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TSL Mod request


JCDenton

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Hello, long time fan of KOTOR 1 MOD's here (especially yours RedHawk :-p) But this is my first request for a mod, because this is one I think TSL should really have. I was wondering if it were possible to make a mod where the demolitions skill added damage to grenades, mines, and a certian Redhead's rocket launcher. As it stands now, the only mines / grenades that do a decent amount of damage are devestating, which are pretty steep in chemicals to make. Demolitions has little bearing on anything except planting / removing mines. Also Mira's rocket / dart launcher is fairly weak. I think it could really help make "grenadier" viable and give us trixy assasins an extra edge when we plant some mines near some jedi feet :D

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Not to be a wanker, but this should be in the mod request's sticky...

 

BUT, I love the idea and definitely makes some sense in the otherwise sense-less TSL world ... hehe

Would definitely give you an incentive for upping the demolitions skills...

 

Please excuse me for being a "butt-head" about the request sticky, it's just it makes it easier to find prospective mod ideas..

 

BTW, Welcome to Holowan! :D

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A cool idea. The grenades and rocket launcher would be very easy to fix. I don't think you could adjust the mines though. :mad: The damage is not controlled by a script. It is set entirely by the UTC file. I could be wrong there, maybe one of the modders who has more experience editing items would know better.

 

The grenade and rocket damage is completely controlled by k_sup_grenade. (This would be a great mod for someone who is just starting to learn how to script, BTW. So if there are any beginner scriptors out there this would be a great request for you! If no one bites I could do it for you.)

 

What kind of damage bonuses were you thinking of? A straight multiplier (skill * x). Or should different grenades/rockets get different bonuses. Should the skill have an effect on the DC save? Think it over and let us know.

 

Welcome to the forums too!

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Well for the DC modifier, I think it should affect it, probably around the order of (other modifiers) + Skill/2 (i.e. 20 demolitions = +10 on the DC attack to save) you would want this for the tranq darts / flash grenades which rely on it. For the damage, (I have no idea about the formulas involved BTW) but a thermal detonator is suppose to be the grand-daddy grenade, it has a current base damage of 60 i think, which is fair at best against the higher lvl stuff (Even less so with the newly released HC mod) . It also costs 1000 (?) chemicals to make. So with a respectable demolition skill, roughly 20, I would want the damage to be around the order of 150 with a thermal detonator. That works out to be a 1/8 skill multiplier. I was also thinking since our Red-head hunter is suppose to be queen of the rockets, perhaps she could even get a higher multiplier, or at least on that wrist of hers. I also thank you guys for responding so quickly :-p

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Originally posted by beancounter

A cool idea. The grenades and rocket launcher would be very easy to fix. I don't think you could adjust the mines though. :mad: The damage is not controlled by a script. It is set entirely by the UTC file. I could be wrong there, maybe one of the modders who has more experience editing items would know better.

Don't quote me on this, but this may be possible with Fred's new-soon-to-be-released version. I remember him stating that he 'thinks' he may have discovered the traps functionality, (and a truly "ouch" mine having properties of ALL the mines combined) ;)

 

I don't want to speak for Fred, or make promises on his software, but if indeed this is the case, there may be hope yet :)

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Originally posted by Xcom

looks like their functionality may be in:

 

k_trp_generic

k_trp_power

 

scripts.

 

Cool, that looks like the ticket. From the following block it already looks like the frag mine causes extra damage based on your skill:

 

// DJS-OEI 1/26/2004
// Modify damage by the demolitions skill of the person that
// placed this mine.
int nDemoSkill = GetOwnerDemolitionsSkill( OBJECT_SELF );
if( nDemoSkill > 0 ) 
{
   nDamage += nDemoSkill;//RWT-OEI 05/24/04 - Took out the
   /5 per Feargus
}

// DJS-OEI 1/27/2004
// Increase the radius for each rank in Demolitions
float fRadius = 3.3;
 if( nDemoSkill > 0 ) 
{
        fRadius += 0.1 * nDemoSkill;
}

 

Probably needs a little testing to verify it, but it looks very promising.

