seawolfe Posted July 26, 2004 Share Posted July 26, 2004 Okay .. so I have read through the mod tutorials and I noticed that everyone likes to mod lightsabres and the primary crystal. But I haven't seen anything on moding secondary crystals. Soooo .. I am looking at moding secondary crystals. I have a good idea how to do this but I have a couple questions (or clarifications) before I do: In the uti files 1. Are the g1_w_nnnsbrxx.uti for the mantle and heart? 2. Are the g_w_nnnsbrxx.uti for the various colors AND .. if so .. 3. what are the g_w_nnnsbr06.uti files? I only know of 5 colors. Thanks Seawolfe Link to comment Share on other sites More sharing options...
seawolfe Posted July 26, 2004 Author Share Posted July 26, 2004 Okay .. nevermind 1 and 2 .. if I had done a little more reading in the uti file descriptions I would have figured that out .. as to 3 .. what are the g_w_nnnsbr06.uti files for? Well .. okay .. they are gold lightsabres .. but there are no gold crystals .. so what are they used for? anyone know? Link to comment Share on other sites More sharing options...
Mono_Giganto Posted July 26, 2004 Share Posted July 26, 2004 06 is Malak's saber model. The reason no one makes secondary crystals, is because to do so, you would need to edit EVERY lightsaber uti file to add the given bonus. To make a color crystal, all you would have to do is make 4 new uti files. It's much easier. Link to comment Share on other sites More sharing options...
TemporaryTomato Posted July 26, 2004 Share Posted July 26, 2004 "Normal" sabre colors: Blue, green, yellow, red, violet. Then there's the special color crystals, Mantle Of The Force and Heart Of The Guardian. MOF is a light blue color and HOG is a firey yellow. EDIT: Whoops. Sabre creation isn't really my area.... Link to comment Share on other sites More sharing options...
seawolfe Posted July 27, 2004 Author Share Posted July 27, 2004 does anyone know how the random damage modifier works? It always displays 0 dmg in the descriptions. Also .. how do I get rid of all the white blocks in my item descriptions? Link to comment Share on other sites More sharing options...
Mono_Giganto Posted July 27, 2004 Share Posted July 27, 2004 The white blocks show up cause you pressed enter while typing your description. Only way I know how to remove them is to not press enter. Link to comment Share on other sites More sharing options...
jedi_5002 Posted July 27, 2004 Share Posted July 27, 2004 Originally posted by seawolfe Also .. how do I get rid of all the white blocks in my item descriptions? This was originally by tk102: --- Re: gff editor corrupt item name and description Hello! Let me explain my post. In GFF Editor, when you type the Description, and you press Enter for a new line, GFF editor will write two invisible characters: a carriage return character (ie. CR, in hex: 0D ) and a linefeed character (ie. LF, in hex: 0A). But SWKOTOR only wants to see a Linefeed character, and the carriage return confuses it. So if you open up your uti file in hex editor, locate your description, then look for the CR+LF sequence (0D0A) and change the 0D to 20, which is a space. That way your description still has the same number of bytes and SWKOTOR will understand correctly. I don't know if this is part of your problem or not, but you can try it out. I hope it helps. --tk102 --- Link to comment Share on other sites More sharing options...
seawolfe Posted July 28, 2004 Author Share Posted July 28, 2004 Thanks for that. I should have figured that would be the problem and solution after having done cross platform programming (a lot of unix programs that work on windows do the same thing). Link to comment Share on other sites More sharing options...
