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How to make classes and feats?


The Padawannabe

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You have to play with the .2da files. Sorry I don't remember which ones but I do know that it's possible. I've done it myself and I did it in K1 (i'm not sure if that would make a difference which I don't think it would).

 

Look for the 2da files that affec the classes, anything with Soldier, Scoundrel, Scout, Jedi Guardian, Jedi Consular, Jedi Sentinel, Assassin Droid, other Droid, and Minion and change their names.

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As far as I know, you can't make a new feat. It's part of the kernal of the game. We can only mod the shell of the game.

 

I'm not sure if you can create new classes but I do know that you can change the class name if that helps.

 

You can add new feats, but they won't do anything on their own so their usefulness is limited. They can be used as modifiers for other things that are scripted though. For example you could add a feat that extends the duration of force powers for 20%, a feat that makes grenades do 50% more damage, a feat that opens up new dialog options or a feat that gives store discounts at merchants. But you can't make feats that modify weapon attacks, character health etc.

 

As for classes, you can add new normal classes, but you can't add new classes capable of using force powers.

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How would you go about doing both of these? I would be interested.

 

Regarding adding new classes, see these posts:

http://www.lucasforums.com/showthread.php?p=2151564#post2151564

http://www.lucasforums.com/showthread.php?p=2144653#post2144653

http://www.lucasforums.com/showthread.php?p=2067881#post2067881

 

 

You add new feats to the feat.2da file. It will need a name and description added to the dialog.tlk file as well, along with an icon for the feat.

 

Then, in the scripts where you want their functionality altered if the character knows your feat, you can check for its presence with the script function GetFeatAcquired(), which takes the line number from feat.2da as parameter.

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Regarding adding new classes, see these posts:

http://www.lucasforums.com/showthread.php?p=2151564#post2151564

http://www.lucasforums.com/showthread.php?p=2144653#post2144653

http://www.lucasforums.com/showthread.php?p=2067881#post2067881

 

 

You add new feats to the feat.2da file. It will need a name and description added to the dialog.tlk file as well, along with an icon for the feat.

 

Then, in the scripts where you want their functionality altered if the character knows your feat, you can check for its presence with the script function GetFeatAcquired(), which takes the line number from feat.2da as parameter.

 

Thanks, but two last questions: Can this overwrite the starting classes? And how do you find the number for the label?

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Thanks, but two last questions: Can this overwrite the starting classes?

 

Not a problem whatsoever for non-Jedi NPCs.

 

Not sure if the new class could be a starting class for the PC in KOTOR1, thoug. Might as well just change the stats & its name in the dialogue file and just give someone else a new class.

 

And how do you find the number for the label?

 

I think you mean the row number in the .2da files.

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