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I was pleasantly suprise to see feats for Unarmed Combat, and was motified that it really adds nothing to the game. Why not consider adding some Unarmed combat feats, such as "Stunning Fist" (daze opponents on hit) or some incentive for fighting bare-handed?

 

One idea for making the game harder - isn't some of the Lightside powers are bit tad too powerful? Force Shield + Valour + Burst of Speed + Barrier + Energy Resistance + Battle Meditation + your favourite Shield + Deflection + Good equipment == Invincible Jedi. Maybe some of the Force Powers shall be lowered down, and 'active' lightside powers be improved? Maybe the hardcore mod could benefit from this.

 

One idea for making the game more difficult is to break Energy Resistance into different types of Resistance -- having one Power to suit all situation kind-of make the game too easy.

 

That's all for now

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Thanks beancounter!

 

Anways, I have examined the script for grenades, and it's indeed quite easy to achieve (In fact, I already have an aplha version ready). I do want some opinions on a few things.

 

Firstly, the more I think about it, the more Demolitions seems kind of a weird skill to affect grenade damage. It seems related but I mean demolitions makes sense when you are setting up mines, it makes sense when you are creating something related to explosives; but seriously, every fool can throw a grenade. :D

I guess I need some encourangement from some one with high persuade skill. ;)

 

Secondly, I'm planning to make Thermal Detonator somewhat a "special" grenade, as was suggested. I was thinking maybe to make very high DC for it, so practically no one can make a save. Is that a good idea? Keep in mind that this will work both ways which means if a foe tosses grenade at you, you will be toast.

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Originally posted by Xcom

it makes sense when you are creating something related to explosives; but seriously, every fool can throw a grenade. :D

I guess I need some encourangement from some one with high persuade skill. ;)

I'll give it a shot ;)

 

[persuade]

Try to think of Demolitions as not necessaruly a skill, but a whole Vocation. When you train in demolitions, you not only train in the creaion and/or dismantling of explosives, but also in proper care and handling.

 

Sure any fool can throw a grenade, but does everyone know how to properly pack a grenade in his/her gearbag so as the 'pin' or whatever mechanism used isn't accidentally set off during transport. Also, when you reach into said ammo bag, do you know which part of the grenade to grab so as not to activate the mechanism. Do you know how to set the "safety", is there a "safety".. etc. You get my point.. hehe

 

As far as throwing a grenade, an experienced "lobber" knows how to calculate the best impact area for the most effectiveness. Sure I can throw a football, but can I throw a football like a Professional Player... nope.. in fact "girly-boy" comes to mind ;):rolleyes:

Apply this way of thinking to something like baseball for example. An outfielder knows when, where, who to & how much lead to give depending on what he/she wants to get accomplished...

[/persuade]

 

How'd I do? :D

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Superior work Xcom, (been having some buggs with my save games, gonna have to restart, bit I can notice a huge differance (50 damage with minor frag's at lvl 13 demolitions :-p ) Does this work with our Red-mane'd huntress rocket launcher as well?

P.S. No, I'm not the JCDenton you mentioned Ellderon, just another Deus Ex fan :) I have the modd'ing skill of a psycopathic wookie anyway :D

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Originally posted by JCDenton

Does this work with our Red-mane'd huntress rocket launcher as well?

 

You mean Mira's wrist launcher? If so, then yes. I blew some cannoks into oblivion at Dxun (with 27 demolitions). I mean I didn't increase damage for tranqualizer darts and suchlike, though I did increase DC for them (that's depending on your demolitions skill). I also removed EVASION feature check for Thermal Detonator which rendered damage to zero if target made successful save. I mean how do you evade Thermal Detonator?? LOL!

 

@beancounter, I won't forget to include the source when I publish this thing. This version was just for first impressions.

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