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Removing Item Restrictions...?


eidospsogos

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if you study the diferences between the two items other than the missing properties list for malak's saber, you'll notice several things. malak's saber is missing the stolen property. as it is set to 0 and not 1. second you will see that the generic lightsabers are not listed as being identified, since they have a zero in that field, unlike malak's which has a 1. the comment for the generic sabers are their respective colors, while malak's is the title of the wepaon. and finally every lightsaber has a number corresponding to its model variation. besides trying to copy a properties listing, as malak's does not have one, you might try to mess around with the settings on one of the generic sabers as it would make things easier to change small fields like model variation to match malak's saber. see how that goes.

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ALRIGHTYTHEN, I figured out how to make Malak's saber upgradable. You have to open up another items file and change its model variation number to 6 (the number for malak's saber. Now, the downside is, you can only change secondary crystals, not the primary-so you cannot change the color, it has to be red. I reccomend using g1_w_lghtsbr01 or 02 since those are sabers with the heart of the guardian and mantle of the force crystals in them, so therefore no other character uses them and you can have malaks saber (still red) with one of those primary crystals. I suppose to be able to change color, that will take script editing... Hope that helped.

 

EDIT: Also note, youll have to cheat to use the saber "Giveitem g1_w_lghtsbr01" for the heart of the guardian, for example.

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i think stolen will only cause the item to be able to be taken off a corpse. so chances are if you left the item with a stolen value, you could find it on a dark jedi. :) that is the only thing i could think of that that would do.

 

as for the identifier, it would merely be referenced as being malak's saber in your inventory, instead of having a generic lightsaber name.

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I COULD post the malak saber, but I need a place to host it. its only a 4 kb file, any suggestions? Also, as I said, you cannot change the primary crystal and I also have it set up so it doesn't replace the malak saber, it has its own item code because I made it with the heart of the guardian crystal in it-yet the blade is still red, not orange =o(

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I know. And I turned the heart of the guardian into malaks but there has to be a way to change the colour. Its just probably a lot more difficult than anything any of us have done so far. Probably something connected with the way kotor uses models. I think I recall someone saying people can put their kotor mods up on his site. I just forget who. Ask around.

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I am not sure about this, but I think there are one of two possibilites. Bad news is, we probably do not know how to do this yet. Good news is, it is not impossible to do. Either

A) Malak's saber stats are tied to the saber model (which is unlikely because I think the hilt model is the same as a short saber)

or

B) Malak's saber (Length and color) are decided by a script for it, which means we have to edit that to change the color.

 

EDIT: I was wrong with what I said, I meant looking through the items file to see if anything was there about Malak's saber.

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if the length of the blade is decided by a script it would probably be easier to find the variable that contorls the length of his blade and apply it to a normal saber.

 

but with the amount of people complaining about the shortened saber length i wouldn't be surprised if that wasn't included in a future patch.

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okay, i have discovered an extra branch in certain branches of the properties list for items that are upgradable. it simply says UpgradeType= ___ and falls underneath the subtype branch.

 

i have, as of yet, been unable to figure out how this logically references to anything. so i cannot tell you how to make any item upgradable. but if i figure out what defines these upgrade categories and what they reference to, i will let you know.

 

however, i was able to make an upgradable armor, the environmental bastion armor to be specific, into exar kun's armor while keeping the upgradable status of the armor. :) including the correct icon description and all.

 

i did it the backwards way mentioned above. the variables that will need to be changed are these. (make note that we are making these changes in the .uti for the environmental bastion armor)(also make note that this will work best when working with armors that use the same model for their textures, such as armors in the same class)

 

DescIdentified [CExoLocString] = 0

 

it syas zero yes. let it stay zero. BUT when you select it, a side menu will appear that will contain, underneath a tab for CExoLocString, an entry called strref. the strref for this armor is 48169. now if you open the .uti for exar kun's amor, you can look at the strref for it. the strref for exar kun's armor is 5673. so change the strref to 5673.

 

the next variable to change is:

 

LocalizedName [CExoLocString] = 0

 

same procedure. it has a zero, but has strref section. which has the value of 48168. change the value to the localizedname value for exar kun's armor, which is 5672.

 

now the rest of what you change is up to you. i didn't mind replacing the original exar kun's armor as it wasn't too great stat wise but i liked it's appearance. so i changed the Tag, and the TemplateResRef at the very bottom to the item code for exar's armor. so it was changed from g1_a_class6001 to g_a_class6006.

 

the last thins i did was change the TextureVar entry to correspond with the texture for exar kun's armor, so it changed from the orignal value of 8 to 6. then i saved under the item name for exar kun's armor.

 

which i then bought from the holowan emporium, and tested out at the workbench. and it works fine. the only things that annoyed me is that the description for exar's armor did not say special upgradable. but that's so small a thing, i can overlook it. :)

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yeah i saw that. i was trying to figure out how they also related back to the other fields in the branch. you know how the upgrade type manages to relate back to the propertyname, which relates to subtype back to costtable and ends at costvalue.

 

so, i think, and this is only guessing, that the upgradetype value only tells the game to add this ability to the amor once this aprticular upgrade has been placed.

 

but, in that case, what initial value makes an item upgradable?

