stoffe Posted July 14, 2005 Share Posted July 14, 2005 I uploaded a new version (2.0) of the High Level Force Powers, well, a month ago, but I was requested to re-create this thread since the original disappeared due to the forum problems. The mod adds 21 new High Level force powers to K2:TSL, becoming available at levelup from level 20 to level 26. They are evenly spread out as 7 lightside powers, 7 universal powers and 7 darkside powers. In addition one lower level bonus power is also included, for a total or 22 new Force Powers. The Full Mod (v2.0) can be found here. This is the complete mod, you don't need to download and install version 1 before installing this one. The v2.1 Update requires that you already have the full v2.0 version of the Mod installed. The update can be found here. Attention: The above files are RAR compressed (similar to ZIP but better). You will need WinRAR or 7zip to extract the mod files inside. If you post in this thread asking why the mod does not work after you put the RAR file in override, or how to open the RAR file, I will point and laugh at you! (Well not really, but you get the idea...) EDIT: Released an update, see this post as well. Warning: If you don't like force powers with flashy visuals, skip this mod. Some of the offensive powers are a bit heavy on the visuals. Also, many of these powers are fairly powerful, which is unavoidable for high level powers that should be able to compete with Force Crush, Enlightenment and Storm for use. I've tried to give them all some kind of weakness though. 1) NEW IN VERSION 2.1 The following things have been added or changed in Version 2.1 of the mod: Added one new Lightside power: Force Deception (see below). Added one new Universal power: Spirit Exodus (see below). Added one new Darkside power: Force Blindness (see below). Fixed the Force Power descriptions to display the correct prerequisites for a handful of powers who had gotten outdated descriptions. Fixed most occurances where Beasts or Droids killed when knocked down by the powers Strike, Pull, Hold or Destruction would not play their "lying dead" animation correctly, but "stand idle" instead, due to missing animations in the game for their models. 2) NEW IN VERSION 2.0 The following things have been added or changed in Version 2 of the mod: Added two new Lightside Powers: Energize and Static Field. Added two new Darkside Powers: Leech Life Force and Contagion. Added three new Universal Powers: Bombard, Hurricane and Destruction. Added a lower level Universal bonus power: Force Pull. Fixed bug with Force Hold, causing it not to apply the penalties as described. Fixed description of Omniscience to mention the 2-12 pt damage bonus it grants. Adjusted the Force Point cost of all powers, as requested. Renamed Sap Will to Force Sleep to make it sound more Lightside-ish, as requested. Minor tweaks and fixes to the scripts of various powers. Fixed bug with Force Incinerate, making it a Darkside power as described. Fixed an error with Incinerate that had a small chance of causing trouble when used in some game areas. 3) THE NEW FORCE POWERS The following 22 force powers will be added to your game by the Mod: ((((LIGHTSIDE POWERS)))) Force Deception (2u1) Light Side Power Base FP Cost: 45 Prerequisites: Level 23 Force User Using this power, the Jedi can affect the flow of photons in her surroundings, bending light around her body. This renders her effectively invisible to organic beings using eyes or droids relying on photoreceptors to perceive their surroundings. This effects lasts for 36 seconds, or until the Jedi draws attention to herself by attacking someone. Force Energize (2.0) Light Side Power Base FP Cost: 40 Prerequisites: Level 20, Consular, Jedi Master, Sith Lord The Jedi can channel the strengthening energies of the Light Side through herself and her allies, temporarily boosting their hardiness. Those affected will get a bonus to Vitality equal to twice the level of the Force User, and a bonus to Defense equal to half the level of the Force User. In addition, all other force sensitive party members will get Force Points equal to twice the level of the force user immediately restored to their force pool.This power lasts for 30 seconds. Force Static Field (2.0) Light Side Power Base FP Cost: 50 Prerequisites: Level 21 Force User The Jedi can use the Force to release a violent burst of static electricity in an area around the selected target. While this burst is completely harmless to organic lifeforms it will wreak havoc on the circuits of droids and other electrical systems