Jump to content

Home

Creating a new base item...?


DarthVaxis

Recommended Posts

Okay so I added a line to baseitems.2da, copied the blaster rifle line and then edited it, gave it a new line number and name and label.. set base stats, etc. Saved it, it loads up correctly. Now however, when I go to edit a .uti file to make HK-47's droid assassin rifle a sniper rifle (the new weapon class I'm trying to make), it won't show up on the pull down list. What else do I need to do to make it a useable base item?

Link to comment
Share on other sites

If your version of KT has not been updated I would highly recommend DL the latest version. If you have the latest version and it's not reading your overide folder after installation. Then I would recommend going to your installation directory for KT and delete the settings.xml file. This will basically reset your settings and will force KT too update it's settings internally. Then if you proceed to redefine your personal settings within KT it should read from Overides properly and have the item on your list. On a side note the name of the baseitem reference may not be the exact same as the one that you typed. I believe KT reads one of the other fields and assigns a internal name that does not match what you gave it. A good example is the Segan Wyndth armor & Jedi Armor mod, KT reads it as item class 8.

Link to comment
Share on other sites

Heh, it's quite nice. Very high crit threat and 4x multiplier, works well with master sniper shot of course, but well, I wanna make it so that the only thing it can do is sniper shot and it's improvements, and normal attack I guess, no rapid fire and no power blast. Any ideas on how to disable those feats? (Would make it a fairer weapon class). Also would like to give a larger penalty to ac and hitrate if enemies get within melee range.

Link to comment
Share on other sites

Originally posted by DarthVaxis

Heh, it's quite nice. Very high crit threat and 4x multiplier, works well with master sniper shot of course, but well, I wanna make it so that the only thing it can do is sniper shot and it's improvements, and normal attack I guess, no rapid fire and no power blast. Any ideas on how to disable those feats? (Would make it a fairer weapon class). Also would like to give a larger penalty to ac and hitrate if enemies get within melee range.

 

Unfortunately you can't turn off the ability to have power blast and rapid shot. Now the flip side is you can set it up in the baseitems to require the sniper shot feat in order to use the gun.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...