Tevar Posted January 23, 2007 Share Posted January 23, 2007 I like Talchia Hardcore mod but I miss the ability to adopt it to your game-playing skill in similar way that Beancounter Hardcore mod for TSL can be adopted. It would be nice if a little harder version of Talchia Hardcore would be available and perhaps another even harder one (to use it with other mods). The last one should be really insanely hard. Link to comment Share on other sites More sharing options...
Q Posted January 24, 2007 Share Posted January 24, 2007 Yeah, I'd really like to see this too, along with improved AI for KotOR1. I'm currently trying (hopefully not completely in vain) to learn how to script in order to make it happen. I've noticed that Beancounter's mod uses modifiers to determine the buffs instead of just adding attributes when the PC reaches a certain level like Talchia's. From what I can tell, however, Beancounter's mod apparently depends on the "GiveFeat" command, which is a TSL-only feature not present in KotOR1's nwscript, if I'm not mistaken. An alternative method would have to be used, but given my as-yet extremely limited knowledge of scripting, I haven't a clue as to what it would be. Link to comment Share on other sites More sharing options...
Tevar Posted January 24, 2007 Author Share Posted January 24, 2007 Perhaps someone could use the same method that Talchia used - adding attributes - but just give your enemies more of them. In this case you would have to make one hardcore mode for every difficult level but the good thing is that you only need to use the same strategy that Talchia used. I would do it myself but I am not good at scripting. Maybe I'll find some time to learn it in the future. Link to comment Share on other sites More sharing options...
m16965 Posted January 24, 2007 Share Posted January 24, 2007 You Don't have to be good at scripting as you can edit atributes and anything to do with certan objects through .utc editing. Link to comment Share on other sites More sharing options...
Tevar Posted January 24, 2007 Author Share Posted January 24, 2007 You are right. I guess it could be done this way too. Although it is not the same because KOTOR I is harder at the begging but it becomes progressively easier as game advances, if you invest in right feats and force powers. This can be easily dealt with the right script but it is harder to correct this with .utc files. There are some class of enemies that you meet on different planets and even if you can edit every individual enemy, you cannot repair this problem completely because game is not linear and you can choose which planets you’ll visit first. But somehow it could be done this way too I guess… I think it is possible to change difficulty by editing .2da files, which is definitely the easiest way, but this strategy has similar problems as .utc edit. If nobody will do the scripting, I’ll try to combine Talchia’s mod with .2da and perhaps some .utc editing. It might work… Link to comment Share on other sites More sharing options...
Q Posted January 25, 2007 Share Posted January 25, 2007 ^^^ I've already done this with all of the dark jedi .utc files that I could find, but the problem is that doing so can sometimes mess with scripts that control certain dialogues and cutscenes, so that I'm constantly adding and removing files from override at certain points in the game to prevent this from happening. A solution that involves scripting would be superior, IMO. Link to comment Share on other sites More sharing options...
m16965 Posted January 25, 2007 Share Posted January 25, 2007 You can use these scripts to add skills, feats, powers and attributes Feats void main() { GrantFeat( int nFeat, object oCreature ); } Force power void main() { GrantSpell( int nSpell, object oCreature ); } Skills /*SKILL_COMPUTER_USE SKILL_DEMOLITIONS SKILL_STEALTH SKILL_AWARENESS SKILL_PERSUADE SKILL_REPAIR SKILL_SECURITY SKILL_TREAT_INJURY nAmount is how many the skills are ajusted,negative values will work.*/ void main() { AdjustCreatureSkills(object oObject, int nSkill, int nAmount); } Attributes /*ABILITY_STRENGTH ABILITY_DEXTERITY ABILITY_CONSTITUTION ABILITY_INTELLIGENCE ABILITY_WISDOM ABILITY_CHARISMA nAmount is how many points they are adjusted by, negative values will work.*/ void main() { AdjustCreatureAttributes(object oObject, int nAttribute, int nAmount); } Link to comment Share on other sites More sharing options...
Tevar Posted January 25, 2007 Author Share Posted January 25, 2007 Do you know how to add attributes to enemies depending on PC level? For example you give all enemies certain bonuses when PC reaches level 9 and then greater bonuses when you reach level 12 and so on? Talchia used this method. Link to comment Share on other sites More sharing options...
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