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The alignment system


Robespierre

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Many people who have played other D&D games would be familiar with the classic D&D alignment system.

 

For those that are unfamiliar with it, here is a small picture:

 

alignment1.gif

 

I did have a much more comical one (complete with individual pictures) but I seem to have lost it.

 

Anyway, I was wondering if there was some way to change the standard KotOR alignment scheme to a D&D one. I don't know exactly how, or why, but I was just wondering if it was possible. Obviously I could change every single alignment hit to have two different effects (a different "lawful/chaotic" hit and a different "good/evil" hit), which would work. But is there a way to change the graphical interface when you go to the alignment screen?

 

Oh and apologies if this has been brought up before. I couldn't find anything in my searches.

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I imagine it would be possible, but difficult. You would need to add a variable to track Lawful/Chaotic-ness, which can be done by adding a line to globalcat.2da, and you'd also need to modify most if not all of the dialogue, either to alter boosts/hits, add boosts/hits, or key in new responses. I say this because there isn't much in the way of lawful evil responses unless you're Kreia, most Dark Side options are about you punching babies and laughing at the homeless.

 

The hits/boosts could be done with scripting, such as by making a script for each kind of response (e.g. One script would add to the alignment score, making the character more good, while also adding to the lawful/chaotic counter, making the character more lawful.) A similar script could be made for all combinations of good/neutral/evil and lawful/neutral/chaotic and attached in place of the "light boost" and "dark hit" scripts.

 

I don't think you can change the interface, but you could always have a console or such (Similar to "Remote Tells Influence") that tells you your alignment.

 

Though I'm generally a hopeless scripter, I could probably do a bit of dialogue editing if you have need of someone to do that for you. As I said, it may be difficult to implement, but I don't doubt that with enough work it could be done.

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I imagine it would be possible, but difficult. You would need to add a variable to track Lawful/Chaotic-ness, which can be done by adding a line to globalcat.2da, and you'd also need to modify most if not all of the dialogue, either to alter boosts/hits, add boosts/hits, or key in new responses. I say this because there isn't much in the way of lawful evil responses unless you're Kreia, most Dark Side options are about you punching babies and laughing at the homeless.

 

Kreia and a bunch of the other party members have generic reactions (e.g. Kreia babbles on about how you've created an echo); one could simply edit the dialogue files for these without having to worry about tracking down which dialogue responses trigger them and such.

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