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AIOFPM version 3.0.1 (all-in-one-force powers) - KotOR 1 -


Darth333

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Originally posted by En liten mus

can you send me that Box mod that you did... i would like to have it. But if it is somthing in game can you tell me where? :( :(

 

(Your mod thing. The place in the screenies)

I'll verify if I still have it when I get home.

 

But just to let you know, I was wrong when I told you the screenshotshave been taken in the custom module. I had these screenshots in mind when I answered earlier: http://img47.photobucket.com/albums/v144/Darth333/tuiles.jpg and it's not in the list of screenshots above.

 

The screenshots above were taken by simply warping to the Rakatan box with my warping armband and testing the force powers: there is an armband called "Sith training device" in the mod to which I attached Darth Khasei's spawn ennemies on demand mod ;) Simply equip the armband, select your ennemies and fight!

 

If you still want the other module, just send me a PM.

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Judging from what I've been reading here at the Holowan - and what I've noticed in perusing the mods over @ pcgamemods...I think I can safely say that Thursday the 9th report on the Holowan Laboratories will be a big one - I'll be including your "Force Power Tach Morphing" mod - as well as this mod - in that report:-)

 

I'm just waiting for the next Holowan PlugIn3 mod before I start another KotOR game - can't wait to check out all these great works of art you all have been doing ingame.

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Originally posted by CDRSeadog

Judging from what I've been reading here at the Holowan - and what I've noticed in perusing the mods over @ pcgamemods...I think I can safely say that Thursday the 9th report on the Holowan Laboratories will be a big one - I'll be including your "Force Power Tach Morphing" mod - as well as this mod - in that report:-)

 

I'm just waiting for the next Holowan PlugIn3 mod before I start another KotOR game - can't wait to check out all these great works of art you all have been doing ingame.

 

Haha how awesome!

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  • 2 weeks later...

I am not sure about this one. I prefer to make changes the player is not obliged to use. Per example, if you don't want to use one of the armbands, you can sell it or simply leave it in your inventory. Same thing with force powers: if you don't want them, you don't have to select them when you level up.

 

What I could do is to have two versions of the mod (or four versions since I am making one with a spells.2da file that will use references to the existing .tlk file instead of a custom .tlk table for users that have a non-english version of the game). I could make two separate downloads that would use an installer. I don't know...if people have suggestions or preferences, please post them...

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Its like this... This mod makes me unable to play swkotor!!!

Ok...i Installed this mod and a couple of others i found on pcgamemods.com.

I start swkotor...It says the game isnt properly installed!

I check some things and then reinstall the game, i can play it again, once again, i install this mod and the other ones, i cant play it anymore!

Then i delete all of the other mods i found, it still doesnt work, im now sure this mod sadly somehow made it impossible for me to play swkotor!

Now i gotta dl and install all powers.

Power by power...

Wich takes a hell lot of time, i just wanted to tell you this, maybe its a bug or its my computer...dunno, but PLEASE respond!

:( :( :( :( :( :(

 

New: But that doesnt work either, the mods conflict with eachother.

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I tested this mod more than one time one two computers and others tested it too. You probably have some incompatible mods and it resulted in a corrupted saved game. What other mods are you trying to combine with this one?

 

And what are you trying to do here?

Now i gotta dl and install all powers.

Power by power...

You have to install all the force powers, not only a few ones. They use spells.2da: if you don't install all the force powers then you will see little dots in your level up screen instead of force powers (if you don't want them then don't select them when you level up). You can chose custom installation if you wish not to install baseitems.2da.
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Originally posted by TheKnife

I cant start the game at all, what has that to do with the save games?

 

What other mods do you have? the problem could be there as well.

 

Did you read the notice that appears on the installation screen concerning the .tlk file and other non-English versions of the game? It says "STOP! Before installing, go to your sw-kotor directory and make a backup of your .tlk file blahblah..." ( I know some French and Spanish guys using the mod without any problam however...) If you installed the tlk file and then removed the mod with the automatic uninstaller, did you renamed your old .tlk file?

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As I said, I am using this mod witthout any probelms: it is either a conflict or a file contained in one of the other mods that ^revents you from starting a game.

 

The only thing I can see with the AIOFPM is if one of other mods you are using has a baseitems.2da file. If yes you can chose not to install this file in the AIOFPM.

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  • 2 months later...

just downloaded the mod recently and found the new forces to be really cool. I think the mod could've been better, however, with the following adjustments:

 

Make force clones (Projection) not hurt your enemies, they are only illusions afterall. Plus they shouldn't fool droids.

 

Make Force Mind Trick only work on the weak minded. Jedi should not be affected by it for example.

 

The Arch Angel force while cool is a bit unbalanced. I spawned the guy and he beat up the end-game Malak.

