Bubbinska Posted October 17, 2006 Share Posted October 17, 2006 Hi, this is my first post - and i apologize in advance if any of these questions have already been discussed. 1. I was wondering if it's feasible to make a mod for KotOR2 where you can choose Soldier, Scout or Scoundrel for your PC when you start a new game. I think i could do it with the save editor just as i start a game, but it's a lot of fiddling if i want to make new characters all the time. Any chance of a mod to choose non-jedi classes on startup? 2. I'm also wondering if there are mods out there which don't enhance so much as re-balance the existing force powers. It seems currently that Burst of Speed, Heal and the like are far more powerful than some of the other powers, and so nobody uses the lesser ones. 3. I was thinking of making the Wrist Launcher a standard sort of thing, which you could pick up early in the game (say on Citadel Station), and was wondering if it's possible to edit the random loot so that darts, rockets and the like spawn on corpses and in containers earlier on, or do they already? i haven't noticed. 4. Lastly, has anyone tried to make a remote for the PC, like Bao-Dur's? It would be cool to have an implant or armband that you can equip that would allow you to have a little floating buddy of your own. I've got a whole lot of spare time ahead of me, so I'll probably try my hand at some minor modding, and if the above ideas are actually possible, I might have a go if nobody else wants to. Again i apologize if these questions have already been covered, I haven't used the search on all of them. Any replies are appreciated, thanks in advance ~Bubbinska Link to comment Share on other sites More sharing options...
stoffe Posted October 17, 2006 Share Posted October 17, 2006 1. I was wondering if it's feasible to make a mod for KotOR2 where you can choose Soldier, Scout or Scoundrel for your PC when you start a new game. I don't think you can change the three classes available at the start. It appears that the three lines in classes.2da uses during character creation is hardcoded in the game engine. While I suppose you could change the sequence of the lines in classes.2da this will probably cause problems, since it would change what classes all NPCs who have any of the involved classes are. The game also has hardcoded which classes are force users, and changing the indexes in classes.2da may mess up that and make your moved Jedi classes no longer capable of using force powers. 2. I'm also wondering if there are mods out there which don't enhance so much as re-balance the existing force powers. It seems currently that Burst of Speed, Heal and the like are far more powerful than some of the other powers, and so nobody uses the lesser ones. I can't think of any, but it's possible to do since the impact script of the force powers can be modified. Though personally I don't think the powers need to be perfectly balanced, just like all the different types of weapons in the game are not. It leaves the door open for different styles of playing, where you don't have to build a powergamed demigod every time you play through. Picking some of the "lesser" powers can provide additional challenge and different ways to solv the situations in a game. A matter of personal taste, I suppose. 3. I was thinking of making the Wrist Launcher a standard sort of thing, which you could pick up early in the game (say on Citadel Station), and was wondering if it's possible to edit the random loot so that darts, rockets and the like spawn on corpses and in containers earlier on, or do they already? i haven't noticed. The Random Loot scripts only spawn rockets and darts if Mira is available as a party member, justl like those munitions are only possible to build at a workbench if Mira is available. You could modify the Random Loot scripts to remove that check, but it would require you to recompile the 50+ scripts that make up the random loot system for various NPCs and containers. 4. Lastly, has anyone tried to make a remote for the PC, like Bao-Dur's? It would be cool to have an implant or armband that you can equip that would allow you to have a little floating buddy of your own. It cannot be done in the same way as Bao-Dur's remote works, since party puppets only can be assigned to party members, not the main character. But it can probably be faked reasonably well though by spawning a new "Player remote" in every area you enter and give it a heartbeat script that makes it always move to the main character. I've got a whole lot of spare time ahead of me, so I'll probably try my hand at some minor modding, and if the above ideas are actually possible, I might have a go if nobody else wants to. Aside from changing the starting classes your ideas should be possible in one form or another. If you decide to try it and run into questions don't be afraid to post in Holowan and ask, people are generally helpful around here. Link to comment Share on other sites More sharing options...
oldflash Posted October 18, 2006 Share Posted October 18, 2006 4. Lastly, has anyone tried to make a remote for the PC, like Bao-Dur's? It would be cool to have an implant or armband that you can equip that would allow you to have a little floating buddy of your own. If is anyone intrested in making this mod: I have the exile's remote. Link to comment Share on other sites More sharing options...
goldberry Posted October 18, 2006 Share Posted October 18, 2006 I would like to view the source if you don't mind, oldflash. Just out of curiosity, not because I'd use it or anything. You seem to be the one with all the answers recently Link to comment Share on other sites More sharing options...
oldflash Posted October 19, 2006 Share Posted October 19, 2006 I would like to view the source if you don't mind, oldflash. Just out of curiosity, not because I'd use it or anything. No problem. All scripts are made with stoffe's help so if you want to use this give him credit. From "spells.2da" you need only row #68 and to get acces in game use cheatcode giveitem pc_rem_ctrl You seem to be the one with all the answers recently ... yeah, right. Link to comment Share on other sites More sharing options...
Master Kavar Posted October 20, 2006 Share Posted October 20, 2006 I was curious about not being able to assign a puppet to the PC; if it can't be done, how do the Twi'lek and the malfunctioning HK-50 follow the PC around in the Czerka research station on Telos? Link to comment Share on other sites More sharing options...
Emperor Devon Posted October 20, 2006 Share Posted October 20, 2006 It's just a script that their dialogue activates. For the PC to have a "real" puppet, there wouldn't be any need to fire off scripts upon loading loading modules or talking to characters. Link to comment Share on other sites More sharing options...
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