boinga1 Posted April 24, 2005 Share Posted April 24, 2005 I'm working on a recruit mod. The characters add fine, replace the correct NPC's, etc. They all have the original NPC tags, so there should be no problem with cutscenes and the like. However, their hit points will randomly go much higher than they should. This morning, I had one go from about 200 HP, to something in the 13000 range. This is something of a mod-breaker for me. This usually seems to occur when I return to the Ebon Hawk, then leave again. Does anyone know what the problem might be? Link to comment Share on other sites More sharing options...
boinga1 Posted April 25, 2005 Author Share Posted April 25, 2005 I hate to *BUMP* this, but I'm really scratching my head here... anyone? Link to comment Share on other sites More sharing options...
boinga1 Posted April 25, 2005 Author Share Posted April 25, 2005 The party members with these problems have indeed been based off the the Jedi masters in game (Vrook, kavar, zez-kai ell). However, I've changed stats, powers, classes, templateresrefs, and tags for them all. The only thing that remains the same are the appearances, as far as I know. If what you suggest is the case, is there anything I can do about it? Edit: Just wanted to add that this is my commemorative Declaration of Independence post. Link to comment Share on other sites More sharing options...
stoffe Posted April 25, 2005 Share Posted April 25, 2005 Originally posted by boinga1 The party members with these problems have indeed been based off the the Jedi masters in game (Vrook, kavar, zez-kai ell). However, I've changed stats, powers, classes, templateresrefs, and tags for them all. The only thing that remains the same are the appearances, as far as I know. If what you suggest is the case, is there anything I can do about it? I did some quick testing at it seems like the autobalancer does indeed work on party members if the field is set in their blueprint. Every time you enter the hawk the partymember is destroyed and respawned, and as such the autobalancer will update to their current power, accomodating any levelups and such. As your party member levels up the bonuses they receive from the autobalancer are quite enormous. I'm not sure if this has anything to do with your particular problem, but it's the only thing I can think of that might affect it, so lacking any better suggestions you might try it: Open your creature's blueprint in the GFF Editor. Look for a field called MultiplierSet. This field defines which autobalancer setting the creature should use. If this field is set to anything else than "0" then this might be the problem. (I guess yours will read 4, like the standard Jedi Master blueprints do.) Change it to 0 (and click on another field to save the change) to disable the autobalancer for the creature. Then save the modified file in the Override folder and see if there has been any change to your problem in-game. (Remember to use a save from before they are spawned and added to the party. Once spawned or added to the party the blueprint is no longer used.) EDIT: Deleted my earlier post and updated this one with more info. Link to comment Share on other sites More sharing options...
boinga1 Posted April 25, 2005 Author Share Posted April 25, 2005 Just tried this out, and its seems to have worked. Thanks a ton. Link to comment Share on other sites More sharing options...
Darkkender Posted April 25, 2005 Share Posted April 25, 2005 If you have done your new custom recruit proper it should be using a tag entry for one of the existing NPC's such as GOTO or HK-47. If you don't create a new UTC file with a tag that matches an original recruit there will be many different minor problems that become major problems in the long run. This would be one of those minor-major problems that would be caused by this paricular oversite. Other problems include duplicating NPC's and other problems. Link to comment Share on other sites More sharing options...
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