Arcesious Posted May 3, 2008 Share Posted May 3, 2008 So, I've noticed that all those mines and grenades are simply put, weak, and don't do the job. I want to make a mod in which I can increase the power of their damage, hiowever, it seems the damage they create is linked to spells... And Of course, I don't know a a single thing about scripting, and I've never understood those complex tutorials on scripting... I would like to make a mod that triples the damage of grenades and 'Devastating level' mines. Could someone explain to me how to do this, in a simple way? Link to comment Share on other sites More sharing options...
DarthRevan243 Posted May 3, 2008 Share Posted May 3, 2008 Okay, open up Kotor Tool Step 1. Go to BIFS>TEMPLATES>BLUEPRINT ITEM and scroll down and open up the files: Grenades 1. g_w_adhsvgren001 2. g_w_cryobgren001 3. g_w_firegren001 4. g_w_flashgren001 5. g_w_fraggren01 6. g_w_iongren01 7. g_w_poisngren01 8. g_w_sonicgren01 9. g_w_thermldet01 Mines 1. g_i_trapkit001 2. g_i_trapkit002 3. g_i_trapkit003 4. g_i_trapkit004 5. g_i_trapkit005 6. g_i_trapkit006 7. g_i_trapkit007 8. g_i_trapkit008 9. g_i_trapkit009 10. g_i_trapkit01 11. g_i_trapkit010 12.g_i_trapkit011 13. g_i_trapkit012 14. g_i_trapkit02 15. g_i_trapkit03 16. g_i_trapkit04 Step 1.5.And in each one go to Properties and double click on the empty line. Step 2. Under Property name select Damage Bonus. Step 3. Under Subtype select whatever type of damage you want when you use the item. Step 4.Under Value select how much you want to damage your enemy (max 5) Click add. To add more damage, repeat steps 1.5 to 4 Hope that helps! Link to comment Share on other sites More sharing options...
Arcesious Posted May 4, 2008 Author Share Posted May 4, 2008 Thanks! I'll do that. Expect to see 'Arc's Explosives Mod' soon! Link to comment Share on other sites More sharing options...
DarthRevan243 Posted May 4, 2008 Share Posted May 4, 2008 Please include me in the readme. Thanks! Link to comment Share on other sites More sharing options...
EnderWiggin Posted May 4, 2008 Share Posted May 4, 2008 So, I've noticed that all those mines and grenades are simply put, weak, and don't do the job. I want to make a mod in which I can increase the power of their damage, hiowever, it seems the damage they create is linked to spells... And Of course, I don't know a a single thing about scripting, and I've never understood those complex tutorials on scripting... I would like to make a mod that triples the damage of grenades and 'Devastating level' mines. Could someone explain to me how to do this, in a simple way? Question... this for K1 or K2? _EW_ PS. Please include me in the readme. Thanks! That was a bit forward, don't you think? Either he was going to anyway, or he still won't. Not going to help you to ask, IMHO. Link to comment Share on other sites More sharing options...
TheProphet Posted May 4, 2008 Share Posted May 4, 2008 PS. That was a bit forward, don't you think? Either he was going to anyway, or he still won't. Not going to help you to ask, IMHO. I would agree, I don't really think it's necessary to include someone in a readme when they have just answered a simple question. Just doesn't seem like a big enough thing to cite someone over. -Doc Link to comment Share on other sites More sharing options...
DarthRevan243 Posted May 4, 2008 Share Posted May 4, 2008 Hey! I game him the information he needed to hake his mod! The least I deserve is 1 line in the Readme! Link to comment Share on other sites More sharing options...
TheProphet Posted May 4, 2008 Share Posted May 4, 2008 Lots of people give answers to people's questions around here, but they don't expect people to write about it in a readme file, and they certainly don't ask them to do it either. Asking just seems a bit pushy to me, it kind of blows all the air out of the "Helping out because we want to be helpful" vibe. Link to comment Share on other sites More sharing options...
DarthRevan243 Posted May 4, 2008 Share Posted May 4, 2008 I'd agree with you if I only did a little bit but I took him througn the entire thing! Link to comment Share on other sites More sharing options...
EnderWiggin Posted May 4, 2008 Share Posted May 4, 2008 Hey! I game him the information he needed to hake his mod! The least I deserve is 1 line in the Readme! To be honest, you don't really deserve anything. You helped him because this is a forum where people help each other. You shouldn't help people because you expect something in return. Just slow your roll _EW_ Link to comment Share on other sites More sharing options...
Xalard Posted May 4, 2008 Share Posted May 4, 2008 I don't think that files contains nades effects. I think you need to edit K_sup_greanade script, but I have no idea how, cos I'm not scripter Link to comment Share on other sites More sharing options...
jonathan7 Posted May 4, 2008 Share Posted May 4, 2008 On-topic; I don't think that files contains nades effects. I think you need to edit K_sup_greanade script, but I have no idea how, cos I'm not scripter Indeed, despite d243 thinking he's done it all, modding mines, at least to my knowledge is better done via script. Off-topic; I'd agree with you if I only did a little bit but I took him througn the entire thing! I'm sorry, but by this logic Stoffe for example should pretty much be in the read-me of nearly all mods that use scripting; and it will a) take her longer to do that, than your help above and b) requires more knowledge. For me personally any help I offer, I don't expect to be named in the readme, a little 'thanks to all the people at Holowan Labs' is about all I think should be in there, save for someone physically contributing somethign to a mod. i.e. if you had done a mine for Arc, then he should put you in the readme; as you haven't I don't see why for a post that took you about 5mins you should be in the readme. Just my 2 cents. Link to comment Share on other sites More sharing options...
Arcesious Posted May 4, 2008 Author Share Posted May 4, 2008 I intend to put stoffe in the readme... I didn't know how I would make the mod, and stoffe told me how I would without scripting, so I would say that plenty qulaifies someone's being in the readme. edit: the rockets and such for the wristlauncher will also get boosts. I'm esitmating about a 120 damage bonus to all of the explosives... so that means... 24 new lines in the properties of each explosive... and about 30-40 explosives to mod... hold you horses, this may take awhile... I plan to get it done ASAP though. Also, soem explosives, such as plasma mines and thermal detonators with have an added DC100 knockdown bonus to them, if I can program that in... Also, what would happen if I duplicated spells on them? For example: A Poison grenade has a special poison spell on it. Would it work if I simply made another spell on that grenade, and exact duplicate of the original spell? That would save me a lot of time. Link to comment Share on other sites More sharing options...
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