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K1 Special abilities


LiquidZoo

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I was looking through some of the files using KT and I got to thinking: Where are all the 'Special Abilities' that everyone is supposed to have?

 

Canderous is supposed to have Combat Regeneration, Bastila: Battle Meditation, Juhani: Camouflage...

 

I was looking in the character templates, as I assume they are what is used when you recruit one of them, and none of them have any of the abilities checked off. Is this due to the fact that they are listed, but not really implemented in-game? Or maybe I'm just missing something.

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I was looking through some of the files using KT and I got to thinking: Where are all the 'Special Abilities' that everyone is supposed to have?

 

Canderous is supposed to have Combat Regeneration, Bastila: Battle Meditation, Juhani: Camouflage...

(snip)

Or maybe I'm just missing something.

 

Unless a mod has messed up your game you are just missing something. :) In my game at least Juhani can enter stealth without wearing a belt, and Canderous slowly regenerates health. As for battle meditation it's just a plot device symbolized by a dummy feat, it does nothing.

 

Canderous Health regeneration is handled through a special Creature Hide with a Regen property if I remember correctly, and I believe Juhani's stealth is handled through a stealth belt in her Hide slot.

 

If you refer to the "Special Abilities" tab in KotorTool it is broken and has never worked. Even creatures that have real special abilities, such as the Rancor and Ritual Beast slam attack (or the Storm Beast sonic howl in TSL), don't show up properly in KotorTool. You'll have to use a GFF editor to modify those.

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If you refer to the "Special Abilities" tab in KotorTool it is broken and has never worked. Even creatures that have real special abilities, such as the Rancor and Ritual Beast slam attack (or the Storm Beast sonic howl in TSL), don't show up properly in KotorTool. You'll have to use a GFF editor to modify those.

 

That is what I was referring to, and it's good to know that they still work. Just need to know if I can set them in KT and have them work (passive or not) in-game, or if I have to use a different GFF Editor (just have to figure out where to set them and what to put there if that's the case). Easy way of restricting armor/robes/weapons/etc in K1.

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Ok, this is strange...

 

I extracted both Bastila and Juhani's utc files using KT, then used GFFEditor to open them up and take a look. I was comparing the feats and force powers known to their reference number in nwscript.nss (someone tell me if I'm doing this right...)

 

In the feats list, nwscript goes from 1 (FEAT_ADVANCED_JEDI_DEFENSE (0 is comented out)) to 94 (FEAT_BATTLE_MEDITATION). That's all well and good, but, for example, Juhani's utc file lists her as knowing feats 97, 101, 102, 107, and 108. I can't find these numbers referenced as feats anywhere. I'm guessing, since I looked in KT and saw that the p_juhani.utc file had it, that one of them is Force Camoflage; but I have no idea what the others are. Is there a better listing somewhere?

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Look at feat.2da for the full list. This should be in KOTOR1\BIFS\2da\2D Array - feat.2da. Any with XXXX_(feat name here) have been disabled or never worked on. But the rest should be easy to figure out.

 

Seeing I was looking at the list anyway here are what the numbers you referenced above for Juhani.

97 - FORCE_CAMOFLAGE

101 - FORCE_JUMP

102 - FORCE_JUMP_ADVANCED

107 - JEDI_SENSE

108 - KNIGHT_SENSE

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