Achilles Posted February 18, 2005 Share Posted February 18, 2005 Originally posted by Juriel Also, just noticed the file k_def_buff, whose description reads thus: Now just need to find out if it is indeed implemented. This script is a hold-over from KotOR I. Since the level cap for TSL is 50 and this script does not appear to have been updated, my guess would be that it is not used in TSL. Link to comment Share on other sites More sharing options...
Fred Tetra Posted February 18, 2005 Share Posted February 18, 2005 I have seen a number of things that are left over from Kotor I and even a few new ones that appear to be from NWN! Link to comment Share on other sites More sharing options...
Juriel Posted February 18, 2005 Author Share Posted February 18, 2005 I was wanting to make sure IF it did anything...but I cannot seem to compile the modified k_def_buff script. Tutorials here do not help, as the compiler seems to want something more to function than just the Kotor2 nwscript.nss in the same folder as it is. Link to comment Share on other sites More sharing options...
Darth333 Posted February 18, 2005 Share Posted February 18, 2005 Originally posted by Obex my second thought is that if the above idea was faulty, then i guess we could edit the .utc files for the indivual creatures that were too easy. Editing .utc files is definitely not the way to go...if you end up putting a .utc file that has the same name or tag as other .utc files in the game, you'll end up overwriting them all and very likely this will cause crashes at some points, especially if some cutscenes use these objects (the scripts used by the .utc files may be different). This caused problems with quite a few mods in Kotor 1. It also clutters the override folder. I am confident that Beancounter will come up with something more than satisfying. Link to comment Share on other sites More sharing options...
Juriel Posted February 18, 2005 Author Share Posted February 18, 2005 Well, perhaps I can aid in some small way... Autobalance.2da has these values within it: row name vp tohit armor dmg save cr level 0 No_Auto_Balance 0.0 0.0 0.0 0.0 0.0 0 0.00 1 Set_1 0.65 0.9 0.6 0.065 0.8 -3 0.75 2 Set_2 0.65 0.9 0.70 0.09 0.9 -2 0.75 3 Set_3 0.65 0.95 0.80 0.11 1.0 -1 0.75 4 Set_4 0.70 1.0 0.90 0.135 1.0 1 0.75 5 Set_5 0.80 1.1 1.00 0.175 1.05 4 0.75 Editing them does work, but the game uses different sets depending on...something. Perhaps your location in the overall game progress, perhaps something else. I just found it out, so thought to share. They DO work - one can easily test it out by putting 10.0 into the tohit and damage portions - a kinrath hit me for 40 damage before I did that, and after the change he had +126 BAB and did 800 damage when it hit. So we can change things around, and even very easily, it seems. Hopefully it turns out this works as well as it seems to by my VERY brief testing. Link to comment Share on other sites More sharing options...
Aolas Posted February 18, 2005 Share Posted February 18, 2005 Originally posted by Juriel Well, perhaps I can aid in some small way... Autobalance.2da has these values within it: row name vp tohit armor dmg save cr level 0 No_Auto_Balance 0.0 0.0 0.0 0.0 0.0 0 0.00 1 Set_1 0.65 0.9 0.6 0.065 0.8 -3 0.75 2 Set_2 0.65 0.9 0.70 0.09 0.9 -2 0.75 3 Set_3 0.65 0.95 0.80 0.11 1.0 -1 0.75 4 Set_4 0.70 1.0 0.90 0.135 1.0 1 0.75 5 Set_5 0.80 1.1 1.00 0.175 1.05 4 0.75 I know nil about scripting/coding whatever this is. My logic tells me that each set represents 10lvls of the PC. Set_1 = lvls 1 thru 10. Set_2 = lvls 11 thru 20. etc etc. The NPC stats are 'buffed' each 10lvls of the PC. Since it looks like the modifiers increase each set, and there are a max of 50 lvls, it makes sense...at least to me...the non programer/scripter/modder. EDIT Nice job finding this file btw...If this single file in fact does all it appears to do, then making a 'hardcore' mod from it should be a breeze. Link to comment Share on other sites More sharing options...
Juriel Posted February 18, 2005 Author Share Posted February 18, 2005 That would be a logical assumption to be making, however, it would be a mistaken one. For instance, at lv12, my PC is ranked at Step 3. Anyway, here is a modified 2da to prove that the thing works: link It should make everything have a huge to-hit bonus, and do much less damage than they normally do. I changed values for all the steps, since it is meant to just show that it does affect things. Works when going to new locations, or loading a save when already in a map with enemies nearby. Edit: Just check the combat log - the enemy base attack bonus should be in the hundreds. Unless in the beginning, where it is just in the tens. I wonder if it crashes if the thing reaches thousands. Link to comment Share on other sites More sharing options...
