Aeroldoth Posted December 2, 2007 Share Posted December 2, 2007 I'd like to make poison more of a threat by removing many of the numerous anti-poison items, starting with antidote packages. Is there an easy way to completely delete something? To make sure that it doesn't appear in random treasure, in someone's inventory, with merchants, etc.? Any help is appreciated. Link to comment Share on other sites More sharing options...
glovemaster Posted December 2, 2007 Share Posted December 2, 2007 No i dont think it is possible to do this, and the way im thinking would screw up the game. Perhaps there are alternatives; like, anti-poison resistant poison? Im not sure how you would go about this but AFAIK its not possible. Link to comment Share on other sites More sharing options...
Marius Fett Posted December 2, 2007 Share Posted December 2, 2007 You could take a "null grenade" uti and rename it as the uti for the antidote and whatever other items you want to get rid of? Link to comment Share on other sites More sharing options...
glovemaster Posted December 2, 2007 Share Posted December 2, 2007 Yeah, DarthDingDong's idea is really good, if this is for kotor 1 then you will need to extract: - g_i_medeqpmnt04 - g_i_medeqpmnt05 From /BIFS/Templates/Items and i suggest you change them into a more advanced medpack, if the player cannot cure the poison, it is proberly better if they can restore some of the health lost. To do this, open g_i_medeqpmnt04 in KotOR Tool; and go into properties, double click on the start cell of the row and a dialog box should come up to customise that row, you need to change the "Subtype" from "Antidote Kit" to the option of your choice like "MedPack III" or something. Then click "Update" and you can move onto properties to change the description, name, etc. Then do the same with g_i_medeqpmnt05, and place the the two new files in your override. Hope that helps Link to comment Share on other sites More sharing options...
Darth Xander Posted December 2, 2007 Share Posted December 2, 2007 Also if you want poison to be even more likeley I would increase your enemie's weaponry so that your are posioned when he/she attacks you. So you should consider adding poison properties to the weapons your enemie uses. Just a thought Link to comment Share on other sites More sharing options...
stoffe Posted December 2, 2007 Share Posted December 2, 2007 I'd like to make poison more of a threat by removing many of the numerous anti-poison items, starting with antidote packages. Is there an easy way to completely delete something? To make sure that it doesn't appear in random treasure, in someone's inventory, with merchants, etc.? Any help is appreciated. The workings of the antidote kits are scripted, so you can change what they do. This would be much easier than trying to remove them altogether from the game. It's handled by the k_sup_healing script. This condition in the script handles antidotes: else if(nItem == 67) { Sp_RemoveSpecificEffect(EFFECT_TYPE_POISON, OBJECT_SELF); bHeal = FALSE; } Link to comment Share on other sites More sharing options...
Aeroldoth Posted December 2, 2007 Author Share Posted December 2, 2007 Thank you all. I was going to go with DDD's suggestion until, while looking at KT, I discovered I could look at the NSS files. I thought KT only showed NCS, and I couldn't understand those, and so never bothered with scripting. I may still null some other items though. Stoffe, let me ask you something else. Which file defines armband shields? I've tried looking at their item files, spells.2da, and k_sup_bands.nss. I can't figure out how to a) change their damage values, and b) change energy types absorbed. I found their durations, but nothing on damage or type of energy. Link to comment Share on other sites More sharing options...
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