.
Sith Holocron Posted March 11, 2014 Posted March 11, 2014 I'm gonna need my own NPC Overhaul for TSL if someone has it, since the page here gives me an error when I try to download it. Let me see what I can do.
Kainzorus Prime Posted March 11, 2014 Posted March 11, 2014 Disregard that one, I found a backup buried deep in some folders. Sorry for the inconvenience.
Sith Holocron Posted March 11, 2014 Posted March 11, 2014 We're still working on the issue on why this upload got corrupted however.
Kainzorus Prime Posted March 11, 2014 Posted March 11, 2014 I've put up a new version of it, with a site-friendly filename this time.
Kainzorus Prime Posted March 12, 2014 Posted March 12, 2014 I'd kindly ask for a fix for the Rogue Droid glitch on Korriban, before I start headdesking out of frustration. You know, the one in the tomb, which attacks regardless if I have the sound dampener belt equipped or not..
Maugomale Posted March 14, 2014 Posted March 14, 2014 I'd kindly ask for a fix for the Rogue Droid glitch on Korriban, before I start headdesking out of frustration. You know, the one in the tomb, which attacks regardless if I have the sound dampener belt equipped or not.. You're supposed to open the door while on stealth mode
Kainzorus Prime Posted March 14, 2014 Posted March 14, 2014 Doesn't work like that. Ever since patch 1.03 it's glitched and random.
Malkior Posted March 18, 2014 Posted March 18, 2014 A request for information on how I would be able to edit the galaxymap in order to change the planet's positions. Does it require me to use something simple, like notepad++, or is it a more elaborate process?
Kainzorus Prime Posted March 18, 2014 Posted March 18, 2014 A small request here, since I'm a scripting moron - I'd like the Force Enlightenment to be modified, so that Heal powers are added to the list of ones it activates. I'll bump this one.
Hassat Hunter Posted March 18, 2014 Posted March 18, 2014 @ Malkior: All you need is KOTORTool and GFFEditor. Then edit galaxy_p.gui. @ Kainzorus Prime: You want k_inc_force. The biggest trial would be to find all the files you need to recompile WITH k_inc_force however... I have no answer how many that will be, but I suspect quite a few. Here's the entry you need to add to... // DJS-OEI 1/2/2004 case FORCE_POWER_FORCE_ENLIGHTENMENT: { SWFP_HARMFUL = FALSE; // Remove any lower level or equal versions of this power. Sp_RemoveRelatedPowers( OBJECT_SELF, FORCE_POWER_FORCE_ENLIGHTENMENT ); // Apply the highest level versions of the Speed, Armor, and Valor // tree known by the caster. // Speed if( GetSpellAcquired( FORCE_POWER_SPEED_MASTERY ) ) { // Remove any lower level or equal versions of this power. Sp_RemoveRelatedPowers( OBJECT_SELF, FORCE_POWER_SPEED_MASTERY ); eLink1 = EffectMovementSpeedIncrease(99); eLink1 = EffectLinkEffects(eLink1, EffectACIncrease(4)); eLink1 = EffectLinkEffects(eLink1, EffectModifyAttacks(2)); eLink1 = SetEffectIcon(eLink1, 22); if(OBJECT_SELF == GetPartyMemberByIndex(0)) { eLink1 = EffectLinkEffects(eLink1, EffectVisualEffect(VFX_DUR_SPEED)); } float fDuration = Sp_CalcDuration( 36.0 ); Sp_ApplyEffects(FALSE, OBJECT_SELF, 0.0, 1, eLink1, fDuration, eInvalid, 0.0); //RWT-OEI 12//29/03 - Added support for the ForceChain FEAT // Will add this bonus to anyone else w/Force Chain for free. if ( GetHasFeat(FEAT_FORCE_CHAIN, OBJECT_SELF) ) { int index = 0; for ( ; index < 3; ++index ) { object oCharacter = GetPartyMemberByIndex(index); if ( oCharacter != OBJECT_SELF && GetHasFeat(FEAT_FORCE_CHAIN, oCharacter) && !Sp_BetterRelatedPowerExists( oCharacter, FORCE_POWER_SPEED_MASTERY)) { Sp_RemoveRelatedPowers( oCharacter, FORCE_POWER_SPEED_MASTERY); eLink1 = EffectMovementSpeedIncrease(99); eLink1 = EffectLinkEffects(eLink1, EffectACIncrease(4)); eLink1 = EffectLinkEffects(eLink1, EffectModifyAttacks(2)); eLink1 = SetEffectIcon(eLink1, 22); Sp_ApplyEffects(FALSE, oCharacter, 0.0, 1, eLink1, fDuration, eInvalid, 0.0); } } } } else if( GetSpellAcquired( FORCE_POWER_KNIGHT_SPEED ) ) { // Remove any lower level or equal versions of this power. Sp_RemoveRelatedPowers( OBJECT_SELF, FORCE_POWER_KNIGHT_SPEED ); eLink1 = EffectMovementSpeedIncrease(99); eLink1 = EffectLinkEffects(eLink1, EffectACIncrease(4)); eLink1 = EffectLinkEffects(eLink1, EffectModifyAttacks(1)); eLink1 = SetEffectIcon(eLink1, 20); if(OBJECT_SELF == GetPartyMemberByIndex(0)) { eLink1 = EffectLinkEffects(eLink1, EffectVisualEffect(VFX_DUR_SPEED)); } float fDuration = Sp_CalcDuration( 36.0 ); Sp_ApplyEffects(FALSE, OBJECT_SELF, 0.0, 1, eLink1, fDuration, eInvalid, 0.0); //RWT-OEI 12//29/03 - Added support for the ForceChain FEAT // Will add this bonus to anyone else w/Force Chain for free. if ( GetHasFeat(FEAT_FORCE_CHAIN, OBJECT_SELF) ) { int index = 0; for ( ; index < 3; ++index ) { object oCharacter = GetPartyMemberByIndex(index); if ( oCharacter != OBJECT_SELF && GetHasFeat(FEAT_FORCE_CHAIN, oCharacter) && !Sp_BetterRelatedPowerExists( oCharacter, FORCE_POWER_KNIGHT_SPEED)) { Sp_RemoveRelatedPowers( oCharacter, FORCE_POWER_KNIGHT_SPEED); eLink1 = EffectMovementSpeedIncrease(99); eLink1 = EffectLinkEffects(eLink1, EffectACIncrease(4)); eLink1 = EffectLinkEffects(eLink1, EffectModifyAttacks(1)); eLink1 = SetEffectIcon(eLink1, 20); Sp_ApplyEffects(FALSE, oCharacter, 0.0, 1, eLink1, fDuration, eInvalid, 0.0); } } } } else if( GetSpellAcquired( FORCE_POWER_SPEED_BURST ) ) { // Remove any lower level or equal versions of this power. Sp_RemoveRelatedPowers( OBJECT_SELF, FORCE_POWER_SPEED_BURST ); eLink1 = EffectMovementSpeedIncrease(99); eLink1 = EffectLinkEffects(eLink1, EffectACIncrease(2)); eLink1 = EffectLinkEffects(eLink1, EffectVisualEffect(VFX_DUR_KNIGHTS_SPEED)); eLink1 = SetEffectIcon(eLink1, 2); if(OBJECT_SELF == GetPartyMemberByIndex(0)) { eLink1 = EffectLinkEffects(eLink1, EffectVisualEffect(VFX_DUR_SPEED)); } float fDuration = Sp_CalcDuration( 36.0 ); Sp_ApplyEffects(FALSE, OBJECT_SELF, 0.0, 1, eLink1, fDuration, eInvalid, 0.0); //RWT-OEI 12//29/03 - Added support for the ForceChain FEAT // Will add this bonus to anyone else w/Force Chain for free. if ( GetHasFeat(FEAT_FORCE_CHAIN, OBJECT_SELF) ) { int index = 0; for ( ; index < 3; ++index ) { object oCharacter = GetPartyMemberByIndex(index); if ( oCharacter != OBJECT_SELF && GetHasFeat(FEAT_FORCE_CHAIN, oCharacter) && !Sp_BetterRelatedPowerExists( oCharacter, FORCE_POWER_SPEED_BURST)) { Sp_RemoveRelatedPowers( oCharacter, FORCE_POWER_SPEED_BURST); eLink1 = EffectMovementSpeedIncrease(99); eLink1 = EffectLinkEffects(eLink1, EffectACIncrease(2)); eLink1 = EffectLinkEffects(eLink1, EffectVisualEffect(VFX_DUR_KNIGHTS_SPEED)); eLink1 = SetEffectIcon(eLink1, 2); Sp_ApplyEffects(FALSE, oCharacter, 0.0, 1, eLink1, fDuration, eInvalid, 0.0); } } } } // Armor if( GetSpellAcquired( FORCE_POWER_FORCE_ARMOR ) ) { // Remove any lower level or equal versions of this power. Sp_RemoveRelatedPowers( OBJECT_SELF, FORCE_POWER_FORCE_ARMOR ); eLink1 = EffectACIncrease(6, AC_DODGE_BONUS); eLink1 = EffectLinkEffects(eLink1, EffectSavingThrowIncrease(SAVING_THROW_ALL, 6)); eLink1 = SetEffectIcon(eLink1, 7); eLink2 = EffectVisualEffect(VFX_PRO_FORCE_ARMOR); eLink2 = EffectLinkEffects(eLink2, EffectVisualEffect(VFX_PRO_FORCE_SHIELD)); float fDuration = Sp_CalcDuration( 20.0 ); Sp_ApplyEffects(FALSE, OBJECT_SELF, 0.0, 1, eLink1, fDuration, eLink2, 3.0); //RWT-OEI 12//29/03 - Added support for the ForceChain FEAT // Will add this bonus to anyone else w/Force Chain for free. if ( GetHasFeat(FEAT_FORCE_CHAIN, OBJECT_SELF) ) { int index = 0; for ( ; index < 3; ++index ) { object oCharacter = GetPartyMemberByIndex(index); if ( oCharacter != OBJECT_SELF && GetHasFeat(FEAT_FORCE_CHAIN, oCharacter) && !Sp_BetterRelatedPowerExists( oCharacter, FORCE_POWER_FORCE_ARMOR)) { Sp_RemoveRelatedPowers( oCharacter, FORCE_POWER_FORCE_ARMOR); eLink1 = EffectACIncrease(6, AC_DODGE_BONUS); eLink1 = EffectLinkEffects(eLink1, EffectSavingThrowIncrease(SAVING_THROW_ALL, 6)); eLink1 = SetEffectIcon(eLink1, 7); eLink2 = EffectVisualEffect(VFX_PRO_FORCE_ARMOR); eLink2 = EffectLinkEffects(eLink2, EffectVisualEffect(VFX_PRO_FORCE_SHIELD)); Sp_ApplyEffects(FALSE, OBJECT_SELF, 0.0, 1, eLink1, fDuration, eLink2, 3.0); } } } } else if( GetSpellAcquired( FORCE_POWER_FORCE_SHIELD ) ) { // Remove any lower level or equal versions of this power. Sp_RemoveRelatedPowers( OBJECT_SELF, FORCE_POWER_FORCE_SHIELD ); eLink1 = EffectACIncrease(4, AC_DODGE_BONUS); eLink1 = EffectLinkEffects(eLink1, EffectSavingThrowIncrease(SAVING_THROW_ALL, 4)); eLink1 = SetEffectIcon(eLink1, 12); eLink2 = EffectVisualEffect(VFX_PRO_FORCE_SHIELD); float fDuration = Sp_CalcDuration( 20.0 ); Sp_ApplyEffects(FALSE, OBJECT_SELF, 0.0, 1, eLink1, fDuration, eLink2, 3.0); //RWT-OEI 12//29/03 - Added support for the ForceChain FEAT // Will add this bonus to anyone else w/Force Chain for free. if ( GetHasFeat(FEAT_FORCE_CHAIN, OBJECT_SELF) ) { int index = 0; for ( ; index < 3; ++index ) { object oCharacter = GetPartyMemberByIndex(index); if ( oCharacter != OBJECT_SELF && GetHasFeat(FEAT_FORCE_CHAIN, oCharacter) && !Sp_BetterRelatedPowerExists( oCharacter, FORCE_POWER_FORCE_SHIELD)) { Sp_RemoveRelatedPowers( oCharacter, FORCE_POWER_FORCE_SHIELD); eLink1 = EffectACIncrease(4, AC_DODGE_BONUS); eLink1 = EffectLinkEffects(eLink1, EffectSavingThrowIncrease(SAVING_THROW_ALL, 4)); eLink1 = SetEffectIcon(eLink1, 12); eLink2 = EffectVisualEffect(VFX_PRO_FORCE_SHIELD); Sp_ApplyEffects(FALSE, OBJECT_SELF, 0.0, 1, eLink1, fDuration, eLink2, 3.0); } } } } else if( GetSpellAcquired( FORCE_POWER_FORCE_AURA ) ) { // Remove any lower level or equal versions of this power. Sp_RemoveRelatedPowers( OBJECT_SELF, FORCE_POWER_FORCE_AURA ); eLink1 = EffectACIncrease(2, AC_DODGE_BONUS); eLink1 = EffectLinkEffects(eLink1, EffectSavingThrowIncrease(SAVING_THROW_ALL, 2)); eLink1 = SetEffectIcon(eLink1, 8); eLink2 = EffectVisualEffect(VFX_PRO_FORCE_AURA); float fDuration = Sp_CalcDuration( 20.0 ); Sp_ApplyEffects(FALSE, OBJECT_SELF, 0.0, 1, eLink1, fDuration, eLink2, 3.0); //RWT-OEI 12//29/03 - Added support for the ForceChain FEAT // Will add this bonus to anyone else w/Force Chain for free. if ( GetHasFeat(FEAT_FORCE_CHAIN, OBJECT_SELF) ) { int index = 0; for ( ; index < 3; ++index ) { object oCharacter = GetPartyMemberByIndex(index); if ( oCharacter != OBJECT_SELF && GetHasFeat(FEAT_FORCE_CHAIN, oCharacter) && !Sp_BetterRelatedPowerExists( oCharacter, FORCE_POWER_FORCE_AURA)) { Sp_RemoveRelatedPowers( oCharacter, FORCE_POWER_FORCE_AURA); eLink1 = EffectACIncrease(2, AC_DODGE_BONUS); eLink1 = EffectLinkEffects(eLink1, EffectSavingThrowIncrease(SAVING_THROW_ALL, 2)); eLink1 = SetEffectIcon(eLink1, 8); eLink2 = EffectVisualEffect(VFX_PRO_FORCE_AURA); Sp_ApplyEffects(FALSE, OBJECT_SELF, 0.0, 1, eLink1, fDuration, eLink2, 3.0); } } } } // Valor if( GetSpellAcquired( FORCE_POWER_MIND_MASTERY ) ) { eLink1 = EffectSavingThrowIncrease(SAVING_THROW_ALL,5); eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_CHARISMA, 5)); eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_CONSTITUTION, 5)); eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_DEXTERITY, 5)); eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_INTELLIGENCE, 5)); eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_STRENGTH, 5)); eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_WISDOM, 5)); eLink1 = EffectLinkEffects(eLink1, EffectImmunity(IMMUNITY_TYPE_POISON)); eLink1 = SetEffectIcon(eLink1, 21); eLink2 = EffectVisualEffect(VFX_IMP_MIND_MASTERY); // Get each creature within 30.0 units. object oCreature = GetFirstObjectInShape(SHAPE_SPHERE, 30.0, GetLocation(OBJECT_SELF), FALSE, OBJECT_TYPE_CREATURE ); while(GetIsObjectValid(oCreature)) { // This power targets party members only. if( GetIsObjectValid(oCreature) && IsObjectPartyMember(oCreature) ) { // Remove any lower level or equal versions of this power. Sp_RemoveRelatedPowers( oCreature, FORCE_POWER_MIND_MASTERY ); // Do not apply the effects of this power if a more powerful // version is already attached to the target. if( !Sp_BetterRelatedPowerExists( oCreature, FORCE_POWER_MIND_MASTERY ) ) { SignalEvent(oCreature, EventSpellCastAt(OBJECT_SELF, GetSpellId(), SWFP_HARMFUL)); float fDuration = Sp_CalcDuration( 20.0 ); Sp_ApplyForcePowerEffects(fDuration, eLink1, oCreature); Sp_ApplyForcePowerEffects(0.0, eLink2, oCreature); } } oCreature = GetNextObjectInShape(SHAPE_SPHERE, 30.0, GetLocation(OBJECT_SELF), FALSE, OBJECT_TYPE_CREATURE ); } } else if( GetSpellAcquired( FORCE_POWER_KNIGHT_MIND ) ) { eLink1 = EffectSavingThrowIncrease(SAVING_THROW_ALL,3); eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_CHARISMA, 3)); eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_CONSTITUTION, 3)); eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_DEXTERITY, 3)); eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_INTELLIGENCE, 3)); eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_STRENGTH, 3)); eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_WISDOM, 3)); eLink1 = EffectLinkEffects(eLink1, EffectImmunity(IMMUNITY_TYPE_POISON)); eLink1 = SetEffectIcon(eLink1, 19); eLink2 = EffectVisualEffect(1033); // Get each creature within 30.0 units. object oCreature = GetFirstObjectInShape(SHAPE_SPHERE, 30.0, GetLocation(OBJECT_SELF), FALSE, OBJECT_TYPE_CREATURE ); while(GetIsObjectValid(oCreature)) { // This power targets party members only. if( GetIsObjectValid(oCreature) && IsObjectPartyMember(oCreature) ) { // Remove any lower level or equal versions of this power. Sp_RemoveRelatedPowers( oCreature, FORCE_POWER_KNIGHT_MIND ); // Do not apply the effects of this power if a more powerful // version is already attached to the target. if( !Sp_BetterRelatedPowerExists( oCreature, FORCE_POWER_KNIGHT_MIND ) ) { SignalEvent(oCreature, EventSpellCastAt(OBJECT_SELF, GetSpellId(), SWFP_HARMFUL)); float fDuration = Sp_CalcDuration( 20.0 ); Sp_ApplyForcePowerEffects(fDuration, eLink1, oCreature); Sp_ApplyForcePowerEffects(0.0, eLink2, oCreature); } } oCreature = GetNextObjectInShape(SHAPE_SPHERE, 