seawolfe Posted July 31, 2004 Author Share Posted July 31, 2004 warning: this post might be a bit long edit: I revised the list for ease of creating these. okay .. I have created 2 new crystals and have 3 more on paper so I should have em done this weekend when I have time. What I would like is some feedback on the properties I've given them and a few extra pairs of eyes to note anything funny or ludicrous about em. So any constructive feedback is welcome. I was thinking of putting class restrictions on the colors .. ie .. if you have a blue lightsabre the crystals blue properties are restricted to the guardian .. etc. Let me know what you think of that idea. Oh .. and the raw bit on em actually means that there are two different crystals for each type. Here goes : Crystal, Flamme Special: Upgrade Item, Lightsaber These crystals are found only on worlds with old lava flows, that have been buried for centuries, in areas very strong with the force. The Jedi council has found that, in rare cases, a crystal in raw form may display brutish properties usable in a lightsabre but once the crystal is cut and polished it will become a brilliant red stone with very distinct properties, dependant on the light crystal used with it . Raw: +1d10 fire dmg Refined: raw attribute plus - Blue Keen Red massive criticals (1d10) Green +5 blaster deflection Yellow 25% chance stun with dc14 to save for 3 rounds Purple +5 defense Heart of Guardian keen 25% chance stun for 3 rounds Mantle of the Force 25% chance paralyze for 3 rounds Regenerate force at 1 pt/rnd Crystal, Eis These crystals are typcially found in the stalagmites and stalactites of the force caves found in the coldest regions of the coldest worlds. In raw form they enhance the attack and damage capabilities of a lightsabre but once refined become ice blue stones displaying significant properties that are dependant on the light crystal they are attached to. Raw: +5 enhanced Refined: raw attribute plus - Blue massive criticals (1d10) Red +1 regeneration Green +5 defense Yellow +1 force regeneration Purple +5 blaster bolt deflection Heart massive criticals (1d10) +2 regeneration Mantle +1d10 cold damage +5 defense Crystal, Pflanze These crystalline gemstones are created by extreme pressures, heat and time and are found only beneath the quagmires and swamps of the planet Dagobah. In raw form they enhance a lightsabre's ability to defend but once cut and polished they become a beautiful gemstone of deepest green that displays properties dependant on the light crystal used with them. Raw: +4 defense +4 blaster bolt deflection Refined: raw attribute plus - Blue +1d8 physical damage Red +5 attack Green massive criticals (1d10) Yellow +1d8 energy damage Purple +1d4 fire damage +1d4 cold damage Heart +1d10 physical damage activate feat luck 2 Mantle +1d10 sonic damage activate feat uncanny dodge Crystal, Sonne These crystals form in close proximity to yellow stars and when used in raw form cause a field of force to be created around the wielder. In refined form the crystal is a golden gemstone that displays varying properties dependant on the light crystal it is used with. Raw: activate force power force armor Refined: raw attribute plus - Blue +5 enhanced Red +1d8 physcial damage Green +5 attack +3 energy bold deflection Yellow massive criticals(1d10) Purple +1d8 electrcial damage Heart +5 enhanced +5 defense Mantle +1d6 physical damage +5 blaster bolt deflection Crystal, Erde These crystals are rare and found only on the Corellian worlds. They are typically found in deep mountain or sea mines. The stone, in raw form, can be used to enhance a lightsabres damage when an attack strikes true and deep. Refined the crystal displays an extra ordinary talent for causing various types of damage depending on the light crystal it is used with. Raw: massive criticals(1d10) Refined: raw attribute plus - Blue +1d8 physical damage Red +1d8 enery damage Green +1d8 cold damage Yellow +1d8 fire damage Purple massive criticals (1d10) Heart +1d10 physical damage activate feat master critical strike Mantle +1d10 acid damage activate feat master flurry Yes .. before anyone says it .. doing these is a lot of work and it overides the original sabres. And it takes up cyrstal upgrade types 25-34. I was thinking that while I was at it I might add properties for a few of the "light" crystals that I've seen in some of your mods. If you have a wish to see these working with your particular light cyrstal please let me know and tell me any specific properties you might want. typically it should be limited to 2 properties per crystal. Link to comment Share on other sites More sharing options...
jedi_5002 Posted July 31, 2004 Share Posted July 31, 2004 Looks good IMO. Like the German names for the crystals Link to comment Share on other sites More sharing options...
seawolfe Posted July 31, 2004 Author Share Posted July 31, 2004 I revised the list. It was getting so I couldn't keep track of things so I simplified it a bit. Also .. when I was working on this I was thinking that the crystals would only be available in raw form (when you found one somewhere) and then creating an NPC shop keeper who could "refine" the crystal for you for a price. - for those of you who were wondering why I would have a raw attribute and refined attributes Link to comment Share on other sites More sharing options...
seawolfe Posted August 3, 2004 Author Share Posted August 3, 2004 I'm looking for decent documentation on the scripting language and a language reference for it. Anyone know where I can find such a thing. I'm trying to write a script for my crystal cutter who .. if you have certain crystals in your inventory .. will offer to cut and polish them (for a price of course) .. I need to be able to go into the "shopping" screen and show only the refined crystal types of the rough crystals in the players inventory. Anyone have any suggestions? Link to comment Share on other sites More sharing options...
