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Halowan changes up too much of the game for my tastes. I'm just looking for the extra playable characters. But I am aware half of these guys are in Halowan. So maybe someone could just extract the necessary files from Halowan that I would need to make those characters playable and then add the others that aren't featured and combine them, that would be great!

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you could do it, create a new folder in your C/ drive and MAKE SURE you extract the files (plug-in) into this folder and then shift through the files (i'd ask T7nowhere for the names of the head files) and then take them out and put them in your override folder.

:)

 

MattCole

 

if you do this DO NOT release it as a mod WITHOUT T7NOWHERES PERMISSION!!

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Thanks I'll try that. Head files would be in .tga format correct?

 

Any chance you know where to find head files for bith, ithorian and rodian?

 

Would I need to worry about appearance.2da and portrait.2da? I'm not sure if those are necessary for adding playable chars or not...

 

Again thanks for pointing me in right direction.

 

P.S. I won't take any credit for other people's work. I just want to add as much replay into this game to hold me over until Sith Lords comes out!

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I'm sorry if this has been requested earlier, but I just don't have the power to look through all those pages. Here are my two requests:

 

1) A mod to unlock all the party npc dialogue, without the level requirements. Something similiar to the romance mod. It would be helpful for those who level they're characters to level 20 instantely, and could fix juhanis dialogues.

 

2) There is (supposedly) a cap, that doesn't allow you to boost your stats with powers/items/stims to the level it could be.

 

THX IN ADVANCE!!!

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Originally posted by Phelan Loe

Could someone make a equipable Bendek Starkillers Armor without replacing the Mandalorian Assualt Armor?

 

Thanks in advance.

 

do you mean the YELLOW Mandolorian Armour?

 

and if you dont mind me asking, Why do you want that?

 

MattCole

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Originally posted by Jackel

hope that helps a little

 

(I hope replying here isn't considered spaming)

 

Thanks, Jackel. That helps with one out of three, at least.

 

As for the robes using armour rating instead of defence bonus, it occurs to me that this may block the use of force powers, depending on how the game checks for this. If anyone is working on this, then it may be wise to modify a single robe, then test it, before going on to the others.

 

And yes, Zgred_2, there is a cap. It's higher on some stats than others, and it caused bioware so much trouble when they tried to remove it that they abandoned the effort, IIRC.

 

That's why I was asking about modifying the robes - to avoid the stacking limit on defence, and render Force Armor semi-useful in the late game. As it stands, once you get a decent robe, Force Armor is greatly diluted in its effect.

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Just wondering if these have been done. I mean like the ones the people in the academy on korriban use... I think it would be cool to put them in the footlocker in your room on the academy instead of a Dark Jedi Knight robe...

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I've put much thought into what I'd like to see added to this game. Anyone who pulls this request off earns my deepest respect! ;)

 

I'm not sure if some of this can be done so bare w/ me.

 

1. Replace Naga Sadow's blade to be 1 normal size red lightsaber with the following stats.

Damage Bonus +5-10

Attack Mod + 4

Critical Theat x2

Non-upgradable

Found in same location as Naga's poison blade (replaces original)

 

 

2. Replace Ajunta Pall's double-edged sword with a red double bladed lightsaber w/ the following stats.

Damage Bonus +5-10

Attack Mod +2

On Hit Stun 25%

Non Upgrade

Found in same location as Pall's double edged blade.(replaces orginal)

 

3. Modify the shop inventory on the base above Yavin to include the following items.

 

A). Exar Kun's Lightsaber

Blue Double-Bladed lightsaber

Damage Bonus +6

Attack Mod +6

+2-12 Critical Damage

x2 Critical Threat Range

Non-upgrade

Price - 9000 Credits

 

 

B). Nomi Sunrider's Lightsaber

Single 'normal size' Green Blade

Damage Bonus +3-10

Attack Mod +3

Vs. Darkside +1-8

Price 4000 Credits

Non upgrade

 

 

C). Ulic Qel-Droma's Lightsaber

Single 'normal size' Green Blade

Damage Bonus +4-11

Attack Mod +4

Vs. Dark Side +1-8

Price 6500 Credits

Non upgrade

 

 

D). Blade of Windu

Double-bladed Purple

Damage Bonus +2-12

Attack +4

Critical threat x2

On Hit Stun 25%

Price 7500 Credits

 

4. In the Krayt Dragon cave on Tattooine place the following items somewhere inside.

 

A). Blade of Skywalker

short size Single Yellow Blade (to be used in off hand)

Damage Bonus +4-11

Attack +6

On Hit Stun 25%

Non upgrade

 

*None of these should be restricted by light/darkside use. Anyone can equip them.

 

Well I think that would do it. Hopefully all that is possible, but even more, I hope someone could take the time to mod all this and put it into a "pack" for me (and anyone else who would enjoy this).

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I don't know anything about modding, so I was wondering if someone could answer this for me. How difficult would it be to change the default handedness in the game? I personally would like to be able to have my character be left-handed, and I was wondering if someone could either design a mod for this or give me some instructions for doing it myself (giving that they're not too technical of instructions :)). Thanks!

