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force powers sequence eg. shock -> lightning -> storm


glovemaster

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Hi,

Im have been making force power mods for kotor and need help.

I originally made Force Quake,

download here

and i was wondering if i could make "upgrades" for that such as shock -> lighning -> storm.

i have tryed using the "Prerequesites" column in spells.2da but that still doesnt tag it onto the original force power, insted in just adds it underneath.

 

can anyone help me plz?

thnx, glovemaster

 

 

Mod note: Please do not post your email address on the forums, it only attracts spam bots. Use the profile or the private message system for personal contact. ~M

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i was wondering if i could make "upgrades" for that such as shock -> lighning -> storm.

i have tryed using the "Prerequesites" column in spells.2da but that still doesnt tag it onto the original force power, insted in just adds it underneath.

 

The prerequisite column does not group powers together, it just sets which ones are required to already be known in order to learn one.

 

For targeted force powers it's the value in the forcehostile column that groups them together. All powers with the same number in this column will count as a family/tier. Defensive/buff powers work the same way, but use the forcefriendly column instead.

 

Then you have the forcepriority and pips columns which determine which order they appear and override each other. The forcepriority value goes from 0 to 2, while the pips value goes from 1-3, with the highest value being the power displayed to the right in-game.

 

(The force powers are also sorted numerically by the forcefriendly/forcehostile values in the selector buttons in the user interface when playing the game.)

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Im still having problems, I've fixed my problem with the sequence and for some reason when i use the powers, nothing happens! I've checked that the impact scripts are correct and i have no idea what is wrong.

 

Perhaps a stupid question, but have you remembered to compile your impact script to an NCS file, and put that NCS file in the override folder? If you have compiled it, what script compiler did you use?

 

You could try to set a really simple impact script for your line that just lets you see if the script is fired at all. That makes it easier to know where to look for the problem. Something like:

 

void main() {
   SendMessageToPC(GetPartyLeader(), "!!!! THE IMPACT SCRIPT IS RUNNING !!!");
}

That would display that text message in the "Feedback" log (available from the Journal screen) in-game when using the force power.

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I have compiled them, i used the hazard x kotor script compiler. I've checked them over and they are ncs files. I would decompile them to check if they are correct, but i dont have a script decompiler that works and the script syntax should have told me that there were errors when i compiled it

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I have compiled them, i used the hazard x kotor script compiler. I've checked them over and they are ncs files. I would decompile them to check if they are correct, but i dont have a script decompiler that works and the script syntax should have told me that there were errors when i compiled it

 

Make sure you use the -v1.00 command line flag if you use the HazardX compiler since it defaults to a newer variant of the scripting language that KotOR often won't recognize (though it works with some scripts).

 

Try with a very simple script like suggested above. That will tell you if the script runs at all or not, making it easier to tell if the problem lies with the 2DA part or in your impact script. (It's quite possible to mistakenly create a script that compiles but doesn't do anything in practice when run. :))

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I've checked the version and it is v1.0 so the script should work, and so it must be down to the 2da part. I've checked that through aswell and made sure i havent mixed up anything such as the "iconresref" and the "impactscript" as the file names are similar. But it still doesnt work! Its always worked when ive tryed it with out the sequence, so i dont have a clue whats wrong.

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I've checked the version and it is v1.0 so the script should work, and so it must be down to the 2da part. I've checked that through aswell and made sure i havent mixed up anything such as the "iconresref" and the "impactscript" as the file names are similar. But it still doesnt work! Its always worked when ive tryed it with out the sequence, so i dont have a clue whats wrong.

 

It's hard to say what could be wrong without knowing what you have done. If you upload/send your 2DA file and scripts I can have a look at them and see if I can spot anything that looks wrong.