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okay, who knows what initially makes the thing upgradable.....but i can tell you that if you had any sort of bonus given to an armor, you could simply add the branch UpgradeType =(either 20 or 21, as these are the numbers for the upgrade items for amor) and the ability will now come only when that upgrade item is added.

 

so say you had added a bonus feat to your armor. and i'm going to use the same boring one i listed above as it's easier to cut and paste than to cross reference dozens of files.

 

ChanceAppear [bYTE] = 100

CostTable [bYTE] = 0

CostValue [WORD] = 0

Param1 [bYTE] = 255

Param1Value [bYTE] = 0

PropertyName [WORD] = 9

Subtype [WORD] = 85

 

so, this entry you added to your amror gives you two-handed weapon mastery. so add the following line(below the line for SubType):

 

UpgradeType [bYTE] = 21

 

and now that feat will be gained whenever a mesh underlay is added to the armor.

 

BUT i still do not know if there is some other value that makes an armor upgradable to begin with. if there is and anyone knows it fill us in.

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to be honest, the 20 something branches in the properties list for sabers has pretty much kept me away from them(as the sabers thing didn't really bother me THAT much :)). that and the inability to copy from one .gff to another.

 

fred tetra was planning on adding .gff and .erf support in the next version of his tool, maybe i can hop over and suggest he add the ability to copy from one .gff to another.

 

[EDIT]but as i have not been in a mood to do much more than game edit recently, may give it a shot tonight. if i achieve anything, i'll post tomorrow and if you want me too i'll email it to you.

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okay. you can just about forget the malak's lightsaber thing ever being fully upgradable.

 

first whoever said something about it being malak's lightsaber seems to override any properties list is dead right. no matter what i changed i could not get the thing to be upgradable. even the backwards method of changing the model and renaming the item to reference it to being malak's saber could not get around whatever is keeping malak's lightsaber from being upgradable. as soon as it had the item number for malak's lightsaber, it became non-upgradable.

 

second, i got the texture for malak's lightsaber by substituting the model variation in the file s discussed before. and it was fully upgradable. but as soon as i removed the red crystal and put in another color, it was your average everyday lightsaber again. :)

 

i will see if the other upgrade crystals cause screwups.

 

[EDIT] okay so you can upgrade it and will look like malak's sbaer as long as you do NOT EVER remove the RED crystal. that seems to be about as as good as i can get. there should be no reason that after everything i added to the d@mn thing that it would not work. but i guess i will have to lean towards whoever stated that there must be something governing malak's saber other than the item file in templates. because what i did was open the file for g_a_lghtsbr02....then edited the values for the item reference and model variation, as well as changing any other value that would make it's malak's lightsaber and thus eliminating the chance of making an error while typing or copying from one properties list to another. and then saved the new file as g_a_lghtsbr06. that didn't work. so then i left the item reference and the model and the properties list as is, and changed all the references to malak's lightsaber back to the original values. so essentially all it was was lghtsbr02 with the model change and the item reference changed to 06 instead of 02. and it still remained non-upgradable. so the next step, was merely to change the item reference back to 02 from 06. and as soon as i did that, the saber is now upgradable and will remain looking like malak's saber as long as the RED crystal is NOT replaced/removed. so this leads to the conclusion something screwy is going on with malak's saber.

 

so were i you, i'd worry about something less troubling. after all a saber hilt takes up less than half an inch of your screen. you hardly ever see them well enough for it to be a big deal anyway. :)

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Alrighty guys, I'm gonna try something, but since you all are gods at this compared to me, I'm gonna ask you first.

Is the following possible:

Modify a droid sensor so it gives Lightsaber proficiency and that force jump thingy (forgot the name)?

 

I just wanna see HK-47 charge into battle wielding a lightsaber...

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The lightsaber proficiency is possible.. not sure about force jump. Never even looked to see if you can add powers/spells to items or not.

 

But it'd be far easier to give combat droids a freebie feat in lightsaber proficiency by simply editing the feats.2da file, finding the row for lightsaber proficiency, and then changing the colum for dcr_list to 3 and dcr_granted to x where x is the level they get it at.

 

Those MIGHT be drc_whatever instead of dcr.. not looking at the file right now, but it's not hard to figure out.

 

Now.. to actually give the droid the force jump power is a lot trickier. You'd have to set that class to spellcaster, give them force dice, then edit the powergain.2da (or something like that) and make a powers progression colum for the droids, and a whack of other stuff. I think it's possible, but I never even bothered trying since it's an awful lot of work for something that (to me) is sorta silly. Droids using the force would just iritate me lol. I still find it bad enough they bother to give them light/dark side ratings.. but eh :)

 

-Kitty

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Originally posted by eidospsogos

what exactly are you referring to? there has not been a problem posed in the thread that has not had some solution or another.

 

I mean the fact that Malak's Saber's property list is completely blank, yet it still obviously has properties.

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but, no it doesn't have properties really. the properties list for a lightsaber is a list of crystals one can use in it to give certain effects. without this list, the item still retains the stats from baseitems.2da. but the item is not upgradable as it has no properties list.

 

but as said above, even when a properties list is present something somewhere esle is forcing the item to be non-upgradable.

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