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@ Luke Jivewalker

 

What you have there is one HUGE request, I mean I just finished a huge lightsaber pack already and I'm ont sure if I want to undertake something as big as that. You have 7 custom sabers right there and that is a lot, none of them area upgradeable which makes it easier because you wont need an upcrystals.2da file, also there are no cxustom colors or custom hilts so I guess it is pretty much just a seven .uti files and some placement files but it is still a lot of work.

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I tried to keep my request pretty basic because I know how busy a lot of modders are on these forums.

 

I appreciate any work you might be able to do on this when you have the time.

 

I think between this mod and that new lightsaber pack you just released I'll be set until kotor 2:D

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Luke Jivewalker :

 

The lightsabers you are requesting are not complicated to do: it's only a matter of editing the .uti file. I'm sure you could do it.

 

Get Kotor tool, microsoft .NET and a GFF editor.

See this thread to get started:Guide for the Newbie

 

Extract the .uti files for the lightsabers with KT in BIFs --> Templaes -->BLueprint item and then edit the propertieswith GFF editor. See these tutorials:

http://www.lucasforums.com/showthread.php?s=&threadid=122916

http://www.lucasforums.com/showthread.php?s=&threadid=130491

 

For complete documentation concerning the .uti format, see: http://nwn.bioware.com/developers/Bioware_Aurora_Item_Format.pdf

 

Once this is done, the only thing that will remain will be to plant them in the game. Looking at where you want to plant the items, it looks like simple .utp and .utm editing with gff editor as well. It's nothing complicated, just time consuming.

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I was Hoping that maybe you guys (and gals!) might be able to make a Emperor's Bodygaurd Mod.--> :guard: <--

 

(If you need more art insite, watch some of the original movies) It could just have the stats of a Master Robe. Hopefully it won't have force power or side restrictions. You could also modify the cheiftian's Gaffi Stick to something that would look good for this. Thanx Alot either way.

 

Malonimcomin AKA Worship_Desann AKA LordRevanHimself

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@ Luke Jivewalker

 

Darth333 has a very valid point, since your sabers have no custom colors or hilts they are just simple .uti editing jobs which is probably the easiest thing in modding to do, and a great way to start learning how to mod :), but if you really really don't want to take the jump into modding I suppose I could do your sabers for you, but please at least try first, because if I do it you wont get them for probably at least 3 weeks because I am very busy with all sorts of stuff.

 

@ EnderWiggin

 

Next time instead of making another post to tell us that someone has decided to do your mod or if any of your questions have been answered please just edit your original post instead of making a new one, it just keeps things cleaner, thanks. :D

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Thanks guys I'll take a crack at it and see how far I can get.

 

I'm sure at some point I'm going to get stuck though as it's my first time modding this game. Maverick, I'll pass the torch over to you when that happens;) . I'll try and take some of the load off for you though.

 

I'll send you a PM with any updates/problems I might have.

 

I appreciate everyone's assistance.

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Well if you encounter a problem please ask how to fix it instead of giving up the project to me....lol I'd much rather just tell you how to fix it then have to fix it myself... lol, *whisper* plus I've got some other mods in the works;)

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Maybe this is asking too much I don't know. I can handle all the editing of values in the .uti files, its just real hard figuring out what values to put inside all the nodes...:)

 

Would anyone be able to supply me with the values I would need to edit inside nodes 001, 002, 003 etc. (node 29 is always the same right?)

 

Like supply values needed for each of the lightsaber's attributes. For instance on Naga Sadow's blade I would like a damage bonus +5-10, attack mod 4, critical threat range x2. I believe after the damage bonus is applied to the default 2-16 range, it becomes 7-21 (3d5). However I could not find a 3d5 value in the .2da file dealing w/ this...

 

Maybe a more experienced person knows off the top of their head what values I need to put inside nodes 001,002,003, etc, for each of the 7 blades I want and I can just plug them into the .uti file manually using Kt.

 

I hope thats not asking too much! :p

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^^^^^

Nodes?

 

Luke Jivewalker do you have the latest version of KT? If not then get it.

 

If you did, the native .uti editor makes making new items a breeze. And no need to look at .2da files, for a beginner that is the only way to go. You can edit the item tags, its properties, even the name and description then just save to override, simple.

 

As far as your question goes, you cannot change the Critical threat range or base damage of a weapon in their .uti file that is controlled by baseitems.2da.

 

And you might not get the exact stats for your new items (like your particular +5-10 damage bonus), you just sometimes have to use what the game allows for.

 

I hope this helps! :D

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Just use the teh native .uti editor to the KotOR Tool then click on the properties tag and double click on one of the lines to edit the property.

 

However since you don't want your sabers to be upgradeable you are going to have to delete several of the lines which I find easier to do in the Robius GFF editor

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Originally posted by Anakin_Katarn

I use the one that everyone else uses and it doesnt work for some reason..

 

Huh? Do you mean Kotor tool (KT)? Could you be more explicit when you ask for help pls. That means: give the complete title of the application that is causing you trouble, describe the problem encountered and post the error message, if any.

 

Read the Guide for the Newbie attentively. Those stickies aren't there for nothing.

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