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i cant upload my files, my firewall is blocking most of the features of this site. i can post the 2da file rows:

 

132 FORCE_POWER_FORCE_QUAKE 49142 49153 100 - 1 **** **** 30 18 30 30 9 0x1501 L i_forcequake ilst_forcequake 170 hand **** **** **** **** **** **** self 1400 **** v_con_light **** v_useforce 0 **** 0 **** **** **** **** **** **** 0 20 **** **** 0 31 **** 0x00 0x0000 0x0000 1 **** 1

133 FORCE_POWER_FORCE_QUAKE2 49140 49152 125 - 1 132 **** 30 19 30 30 9 0x1501 L i_forcequake_ii ilst_forcequake_ii 170 hand **** **** **** **** **** **** self 1400 **** v_con_light **** v_useforce 0 **** 0 **** **** **** **** **** **** 0 20 **** **** 1 32 **** 0x00 0x0000 0x0000 2 **** 1

134 FORCE_POWER_FORCE_QUAKE3 49154 49155 150 - 1 133 **** 30 20 30 30 9 0x1501 L i_forcequake_iii ilst_forcequake_iii 170 hand **** **** **** **** **** **** **** 1400 **** v_con_light **** v_useforce 0 **** 0 **** **** **** **** **** **** 0 20 **** **** 2 33 **** 0x00 0x0000 0x0000 3 **** 1

 

Sorry i cant include headings.

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i cant upload my files, my firewall is blocking most of the features of this site. i can post the 2da file rows:

 

If you zip the files you should be able to send them as an email attachment. Make sure you include both the NSS scripts and the 2DA file if you do, though. I've sent my email address as a Private Message to you if you want to do this.

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okay ill send them now

 

I've had a quick look at it and noticed that the scripts ilst_forcequake_ii and ilst_forcequake_iii do not have valid ResRefs/names. A ResRef can be at most 16 characters in length, while those two are 18 and 19 characters long. Shorten their names to 16 characters (both in the NCS file names and in spells.2da) and it'll probably work better.

 

Hopefully that's the only problem. I'll have a closer look at it tomorrow in case there is more. Need to get some sleep first. :)

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No, ive tryed changing the names and it still doesnt work, i cant see any problems with the scripts though.

 

Which game is the powers meant to be for, KotOR1 or K2:TSL?

 

Make sure you change the name of both the NCS file in the override folder and the call to it in spells.2da when you rename the impact scripts to valid names.

 

What, exactly, is the problem? Nothing at all happens when you cast the power in-game?

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the force powers are for kotor1 and its when i cast the power, the character does the animation (use force) and there are no visual effects and no damage dealt. i dont know what it is though, the scripts seem fine.

my pic is of the first power in the stage, which i created first as a single power. As you can see, that worked fine. its when i include a sequence that it doesnt work.

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the force powers are for kotor1 and its when i cast the power, the character does the animation (use force) and there are no visual effects and no damage dealt. i dont know what it is though, the scripts seem fine.

 

The impact scripts for tier 2 and 3 worked for TSL at least when I compiled them and named them like the script of one of the standard force powers in the game. I don't have KotOR1 in working condition on this computer currently, so I can't test with that.

 

You could try this: Rename your NCS version of your tier 3 impact script to k_sp1_generic.ncs and put it in the override folder. They try using any standard force power in game. If it does something your script works and the problem lies with how you use it. If it still doesn't work then you know there is something wrong with the script.

 

(Also doublecheck your spells.2da that it has saved your renamed impact scripts from before. I've lost count of the number of times changes to 2A files I've done have been lost since I forgot to click on another line before saving in KotorTool's 2DA editor :))

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Okay, ive renamed it (in spells.2da and file) to k_sp1_generic.ncs and nothings happened still! so does that mean theres a problem with the script running on kotor1?

 

There could be some problem with how you have compiled the scripts. I had a closer look and noticed that while the tier 2 and 3 impact scripts compile the tier 1 impact script was full of syntax errors, so you can't have compiled that one if you sent me the latest version. :)

 

I've compiled your impact scripts and attached them to this post. Try using those NCS files instead for your power and see if it works when you do (don't forget to change the values in the impactscript column in spells.2da to point to their names). If it still does not work then the problem lies elsewhere. If they do work there is some problem with how you've compiled your scripts.

fpscripts.zip

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Thank you ever so much, they all work fine now! What compiler did you use?

 

Glad you got it working. :) I used tk102's variant of nwnnsscomp that comes with TSLPatcher, though the one coming with KotorTool should work just as well to use.

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