Jump to content

Home

Dark Lords Force Powers Mod (READY!)


Recommended Posts

  • Replies 115
  • Created
  • Last Reply

it as simple as that, just place it in your OVERRIDE folder and then you can enjoy the EVIL force Powers that Darth Khasei has created for you. your chioce of powers are: poison, burning being frozen and an Excuriating phase shift where your molecules are scattered and maybe to never return?! ENJOY! BWHAHAHAHAAHAHAHAHAHAHAHAH!!!!

 

MattCole

Link to comment
Share on other sites

Well yes and no. I made a small error and zipped the test spells.2da in the update. The are some minor errors ie. LS powers are all marked neutral and the icon for Hand of Light is incorrect.

 

The new zip is up and sorry for the error. Good thing the D/L is small.:)

Link to comment
Share on other sites

I think I found a bug, or it is problem with my PC?

When I'm at the Leviathan and use the Phase Shift power all the textures kinda looks like if someone increased the shadow on them.

Almost everything goes black, but when I stop using the power it all goes back to normal.

Is this a problem with my PC or has happened with anyone else?

Link to comment
Share on other sites

Just a note, still working on getting a new graphic for Phase Shift, since some video cards are having trouble in certain game areas.

 

I think when I do the next update that will be fixed. I might also include the spawn enemies on command powers for those that like to fight in between the story and didn't feel like they got enough. Afterall, more Dark Jedi and a slew of Bounty Hunters should have been after you for most of the game especially after you become a Jedi.

 

Currently, I have a few groups for you to spanw to fight on command. 3 Dark Jedi, just like in the game(Lvl 16). Another one is 2 DJ and a Sith Appentice(Lvl 16-20). Next is 3-5 Mandalorians(Lvl 12). There will be another yet to be determined group of thugs maybe some Rodians or Rakatans and some Sith Students. I still have to figure out some balance issues.

 

I also figured out you can equip the NPC's anyway you like. SO, I may put a couple of valued items on the thugs for you to loot, should you survive of course:D Cheers

Link to comment
Share on other sites

Awesome new powers man, but just one question, is the whole thing compatible with T7's Holowan Plug-in, what I mean is can I just replace the spells.2da that came with the plug-in, with the new one that comes with your force powers and still have the replication force power and stuff?

Link to comment
Share on other sites

Mav yes all you have to do is replace it. The new version will most likely have these entries. The Force replicator and Force choke are in the same slots as the originals so it will work no problem. CHeers.

 

TK102, I will put the nss files up on my site for you to download. I will keep them up for folks to download. I would rather not include them with the mod release as it is already 26 files and more with the spawn stuff. I don't want anyone to get too confused when using my stuff so I will keep them separate. Hmm, just checked my side site and it is down for some reason.

 

I'll make a note when they are up. Cheers.

Link to comment
Share on other sites

Thanks to the input by the GREAT TK102, I am getting close to an excellent refinement of the force power targeting. I have gotten all of the powers to appear in the normal offensive force power targeting box, with labels, yippie!(Thx TK!). Also, now the more distant shopkeepers etc. should not be the first to be hit by the powers.

 

I have also found a replacement for the graphics for Phase Shift. The power will be altered slightly to reflect the new graphic you will see. The victims molecules still get tossed around, but now within a deadly "Death Cloud", instead of disappearing. There seems to be no way around some glitches in the graphics when you make stuff disappear, sorry.

 

I have also finished the first set of spawn on demand enemies. Currently I have Mandalorians(4), Sith Student Thugs(3), Dark Jedi(3), Sith Apprentice(3), Dark Master(3). These are groups of enemies that can be summoned to fight anywhere anytime in the game. For those of us that like a little more combat between missions, or just like to jump right into a good competitive fight without having to actually sit and play through quests in the process.

 

For those that have finished the game and want to pit your final PC against some additional 1 V 1 fighting. I have completed the first three K-1 type fighters. These can be summoned at anytime, but it is really for level 20 non-cheat enhanced PC's to test their skills in 1 v 1 deatchmatches against the badest Jedi/Sith/Bounty Hunters in the galaxy. As you work through the fighters they will be thougher to beat. Smart combat tactics and liberal use of life support packs will be needed to survive. Is your PC bad enough to beat the best of the best? We will see soon :D

Link to comment
Share on other sites

Ok guys I have hit a slight snag and "REALLY" need your input. Currently, I have moved all of the Dark Lords Force Powers into the normal offensive menu. However, the way things are setup in order to have the spawn on demand fighters I previously spoke about I have to use the slots for passive force powers(The one where Master Speed is). The problems is the number of items for those slots. If I keep what I have now its 5 slots for groups and 5 more for the individual champion masters.

 

Now depending on the number of force powers like Master Speed, Valor etc. in those slots, it could get a little cluttered for LS players. So, I can use the 5 slots for the groups and just one slot for the Champion Masters. What would need to be done in order to fight say Exar Kun, would be to rename the included utc file from dk_ekun.utc to dk_k1.utc. dk_k1.utc would be the file called when you press the K1 menu icon in the game. However, if you then wanted to fight Darth Bane. You would have to exit and rename his utc file to K1.

 

OR I could just limit the number of groups to 4 and include say 6 masters with their own menu icon and no file renaming would e needed.

 

Any thoughts? As soon as you guys tell me what to do, I'll release the new mod with improved targeting a couple of new powers and the fighters. Cheers.

Link to comment
Share on other sites

I take by the number of reads, yet no responses that you guys are going to leave it to me. Well, right now I am leaning towards using 10 slots in the passive force menu. That way there is no need to rename files.

 

Just an small update. I finished refining and streamlining the force power scripts. They work better now vs the current d/l and are more precise in targetting. They are also harder to stop with saves by the victim. My next post here will be when the mod is done and ready for d/l cheers.

Link to comment
Share on other sites

Cheers man I can' t wait for the updated versions of the force powers, just one question though, but you can answer it later or whenever, are the force powers still going to be down in the Friendly Force Powers menu or are you going to move them to the Offensive Force Powers menu?

Link to comment
Share on other sites

I was up late last night "finishing" things up. Today when I woke up and went to put the final touches on things, "EVERYTHING" was hosed! Ah, but I did not panic, although my spells file seemed corrputed. I was lucky enough to have saved a working backup, but forgot about it until about halfway through troubleshooting. :rolleyes: Oh well so goes modding.

 

Ok, there is no force crush, however there are 3 new powers(Surprises), the graphic fix update on Phase Shift, and the Spawn on demand figthers mod stuff. Almost done.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...