DaneKoponen Posted July 19, 2013 Share Posted July 19, 2013 I'm playing with a Guardian that focuses on multiple personal buffs. Unfortunately, the short duration of several powers such as Master Speed makes them tedious to recast on a regular basis, especially when doing so for 6 different Force powers. I've taken to relying on the bugs that occur when switching between areas to "perma-cast" my various powers, but I have a poor understanding of this buggy mechanic. I've never done any modding before, but I went ahead and opened up my k_inc_force.nss and played with some numbers in there. Compiled into k_sp1_generic.ncs, threw that into override and... promptly broke half the Force powers. My suspicion is that either I was changing things incorrectly, didn't properly compile, I was doing things that conflicted with K1 Force Pack, or, mostly likely, all three. Which is just as well, since K1 Force Pack added a bunch of things that I want to tweak anyways. So here's what I'm trying to do: casting stuff continuously is tedious and reduces game immersion dramatically. Bugging the spells is cheap and unreliable. What I'd like to do is mod the duration to be as long as possible (preferably permanent until overwritten by another power- perhaps even passive?), while reducing the effectiveness of the bonuses. Having everything active all the time at their normal effectiveness strikes me as overpowered, and I'm not entirely trying to powergame (my character is crippled severly in other ways and relies on the force heavily). Unfortunately I'm not sure how to go about modding K1 Force Pack, or if I even have the source files I'd need to do so. Should I ask permission of the mod creator to tinker with his work, even for personal use? Any help would be appreciated, thanks. P.S. I also have a file in my override that removes the blur effect from Force Speed (I literally couldn't play with it). Link to comment Share on other sites More sharing options...
Christos K Posted July 20, 2013 Share Posted July 20, 2013 If it's for your own personal use, you never really have to ask for permission but I'm sure you're welcome to ask for help. Link to comment Share on other sites More sharing options...
Sir Vougalot Posted July 21, 2013 Share Posted July 21, 2013 Hey, great idea! This is something that's always bugged the hell out of me as well. Is it possible to rig powers so that they function like on/off switches? Press it once to activate, press it again to deactivate? Also, somebody here (I think it may have been Shem, but don't quote me on that) produced a popular mod one time that removed the annoying blur effect from Force speed. Would Dane's idea conflict with that mod? Would it be possible to create a mod that is either compatible with the other one, or simply incorporates both functions into a single mod? Link to comment Share on other sites More sharing options...
CptPriceless Posted July 21, 2013 Share Posted July 21, 2013 I always thought the same; having to activate all my buffs before combat was tedious, though I agree - having them on as permanent passives would make my character op. The concept of duration makes sense - afterall, there's a limit to how much a Jedi can use the Force... But given the fact that it's Revan, perhaps the duration can be extended? I always wanted something like Force Enlightenment for K1. Just a lot more efficient imo. Perhaps if the character reaches 100% LS (s)he get's "Force Enlightenment" and when 100% DS (s)he get's "Force Enrage." Different names and connotations, but same buffs (I just want the efficient option available for both LS and DS characters ) Link to comment Share on other sites More sharing options...
Christos K Posted July 21, 2013 Share Posted July 21, 2013 ^It's funny you should mention that because I was gonna make a request for Force Enlightenment in K1 and some sort of equivalent for the DS players. Link to comment Share on other sites More sharing options...
Malxados Posted July 22, 2013 Share Posted July 22, 2013 One thing you might want to consider- rather than editing k_inc_force, you could theoretically create a new script with just the modified version of a force power (such as Master Speed) and then reference that new script in the spells.2da rather than referencing k_sp1_generic. Might be significantly cleaner than modifying widely used scripts Link to comment Share on other sites More sharing options...
Malxados Posted July 24, 2013 Share Posted July 24, 2013 Might be significantly cleaner than modifying widely used scripts And as it turns out, it might be a lot harder too =d I was able to get Master Force Speed to work as an on/off switch, using this modified section of k_inc_force: /* MASTER SPEED */ case FORCE_POWER_SPEED_MASTERY: { SWFP_HARMFUL = FALSE; eLink1 = EffectMovementSpeedIncrease([color="Red"]99[/color]); eLink1 = EffectLinkEffects(eLink1, EffectACIncrease([color="red"]4[/color])); eLink1 = EffectLinkEffects(eLink1, EffectModifyAttacks([color="red"]2[/color])); eLink1 = SetEffectIcon(eLink1, 22); if(OBJECT_SELF == GetPartyMemberByIndex(0)) { eLink1 = EffectLinkEffects(eLink1, EffectVisualEffect(VFX_DUR_SPEED)); //eLink1 = EffectLinkEffects(eLink1, EffectVisualEffect(VFX_IMP_SPEED_MASTERY)); } if(GetHasSpellEffect(FORCE_POWER_SPEED_BURST, oTarget)) { Sp_RemoveSpellEffectsGeneral(FORCE_POWER_SPEED_BURST, oTarget); } if(GetHasSpellEffect(FORCE_POWER_KNIGHT_SPEED, oTarget)) { Sp_RemoveSpellEffectsGeneral(FORCE_POWER_KNIGHT_SPEED, oTarget); } if(GetHasSpellEffect(FORCE_POWER_SPEED_MASTERY, oTarget)) { Sp_RemoveSpellEffectsGeneral(FORCE_POWER_SPEED_MASTERY, oTarget); }[color="Blue"]else{ ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink1, oTarget); } }[/color] break; The red numbers above could be modified (reduced) to whatever seems best, in order to balance out the fact that the power buffs you indefinitely. EDIT: also, the blue code above highlights the main changes to the code to make it work like an indefinite on/off switch Link to comment Share on other sites More sharing options...
supreme kotor Posted July 24, 2013 Share Posted July 24, 2013 They're might be alot slicker way to get his done. If someone could PM me k_inc force nwscript.nss spells.2da and globalcat.2da I have an idea I would like to try. Edit: As it currently stands my idea will not work. I will continue to play with it although it appears that Malxados already has a solution for you. *Claps for Malxados Thanks-Supreme Kotor Link to comment Share on other sites More sharing options...
Malxados Posted July 25, 2013 Share Posted July 25, 2013 They're might be alot slicker way to get his done. If someone could PM me k_inc force nwscript.nss spells.2da and globalcat.2da I have an idea I would like to try. Thanks-Supreme Kotor Sent you a pm Link to comment Share on other sites More sharing options...
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