30.0, GetLocation(OBJECT_SELF), FALSE, OBJECT_TYPE_CREATURE ); } } else if( GetSpellAcquired( FORCE_POWER_FORCE_MIND ) ) { eLink1 = EffectSavingThrowIncrease(SAVING_THROW_FORT,2); eLink1 = EffectLinkEffects(eLink1, EffectSavingThrowIncrease(SAVING_THROW_REFLEX, 2)); eLink1 = EffectLinkEffects(eLink1, EffectSavingThrowIncrease(SAVING_THROW_WILL, 2)); eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_CHARISMA, 2)); eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_CONSTITUTION, 2)); eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_DEXTERITY, 2)); eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_INTELLIGENCE, 2)); eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_STRENGTH, 2)); eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_WISDOM, 2)); eLink2 = EffectVisualEffect(VFX_IMP_MIND_FORCE); eLink1 = SetEffectIcon(eLink1, 10); // Get each creature within 30.0 units. object oCreature = GetFirstObjectInShape(SHAPE_SPHERE, 30.0, GetLocation(OBJECT_SELF), FALSE, OBJECT_TYPE_CREATURE ); while(GetIsObjectValid(oCreature)) { // This power targets party members only. if( GetIsObjectValid(oCreature) && IsObjectPartyMember(oCreature) ) { // Remove any lower level or equal versions of this power. Sp_RemoveRelatedPowers( oCreature, FORCE_POWER_FORCE_MIND ); // Do not apply the effects of this power if a more powerful // version is already attached to the target. if( !Sp_BetterRelatedPowerExists( oCreature, FORCE_POWER_FORCE_MIND ) ) { SignalEvent(oCreature, EventSpellCastAt(OBJECT_SELF, GetSpellId(), SWFP_HARMFUL)); float fDuration = Sp_CalcDuration( 20.0 ); Sp_ApplyForcePowerEffects(fDuration, eLink1, oCreature); Sp_ApplyForcePowerEffects(0.0, eLink2, oCreature); } } oCreature = GetNextObjectInShape(SHAPE_SPHERE, 30.0, GetLocation(OBJECT_SELF), FALSE, OBJECT_TYPE_CREATURE ); } } } break;
Kainzorus Prime Posted March 18, 2014 Posted March 18, 2014 Are you sure? Pavlos did this request years ago on LF, and all that was modified was k_sp1_generic.ncs file. Sadly the file is no longer available.
Sith Holocron Posted March 18, 2014 Posted March 18, 2014 Are you sure? Pavlos did this request years ago on LF, and all that was modified was k_sp1_generic.ncs file. Sadly the file is no longer available. I know Pavlos hasn't been on LF since 2012 but I decided to request that file from him via PM - just on the off chance he still has it.
Fair Strides Posted March 19, 2014 Posted March 19, 2014 Are you sure? Pavlos did this request years ago on LF, and all that was modified was k_sp1_generic.ncs file. Sadly the file is no longer available. You are right. The only file that needs to be recompiled, after you've moved the k_inc_force.nss to the override folder, is k_sp1_generic.nss. Basically, it's a wrapper script, since it launches a function in k_inc_force called Sp_RunForcePowers, which is a huge switch-case statement that checks the SpellId and then runs the statement until it finds the number, then launches the code that goes with that number...
W4rb1rd Posted March 21, 2014 Posted March 21, 2014 Didn't want to start a new topic so I am writing it here: what is the name of a module where Atton goes for a drink and then fights with two Twi'Lek sis'? I need it for 'warp' cheat. Wanna explore that small cantina.
Malkior Posted March 21, 2014 Posted March 21, 2014 306 NAR, The oddly named "Entertainment Promenade". I have a link to the other module names as well, if you need them. :link
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