Achilles Posted August 3, 2004 Share Posted August 3, 2004 Originally posted by Mono_Giganto 06 is Malak's saber model. The reason no one makes secondary crystals, is because to do so, you would need to edit EVERY lightsaber uti file to add the given bonus. To make a color crystal, all you would have to do is make 4 new uti files. It's much easier. Actually, I made a mod that has 8 secondary crystals, however they only work with the 4 custom lightsabers that I made for the mod. Check it out: http://www.pcgamemods.com/6089/ Link to comment Share on other sites More sharing options...
Mono_Giganto Posted August 3, 2004 Share Posted August 3, 2004 Yes I know, that's my point. But what happens when you try to use it with the regular sabers/other modded sabers? Does it not show up in the menu, or will it crash? o.O Link to comment Share on other sites More sharing options...
Achilles Posted August 3, 2004 Share Posted August 3, 2004 Originally posted by seawolfe I'm looking for decent documentation on the scripting language and a language reference for it. Anyone know where I can find such a thing. I'm trying to write a script for my crystal cutter who .. if you have certain crystals in your inventory .. will offer to cut and polish them (for a price of course) .. I need to be able to go into the "shopping" screen and show only the refined crystal types of the rough crystals in the players inventory. Anyone have any suggestions? You could probably write a dialog that says something along the lines of, "which crystal would you like for me to work on", then have a list of replies that reflects the various crystals you have created. The reply that you select would fire a script that would give you the "refined" version of the crystal. Not sure how you would write a script to remove the raw crystal from your inventory, however I imagine that it's very easy and that any of the script modders on this board would be willing to help if you: 1) look for the answer yourself 2) ask nicely for help if 1 doesn't work Link to comment Share on other sites More sharing options...
seawolfe Posted August 3, 2004 Author Share Posted August 3, 2004 looks cool. I was thinking of creating a couple of custom sabres but it has been there are plenty of good mods by you folx out there for such things so I didn't bother. I thought adding secondary crystals might be appreciated.. who knows. Once I place the rough versions of each one somewhere throughout the game and the crystal cutters on manaan and tatooine I'll release it as mod. Got that whole script thing to figure out though. btw .. is it possible to add a door to a wall that doesn't have an opening in it? Link to comment Share on other sites More sharing options...
seawolfe Posted August 3, 2004 Author Share Posted August 3, 2004 Originally posted by Achillies You could probably write a dialog that says something along the lines of, "which crystal would you like for me to work on", then have a list of replies that reflects the various crystals you have created. The reply that you select would fire a script that would give you the "refined" version of the crystal. Not sure how you would write a script to remove the raw crystal from your inventory, however I imagine that it's very easy and that any of the script modders on this board would be willing to help if you: 1) look for the answer yourself 2) ask nicely for help if 1 doesn't work I'm looking .. I'm looking .. I was hoping to find a link or something to a language reference somewhere .. I can program any language if I have a good language reference available. Link to comment Share on other sites More sharing options...
Achilles Posted August 3, 2004 Share Posted August 3, 2004 Originally posted by Mono_Giganto Yes I know, that's my point. But what happens when you try to use it with the regular sabers/other modded sabers? Does it not show up in the menu, or will it crash? o.O the one time I tested it, it killed the saber. From that point forward...wait for it...I didn't try it again. Works like a charm with the sabers that I made for them though BTW, I took your "point" to be that no one had made them. I was simply pointing out that someone had. If I missed something, please let me know. Link to comment Share on other sites More sharing options...
