stinkymonz Posted March 31, 2004 Share Posted March 31, 2004 Is there a way to extend the time of force powers such as Force Valor or Force Aura (and its upper tiers)? I think I read somewhere you could change the time in spells.2da but I can't use Kotor tool thanks to its .NET Framework requirement... Someone care to do it for me? Link to comment Share on other sites More sharing options...
Darth333 Posted March 31, 2004 Share Posted March 31, 2004 You can download Microsoft .NET Framework for free at: http://download.microsoft.com/download/a/a/c/aac39226-8825-44ce-90e3-bf8203e74006/dotnetfx.exe Link to comment Share on other sites More sharing options...
darth makaan Posted March 31, 2004 Share Posted March 31, 2004 do ya need the kotor tool to edit 2da files? Link to comment Share on other sites More sharing options...
Darth333 Posted March 31, 2004 Share Posted March 31, 2004 Originally posted by darth makaan do ya need the kotor tool to edit 2da files? You can edit 2da files and much more with KT. Link to comment Share on other sites More sharing options...
darth makaan Posted April 1, 2004 Share Posted April 1, 2004 where can i find a program that only edits 2da files? Link to comment Share on other sites More sharing options...
tk102 Posted April 1, 2004 Share Posted April 1, 2004 Not sure why you want to use anything but KotOR Tool -- but HazardX's 2DA Decompiler (see tools/mods sticky) will transform your 2DA's into readable/editable text. The files themselves are still usable by swkotor if placed in the Override directory. But you still need .NET to run his program, so why not just use KotOR Tool? Link to comment Share on other sites More sharing options...
darth makaan Posted April 1, 2004 Share Posted April 1, 2004 yeah i just installed that net 1.1 thing Link to comment Share on other sites More sharing options...
stinkymonz Posted April 1, 2004 Author Share Posted April 1, 2004 Actually, it's because the file is too big. I'm only on 56k. Link to comment Share on other sites More sharing options...
Darth333 Posted April 1, 2004 Share Posted April 1, 2004 That's what I have too. Just need a little patience but you'll see, its not so long. Just find something else to do while its downloading. Link to comment Share on other sites More sharing options...
Prime Posted April 1, 2004 Share Posted April 1, 2004 Originally posted by stinkymonz Actually, it's because the file is too big. I'm only on 56k. Go read a book in the mean time Link to comment Share on other sites More sharing options...
stinkymonz Posted April 2, 2004 Author Share Posted April 2, 2004 No.. you don't undeerstand. It'll take me at least 5 hours and I don't have that kind of time. I also can't leave my computer on at night since the weather right now is very prone to turn into thunderstorms. Link to comment Share on other sites More sharing options...
gameunlimited Posted April 2, 2004 Share Posted April 2, 2004 If I am not wrong, force powers' durations are not dictated by the 2da file. All of them are controlled by the script k_sp1_generic. I haven't rechecked this so I can be wrong, but I am pretty sure the script controls the duration. Link to comment Share on other sites More sharing options...
Darth333 Posted April 2, 2004 Share Posted April 2, 2004 Originally posted by stinkymonz No.. you don't undeerstand. It'll take me at least 5 hours and I don't have that kind of time. Didn't take that long... perhaps an hour or so if I remember. Start downloading before a meal and when you come back it's done. At least try it. Link to comment Share on other sites More sharing options...
stinkymonz Posted April 3, 2004 Author Share Posted April 3, 2004 Fine, I'll just download it while I play Kotor... or Soul Calibur or something. But I'm telling ya, it'll take forever. Link to comment Share on other sites More sharing options...
stinkymonz Posted April 3, 2004 Author Share Posted April 3, 2004 Ok... so it didn't take 5 hours... rather 2 1/2 hours... well anyway. I found the k_sp1_generic.nss... now what to type in? Link to comment Share on other sites More sharing options...
stinkymonz Posted April 7, 2004 Author Share Posted April 7, 2004 Ok... so what should I add to the script to extend it if spells.2da wouldn't change the time it is on? I'm a n00b in the modding dpt. Link to comment Share on other sites More sharing options...