such as turrets. When struck, a droid will either become confused and start attacking its allies, or it will briefly short out and be unable to take any action, or its sensors will become overloaded so it can only detect targets that come close to it or directly attack it. This power lasts for 30 seconds, though a successful Will save will reduce the duration to half. Force Sleep Light Side Power Base FP Cost: 55 Prerequisites: Level 21 Force User This power allows the Jedi to affect the minds of nearby enemies to put them in a sleep-like state, making them unable to take any action but to stand motionless. Since this leaves them unable to defend themselves, their Defense, Saving Throws and ability deflect blaster bolts all suffer a -10 penalty while affected. They will remain in this stupor for 12 seconds. This power cannot be resisted, though a successful Will save reduces the duration to 6 seconds. Force Omniscience Light Side Power Base FP Cost: 45 Prerequisites: Level 22, Any Lightside Prestige Class Omniscience grants the Jedi insight into the intentions of nearby enemies. This premonition about what is to come allows the Jedi time to defend against nearly any attack, while being fully able to exploit any weaknesses in the enemies may have. When active, Omniscience allows the Jedi to bypass the Defense of any enemy and always hit with their strikes. Further the Jedi gains a +12 bonus to Saving Throws, Defense and Blaster Bolt Deflection, and a 2-12 bonus to attack damage. The trance lasts for 20 seconds. Force Protection Light Side Power Base FP Cost: 85 Prerequisites: Level 22 Consular, Jedi Master or Sith Lord A skilled Force User can wrap the force around them like a shield, protecting them from harm. This power lasts for 200 seconds, and will protect the force user against 140 points of damage before dissipating. Due to the concentration required to maintain this protection, the force point regeneration of the force user is slowed by 25% while this protection is active. (Cast it again while active to deactivate it.) Force Immortality Light Side Power Base FP Cost: 60 Prerequisites: Level 24, Any Prestige Class Channeling the light side energies of the force through herself and her allies, a Jedi can counteract injuries and afflictions they are subjected to. For 36 seconds, all party members will be granted vitality regeneration equal to the level of the force user every 2 seconds. In addition, those affected become immune to poisons and ability penalties for the duration. Party members weaker in constitution will not safely be able to channel as much force energies through their bodies. Thus those who fails a fortitude save against a DC of 50 minus the level of the force user will only gain vitality regeneration at half the normal rate. [[[[uNIVERSAL POWERS]]]] Spirit Exodus (2u1) Universal Power Base FP Cost: 100 Prerequisites: Level 30, Sith Lord/Jedi Master This technique in the Force is extremely rare, only the wisest, most powerful Masters have ever been able to use it. Using a trance, the force user can will a part of their own spirit outside their body and use the Force to manifest it in a physical form resembling their own. This Force Spirit "clone" will accompany and fight alongside the force user for 36 seconds before again fading, the spirit essence flowing back to the body where it belongs. Force Hurricane (2.0) Universal Power Base FP Cost: 50 Prerequisites: Level 22 Force User Through the Force the surrounding air can be accelerated into a raging storm, lifting all nearby enemies off the ground and blowing them helplessly around for the duration of this power. Force Hurricane lasts for 12 seconds, though a successful Fortitude save allows a victim to free themselves after half that time. This power cannot be resisted since the Force doesn't directly affect the victims. Force Bombard (2.0) Universal Power Base FP Cost: 75 Prerequisites: Level 23, Any Prestige Class An experienced Force User can gather gases from the air and focus them into concentrated streams that can be ignited. These streams, which bear some similarity to blaster bolts, may then be hurled at the Force User's enemies. The Force User can strike a target with a gas bolt every 2 seconds for the duration of the power, causing 1-4 damage per level of the Force User to the victim and other nearby creatures. The duration of the power is 6 seconds plus one second for every even level of the Force User above level 20 (ie extra bolts at level 24, 28 etc...). The victims may make a reflex save when struck by a bolt to cut the damage