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Kill Star Forge Jedi (Spoilers)


Shem

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As you know no matter what side of the Force you are on, your character is approached by a female Jedi about what objective needs to happen. If you are light side, she tells you that you need to find Bastila. If you are dark side, she explains that you have to stop Malak.

 

In both cases as she's explaining the objective, Dark Jedi come out and attack. She tells you that they'll deal with the Sith and tells you to go and deal with your objective.

 

I would like to see a script change where you can kill those Jedi if you chose the Dark Side on the top of the Rakatan Temple. The first time I played Dark Side, I assumed I would be able to kill them and I couldn't. That bummed me out. They're Jedi, and as Revan, you have chosen to be a Sith Lord. You should be able to kill your common enemy. As HK-47 would say, "It would be most fun."

 

A way to do this is have Revan (your PC) walk up to one of the Jedi after the battle and say something like, "Time to die." Or something like, "I have reclaimed my identity as the Dark Lord. Time to die, Jedi." In a case like that, have Revan speak the dialogue only. Then have a battle break out with all the Jedi. I just think that makes more sense in that situation. Why would Revan let them live?

 

 

madeit7wt.jpg

KILL THESE JEDI!

 

 

 

EDIT: Does nobody like this idea or something because nobody is saying a word? It's your one chance to kill Jedi in this game if you don't count killing Juhani and Jolee.

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I would think that this mod would REALLY appeal to all people who love to play the Dark Side. Especially since you don't really get opportunities to kill Jedi, the Sith's sworn enemy. As a Sith Lord, this would be a great time to team up with Bastila and SLAUGHTER them after their battle with Malak's apprentices.

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This would be great fun, also there is a mod to kill the jedi on dantooine. To keep you satisfied until someone makes that mod.http://pcgamemods.com/mod/7605.html

Oh, nice one by Messkell. I remember when that mod was new. It's too bad he didn't think about doing this mod request. He's good at scripting.

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  • 1 month later...

Sounds like an excellent idea. If that mod is similar in function to this one, dissecting the scripts from it should be enough to figure out how to do it here I would think. See if this was NWN this would be a cinch... :p

 

Best way to learn, though, is to study!

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#include "k_inc_generic"

void Enemy(object oEnemy=OBJECT_SELF) {
   if (GetIsObjectValid(oEnemy)) {
       ChangeToStandardFaction(oEnemy, STANDARD_FACTION_HOSTILE_1);
       DelayCommand(0.5, AssignCommand(oEnemy, ClearAllActions()));
       DelayCommand(0.5, AssignCommand(oEnemy, GN_DetermineCombatRound()));
   }
}

void main() {
   Enemy(GetObjectByTag("sta_jedi001"));
   Enemy(GetObjectByTag("sta_jedi002"));
   Enemy(GetObjectByTag("sta_jedi003"));
   Enemy(GetObjectByTag("sta_jedi004"));
   Enemy();
}

 

and

 

void main() {
object oNPC=GetObjectByTag("sta_jedi001", 0);
ChangeToStandardFaction(oNPC,STANDARD_FACTION_HOSTILE_1);
object oThug1 = GetObjectByTag("sta_jedi002", 0);
ChangeToStandardFaction(oThug1,STANDARD_FACTION_HOSTILE_1);
object oThug2 = GetObjectByTag("sta_jedi003", 0);
ChangeToStandardFaction(oThug2,STANDARD_FACTION_HOSTILE_1);
object oThug3 = GetObjectByTag("sta_jedi004", 0);
ChangeToStandardFaction(oSThug3,STANDARD_FACTION_HOSTILE_1);

 

Neither work... I am usually good at scripts, but I am just frustrated and can't figure it out. I know they are the tags for those Jedi. Actually, the first script compiles, and doesn't work; while the second doesn't even compile.

 

Can any scripters help?

 

_EW_

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The easiest way to go about this is to just crank the faction all the way down - unless you're cheating, you're never going to be leaving the Star Forge so you're never going to have to worry about conflicts unelss there are some random merchants on the Star Forge I've forgotten about...

 

void main()
{
object oPC = GetPCSpeaker();
object oTarget;
oTarget = OBJECT_SELF;
AdjustReputation(oPC, oTarget, -100);
ActionAttack(oPC);
}

That's what I've got now. It needs to be cleaned up, but as of right now it works mostly as wanted - it makes the Jedi hostile toward the PC. I need to test it to see if it's going to have any huge bugs along the line, though. I personally just wanted to make sure the darn script compiled and I got the dialogue working right :p

 

I did consider doing it your way. If for some reason there are bugs I might turn it around and do that.

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Well, it's definitely a work in progress by Inyri Forge. She just sent me a rough draft of what she's come up with so far.

 

Here are some pics.

 

sfjedi19an.jpg

 

sfjedi24hn.jpg

 

The problem right now is getting the Jedi to die. She'll get it fixed and have this released soon. :D

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Man this would be amazing! I hope it gets sorted!

 

I kinda wish that the Dantooine mod was structured differently in that there would be an option following the leviathon to return to Danootine to kill the remaining jedi and civilians there (excluding those still alive in TSL or at the end of Kotor).

 

But I was worried about trying the mod just incase it stopped me from initiating or completing some of the quests... Does anyone know if this is the case?

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Don't worry, I wasn't trying to steal Inyri Forge's thunder... I was actually trying to make a mod for my personal use that used your concept in a different way.
I have no thunder to steal, no worries :). We're a community after all.

 

As for this mod, I think the problem with the Jedi is that the minimum 1 HP box is checked, which I assume makes that the minimum HP they can have (so they don't die in cutscenes, etc). Unchecking this should allow them to be killed, however it also might have an undesired side effect of them dying during the middle of a cutscene, so it'll take some experimentation to see how the rest of the gameplay is affected.

 

But I was worried about trying the mod just incase it stopped me from initiating or completing some of the quests... Does anyone know if this is the case?
I haven't played the mod, but I can see how this might be the case if some of the hostile parties gave the side quests. Can't get quest details from someone you just beheaded, after all.
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  • 3 weeks later...
What´s up with this mod, is it dead or maybe the cruel real life has prevented Inyri Forge releasing the mod?
Real life and the fact that Inyri is still learning how to script so it's on hold.

 

I wish I had figured out how to script or I would have done this a long time ago.

 

If anybody else wants to attempt this, go for it. I know that Inyri wouldn't mind.

 

timedie1br.jpg

Just think of hitting this option! :D

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