Aolas Posted February 18, 2005 Share Posted February 18, 2005 Originally posted by Juriel That would be a logical assumption to be making, however, it would be a mistaken one. For instance, at lv12, my PC is ranked at Step 3. Ahhh, information I did not have. Throw my logic out the window then I'm at work and just thought I'd try to throw ideas out. Keep it up, you're gettin closer! I can feeeeel it! Link to comment Share on other sites More sharing options...
Juriel Posted February 18, 2005 Author Share Posted February 18, 2005 That said, it MAY well be level-related - in which case it just acts within the expected level-range of the game (up to high twenties), and the step-division could be in bulks of five levels or so. I don't have enough saves from around the game to check it out. Or it might be based on progression. I'll actually go edit the save files and see if changing the PC level does anything. Link to comment Share on other sites More sharing options...
Achilles Posted February 18, 2005 Share Posted February 18, 2005 Hmm...if that's the case we could probably bump the whole thing up one level (row 2 becomes row 1, etc). Also, on the last column, if 0.75 means that that NPCs are 75% of my level, then couldn't we change that to 0.80+ to increase the XP that we get for fighting them. Right now the ceiling seems to be level 30 (even though stats are built out for 50 levels). Seems like an easier plan than going through and editing the XP table. Thoughts? Link to comment Share on other sites More sharing options...
Juriel Posted February 18, 2005 Author Share Posted February 18, 2005 Note: these are all through quite brief tests. Changing the level multiplier does not seem to affect anything. I got the same XP from my Step's enemies, be they 2.0 level, 3.0 or 0.75. Also, the Step does not seem to be tied to the character's level. I remained at Step3 at the same spot in game through levels 12-27. I tested it by both just increasing the level of the PC who was near enemies in a map, and then by increasing his xp outside the map, levelling up manually and then entering the map. In both cases, I remained at Step3. So my guess is that the Step is tied to plot progression, or certain special events being triggered (such as getting on Ebon Hawk for the first time putting you to Step2, and getting a prestige class taking you to Step4). Edit: I will consider, on next starting up a new game, always having the next Step's stats be changed so that I will definitely notice when they come into effect (such as enemies going from 0.8 tohit multiplier to 10.0). That should give me a rough guideline of when it happens. Link to comment Share on other sites More sharing options...
beancounter Posted February 18, 2005 Share Posted February 18, 2005 Very good find on the autobalance.2da!! If you look at k_def_buf they commited out the entire script and said they had their own balancing system. I guess now we know what it is! One thought, the buff might not be based on your character, but rather the creature itself? This also might explain why so many creatures are only at level 1 We need to do some more testing on this 2da to completely figure it out. Link to comment Share on other sites More sharing options...
Achilles Posted February 18, 2005 Share Posted February 18, 2005 Since the name of the file is "autobalance" could it be that the Steps represent level of difficulty based on how well you're progressing? For instance if you have the game set to Easy and you get stuck, it autobalances the creature(s) you're stuck on to Step 1. If the going is too easy it kicks it up to Step 3, but stays at Step 2 if you're doing just right. Normal difficulty might switch between Steps 2-4 and Difficult Step 3-5. If this hypothesis is correct, you could still use this file to make a hardcore mod, we would just need to be a little more cognizant of what we're doing. Bummer about Level % though. Looks like I'll have to hardwire the XPtable.2da file afterall Link to comment Share on other sites More sharing options...
Juriel Posted February 18, 2005 Author Share Posted February 18, 2005 For what it's worth, the game starts at Step2. I guess I'll play a new game after sleeping and try to see at which point it goes to Step3. Perhaps that would give some clue - if it goes into it in the middle of nothing special, then it may happen via a judgement of player capabilities in combat. If, on the other hand, it is right after a plot point...we'll see. Link to comment Share on other sites More sharing options...