in half. The force user can only concentrate enough to maintain one Bombard power at a time. Force Destruction (2.0) Universal Power Base FP Cost: 65 Prerequisites: Level 25, Consular, Jedimaster, Sith Lord This power allows a Force User to draw large amounts of energies and concentrate them in a single spot centered on a target. When critical mass is reached, the energies explode violently in a manner similar to a small nuclear blast, causing damage to the target and all nearby creatures within a 5m radius. The force user can shield her allies somewhat from the blast, who will only take half damage. This power deals 1-7 damage per level of the force user to the target. A successful Reflex saving throw will reduce the damage to half. Force Strike Universal Power Base FP Cost: 55 Prerequisites: Level 21, Sith Lord/Jedi Master Force Strike concentrates the force energies of the surroundings into a series of intense energy bolts that will simultaneously strike the selected target. The bolts will inflict 1-8 damage to a single target for every level of the force user. The force of the Strike will throw the target to the ground and hurl any nearby creatures away from the impact. There is no known defense against this power. Force Hold Universal Power Base FP Cost: 45 Prerequisites: Level 24 Force User Hold will envelop a single target in a dense cloud of force energies, making them unable to move from the spot. The energy cloud will severely disorient its victim, making them unable to remain on their feet, and reduces their Attack, Defense and Saving throws with -10 while trapped in the cloud. It will also render them mostly oblivious to what goes on outside the cloud unless directly attacked. This power can be resisted, but offers no saving throw to avoid or reduce its effects. Force Freeze Universal Power Base FP Cost: 55 Prerequisites: Level 23 Force User Using the force to violently slow the atoms around a target, the force user can unleash blasts of intense cold centered around enemies within a limited radius. Each blast deals 1-4 cold damage for every 2 levels of the force user and instantly deep freezes the target. While frozen the victim suffers a -6 penalty to Attack, Defense and Saving throws. It will take 9 seconds for the victim to thaw enough to move, but even then the debilitating effects caused by numbing cold remains for another 6 seconds. A successful Fortitude save reduces damage and penalties by half. All enemies within a 5 meter radius of a blast will take splash damage, but suffer no other ill effects. <<<<DARKSIDE POWERS>>>> Force Blindness (2.1) Dark Side Power Base FP Cost: 60 Prerequisites: Level 23 Force User The Dark Side can cloud the vision of those not strong enough to resist its power. Using this technique, a force user can affect the sight of nearby opponents, making them unable to see anything, and by extension attack since you can't attack what you cannot see. This blindness lasts for 12 seconds, though the victim is allowed a Will save to reduce the duration to 6 seconds. This power cannot be otherwise resisted. This power will not affect a target who has the Force Sight power active. Force Contagion (2.0) Dark Side Power Base FP Cost: 60 Prerequisites: Level 24 Force User Drawing on the dark energies of the force, the Force User can infect a group of enemies with a terrible, wasting disease that will severely injure and weaken its victims. The infection lasts for 60 seconds, during which the victims will take 20 damage and lose 1 point of Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma every 6 seconds. The force user can protect himself and his allies from the infection, but those not so lucky need to make a Fortitude save vs a DC of 100, making it nearly irresistible. Creatures immune to poisons, like droids, are unaffected by this Power. Leech Life Force (2.0) Dark Side Power Base FP Cost: 40 Prerequisites: Level 22 Force User This vile use of the Force steals life essence from the a target and imbues the Force User with that essence. The selected target will be drained of 6 points of Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma while the Force User will receive a corresponding bonus. The victim will also be slowed for the duration, while the force user is speeded up. This power can not be fully resisted, but a successful Will saving throw will reduce the penalties to 4 and cut the speed penalty in half. The effects of this power lasts for 36 seconds. Force Weaken Dark Side Power Base FP Cost: 65 Prerequisites: Level 22, Any Prestige Class This vile use of the