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How do you in crease weapon damage ?


DKPunkSurfer

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Useing kotor tool you can extract the Template Malaks lightsaber.

this how BIFs->templates->g_w_lghtsbr06.uti.(note to view the uti you must have Roboius GFF Editor in the same folder as Kotor tool) go herefor all the Tools and Mods

you can extract g_w_lghtsbr06.uti with kotor tool or you can double click the file to view it in the GFF editor.

 

OK so you want to boost the attack damage of malaks saber look down list until you find the line PropertiesList. Select PropertiesList, right click and add[user-defined struct] now select highlite [user-defined struct] right click and add these nodes

 

ChanceAppear [bYTE] =100

CostTable [bYTE] =0

CostValue [WORD] =0

Param1 [bYTE] =0

Param1Value [bYTE] =0

PropertyName [WORD] =0

Subtype [WORD] =0

 

now once thats done select 0 [user-defined struct:0]hit ctrl+C to copy then select PropertiesList again and hit ctrl+V to paste as many [user-defined struct:0] as you may need to leran what each node is for read the Item Format

document from bioware pay paticular attention to section 2.1.3 and 4.3 - 4.4.2 keep this doc open for refferance.

 

Use kotor tool for these next steps.

Ok now to adjust the attack damage for Malaks saber. Useing kotor tool find itempropdef.2da @ BIFs->2da.bif-> itempropdef.2da double click the file to open.

 

Here is a list of KotOR's item properties what you see is

 

(row label)=row# (name [xxx#])=the name as it is found in the dialog.tlk (lable)=property name (subtyperesref)=additional 2da that the property is related to *ie list (cost)=im not certain what this does :confused: (costtableresref)=value in iprp_costtable.2da

 

ok so now you should have the following files open

g_w_lghtsbr06.uti

itempropdef.2da

and you should have atleast one subtree under PropertiesList in g_w_lghtsbr06.uti

 

So lets give malaks Saber more power first select property 11 and to the right we see that property is Damage and to the right of that is IPRP_DAMAGE TYPE and to the right of that under (costtableresref) is the # 4 now lets start.

 

1. ok now go down to the sub tree you made in malaks saber.Select the node PropertyName on your right there will be a box with the number 0 chang that to 11.

now on your subtree it will read

PropertyName [WORD] =11

 

now open IPRP_DAMAGE TYPE.2da and select 12 which is Energy now back to the uti on the node Subtype and chage the value to 12

now on your subtree it will read

 

PropertyName [WORD] =11

Subtype [WORD] =12

 

now that subtree is a property which would read ingame as Damage energy(there is no chage to the saber yet)

 

now go back to itempropdef.2da and highlite 11 again,look to the right and under (costtableresref) you see the value is 4,again back to the subtree you created and select node CostTable and change the value to 4.like this

 

CostTable [bYTE] =4

 

now open iprp_costtable.2da and select row 4 which we see is IPRP_DAMAGECOST now open IPRP_DAMAGECOST.2da. here you will see a list from 0-10 each represents the amount of damage you can add. so lets give the Saber 2d6 damage which is 10

again back to the subtree you created and select node CostValue

and change that to 10.like this

CostValue [WORD] =10

so now you should have a subtree that looks like this

 

ChanceAppear [bYTE] =100

CostTable [bYTE] =4

CostValue [WORD] =10

Param1 [bYTE] =0

Param1Value [bYTE] =0

PropertyName [WORD] =11

Subtype [WORD] =12

 

now save as g_w_lghtsbr06.uti .Done now place the file in your override folder defualt

C:\Program Files\LucasArts\SWKotOR\Override

 

to access the saber ingame you do it the same way as normal in consol "giveitem g_w_lghtsbr06" without the quotes

 

now when you select malaks saber it will have an energy damage of 4-28. you can reapeat this proccess to add more energy damage or pritty much anything you want that is in the itempropdef.2da .

 

here is the sample file i made with this little tutorial

malaks saber

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Originally posted by DKPunkSurfer

T7 you know how to make it up gradeadble right? so can tell me what file to look in thanks

 

You need to make a crystal and change the modelvarient in the saber's uti to mach the number of the crystal. so if your is g_w_lghtsbr06 then you change the modelvarient to 6.it would be a good idea to change the number of the saber though, to say g_w_lghtsbr08 then change the number of the saber crystal g_w_sbrcrstl08.