 

Make invisibility-meditation-sanctuary not work on the strong minded. You should not be able to become invisible to a strong minded enemy such as a Jedi/Sith or Boss - Calo Nord, Bandon, Malak

 

Make the other forces not work so easily on powerful enemies. They should be saved as easily as other force powers. E.g. why would I use kill when I can use that awsome death ray thing that will even work on Malak?

 

Ultimately tho, the mod is great if a little unbalanced. If no one minds I might effect these changes myself when I finish my difficulty mod. I'm kinda partial to having lots of cool new force powers .

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Originally posted by MightyM

just downloaded the mod recently and found the new forces to be really cool. I think the mod could've been better, however, with the following adjustments:

 

Make force clones (Projection) not hurt your enemies, they are only illusions afterall. Plus they shouldn't fool droids.

 

Make Force Mind Trick only work on the weak minded. Jedi should not be affected by it for example.

 

The Arch Angel force while cool is a bit unbalanced. I spawned the guy and he beat up the end-game Malak.

 

Make invisibility-meditation-sanctuary not work on the strong minded. You should not be able to become invisible to a strong minded enemy such as a Jedi/Sith or Boss - Calo Nord, Bandon, Malak

 

Make the other forces not work so easily on powerful enemies. They should be saved as easily as other force powers. E.g. why would I use kill when I can use that awsome death ray thing that will even work on Malak?

I am planning to make a new version of the mod before Christmas. I want to review a few things in the mod and add a few new mods.

 

I also want to make an "international" version of the mod. I mean a version that would use existing entries in the .tlk file (as it was in the first versions of the mod) because people who have a game in a language other than English, will see all the text replaced. (I will also release a version with a .tlk table).

 

While modifying the Mind trick force power is not a problem since I am the author, It may not be the case for the other force powers since most of the authors have left the boards. I like to let the authors decide what they want to do with their mods and even if I got permission to use their mods I wouldn't bring any modifications without specific permission.

 

For the mind trick, I do not really wish to exclude Dark Jedi completely. However, I could make it harder to use on Dark Jedi and make it only possible, let's say if you are a consular.

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For the mind trick, I do not really wish to exclude Dark Jedi completely. However, I could make it harder to use on Dark Jedi and make it only possible, let's say if you are a consular.

 

Maybe do a hit dice check between your character and others too.

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You could do a check against the target's charisma or somthing. So that you can't mind trick someone with a higher charisma than you.... or maybe you could factor in the persuade skill. That'd be cool.

 

Technically if you want to be true to Star Wars, Jedi can't be tricked period, unless they're really weak by comparison.

 

Its easier to defend against a mind trick than it is to persuade someone with it.

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Originally posted by MightyM

You could do a check against the target's charisma or somthing. So that you can't mind trick someone with a higher charisma than you.... or maybe you could factor in the persuade skill. That'd be cool.

That's what I had in mind and I could combine it with what tk102 suggested.

 

Technically if you want to be true to Star Wars, Jedi can't be tricked period, unless they're really weak by comparison.
That's true but I just like to see the Dark jedi fight each other ...but that was before Prime released his Stormtroopers :D
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MightyM just wondering when Calo became a so strong minded that he couldn’t be tricked ? It’s his Armour that adds the über modifier to him [ Immunity Mind-Affecting ] . Besides Dominant mind can force persuade sith, and aren’t some of our crazy mods about having fun :confused:

 

I can’t believe it took me so long to try this, but making mods will do that :( ..I haven't actually played the game since June :eek:, but Big belated Congrats

:sheepdanc:guitar1:guitar2:cowdance:band1 to Darth333, Darth Khasei, Gameunlimited, TK102, Andargor, Beancounter and KnightFxr This is this mod is beyond fantastic and in my opinion nothing should be changed. Congrats to all the talented people that took the time to make it for us, we should just be Thankful they made these mods in the first place.

 

svösh

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  • 3 weeks later...

I was playing through on a test run with expanded spellgain table, to see all the new powers, and ran into a problem. When there were no new ones to add, it kept claiming I had to add more anyway.

 

When I opened up KSE, it returned an error mentioning the new FP 'Sanctuary' as having a bug somewhere in the lines. Which was making KSE claim that you didn't have /any/ force powers, and the game do that. I was able to fudge it sorta by removing/re-adding powers with KSE, but I figured you all should know about this problem.

 

I'll run through it again to see if I can get the exact wording, but the problem was essentially the same every time.

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I'll see if I can get the message to come up *plays through again*

 

I think I may have found part of what caused it, though...

 

in spells.2da, Meditation and Sanctuary were both named Sanctuary in the 'label' list of the file... could this have caused some kind of error, since they all seem to have unique names?

 

I'm going to test this as well, I renamed it in spells.2da this round, so they're named right.

 

Also, do I dare suggest an addition to AIOFPM? Achilles' extended time force power mod doesn't conflict with the current one, any chance of something like that with the new version, if it comes? Force Armor and Valor are finally useful, with that! :)

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