force will drain the life force of a single selected target, using it to boost the dark side aura of the surroundings. The target will be drained of 50% of their current vitality points and suffer a -10 penalty to their Defense, Saving Throws and Premonition (ability to deflect blaster bolts) for 9 seconds. They will also be slowed for the duration. This power can not be resisted, but a successful Will saving throw will reduce the vitality drain to 33% of the current health, and the penalties to -5. Chain Lightning Dark Side Power Base FP Cost: 50 Prerequisites: Level 22 Force User The force user can unleash a torrent of electricity at a target. The lightning bolt will forcefully strike the target, causing damage and debilitating pain, and then arc to the next nearest enemy and do the same. The bolt will not stop until it has struck all nearby enemies, or until it loses strength and fizzles after 2 seconds. Every target struck by the bolt will take 2-7 damage for every level of the force user and suffer a -4 penalty to their stength, dexterity and their fortitude and reflex saves for 9 seconds. A successful Reflex save cuts the damage and penalties in half. Force Grip Dark Side Power Base FP Cost: 35 Prerequisites: Level 25, Any Prestige Class The force user can hold immobile and constrict a single opponent, slowly crushing the victim to death. The Grip will cause 15 damage every 3 seconds to its victim until either the victim dies or manages to make a Fortitude save. A successful save allows the target to break free of the Grip, but will take 20 falling damage as they are thrown to the ground by the backlash of force energies. This force power cannot be resisted, and offers no initial save to avoid its effects alltogether. Force Incinerate Dark Side Power Base FP Cost: 70 Prerequisites: Level 26, Any Prestige Class While even a lowly apprentice can use the Force to create heat and light small fires, a Master can put this ability to devastating use as a weapon. This terrible power will lift a single target off the ground and set them ablaze in roaring flames. The victim will be held and burned for 12 seconds, sustaining fire damage equal to one and a half the level of the force user every 2 seconds. This force power cannot be resisted, but a successful Fortitude save will cut the duration in half. In addition to the 20 High Level powers, the mod also contains one low-level bonus power: Force Pull Universal Power Base FP Cost: 20 Prerequisites: Level 3 Force User Those attuned to the Force can use it to telekinetically manipulate their surroundings. This particular power allow a Force User to violently pull an opponent towards them, often knocking them briefly off their feet in the process. The force of the pull will inflict crushing/falling damage equal to the level of the force user. Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted July 14, 2005 Share Posted July 14, 2005 I seem to recall thinking this mod absolutely kicks Uber-Arse! Review worthy even Thanks again, a thousand times over, for bringing us these powers stoffe! You've knocked us on our bums with this one Link to comment Share on other sites More sharing options...
Mono_Giganto Posted July 14, 2005 Share Posted July 14, 2005 Heh, I'm sure it's great, downloaded 2 weeks ago and have yet to *reach* those levels in my current game. Link to comment Share on other sites More sharing options...
Colma Adawin Posted July 14, 2005 Share Posted July 14, 2005 PERFECT!!!! ALL THOSE SWEET FORCE POWERS GO WITH THE BEST ( in my opinion ) CLASS!!!! THANK YOU SOO MUCH Stoffe -mkb- ! gotta love the Jedi Consolur / Jedi Master / Sith Lord Got my Copy and Got KSE to test these sweet powers then i'll properly gain them, just so i can 'prioritise' force powers Colma Adawin Link to comment Share on other sites More sharing options...
Smilodon Posted July 14, 2005 Share Posted July 14, 2005 This mod is one of my personal favorites, one of the best enhancements for the game. Fantastic work, thank you Link to comment Share on other sites More sharing options...
RedHawke Posted July 15, 2005 Share Posted July 15, 2005 Yup, this one rocks! And to ressurect this from the old thread... "Who else feels like Scorpion from Mortal Kombat when using Force Pull?" Get over here! Link to comment Share on other sites More sharing options...
SoNico717 Posted July 15, 2005 Share Posted July 15, 2005 Who else feels like Scorpion from Mortal Kombat when using Force Pull? Me. Great, great mod. Leech Life is my favorite one. Link to comment Share on other sites More sharing options...
