Ellderon Posted March 17, 2005 Author Share Posted March 17, 2005 That's something I'll prolly leave for version 2 of hte MOD, as I curretnly have no idea how to make new Feats... Link to comment Share on other sites More sharing options...
Maxstate Posted March 18, 2005 Share Posted March 18, 2005 The greatsaber from the book was put there to make the whole thing more chunky and attractive. Don't mind me, but i won't ever use something like that. A lightsaber is a tool that jedi need for all sorts of actions. A great saber is not a tool, its a weapon only made for sheer destruction and damage. Malak had a big saber and he wielded it with one hand, and sorry but the blade is just too big for me. Link to comment Share on other sites More sharing options...
Ellderon Posted March 18, 2005 Author Share Posted March 18, 2005 I just thought of something - two weapon fighting shouldn't have no effect at all on a greatsaber. It works for two lightsabers and for double bladed ones (the other blade basicly functions as another saber - it has it's own to hit stat), but it really doesn't make that much sense for greatsabers. Since I have no idea how to make Feats (YET) I would ask someone to help (due credits will be given of course) What I need is a copy of the dueling feats simply named two-handed weapons. And an edited Dueling feat that adds +2, +4 and +6 bonuses (I find the current ones too small) Hm...I allso noticed the blade is bit off...the hand clips the crossguard a bit.. Not that the standard models fit perfectly either tough.. But I was woindering - would moving the pivot point of the hilt a bit furter don result in charachters grabbing it a bit lower or is there another way to do that? Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted March 18, 2005 Share Posted March 18, 2005 Originally posted by Ellderon Since I have no idea how to make Feats (YET) I would ask someone to help (due credits will be given of course) I could be wrong, but I'm pretty sure we can't make / add new feats. I believe they're hard-coded into the game. One may be able to edit 'exisiting' feats, though that's playing with fire as well. 1) Some people may not want their feats changed 2) Could have really bad coonsquences with internal game-code dependant on the "modified" feat.. Again, even if editing the feat is possible (not sure)... As far as the clipping is concerned. Don't move the pivot point itself. Rather, move your hilt up a tad or so. I know the replacer tutorial says to line the top of your saber with the base, but you can cheat it just a bit (trust me... hehehe)... Link to comment Share on other sites More sharing options...
Darkkender Posted March 18, 2005 Share Posted March 18, 2005 Originally posted by ChAiNz.2da I could be wrong, but I'm pretty sure we can't make / add new feats. I believe they're hard-coded into the game. One may be able to edit 'exisiting' feats, though that's playing with fire as well. 1) Some people may not want their feats changed 2) Could have really bad coonsquences with internal game-code dependant on the "modified" feat.. Again, even if editing the feat is possible (not sure)... As far as the clipping is concerned. Don't move the pivot point itself. Rather, move your hilt up a tad or so. I know the replacer tutorial says to line the top of your saber with the base, but you can cheat it just a bit (trust me... hehehe)... Actually chainz alot of it is like making a new force power with some variance involved. Ellderon I might be able to help with the whole feat factor. But don't hold me to it. Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted March 18, 2005 Share Posted March 18, 2005 Originally posted by Darkkender Actually chainz alot of it is like making a new force power with some variance involved. Ellderon I might be able to help with the whole feat factor. But don't hold me to it. Really?! I was under the impression we can't make new feats... spells (force powers) yes, but feats no... though if we can, I'd be very interestd in learning how hehehe... Link to comment Share on other sites More sharing options...
Darkkender Posted March 18, 2005 Share Posted March 18, 2005 Originally posted by ChAiNz.2da Really?! I was under the impression we can't make new feats... spells (force powers) yes, but feats no... though if we can, I'd be very interestd in learning how hehehe... Off the top of my head I can't recall the procedure however this was something that was done in the PNP mod by jatku that has gotten lost in the folds. However there are new feats in there. As well as some changed. I think the trick came from setting variables in various 2da files and also by using unused feat slots. Link to comment Share on other sites More sharing options...
tk102 Posted March 18, 2005 Share Posted March 18, 2005 Feat.2da can be edited like any other 2da file including appending rows. However, the game engine makes use of these feats in ways that modders cannot, most notably in the form of new animations. The way that spells.2da and feat.2da differ is that spells.2da can create a reference to a script that does all sorts of custom things, whereas feat.2da is the reference itself. The game merely checks for the presence of the feat and behaves in a preconditioned manner. You could fashion a script that checks for the existence of your custom feat in an if statement, but why go through the trouble of modifying the feat.2da for a check that a global variable or other function could do? Have I missed your point completely in my response? Link to comment Share on other sites More sharing options...
Darkkender Posted March 18, 2005 Share Posted March 18, 2005 Originally posted by tk102 Feat.2da can be edited like any other 2da file including appending rows. However, the game engine makes use of these feats in ways that modders cannot, most notably in the form of new animations. The way that spells.2da and feat.2da differ is that spells.2da can create a reference to a script that does all sorts of custom things, whereas feat.2da is the reference itself. The game merely checks for the presence of the feat and behaves in a preconditioned manner. You could fashion a script that checks for the existence of your custom feat in an if statement, but why go through the trouble of modifying the feat.2da for a check that a global variable or other function could do? Have I missed your point completely in my response? maybe a little but not completly. If I recall the process that would be used for modifying and writing the new feat in this case it will be a matter of just apending some baseitems.2da references. especially since all that is likely being done is writing a weapon proficiency. then adjusting the wepon specializations to except greatsaber as a type of lightsaber for those feats. Link to comment Share on other sites More sharing options...
Ellderon Posted March 18, 2005 Author Share Posted March 18, 2005 Originally posted by ChAiNz.2da As far as the clipping is concerned. Don't move the pivot point itself. Rather, move your hilt up a tad or so. I know the replacer tutorial says to line the top of your saber with the base, but you can cheat it just a bit (trust me... hehehe)... Couldn't I just nudge both the HILT and the BLADE a bit up? That should work too... And adding new feats sounds a bit too complicated. could someone just tell me how to edit the dueling feat to increase the bonuses? NOTE: for v1.2 of my MOD I plan to tun the hilt around a bit ( 90° - the crossguard is facing a bit off), optimize the stats and put 3 choosable hilt textures - white, grey, black (ie - if you drop black in the override folder all greatsaber hilts will be black. However, you can only have one hilt colour at a time) P.S. - the Knockdown doesn't seem to work at all. I have it set up to DC22 on my PC (18 in the zip..have to change that too), but I haven't yet seen anyone fall... Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted March 18, 2005 Share Posted March 18, 2005 Originally posted by Ellderon Couldn't I just nudge both the HILT and the BLADE a bit up? That should work too... Possibly, though every story I've heard when messing with dummy, helpers or the aurora base winds up in complete horror. Don't get me wrong, It probably is possible... but I have never messed with anything that involves the animation itself. Sep, T7 or svösh would be better suited to answer the more advanced questions on whether it's possible and/or what steps you need to take in order for it to work without completely buggering your design. You can always try it however Just make sure you backup a save point(s) so you can always revert back to a working model Link to comment Share on other sites More sharing options...
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