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Force power editing problems


neomade

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I need some help. I cusomly created a force power and i cannot add it in the game. I edited and re-edited the spells.2da all over again.

All the files are in the override folder.

I tried to add it with KSE but in it there are no force powers, only feats. I also tried a number of different versions of KSE but somehow, force powers don't show up.

Can anyone hepl me?

Thanks

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Thanks, but i already done that as expected it didn't help much...

As i already shared with you, i managed to add the force power to the savegame thanks to your help, but it is not showing ingame.

So if you have more suggestions, please feel free to share them.

Thanks again

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Ok, i finally managed to add it in game, but as you can tell, there is another problem...

The power dosen't have any effect upon casting, just the VFX...

 

Here is the code:

 

#include "k_inc_force"

int FORCE_POWER_RIBBON_DEVICE = 49141

void main()

{

SWFP_DAMAGE_TYPE = DAMAGE_TYPE_SONIC;

 

object oSource = OBJECT_SELF;

object oTarget = GetSpellTargetObject();

 

effect eBeam = EffectBeam(2026, oSource, 0);

effect eVFX = EffectVisualEffect(1004);

effect eSource = EffectVisualEffect(1014);

effect eDamage = EffectDamage(5000);

 

ApplyEffectToObject(1, eBeam, oTarget, Duration (05.0)f);

ApplyEffectToObject(1, eVFX, oTarget, Duration (05.0)f);

ApplyEffectToObject(1, eSource, oSource, Duration (05.0)f);

 

}

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Try this variant:

 

void main() {

  object oSource = OBJECT_SELF;
  object oTarget = GetSpellTargetObject();

  effect eBeam = EffectBeam( 2026, oSource, 0 );
  effect eVFX = EffectVisualEffect( 1004 );
  effect eSource = EffectVisualEffect( 1014 );
  effect eDamage = EffectDamage( 1000 );

  ApplyEffectToObject( 1, eBeam, oTarget, 1.50 );
  ApplyEffectToObject( 1, eVFX, oTarget, 1.50 );
  ApplyEffectToObject( 1, eSource, oSource, 1.50 );
  ApplyEffectToObject( 0, eDamage, oTarget, 0.00 );

}

 

The most important issue was the eDamage effect was never applied to any creature, so you would never see it. In any case, you don't need to apply 5000 points of damage. Even for a cheat power, 1000 would be more than enough to kill any creature.

 

I took the liberty of striping out some unnecessary portions of the code, such as the #include "k_inc_force", int FORCE_POWER_RIBBON_DEVICE = 49141;, SWFP_DAMAGE_TYPE = DAMAGE_TYPE_SONIC;, as they really aren't needed for this power.

 

- Star Admiral

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I changed the script code to yours and the effect seems to be is the same...which is none. Besides the VFX, nothing else really happens.

I don't really know what is wrong and even if i would, i probally wouldn't know how to fix it.

So if any new idea comes to you, please share.

Thanks

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here it is:

FORCE_POWER_RIBBON_DEVICE

name 49141

spelldesc 49140

forcepoints 0

goodevil E

usertype 1

guardian, consular, sentinel inate 0

maxcr 0

category 0x1101

range m

conjtime 170

conjanim hand

castanim self

casttime 1330

casthandvisual v_con_dark

castsound v_useforce

catchtime 0

proj 0

forcehostile 2

forcepriority 0

dark_recom 6

exclusion 0x02

requiremask 0x0000

forbiditemmask 0x0000

pips 1

hostilesetting 1

 

what i didn't mention is **** and icon and nss file

i hope this helps

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try this

 

void main() {

  object oSource = OBJECT_SELF;
  object oTarget = GetSpellTargetObject();

  effect eBeam = EffectBeam( 2026, oSource, 0 );
  effect eVFX = EffectVisualEffect( 1004 );
  effect eSource = EffectVisualEffect( 1014 );
  effect eDamage = EffectDamage( 1000 );

  ApplyEffectToObject( 1, eBeam, oTarget, 1.50 );
  ApplyEffectToObject( 1, eVFX, oTarget, 1.50 );
  ApplyEffectToObject( 1, eSource, oSource, 1.50 );
  ApplyEffectToObject( 0, eDamage, oTarget );

}

 

the application of damage listed the duration as instant and specified a duration, i haven't done any scripting for quite some time, but that may have caused some problems.

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Hey, thanks. I finally compiled it with KT and now it works perfectly. Still i still have to work on the VFX but everything else is ok, it kills...

I didnt do that before because i tought the .nss file will also work, but now i finally got it right.

Thanks for the support.

I know where to turn to now if i have more issues.

 

Edit: oh, anyway in what .2da do i change the force power sounds?

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To change the casting sounds for each Force power, you'll need to edit the castsound column in the spells.2da. If you want to change the sounds played by the different VFXs in the script, then you'll change the soundimpact column in the visualeffects.2da file.You can change the sound names to anything found in the sounds.bif file.

 

- Star Admiral

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