 

after that you need to add a new entry in upcrystals.2da to match your saber crystal and saber. it is pritty straight forward when you see it.

 

you need to be carefull when editing the saber uti because you can inadvertantly nuke it makeing it impossible to upgrade.if that happends you will have to start over unless you make back ups as you go.

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Originally posted by DKPunkSurfer

how do u do this ps

sorry for all the qestions

 

don't worry about asking questions how else are you to learn if you don't ask em. This is a friendly forum and most here will help if they can.

 

I outlined how to change the color in that thread with my somewhat confuseing Lightsaber faq

 

basicly what your looking for is w_lsbrexxxxXX where xxxx is the color and XX is the number the texture are useually around these numbers. This is the places for the MotF model

 

00004470=w_lsabreturq01 change to w_lsabreturq02

00006670=w_lsabreturq01 change to w_lsabreturq02

00008880=w_lsabreturq01 change to w_lsabreturq02

0000aa80=w_lsabreturq01 change to w_lsabreturq02

 

you can change the name, but don't go out of the number of spaces of the original field.(just to be safe)

 

so what we learned from the model data is that it knows what texture to put show for the model.

You could probly put any texture to replace the Lightsaber texture,but I think it would have to be the same dimensions, i don't know if that is true or not as i have yet to try a completly different texture.

 

anyway I leave it at that.

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Originally posted by DKPunkSurfer

......:eek: what??. how did u get the color for the sith strength or gaurian of the light?

 

I edited the original lightsaber textures until I had them to state i liked. then i edited the saber models to point to my textures. :)

 

With the help of juleswindu we discovered how to make it work.

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  • 4 months later...
Originally posted by SuperNewbie

Question!

 

Damage, right I got it from reading your great post!

 

But umm....how do you do critical range? :eek:

 

Open up baseitems.2da with Kotor Tool and scroll over to the cells critthreat and crithitmult and you can change them there.

You can also change all of the games items base damages in this file as well. By altering the numdice and dietoroll cells.

 

critthreat alters the number required to generate a critical hit.

values; I believe a 1 means on 20 only, 2 on 19-20, 3 means a crit on a 17-20 and so on, I have not used above a 3 myself.

 

crithitmult is the multiplier applied to the damage rolled.

values; this is simply the multiplier on the critical damage roll, I haven't used above a 3 here either but it should be possible for even a 4 or 5.

 

When you are done save baseitems.2da to your override folder and you should be done.

 

I hope this helps!

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Sorry for sounding stupid, but did the instructions just posted by superman up there go for all items or can it be specific items? Like not in-game items, I mean override items and such. Like say, a custom item, can you modify it's critical range/multiplier and ONLY it's? Thanks in advance/before! Gtg sleep ZzZz

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Originally posted by SuperNewbie

Sorry for sounding stupid, but did the instructions just posted by superman up there go for all items or can it be specific items? Like not in-game items, I mean override items and such. Like say, a custom item, can you modify it's critical range/multiplier and ONLY it's? Thanks in advance/before! Gtg sleep ZzZz

 

:mad: Superman Huh? :mad:

 

Yes that effects all items in the game.

 

The only thing that you can add to a specific item in its .uti file to affect criticals is the Keen property, similar to the way T7 explains to add damage above. When added in the items .uti it should look like this;

 

ChanceAppear [bYTE] =100

CostTable [bYTE] =1

CostValue [WORD] =0

Param1 [bYTE] =255

Param1Value [bYTE] =0

PropertyName [WORD] =28

Subtype [WORD] =0

 

Keen increases the threat range by one catagory and Keen only seems to work once.

 

If you want more of a critical multiplyer you will have to edit baseitems.2da and alter all of the games items of the same type as I instructed above.

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Originally posted by RedHawke

Keen increases the threat range by one catagory and Keen only seems to work once.

 

If you want more of a critical multiplyer you will have to edit baseitems.2da and alter all of the games items of the same type as I instructed above.

 

Actually, you can have multiple nodes and it will increase the critical threat range. In other words, just enter this...

 

ChanceAppear [bYTE] =100

CostTable [bYTE] =1

CostValue [WORD] =0

Param1 [bYTE] =255

Param1Value [bYTE] =0

PropertyName [WORD] =28

Subtype [WORD] =0

 

...multiple times.

 

You do not have to edit baseitems.2da to make the change. Remember: if you edit baseitems, you modify the critical threat range for all instances of that particular weapon, even those used by your enemies.

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