Achilles Posted August 3, 2004 Share Posted August 3, 2004 Originally posted by seawolfe looks cool. I was thinking of creating a couple of custom sabres but it has been there are plenty of good mods by you folx out there for such things so I didn't bother. I thought adding secondary crystals might be appreciated.. who knows. Once I place the rough versions of each one somewhere throughout the game and the crystal cutters on manaan and tatooine I'll release it as mod. Got that whole script thing to figure out though. btw .. is it possible to add a door to a wall that doesn't have an opening in it? Well, for the sabers, you have two options (as I see it): 1) you can create one (or two, or three) custom saber(s) that will use your custom crystals or 2) you can update ever lightsaber .uti file in the game. First one seemed like the easiest solution to me, although you may decided that the second one works better for what you're trying to accomplish. As for the door, I have no idea. Sorry Link to comment Share on other sites More sharing options...
seawolfe Posted August 3, 2004 Author Share Posted August 3, 2004 Originally posted by Achillies You could probably write a dialog that says something along the lines of, "which crystal would you like for me to work on", then have a list of replies that reflects the various crystals you have created. The reply that you select would fire a script that would give you the "refined" version of the crystal. Not sure how you would write a script to remove the raw crystal from your inventory, however I imagine that it's very easy and that any of the script modders on this board would be willing to help if you: 1) look for the answer yourself 2) ask nicely for help if 1 doesn't work I'm looking .. I'm looking .. I was hoping to find a link or something to a language reference somewhere .. I can program any language if I have a good language reference available. Link to comment Share on other sites More sharing options...
Achilles Posted August 3, 2004 Share Posted August 3, 2004 Originally posted by seawolfe I'm looking .. I'm looking .. I was hoping to find a link or something to a language reference somewhere .. I can program any language if I have a good language reference available. There's a couple links in the "Do you want to mod KotOR" sticky that might help. Look under the Script section. Link to comment Share on other sites More sharing options...
beancounter Posted August 3, 2004 Share Posted August 3, 2004 Originally posted by seawolfe I'm looking for decent documentation on the scripting language and a language reference for it. Anyone know where I can find such a thing. I'm trying to write a script for my crystal cutter who .. if you have certain crystals in your inventory .. will offer to cut and polish them (for a price of course) .. I need to be able to go into the "shopping" screen and show only the refined crystal types of the rough crystals in the players inventory. Anyone have any suggestions? The best reference I have found is the NWN Lexicon and the NWN scripting forum at Bioware's site. Be careful, because some of the commands in NWN are not available in KOTOR. You need to check the Script file nwscript.nss in KOTOR to see if they are actually available. The language is pretty easy, so if you are programming in UNIX you should have no trouble. You can check a players inventory with the command: GetItemPossessedBy(object oCreature, string sItemTag); Link to comment Share on other sites More sharing options...
seawolfe Posted August 3, 2004 Author Share Posted August 3, 2004 Originally posted by Achillies Well, for the sabers, you have two options (as I see it): 1) you can create one (or two, or three) custom saber(s) that will use your custom crystals or 2) you can update ever lightsaber .uti file in the game. First one seemed like the easiest solution to me, although you may decided that the second one works better for what you're trying to accomplish. As for the door, I have no idea. Sorry Already updated all the uti files. the crystal side of my mod is done. I could zip it and offer it as an "override" right now if anyone wanted it. But they'd have to cheat or edit their way into having them. I originally wanted to create new places to go to (using the nav console) to look for the crystals, add some interesting side quests and maybe even add to the need to find starmaps. But without some sort of mapping tool it seems to be a bit difficult to create a new planet, station or asteroid area. Link to comment Share on other sites More sharing options...
seawolfe Posted August 3, 2004 Author Share Posted August 3, 2004 Originally posted by beancounter The best reference I have found is the NWN Lexicon and the NWN scripting forum at Bioware's site. Be careful, because some of the commands in NWN are not available in KOTOR. You need to check the Script file nwscript.nss in KOTOR to see if they are actually available. The language is pretty easy, so if you are programming in UNIX you should have no trouble. You can check a players inventory with the command: GetItemPossessedBy(object oCreature, string sItemTag); Thanks for that beancounter. I'll check it out. Link to comment Share on other sites More sharing options...
Mono_Giganto Posted August 3, 2004 Share Posted August 3, 2004 Originally posted by Achillies the one time I tested it, it killed the saber. From that point forward...wait for it...I didn't try it again. Works like a charm with the sabers that I made for them though BTW, I took your "point" to be that no one had made them. I was simply pointing out that someone had. If I missed something, please let me know. Ya what I meant by no one is 'no one in general'. I know you have, but typically people do color crystals cause they're easier. LoL did it turn your saber into that weird grenade you get when you mess up a giveitem cheat? Link to comment Share on other sites More sharing options...
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