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Extending force power time?


stinkymonz

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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?

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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?

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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.

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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.

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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...

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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.

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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.

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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

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  • 1 month later...

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!

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