Prime Posted July 15, 2005 Share Posted July 15, 2005 Nice work. Link to comment Share on other sites More sharing options...
darkdragon106 Posted August 7, 2005 Share Posted August 7, 2005 i download this mod and only get the redme can someone help Link to comment Share on other sites More sharing options...
General Kenobi Posted August 7, 2005 Share Posted August 7, 2005 I said it before in the original thread and I'll say it again Stoffe. "Absolutely AWESOME MOD!!!" This literally should be a required update and I'm suprised the games makers haven't wanted to contact you to include it in an update! The best aspect (for me) is the ability to stave off many would be fatal attacks especially with the Hardcore MOD installed by BeanCounter. I've yet to experience a single crash in any short playthrough of any level when using your powers in any combination. You really outdid yourself with this MOD and this MOD's version 1 alone assured your status in Holowan's rank of Pro Modders. Every single power is original and widely varied from the others each having their own unique uses that come in very handy in specific circumstances. If you do a version 3 I'd personally like to see a "Force Clone" or "Kamino Trick" that would let you spawn at different levels 2 or 3 or 4 "clones" of your exile character that the bad guys would want to attack before you or something. Just a thought Well do you mean inside of the zipped up file? If you received anything other than a compressed archive file it might have just been a glitch or the like over at PCgameMODS. If your meaning inside of the compressed archive it is most likely due to an Anti-Virus program or the like installed and set to HIGH with the options set to "clean inside archives." Those could be the only reason why you'd have gotten that I can think of. I'd just try downloading it again and see if that cures your problem. The actual "force powers" is an installer ran by .exe NOT copy paste or unzip to, kind of thing. Just extract out all of the contents to a folder on your desktop and read the readme cause it tells you where to point the installer to install to. Run the .exe file and enjoy. You can play test the first power in under 5 levels (actually I think it's level 3 for pull) Hope that helps a bit General Kenobi Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted August 8, 2005 Share Posted August 8, 2005 Awesome Force Powers stoffe This is a must have Link to comment Share on other sites More sharing options...
darkdragon106 Posted August 8, 2005 Share Posted August 8, 2005 can any one tell how to fix this problem i'm haveing befor when i downloaded this file it just gave me the redme and nothing elce now when i try to download it dont even let me pick where to save the file it just put its in tempery internet and i still only get the redme and its not just this mod the same thing happens when i try to doenload the Holowan file for TSL Link to comment Share on other sites More sharing options...
General Kenobi Posted August 8, 2005 Share Posted August 8, 2005 @darkdragon106 I'd def. download, install and run several times; Ad-Aware from Lavasoft. Then scan your machine thoroughly for any type of virus. What you are experiencing is not normal and I know there's nothing wrong with the download over at PCgameMODS cause I just downloaded V2 prior to posting this. Make sure to delete all of your temporary internet files as well. ALSO try holding down the CTRL key when you are at the last click to download Stoffe's MOD. If still nothing after you try some or all of this stuff then try utilizing Netscape or Firefox (any other browser other than IE). I'm not saying it's all or any of these BUT you definately have some type of "hiijack" or bad IE install for that to be going on. Hope that helps a bit, General Kenobi Link to comment Share on other sites More sharing options...
stoffe Posted August 23, 2005 Author Share Posted August 23, 2005 I have finally gotten around to fix the bugs that were discovered in v2.0 of the High Level Force Powers Mod. To make it a bit more worthwhile to download I have added 3 more high level powers to the update as well. See below for more info. Since this probably is the last version of the HLFP mod I'd like to be a bit more sure that I am not overlooking something this time, resulting in another buggy upload. So before I upload the update to PCGM I would really appreciate if someone who has the HLFP v2.0 mod installed would want to download this update and try it out, and see if they can spot any remaining (or new, for that matter) errors. You can get the v2.1 update here for now. Please note that this is an updater which requires that you already have v2.0 of the Mod (which was uploaded some time in June) installed in your game in order to work. If you use it, make sure you have all the HLFP v2.0 (including modified 2da) files in your main override folder and not in any subfolder, or the Installer app won't find them and Bad Things™ will likely happen. Since no-one downloads anything without screenshots nowadays, here are a few snapshots of the 3 new powers in action, with their descriptions: EDIT: Moved down to release post... If you try it out, please let me know if you find any remaining problems. On the off-chance there are no more bugs, let me know if you don't find anything as well, so I know if someone has tested and not encountered any trouble, and I'm not just being cheerfully ignored. EDIT: Released the update, see this post below. Link to comment Share on other sites More sharing options...
