asssscat Posted May 6, 2004 Share Posted May 6, 2004 Hello! KOTOR's been a wonderful game, though I wish it allowed for just as much custom content as NWN. I've always felt, though, that on the highest difficulty level, towards the end of the game it basically forces you to use a light sabre. I've always hated that the supposed "repeater rifles" fired only one shot which actually damages the enemy per turn, and that the best pistol-blaster in the game can be found very early, not giving you a whole lot to hope for as time goes on. What I'd like to do with my mod is make firearms all-around more viable combat options in KOTOR. I'm prepared to do my own work on this, but because I really won't have much time for it, and what with KOTOR2 coming out so soon, I don't think I'll do much more than "power up" the guns unless someone else wants to tackle a good portion of the rest of the plan. But as for the rest, here it is: Add another super-gun quest later in the game, this time for a heavy repeater rifle. Add a force power lineage specifically for firearm accuracy and/or speed (which are essentially the same thing if you consider it mathematically -- someone can either have more OF a chance to hit, or more chances TO hit; whichever one is easier to edit) Addition of upgrade components and two or three new guns -- no real alteration of existing guns or upgrade components. It would be preferable to add a high-end to the firearms category to balance things at the end of the game -- changing earlier guns will just unbalance the first half. Addition of these new guns and components to specific shops and new quests through new dialogue. I do want to put firearms on an equal footing with the lightsabre, but ONLY in the case where the PC has his/her feats and forces absolutely maxed in that direction, PLUS one has the best gun with the best upgrade components. And the harder they are to get the better. I know there a number of tutorials out, and I've looked over several, but what it comes down to is I'm just not sure what would be the best way to edit this in. If anybody with more experience could just inform of what will be the "path of least resistance", and point me towards the appropriate tutorials, that would basically do it for me. I don't plan on editing any graphics or sounds as I have no experience in that area. Thanks! Link to comment Share on other sites More sharing options...
asssscat Posted May 6, 2004 Author Share Posted May 6, 2004 Well, at the very least, what would I need to alter to make repeaters actually repeat? That is, shoot several damaging shots per turn? Link to comment Share on other sites More sharing options...
Amf12345 Posted May 6, 2004 Share Posted May 6, 2004 I hope you realize how much work that is. It is possible though. Link to comment Share on other sites More sharing options...
asssscat Posted May 6, 2004 Author Share Posted May 6, 2004 I'm altering a blaster, seeing where I can get with it. If I can make something acceptable then I'll keep going until I have to give up. I'm now running into trouble that I want to tweak the damage values (I can set it to 2d6, but in gameplay it doesn't seem to amount to more than 5 -- ever). I also have no idea how to set my gun to bypass all defensive barriers/forces (shields, deflects, etc), or how to customize the sound, tracer, and visual effects of shooting (I don't want default red-blast, blast-zoom, etc). Once those are taken care of, it will be a matter of dropping it into the stuck-in-a-box-from-another-dimension scenario, adding dialogue options relating to this, etc. The latter section -- placing it -- I think there are already some tutorials for. But I can't find anything relating to the properties of the weapon which I want to set. Here are the properties for my gun now: -1 [TopLevelStruct] = Type:UTI Ver:V3.2 AddCost [DWORD] = 0 BaseItem [iNT] = 12 Charges [bYTE] = 0 Comment [CExoString] = Cost [DWORD] = 0 DescIdentified [CExoLocString] = 1 strings Description [CExoLocString] = 0 strings Identified [bYTE] = 0 LocalizedName [CExoLocString] = 1 strings ModelVariation [bYTE] = 1 PaletteID [bYTE] = 8 Plot [bYTE] = 0 PropertiesList = ... 0 [user-defined Struct: 0] = ... ChanceAppear [bYTE] = 100 CostTable [bYTE] = 22 CostValue [WORD] = 10 Param1 [bYTE] = 0 Param1Value [bYTE] = 0 PropertyName [WORD] = 18 Subtype [WORD] = 3 1 [user-defined Struct: 0] = ... ChanceAppear [bYTE] = 100 CostTable [bYTE] = 14 CostValue [WORD] = 2 Param1 [bYTE] = 0 Param1Value [bYTE] = 0 PropertyName [WORD] = 42 Subtype [WORD] = 1 2 [user-defined Struct: 0] = ... ChanceAppear [bYTE] = 100 CostTable [bYTE] = 0 CostValue [WORD] = 0 Param1 [bYTE] = 0 Param1Value [bYTE] = 0 PropertyName [WORD] = 0 Subtype [WORD] = 0 StackSize [WORD] = 1 Stolen [bYTE] = 0 Tag [CExoString] = G_W_BLSTRPSTL020 TemplateResRef [CResRef] = g_w_blstrpstl020 Link to comment Share on other sites More sharing options...
Amf12345 Posted May 6, 2004 Share Posted May 6, 2004 I had the same problem with the 2d6 thing. I ended up just setting the value past 5. For example set the value for 10 and it will deal 10 damage. I don't know for sure, but there might be a roof that you can't go beyond, ie 100. Link to comment Share on other sites More sharing options...
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