DeathScepter 46 Posted January 11, 2022 I have this idea of a mod I want to try out. Mod idea: Using the Empty Feats within Kotor 1 and tying them to hides for the Player Characters can use. I am planning on using the Baseitem.2da file by adding lines. I am planning on using on using One of the Ebon Hawk's computers consoles allows to Player Character to learn and trade out Hides out. Jedi Specializations will get at least 3 lines that Player Character learn and switch out from. Sith Specialization will get their 3 lines as well. And there will be other 3 Hides to switch out from. Scripting is not my strong suit. I know with NPCs that there are 4 boxes where the hides often are kept. For Example, Canderous, Juhani and Hk-47 have hides for their respective abilities and there are 3 boxes above that box. One of my ideas is that Player thru their travels, can learn various specialization. For example, A Jedi Counslar PC might want to become a Jedi Battlemaster type of Jedi Master. So they can go to One of the Ebon Hawk's computers and go thru the Dialogue to do that. 1) so how would i add Hides in those areas for the Player Character while on the Ebon Hawk? Quote Share this post Link to post Share on other sites
DeathScepter 46 Posted January 11, 2022 well should I try it to make this clearer in order for me to get some help? Quote Share this post Link to post Share on other sites
Masamune753 38 Posted January 11, 2022 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. 1 Quote Share this post Link to post Share on other sites
DeathScepter 46 Posted January 12, 2022 thank you very much. Quote Share this post Link to post Share on other sites
ebmar 893 Posted January 12, 2022 4 hours ago, Masamune753 said: You can make new feats by manipulating the .2da files, but they won't do anything. 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. 1 Quote Share this post Link to post Share on other sites
Masamune753 38 Posted January 12, 2022 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. 1 Quote Share this post Link to post Share on other sites
DeathScepter 46 Posted January 15, 2022 I might pull a Borderlands 2 route and develop class mods in a similar vein. Instead of tying to classes but to feats. I have another mod idea that I mention on this Site involving of renaming Jedi Sentinel to Jedi Shadow and buffing the class Quote Share this post Link to post Share on other sites
DeathScepter 46 Posted January 21, 2022 On 1/11/2022 at 9:46 PM, 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. I am looking into Repair Scripts into Hk-47''s Repair Side quest and I do think I use them as a base for my ideas. Quote Share this post Link to post Share on other sites
TamerBill 135 Posted January 22, 2022 On 1/11/2022 at 11:54 PM, Masamune753 said: 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). Well, you're half-right but I assure you there's more use-cases than that On 1/11/2022 at 2:23 AM, DeathScepter said: Mod idea: Using the Empty Feats within Kotor 1 and tying them to hides for the Player Characters can use. I am planning on using the Baseitem.2da file by adding lines. I am planning on using on using One of the Ebon Hawk's computers consoles allows to Player Character to learn and trade out Hides out. The problem with this is that in K1 you can't add feats through scripts. They added that functionality in TSL. So you can have a computer console swap out hides for the player to give them different bonuses, but it can't be framed as a feat. Consider using a key item or journal entry instead to track which specialisation is active. On 1/11/2022 at 2:23 AM, DeathScepter said: I know with NPCs that there are 4 boxes where the hides often are kept. For Example, Canderous, Juhani and Hk-47 have hides for their respective abilities and there are 3 boxes above that box. The other three boxes are for natural weapons. Claws and bites and such for monsters. 1 1 Quote Share this post Link to post Share on other sites
DeathScepter 46 Posted January 22, 2022 thank you for Information. My question, Can the Natural Weapon be used in this? For example, having a Player wanting to roleplay as a Sith Sorcerer and a Sith Juggernaut and can natural weapon used in this regard. or if it is a pipe dream, more of a focus builds would be viable. I am going to re check and Reference Hk-47''s Repair Skills Check Node. Now I am working if it is possible to use Check If Character has a Feat function is a viable idea and if viable to use that as a way to let the player know if they can "have" Specialization and Also if possible an alignment check as well. Quote Share this post Link to post Share on other sites
TamerBill 135 Posted January 23, 2022 42 minutes ago, DeathScepter said: thank you for Information. My question, Can the Natural Weapon be used in this? For example, having a Player wanting to roleplay as a Sith Sorcerer and a Sith Juggernaut and can natural weapon used in this regard. or if it is a pipe dream, more of a focus builds would be viable. I had to check this but it turns out yes, you can put bonuses on them and it'll work the same as hides. 1 Quote Share this post Link to post Share on other sites
DeathScepter 46 Posted January 23, 2022 40 minutes ago, TamerBill said: I had to check this but it turns out yes, you can put bonuses on them and it'll work the same as hides. good because I want a good mod for replay-ablitity that lays the foundation for future mods I have in mind. Quote Share this post Link to post Share on other sites
DeathScepter 46 Posted January 29, 2022 right now, I am working on it while giving other their own specialization. There will be new classes as well. For the Ebon Hawk crew and Various Enemy NPCs. If Possible to added hides to various Enemy NPCs. I will go into detail if curious. Quote Share this post Link to post Share on other sites