goldberry Posted September 18, 2006 Share Posted September 18, 2006 Okay, this is a simple yes or no question followed by a short explaination. Is it possible to add new Force / Saber forms, and how is it done? I want to give new forms as prizes in my Grey Jedi WIP. Link to comment Share on other sites More sharing options...
stoffe Posted September 18, 2006 Share Posted September 18, 2006 Okay, this is a simple yes or no question followed by a short explaination. Is it possible to add new Force / Saber forms, and how is it done? I want to give new forms as prizes in my Grey Jedi WIP. As far as I know it's not possible. The force and saber forms are implemented as passive force powers, meaning that much of their functionality is not scripted but handled by the game engine internally. There are a few exceptions for the forms that affects the save, damage and duration of force powers: those are handled in the impact script of the force powers. Things like extra saber damage/attacks/critical hit range/critical hit multiplier etc are not scripted though. While you technically could add new passive "form" powers to spells.2da that would affect scripted things like force powers, the problem would be to make them behave as forms. I haven't managed to get any such powers to show up in the force/saber form selector box in the user interface where they could be activated. Link to comment Share on other sites More sharing options...
Darth InSidious Posted September 18, 2006 Share Posted September 18, 2006 I did create passive FP forms, but they're really just passive FP buff scripts with no anims/effects attached. Link to comment Share on other sites More sharing options...
stoffe Posted September 18, 2006 Share Posted September 18, 2006 I did create passive FP forms, but they're really just passive FP buff scripts with no anims/effects attached. How did you manage to get the new form to show up in the form selector box in the user interface? I may be overlooking something obvious but I haven't managed to make anything appear there except the standard game forms. Link to comment Share on other sites More sharing options...
Darth InSidious Posted September 18, 2006 Share Posted September 18, 2006 I didn't. Sorry if that wasn't clear Link to comment Share on other sites More sharing options...
BoredAdminMonky Posted September 18, 2006 Share Posted September 18, 2006 Pardon my ignorance, but would it not be possible to create arm bands as force forms? I've recently been playing KoToR 1 with such a mod. Link to comment Share on other sites More sharing options...
Pavlos Posted September 18, 2006 Share Posted September 18, 2006 How did you manage to get the new form to show up in the form selector box in the user interface? I may be overlooking something obvious but I haven't managed to make anything appear there except the standard game forms. It's been a long while since I did anything to do with these. But I think the appearance of them in the form box is to do with their index in the spells.2da file. As I say, a long while since I looked, and I'm most likely wrong. Either way, it amounts to the same thing: We cannot create new lightsaber forms (Without removing the old ones). Link to comment Share on other sites More sharing options...
Darth InSidious Posted September 18, 2006 Share Posted September 18, 2006 The index meaning the little number just after FORCE_POWER, which is usually something like 2 or 4, but is 6 for the forms? Also, some interesting stuff on the old version of the forms is in k_inc_force.nss - some of the notes are quite interesting. Link to comment Share on other sites More sharing options...
stoffe Posted September 18, 2006 Share Posted September 18, 2006 The index meaning the little number just after FORCE_POWER, which is usually something like 2 or 4, but is 6 for the forms? Also, some interesting stuff on the old version of the forms is in k_inc_force.nss - some of the notes are quite interesting. I think he refers to the line number in the spells.2da file with "index" and not the usertype column. The usertype doesn't seem to affect if it shows up in the form selector box or not, I've tried adding new lines to spells.2da with usertype set to 6 but they still won't show up. The functioning of the forms indeed seem to be tied to the row index/line number. The old force power and form system they had planned at some point seems to have been a lot more complex and different from KotOR1 than what they ended up with in the final version. Maybe they thought it was too much of a change between two games in the same series? Pardon my ignorance, but would it not be possible to create arm bands as force forms? I've recently been playing KoToR 1 with such a mod. If I understand what you mean correctly it'd be possible, but that wouldn't really be a force/saber form, just an item with properties boosting some aspects of saber or force use. It wouldn't prevent the wearer of the armband from selecting another force/saber form along with wearing it, and you can't emulate all the types of bonuses some of the forms grant with item properties. Link to comment Share on other sites More sharing options...
goldberry Posted September 18, 2006 Author Share Posted September 18, 2006 I'll just do bonus force powers rather than forms then. Thanks for looking into it for me guys. Link to comment Share on other sites More sharing options...
Pavlos Posted September 18, 2006 Share Posted September 18, 2006 I think he refers to the line number in the spells.2da file with "index" and not the usertype column. The usertype doesn't seem to affect if it shows up in the form selector box or not, I've tried adding new lines to spells.2da with usertype set to 6 but they still won't show up. The functioning of the forms indeed seem to be tied to the row index/line number. Yes, I apologise for any confusion on that matter. Link to comment Share on other sites More sharing options...
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