Mashangi Posted March 9, 2005 Share Posted March 9, 2005 I would like to do the following: Make a Double-Bladed lightsaber that has a 18-20 base critical threat range (Adding keen to the item would then make it go to 15-20) Make all of the 'buff' force powers last 2 minutes. Add all of the 'buff' force powers to Light Side Enlightenment. Link to comment Share on other sites More sharing options...
sketch42 Posted March 9, 2005 Share Posted March 9, 2005 Originally posted by Mashangi I would like to do the following: Make a Double-Bladed lightsaber that has a 18-20 base critical threat range (Adding keen to the item would then make it go to 15-20) Make all of the 'buff' force powers last 2 minutes. Add all of the 'buff' force powers to Light Side Enlightenment. for the saber take a look at this http://www.lucasforums.com/showthread.php?s=&threadid=129450 and to edit its properties just open it up it KT and make the changes you want... for more info take a look at this thread http://www.lucasforums.com/showthread.php?s=&threadid=143789 as well as this one http://www.lucasforums.com/showthread.php?s=&threadid=143991 Link to comment Share on other sites More sharing options...
Mashangi Posted March 10, 2005 Author Share Posted March 10, 2005 The only way I was able to find (and the only way described in any of those guides) is to add the "keen" property to the item. That is fine, and it got me to a 19-20 critical threat. However, no amounts of additional keen traits were able to get it any lower. Link to comment Share on other sites More sharing options...
sketch42 Posted March 10, 2005 Share Posted March 10, 2005 Originally posted by Mashangi The only way I was able to find (and the only way described in any of those guides) is to add the "keen" property to the item. That is fine, and it got me to a 19-20 critical threat. However, no amounts of additional keen traits were able to get it any lower. on double blades no matter how many keens you add you can only bring it down to 19-20. on single blades you can bring it down to 17-20 maximum. but as far as other feats and properties the achilies tutorial should be helpful. there are also a bunch of tutorial explaining force power in the general tutorial section and the stickies above. Link to comment Share on other sites More sharing options...
Mashangi Posted March 10, 2005 Author Share Posted March 10, 2005 Was trying to find out if there was any way aside from the 'keen' properity- if a script controlled this hardcap on the double-bladed sabers or something. I don't suppose there would be a way to make a single bladed lightsaber take on a double-bladed appearance ingame? I just hat the look of dual-wielding sabers. I figured out how to make the force spells last longer, but when I run the project compiler in Kotor tool, (I have k_inc_force.nss and k_sp1_generic.nss qued up.. and I do have the nwsscript.nss in the same directory.. it just isn't working out for me:( The script fails to compile. Link to comment Share on other sites More sharing options...
Mashangi Posted March 10, 2005 Author Share Posted March 10, 2005 I also tried it with the k_inc_debug included as well as the nwsscript.nss, and it still won't compile for me. No idea what I'm doing wrong. Link to comment Share on other sites More sharing options...
RedHawke Posted March 10, 2005 Share Posted March 10, 2005 Originally posted by Mashangi Was trying to find out if there was any way aside from the 'keen' properity- if a script controlled this hardcap on the double-bladed sabers or something. Try looking in baseitems.2da there is a cell in there that controlls the critical threat range as well. I hope this helps! Link to comment Share on other sites More sharing options...
Arlen Treesong Posted March 10, 2005 Share Posted March 10, 2005 Where did you alter the timer on force powers? I wouldn't mind my buffs lasting 5 minutes or so. After so much heavy modding to the difficulty the fights last quite awhile its getting ridiculous having to rebuff 3 or 4 times a fight. Link to comment Share on other sites More sharing options...
Mashangi Posted March 10, 2005 Author Share Posted March 10, 2005 Well, since I can't get the script to compile, I really wouldn't take any suggestions from me, lol. Link to comment Share on other sites More sharing options...
DarthVaxis Posted March 10, 2005 Share Posted March 10, 2005 Open baseitems.2da go to the double saber line, click on the far left to highlight the line, then scroll right a bit. There's 4 properties that can affect the base damage and critical strike values/multipliers of the weapon. numdice = how many dice the weapon has to roll per hit. dietoroll = how many sides each die has. Those two affect the base damage of the item. A double saber has 2d12 damage, 2 dice, with 12 sides each. So the damage can be anywhere from 2-24.. Make that dietoroll a 15 and it's 2-30.. make that 2 to a 3 (but leave the 12 as is) and it's 3-36.. critthreat = how much chance to make critical hits crithitmult = the multiplier of your critical hits. IE: setting critthreat to 1 = 20-20xmult 2 = 19-20xmult, 3=18-20xmult crithitmult is quite powerful.. set it to however much you want your critical strikes to do.. IE a bowcaster with keen on it has a critthreat of 17-20x3. Currently I'm TRYING to make a sniper rifle class blaster. But for some reason .uti files won't let me choose it as a base item, even though I've checked the line I added to base items.. I would like to know what else I need to do to make an entirely new class of weapons. The stats I have on sniper rifles are maxattackrange 50, prefattackdist 40, numdie 3, dietoroll 12, critthreat 4 (so 17-20, will be like 12-20 with keen..), crithitmult 4... required feats weapon specialization blaster rifle, sniper shot, precise shot I .. Hmm, I'm gonna ask about this on another thread. Link to comment Share on other sites More sharing options...
CheapAssStrat Posted March 10, 2005 Share Posted March 10, 2005 Originally posted by DarthVaxis ...Currently I'm TRYING to make a sniper rifle class blaster. But for some reason .uti files won't let me choose it as a base item, even though I've checked the line I added to base items.. I would like to know what else I need to do to make an entirely new class of weapons... Just select any base item and save it. Then open up the uti file in GFF Editor and cange the BaseItem number to match the row label of your original item in baseitem.2da. KotOR Tool uses the games original files and (to my knowledge) will not detect any files in your Override folder that you changed. That is why your item does not appear on the list. Link to comment Share on other sites More sharing options...
Mashangi Posted March 10, 2005 Author Share Posted March 10, 2005 I tried altering the .2da files, put it in the override folder (with no other mods installed) and now the game crashes halfway through loading. Take the .2da out of the override folder and it is fine. Link to comment Share on other sites More sharing options...
DarthVaxis Posted March 11, 2005 Share Posted March 11, 2005 Wow, HK-47 really does assassinate with this... that is, if he gets the jump on them from a distance. Almost every shot with master sniper shot is a critical hit, of up to 200 damage (my Jedi Weapons Master can do crits for about that much using either master power attack or critical strike with Juyo form... so I consider that damage fair..) Hey what's minrange and maxrange in baseitems.2da? I have maxattackrange at 50, and prefattackdist at 40... gonna tweak it a little to make the sniper affect more drastic. Link to comment Share on other sites More sharing options...
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