maaneeack Posted August 23, 2005 Share Posted August 23, 2005 Using Spirit Exodus, some of the armour wasn't appearing on the clone (pc's bladesinger uniform, pc's dark robe, exotic mesh dancer outfit). Link to comment Share on other sites More sharing options...
stoffe Posted August 23, 2005 Author Share Posted August 23, 2005 Using Spirit Exodus, some of the armour wasn't appearing on the clone (pc's bladesinger uniform, pc's dark robe, exotic mesh dancer outfit). Are those custom armors/robes? The script only clones the attire if the Tag and ResRef set in the UTI template of the armor/robe are identical, since Bioware didn't bother re-implementing the GetResRef() function in the KotOR version of NWScript. Could you open your clothes template with a GFF-editor or KotorTool and verify if this is the case? If it can't spawn the worn outfit due to a Tag/Resref mismatch, it should use some standard outfit of the same type instead. This will only work however if the armor does not use a custom Baseitem type, since I can't guesstimate what they might be. Not much to do anything about since there is no way to get the Resref of an item in this version of the scripting language, or copy an existing instance of an object. :/ If this is the problem however, it should resolve itself if you change the Tag of your items to match the Resref (and spawn a new copy in-game since changing the template won't affect the existing object instances you already have in your inventory). Another potential problem is if the items have Usability restrictions that only lets party members of the Exile use them. Since it's impossible to make the game ignore those restrictions for AI controlled NPCs, they can't be equipped. Nothing that can be done about that either. :/ Link to comment Share on other sites More sharing options...
maaneeack Posted August 23, 2005 Share Posted August 23, 2005 They are part of the holowan plugin, I don't remember which individual mod had the bladesinger uniform and the dark robe, but the dancer outfits are the jabba's palace fix items. I'll check the uti's in a bit. I'm using my character, not a party member, but when she is wearing one of the aforementioned clothes, the clone is naked. Link to comment Share on other sites More sharing options...
stoffe Posted August 23, 2005 Author Share Posted August 23, 2005 They are part of the holowan plugin, I don't remember which individual mod had the bladesinger uniform and the dark robe, but the dancer outfits are the jabba's palace fix items. I'll check the uti's in a bit. I'm using my character, not a party member, but when she is wearing one of the aforementioned clothes, the clone is naked. Sounds like it could be differing Tags/Resrefs on items with a custom base item type. I'll add some extra checks to make sure the clone ends up with some clothes and basic weapons at least if all else fails. Thanks for taking time to try this thing out. As for the Dancer outfit, it has usability restrictions making it possible to wear only for the Exile, Mira and the Handmaiden. As such the clone can't equip it. But no sane Jedi or Sith would enter combat dressed like that anyway. I'm starting to get second thoughts about releasing this thing though. It works just fine here since I know of its limits and have compensated for them by nuking all item restrictions and making sure the tags match up, but released and used in a less "controlled environment" it'll probably just be confusing and annoying rather than nice and useful. Hmm... Link to comment Share on other sites More sharing options...
Jackel Posted August 23, 2005 Share Posted August 23, 2005 Since no-one downloads anything without screenshots nowadays, here are a few snapshots of the 3 new powers in action, with their descriptions: When it comes to your work Stoffe I know I for one download it without even reading the readme! OK kidding on that fact but I don't need screenshots to know good work when I read it. Link to comment Share on other sites More sharing options...
maaneeack Posted August 23, 2005 Share Posted August 23, 2005 Visas can also use the dancer outfit(s), plus they can use over/underlays so they are quite usable. Anyhow, my saber's work just fine, and even the nudie clone smacks the enemies down. I say release it, your readme's are usually very good, plus people can look here. It's no worse than the bladesinger uniform not having leg and hand shadows, heh. Link to comment Share on other sites More sharing options...
