Guest haviik

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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.

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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.

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thank you guys especially to milestails and Sith Holocron, you are amazing dudes ;)

and thank you againg for wasting your time on helping me =))))

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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.

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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.

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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..

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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

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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?

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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.

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@ 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;

 

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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.

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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...

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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.

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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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