DKPunkSurfer Posted February 11, 2004 Share Posted February 11, 2004 Ok i wnt to try and in crese malaks lightsbr damage gut i dont know what file i use to do that can someone please tell me how if it is posible thanks Link to comment Share on other sites More sharing options...
gameunlimited Posted February 11, 2004 Share Posted February 11, 2004 if it is possible, i believe it should be the uti file under template. if im not wrong, the name of the file is "g_w_lghtsbr06.uti". Link to comment Share on other sites More sharing options...
T7nowhere Posted February 11, 2004 Share Posted February 11, 2004 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 (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 Link to comment Share on other sites More sharing options...
DKPunkSurfer Posted February 11, 2004 Author Share Posted February 11, 2004 Thanks for all that but im sorry to tell you but the link doesnt work...or is it my computer... Link to comment Share on other sites More sharing options...
T7nowhere Posted February 11, 2004 Share Posted February 11, 2004 here are a couple of usefull posts to read related to this same thing http://www.lucasforums.com/showthread.php?s=&threadid=121845&highlight=exar+kuns+armor and Here edit: it must be you it worked for me,but if you pm me your email i will send you the file Link to comment Share on other sites More sharing options...
Criminal Posted February 11, 2004 Share Posted February 11, 2004 this is why that whoever relased a program that edits light saber stats/discription with a user friendly interference would be a GOD Link to comment Share on other sites More sharing options...
DKPunkSurfer Posted February 11, 2004 Author Share Posted February 11, 2004 T7 you know how to make it up gradeadble right? so can tell me what file to look in thanks Link to comment Share on other sites More sharing options...
T7nowhere Posted February 11, 2004 Share Posted February 11, 2004 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. Link to comment Share on other sites More sharing options...
DKPunkSurfer Posted February 11, 2004 Author Share Posted February 11, 2004 do you know where to get a hex editor so i can change the light sabers color? Link to comment Share on other sites More sharing options...
gameunlimited Posted February 11, 2004 Share Posted February 11, 2004 go to http://www.download.com and search for hex editor. shuld be quite easy to find one Link to comment Share on other sites More sharing options...
DKPunkSurfer Posted February 11, 2004 Author Share Posted February 11, 2004 how do u do this ps sorry for all the qestions Link to comment Share on other sites More sharing options...
T7nowhere Posted February 11, 2004 Share Posted February 11, 2004 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. Link to comment Share on other sites More sharing options...
DKPunkSurfer Posted February 11, 2004 Author Share Posted February 11, 2004 ...... what??. how did u get the color for the sith strength or gaurian of the light? Link to comment Share on other sites More sharing options...
T7nowhere Posted February 11, 2004 Share Posted February 11, 2004 Originally posted by DKPunkSurfer ...... 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. Link to comment Share on other sites More sharing options...
DKPunkSurfer Posted February 11, 2004 Author Share Posted February 11, 2004 so i guss it really hard? Link to comment Share on other sites More sharing options...
T7nowhere Posted February 11, 2004 Share Posted February 11, 2004 not really it's just really time consuming until you know how to do it. Link to comment Share on other sites More sharing options...
SuperNewbie Posted June 14, 2004 Share Posted June 14, 2004 Question! Damage, right I got it from reading your great post! But umm....how do you do critical range? Link to comment Share on other sites More sharing options...
RedHawke Posted June 14, 2004 Share Posted June 14, 2004 Originally posted by SuperNewbie Question! Damage, right I got it from reading your great post! But umm....how do you do critical range? 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! Link to comment Share on other sites More sharing options...
Colma Adawin Posted June 14, 2004 Share Posted June 14, 2004 Thats what i like to see everyone helping eachother, im proud to be in Holowan Forum. MattCole Link to comment Share on other sites More sharing options...
SuperNewbie Posted June 14, 2004 Share Posted June 14, 2004 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 Link to comment Share on other sites More sharing options...
RedHawke Posted June 14, 2004 Share Posted June 14, 2004 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 Superman Huh? 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. Link to comment Share on other sites More sharing options...
SuperNewbie Posted June 14, 2004 Share Posted June 14, 2004 Actually it was a compliment but I apologize if it didn't come across that way! Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted June 17, 2004 Share Posted June 17, 2004 Can I BOOST it's attributes in the Kotor Tool or it's better not? Link to comment Share on other sites More sharing options...
Achilles Posted June 18, 2004 Share Posted June 18, 2004 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. Link to comment Share on other sites More sharing options...
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