Hades_One Posted January 24, 2005 Share Posted January 24, 2005 I was going through and testing my mod and I had a weird idea. Random Vitality points. Since I am rather new at this how would I use a script to override the vitality and force point gain. Soldiers would gain a d12 vitality, Scouts a d8, and Scoundrels a d6. Guardians would get a d10 vitality, Sentinels a d6 vitality, with Counselors a d4. With Force Points you gain 1d4 for all the non-Jedi classes. This is to represent your growing affinity for the Force and you will have a nice pool to start from when you take your first Jedi level with Guardians getting 1d6 per level, Sentinels 1d8, and Counselors gaining 1d12 force points. What do you guys think? Link to comment Share on other sites More sharing options...
tk102 Posted January 24, 2005 Share Posted January 24, 2005 In my experience with KSE, it seemed that the game kept resetting whatever MaxHP and MaxFP that I would set. So my hunch is that you will be stuck with the static .2da files and attributes as the determining factor for HP and FP. But I do see there is a SetMaxHitPoints function so there may be hope. Strangely, there is no SetMaxForcePoints. Link to comment Share on other sites More sharing options...
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