beancounter Posted February 18, 2005 Share Posted February 18, 2005 OK - the buff is based entirely on the NPC, not the PC. The different steps are for the different NPC, not sure what drives it, but I am 100% positive it is driven by the creature. Just a note - all of the testing I did was right after you went through the Harbringer on Pergaus. Right after that you find T3M and you have to fight some Mining Droids and a Maintenance Droid. Here is how to test it out. Make the following change to k_ai_master right under case 1001 (the heartbeat): int get_level; get_level = GetHitDice(OBJECT_SELF); string v_message; v_message = GetTag(OBJECT_SELF) + "-" + IntToString(get_level); SendMessageToPC(GetFirstPC(), v_message); This code change will have the NPC's post what their hitdice in the feedback log over and over again. Now go into autobalance.2da and change the field levelmult to 5 for every step except for Set_3. Change Set_3 to 1.00. When I did this, the Mining Droids(g_assassindrd01) reported a level of 10. The maintance Droid(g_drd_mine_02) reported a level of 2. Now quit KOTOR, and modify Set_3 to 5. Restart KOTOR again and now the Mining Droids will report a level of 10 and the maintance droid will report a level of 10. Bummer.... Link to comment Share on other sites More sharing options...
Juriel Posted February 18, 2005 Author Share Posted February 18, 2005 Agh, that complicates matters. Thanks for finding this out. Link to comment Share on other sites More sharing options...
beancounter Posted February 18, 2005 Share Posted February 18, 2005 Not that big of deal - I already have the majority of the scripts worked out to create a hardcore mod. It just would have been a whole easier/cleaner to use the autobalance.2da. Still a good find to figure out the this 2da. Someone should verify my finding just to be 100% sure. Link to comment Share on other sites More sharing options...
Achilles Posted February 18, 2005 Share Posted February 18, 2005 Originally posted by beancounter Not that big of deal - I already have the majority of the scripts worked out to create a hardcore mod. It just would have been a whole easier/cleaner to use the autobalance.2da. Still a good find to figure out the this 2da. Someone should verify my finding just to be 100% sure. What compiler did you use after you modified k_ai_master? Link to comment Share on other sites More sharing options...
beancounter Posted February 18, 2005 Share Posted February 18, 2005 HazardX's compiler You should extract the following files from TSL into the same directory as the compiler: k_inc_debug k_inc_generic k_inc_switch k_inc_utility k_inc_gensupport Link to comment Share on other sites More sharing options...
Achilles Posted February 18, 2005 Share Posted February 18, 2005 Thanks! Hmm...won't compile. I'm getting errors, but they are unrelated to your code. The default script generates the same errors when I try to compile it without your additions Link to comment Share on other sites More sharing options...
beancounter Posted February 18, 2005 Share Posted February 18, 2005 You are probably trying to compile nwscript which is causing the errors. Make sure the following files are in your SWKOTOR2 root directory - NOT THE OVERRIDE: k_inc_debug.nss k_inc_generic.nss k_inc_gensupport.nss k_inc_switch.nss k_inc_utility.nss nwscript.nss nwnnsscomp.exe Make sure k_ai_master IS in your override folder Open the cmd prompt and switch directories to SWKOTOR2 Make sure the DOS prompt is saying c:/Program Files/LucasArts/SWKOTOR2 type in nwnnsscomp -1.00 -c override/* override/ That should compile Link to comment Share on other sites More sharing options...
Achilles Posted February 19, 2005 Share Posted February 19, 2005 Nope, that's not the problem but thanks for the response anyway! I played around with the numbers a little bit, and I'm going to see how this configuration of autobalance.2da works out: vp tohit armor dmg sav cr lvl Set_1 0.65 0.9 0.7 0.09 0.8 -2 0.75 Set_2 0.7 0.9 0.8 0.11 0.9 -1 0.8 Set_3 0.8 1 1 0.135 1 1 0.9 Set_4 0.9 1.1 1.05 0.165 1.05 2 1 Set_5 1 1.2 1.1 0.2 1.1 3 1.1 [/Code] Link to comment Share on other sites More sharing options...
Achilles Posted February 20, 2005 Share Posted February 20, 2005 Hey everyone, I know this is a bump, but I thought I would give everyone an update. I've been playing TSL with the changes mentioned above for just about 24 hours now and have to admit that I'm pretty happy with the results. While everyone is waiting for Beancounter's mod, I would recommend making similar changes to your autobalance.2da file if you're looking for a more challenging game. BTW, I think I just hit Step 5...watch out! Link to comment Share on other sites More sharing options...
Darkkender Posted February 21, 2005 Share Posted February 21, 2005 will do achilles. It's good to hear that it makes things tougher. Link to comment Share on other sites More sharing options...
RedHawke Posted February 21, 2005 Share Posted February 21, 2005 ^^^^ Agreed... good to know Achilles! *Scrambles from thread to alter 2da file!* Link to comment Share on other sites More sharing options...
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