rickyl3 Posted August 18, 2009 Share Posted August 18, 2009 I don't like the different class and alignment requirements for Revan in KotOR1. Can someone make a mod that gives all the bonuses upon alignment mastery? If possible I would like it as incremental rewards, like For light side: 58 = +3 Charisma 66 = +3 Constitution 74 = +3 Strength 82 = +1d8 Damage 91 = Immunity to Poison 100 = +50 force points For dark side: 42 = +1d8 Damage 34 = Immunity to Poison 26 = + 50 force points 18 = +3 Charisma 9 = +3 Constitution 0 = +3 Strength I'm trying to learn how to mod, but I haven't seen anything about editing these:confused: I hope it's possible. Link to comment Share on other sites More sharing options...
Godric Volturi Posted August 18, 2009 Share Posted August 18, 2009 Welcome to the forums... (even though I too am new. lol ) Anyway, I'm not sure if it is possible... I haven't seen a tutorial about it... so... =/ Link to comment Share on other sites More sharing options...
Canderis Posted August 18, 2009 Share Posted August 18, 2009 Not possible, sorry. Well.. it might through some complicated scripting but probably not going to happen. Link to comment Share on other sites More sharing options...
rickyl3 Posted August 18, 2009 Author Share Posted August 18, 2009 Thanks for the quick reply guys. On an unrelated note, does anyone know if there is a maximum vitality and force points that can be set with the KotOR Tool? If so, what are they? Link to comment Share on other sites More sharing options...
VarsityPuppet Posted August 18, 2009 Share Posted August 18, 2009 Not a bad idea, though it's a overpowered IMO And there is probably a way to script it.. it would just require global variables and many messy scripts Link to comment Share on other sites More sharing options...
rickyl3 Posted August 19, 2009 Author Share Posted August 19, 2009 I was looking through the scripts in KotOR tool and I found a few scripts that may be related to what I'm looking to have done: BIFs/scripts.bif/Script, Source/k_con_darklow.nss Checks if the player is slightly dark side. BIFs/scripts.bif/Script, Source/k_con_lightlow.nss Checks if the player is slightly light side. BIFs/scripts.bif/Script, Source/k_con_def_buff.nss Buffs the player at certain levels depending on class. Would it be possible to somehow combine these scripts to give buffs depending on what alignment and level the character is? For example, a Jedi Guardian would have Light side: Level 16 = +3 Charisma Level 17 = +3 Constitution Level 18 = +1d8 Damage Level 19 = Immunity to Poison Level 20 = +50 Force Points Dark Side: Level 16 = Immunity Poison Level 17 = +50 Force Points Level 18 = +3 Charisma Level 19 = +3 Constitution Level 20 = +3 Strength I didn't include the classes' natural bonus for each alignment because I know I'll just get that one naturally. Link to comment Share on other sites More sharing options...
VarsityPuppet Posted August 19, 2009 Share Posted August 19, 2009 The great trick is getting them to fire under the right circumstances, and not multiple times. Link to comment Share on other sites More sharing options...
rickyl3 Posted August 19, 2009 Author Share Posted August 19, 2009 Do you mean without receiving the same bonus over and over again? Otherwise, having the check happen over and over again would be beneficial so that the bonuses would be obtained whenever the player reaches the level. (Still talking in the dark here, please don't get mad.) Link to comment Share on other sites More sharing options...
Mono_Giganto Posted August 19, 2009 Share Posted August 19, 2009 Well, rather than apply the bonuses directly, couldn't you equip an item that had the bonuses as properties, to a hidden slot? It's been a while since I've done any scripting but I think that's how HK's bonuses are added in the first game. Link to comment Share on other sites More sharing options...
VarsityPuppet Posted August 19, 2009 Share Posted August 19, 2009 @rickyl3 Exactly. The checks are not a problem, but on the other hand we don't want to keep adding bonuses over and over. You might find yourself at 100+ constitution and going higher and higher. It'll cause many aproblems for you. So yeah, basically, you're gonna want to find a way around that @Giantmonkey ... oh yeah.. that could work... if there are enough slots Link to comment Share on other sites More sharing options...
rickyl3 Posted August 19, 2009 Author Share Posted August 19, 2009 I don't suppose there is some kind of stop script or something? Or if there is some script that checks if the buff is already in effect and stops that check from occurring again? Or if it is possible / would help to set up another check (one that is impossible like "the player is a droid") with the "False" result being to stop the other checks? I'm guessing that there probably isn't one / it wouldn't help because one of you more script fluent people would probably have suggested that already. Tell me if this hot air conjecturing of mine is pointless. Link to comment Share on other sites More sharing options...
VarsityPuppet Posted August 19, 2009 Share Posted August 19, 2009 It is certainly not pointless... It just takes a bit of knowing what can and can't be done. Since you seem set on accomplishing this, we'll take this matter to PMs. I have similar goals set so it's not that big of a deal. Link to comment Share on other sites More sharing options...
Mono_Giganto Posted August 20, 2009 Share Posted August 20, 2009 @Giantmonkey ... oh yeah.. that could work... if there are enough slots Well, you only need to use one. You just have multiple items; one give the first bonus, one gives the first two, one gives the first three, etc. Then you switch them out with your script as necessary. I'm just not sure as to the extent of what can be done with the hidden slots, I've never used them much. Link to comment Share on other sites More sharing options...
VarsityPuppet Posted August 20, 2009 Share Posted August 20, 2009 very good point. I've never done much with it either though. The way I see it though, is if there's a way to do it without adding items, then it should be done that way. Ah... screw it. We'll just use the items. Link to comment Share on other sites More sharing options...
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