Hansol33 Posted July 8, 2015 Share Posted July 8, 2015 Hello I try to make a small mod and need your help. So far I have changed a few items and it worked. here are my actual problems (from most important to less important): 1) I have created a few new items and want them to be placed at some traders. I opened the file of a trader with the Kotor tool and saved it as a *.utm file. Now I have to open this file with gff editor and change it. However it doesn't work. I can't change anything with that editor. 2) I want that you must spend some levels in your beginning class (soldier, scout). You must not level up if you want your maximum from your hero. At the beginning there is a border. You must level up to level 2 in order to open a door. Therefore I want that you must be level 6 or higher to become a jedi. 3) I want to make skills more usefull. for example -grenades require a certain level in explosives or cause extra damage with explosive skill -removing mines or opening doors with security skill should give exp (like in KOTOR 2) also jedi classes should recieve more skill points per level up. 4) leveling up should no longer heal yourself. Even really hard battles are easy if you can level up 2 times during a fight and heal yourself. 5) Light side mastery grants some bonus. If I am not wrong dark side mastery grants none. Therefore I want to add something. The truth is that I prefere KOTOR 1 in form of story but Kotor 2 in form of gameplay. Crafting is much better in KOTOR 2, you can create so much items (to do so some points in skills are needed) and upgrade really much. Laser sword 6 items if I am not wrong. However Story/Atmosphere in KOTOR 1 is much better, especially on korriban. If there would be a KOTOR 1 as KOTOR 2 mod, that would be awesome. The same thing is with Gothic (if anyone here knows that game). Game one has far better Story but Gothic 2 has more crafting, better KI, way more ways to improve your hero. Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted July 8, 2015 Share Posted July 8, 2015 1) I have created a few new items and want them to be placed at some traders. I opened the file of a trader with the Kotor tool and saved it as a *.utm file. Now I have to open this file with gff editor and change it. However it doesn't work. I can't change anything with that editor. Which editor? K-GFF? And you have to enter the level the store is in for the first time for the changes to take effect. 2) I want that you must spend some levels in your beginning class (soldier, scout). You must not level up if you want your maximum from your hero. At the beginning there is a border. You must level up to level 2 in order to open a door. Therefore I want that you must be level 6 or higher to become a jedi. Totally doable. You would need a new line for Dorak (the Chronicler) in his dialog (I recommend the DLG Editor by tk102/myself) and you'd need this script in the Conditional field for your new line, with the line that levels up below that new line: void main() { if(GetLevelByPosition(1, GetFirstPC()) < 6) { return TRUE; } return FALSE; } 3) I want to make skills more usefull. for example -grenades require a certain level in explosives or cause extra damage with explosive skill -removing mines or opening doors with security skill should give exp (like in KOTOR 2) also jedi classes should recieve more skill points per level up. Your things and my answers: 1. Look at the k_sup_grenade.nss script in KotOR Tool. 2. Not sure if this would be doable. 3. Look at the classes.2da, specifically the skillpointbase column. 4) leveling up should no longer heal yourself. Even really hard battles are easy if you can level up 2 times during a fight and heal yourself. That's a default Game Mechanic and is most likely hard-coded. 5) Light side mastery grants some bonus. If I am not wrong dark side mastery grants none. Therefore I want to add something. I believe this was only in KotOR 2 that they added this. In K2, there were bonuses for both alignments, but in K1, there is no mastery bonus mechanic. Link to comment Share on other sites More sharing options...
Hansol33 Posted July 9, 2015 Author Share Posted July 9, 2015 Which editor? K-GFF? And you have to enter the level the store is in for the first time for the changes to take effect. I used gff editir. I start editor.exe and then I open weaponkorriban.utm I go to itemlist and try to replace a common item with my item. However I cant do anything with this editor. I can see but change nothing. What do you mean by "enter level the store". Totally doable. You would need a new line for Dorak (the Chronicler) in his dialog (I recommend the DLG Editor by tk102/myself) and you'd need this script in the Conditional field for your new line, with the line that levels up below that new line: void main() { if(GetLevelByPosition(1, GetFirstPC()) < 6) { return TRUE; } return FALSE; } Can you give me a link to a dialog tutorial? I opened that file with the dlg editor but I see only the dialog no scripts with conditions. However it says: script that determines availability:"k_pdan_saber01" I searched that file but could not find it. The only thing I found was k_pdan_saber17.ncs and k_pdan_saber18.ncs but I cant open them. Your things and my answers: 1. Look at the k_sup_grenade.nss script in KotOR Tool. 2. Not sure if this would be doable. 3. Look at the classes.2da, specifically the skillpointbase column. now k_sup_grenade.nss looks very interesting. THAT'S the kind of stuff I like to change. int extradmg = GetAbilityModifier(ABILITY_INTELLIGENCE); int extraskill = GetSkillRank(SKILL_DEMOLITIONS); nDamage = (20 + nFeat+extradmg+extradmg); nDCCheck = (nDC-extraskill/2); should do fine I thing. I thing I can only change the starting skill points of a class with classes.2da. There are some other files where I can change attack/saves trows for every level. For example I want for a soldier: 8-9: 0 points per level up (I believe that is hard-coded as well) 10-11: 1 12-13: 2 13-14: 3 and so on. 8-13 INTELLIGENCE points give the same skill points per level up for soldier. Edit: What editor should I use to re-edit already changed files? Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted July 9, 2015 Share Posted July 9, 2015 I used gff editir. I start editor.exe and then I open weaponkorriban.utm I go to itemlist and try to replace a common item with my item. However I cant do anything with this editor. I can see but change nothing. What do you mean by "enter level the store". GFF Editor doesn't the job quite as well as it could. Use K-GFF. Also, when editing something like a door, creature, NPC, or store, you need to load a save from before ever going to the level the store is in for the changes to take effect. This is because the data is saved into and then loaded from the saved game. This is not the case for scripts or dialogs or sound files, though. Can you give me a link to a dialog tutorial? I opened that file with the dlg editor but I see only the dialog no scripts with conditions. However it says: script that determines availability:"k_pdan_saber01" I searched that file but could not find it. The only thing I found was k_pdan_saber17.ncs and k_pdan_saber18.ncs but I cant open them. http://www.lucasforums.com/showthread.php?t=180845 http://www.lucasforums.com/showthread.php?t=143356 The DLG file doesn't actually show the scripts, just their names. You can make your own scripts in KotOR Tool by writing them in the Text Editor. To view the game's original scripts, you can try to find the source script in KotOR Tool's branch system here: <Game>->BIFs->Scripts.bif->Scripts, Source. However, some scripts won't have source code. And some scripts are found packed into their levels, so you'd go <Game>->RIMs-><the right level, but the version that has "_s">->Scripts, Compiled and extract them. Then you'd open them in DeNCS and hope that it doesn't fail to decompile the script. Link to comment Share on other sites More sharing options...
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