dh-vug Posted April 7, 2004 Share Posted April 7, 2004 What you need to change is actually in k_inc_force.nss, which is compiled with k_inc_debug.nss into k_sp1_generic.ncs. Open up k_inc_force.nss and use Find to scroll down to the force power you want to change. Master Valor, for example. /* MASTER VALOR */ case FORCE_POWER_MIND_MASTERY: { SWFP_HARMFUL = FALSE; SWFP_SHAPE = SHAPE_SPHERE; eLink1 = EffectSavingThrowIncrease(SAVING_THROW_ALL,5); eLink1 = EffectLinkEffects(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); Sp_RemoveBuffSpell(); Sp_ApplyEffects(TRUE, OBJECT_SELF, 30.0, 1000, eLink1, 20.0, eLink2, 0.0); } break; What you need to look at is the line with Sp_ApplyEffects. To change the duration of any buff, count 5 commas, and the number to the right of the last comma will be the duration (in seconds). So, to change Master Valor duration, to, say, 60 seconds, you would change 20.0 to 60.0, like: Sp_ApplyEffects(TRUE, OBJECT_SELF, 30.00, 1000, eLink1, 60.0, eLink2, 0.0); After that, save the file, extract k_inc_debug.nss and k_sp1_generic.nss, put k_inc_force in the same directory as them, compile k_sp1_generic.nss, and put k_sp1_generic.ncs in your Override folder. Hope that helps. Link to comment Share on other sites More sharing options...
stinkymonz Posted April 9, 2004 Author Share Posted April 9, 2004 Thank you! Now I'm making the Force Aura line, the Force Valor line, Energy Resistance line, Force Resistance line, Speed line, and Cure line ( by doubling the vitality point recovery, which was apparently how it was supposed to be, they put notes there to ask some dudes to reduce it by half) 's duration a lot longer. Force Aura, Force Valor and I.E.R are 200 seconds. Energy Resistance is a 100 seconds. Speed is now all 72 seconds. Is there anything else to modify? Hmm... Link to comment Share on other sites More sharing options...
tisienpo Posted April 15, 2004 Share Posted April 15, 2004 i extracted k_sp1_generic.ncs with kotor tool from BIFs < scripts.bif < Script, compiled but what programe do u use to uncompile k_inc_force.nss from it ? Link to comment Share on other sites More sharing options...
tk102 Posted April 15, 2004 Share Posted April 15, 2004 k_inc_force.nss is a source script (not compiled) that can be found in BIFs->Scripts.bif->Scripts,Source->k_inc_force.nss You can extract it, modify it as described, and then compile it using HazardX's script compiler. The resultant .ncs file should then be put in the Override folder. Link to comment Share on other sites More sharing options...
tisienpo Posted April 15, 2004 Share Posted April 15, 2004 ok i got the 3 files in override directory then use hazardx complier bior the first 2 files i get message file is an include filed, ignored...... sigh, i feel so noob Link to comment Share on other sites More sharing options...
tk102 Posted April 15, 2004 Share Posted April 15, 2004 Sorry, I forgot to mention that you will see that message -- the only file that needs recompiling is k_sp1_generic.nss. It will pull in the changes made to k_inc_force.nss. After compiling, just the k_sp1_generic.ncs file will need to stay in the override. Link to comment Share on other sites More sharing options...
tisienpo Posted April 15, 2004 Share Posted April 15, 2004 ok i resume what i do: i extract with kotor tool the 3 files to override directory (i make no modifs yet) k_inc_force.nss 99ko k_inc_debug.nss 4ko k_sp1_generic.nss 1ko i compile the files with NWNNSSCOMP -c override\k_sp1_generic.nss override\k_sp1_generic.ncs pause and get k_sp1_generic.ncs 45ko file in override i run game and lwhen i click jedi power like jedi speed nothing happens..... i tried to compile with NWNNSSCOMP -c Override\* Override\ pause i get 2 files then: k_sp1_generic.ncs 37ko k_sp1_generic.ndb 45ko i run game and jedi powers still bugged without any modifs made....so i guess force power file was not included like it should be sigh Link to comment Share on other sites More sharing options...
tisienpo Posted April 15, 2004 Share Posted April 15, 2004 i needed to add -v1.00 and type NWNNSSCOMP -v1.00 -c Override\* Override\ pause thanks a lot for help Link to comment Share on other sites More sharing options...
Achilles Posted June 3, 2004 Share Posted June 3, 2004 I followed the instruction provided by dh-vug but have run into a couple of problems (that I'm pretty sure were caused by this change): 1) my PC is now invincible. He takes hit points but won't die when VP = 0 2) NPC jedi characters just stand there casting Valor during combat. Seriously, they just keep casting it. Jolee then Bastila, then Jolee, then Bastila, then Jolee...annoying! When their FP are almost depleted they'll start fighting, but in the mean time... I'd be happy to share files with anyone willing to do some troubleshooting, etc. TIA folks! Link to comment Share on other sites More sharing options...
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