Evan Ordo Posted August 24, 2005 Share Posted August 24, 2005 It is a great mod but I feel that Force Destruction should be a darkside power because it is a offensive power that does damage and in Dark Forces 2 (AKA Jedi Knight) it is a dark side power. Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted August 24, 2005 Share Posted August 24, 2005 Simply Outstanding stoffe! and like Jackel said... I pretty much download anything you make.. You've built a great reputation for superb work and I have absolutely no doubt in your ability or talent... hell, you could name it crap mod® and I'd still download it hehehe.. Link to comment Share on other sites More sharing options...
stoffe Posted August 26, 2005 Author Share Posted August 26, 2005 @ChAiNz.2da & Jackel: Thanks for the confidence, I wish I could feel as confident about the quality of my own creations. @maaneeack: The only standard dancer outfit in the game that the script can fall back to if it can't copy the existing custom item due to Tag/Resref mismatch has those rather draconian usability restrictions though. I've made the power use standard clothing if it can't equip a worn dancer outfit instead, that'll have to do for now. Thanks for reminding me about the readme, I'll put a warning about Spirit Exodus being unreliable there. (Though I'd be surprised if anyone actually reads that thing. ) * * * Have anyone had the opportunity to test the 2.1 update more and have discovered anything more that might need fixing, aside from the Spirit Exodus power being completely unreliable when used by characters wearing some modder-made weapons and armor? I think I've managed to fix the Spirit Exodus power so the clone will always have at least clothing and a melee weapon if it can't copy the equipment due to Tag/Resref mismatch, can't equip things due to usability restrictions and can't guess what the character using the power is wearing due to new baseitem types. I'm not really satisfied with the quality of that force power due to this quirkiness, but since there is nothing else to do about it with the limited NWScript in KotOR/TSL I suppose it will have to be good enough to release. Thanks for the feedback thus far everyone. If no one has discovered any other problems I think I'll release the fixed update this evening. Link to comment Share on other sites More sharing options...
maaneeack Posted August 26, 2005 Share Posted August 26, 2005 @stoffe: you're the greatest. I reinstalled TSL trying to get the secret tomb to load (see the Holowan Plugin thread), so I haven't had much gameplay time the last couple days. The clone used my lightsabers fine (pc's lightsaber (white pc crystal) and xia terashi's pink shortsaber). But if the the clone can't wear your armour then it can't wear your armour, having it pick up a basic item is fine IMHO. The clone doesn't draw attacks does it (enemy's don't attack it do they?) Link to comment Share on other sites More sharing options...
stoffe Posted August 26, 2005 Author Share Posted August 26, 2005 The clone used my lightsabers fine (pc's lightsaber (white pc crystal) and xia terashi's pink shortsaber). But if the the clone can't wear your armour then it can't wear your armour, having it pick up a basic item is fine IMHO. It should work fine with pretty much all the standard weapons in the game, and most USM sabers, except those that are use-restricted to a particular party member. It should pick a standard saber of the sabe type (standard, short, double) with color depending on your class and alignment if it bumps into a saber it can't equip now. The clone doesn't draw attacks does it (enemy's don't attack it do they?) It doesn't? Hmmm... it should, and it does so here with my tweaked AI at least. The AI should treat it like just another opponent. Since the clone gets the same ability scores, feats and force powers (and weapon/armor under ideal conditions) as its summoner it should be dangerous enough to be worth paying attention to. It won't do anything special to draw the attention of the enemies though so it may or may not be the one they choose to attack depending on other factors. If the power is used by a party member its faction gets set to one that is friendly towards the party and hostile towards the player-hostile factions. If it's used by a non-partymember the clone becomes a member of the same faction as its summoner. Link to comment Share on other sites More sharing options...
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