View Full Version : new lightsaber mod: beta

03-19-2004, 12:21 AM
so i've been working for weeks now on a new lightsaber, which i've decided to go ahead and release in beta for the time being. It is Kel Fisto's lightsaber, the lightsaber of the great great great great great grandpappy Kit Fisto of ep II and Clone Wars (as seen in my avatar)

it has fairly modest stats, 3-17 energry damage and 1-10 cold damage, the blade is teal/turquoise, until you spin or swing it, then it turns green, the hilt is a mimic of t7's sith strenght, but blue and yellow instead of red and black.

the reason i am calling this realease beta is because i plan on adding one more feature to the lightsaber, that i've been working on for the past week and can't figure it out. i want to make the lightsaber able to cast the Droid Carbonite Projector spell as a force power that is endowed only to the lightsaber's weilder, but i cant seem to make it work (kinda like that flame thrower that people were trying to make a few weeks ago) and i want to put it in a foot locker in the underwater part of manaan.

if anyone has any suggestions on how to make the carbonite projector spell work, please post, as that has completely stumped me.

also if someone could make me a script to put the lightsaber into a footlocker in underwater manann i would be greatful, right now you can only get it by entering "giveitem rs_w_lghtsbr99" with no quotes

if someone could host this for me or tell me where i can find some free webspace to upload it to, you would be quite rad, as i dont want this thread filled with email requests, thanks

03-19-2004, 12:23 AM
you can start by sending it to mgnails@hotmail.com if you can.

03-19-2004, 12:39 AM
Sorry for making an email request but... pleez send to pie_man101@yahoo.com


CaspER sX
03-19-2004, 12:40 AM
Sounds good. I can host it for you, just as long as it isnt TOO big. Send to: RyknowLD5081@aol.com.


03-19-2004, 01:30 AM
i posted a similar question about a week ago.

i was trying to create a "thunder sword" that casted the force lightning spell on hits, but i never got it to work, and noone was able to give a suggestion. i'm hoping someone figures this out, it would be really cool.

03-19-2004, 07:29 AM
so i decided to not email it to people and just make this instead: http://home.earthlink.net/~i_like_commas/

you can find both Kel Fisto's lightsaber and my White Qel-Droma robes on that website

i don't know how much i can take so try not to break it

now on to more serious business. can anyone with a knowledge of scripts please make me a small script that would put this lightsaber in a foot locker in underwater manaan? i looked at the thread that explained the scripts, but its completely over my head, everytime i tried it it didnt work.

also does anyone have any idea what i could to add the droid carbonite projector spell to my lightsaber??? its the one thing thats been holding me back for weeks, i'm really eager for this lightsaber to be done and finnished. the carbonite spell is the reason why i left the stats kinda low. any help at all is apreciated, this one has me stumped.

03-19-2004, 10:17 AM
Nice hilt man, she looks great!

03-27-2004, 04:40 AM
!!!! OOPS!!!!!

i posted the wrong RAR file on my webpage, the one that was for download was an olderversion, i've fixed the problem, and everything should be fine now! im sooooo freaking sorry about this, i feel quite dumb. anyone who downloaded KEL FISTO'S LIGHTSABER should probably redownload it. its very fixed now

its almost read for the final release, i've almost got the carbonite spell added to it, but right now it only shows up if you dont equip it and it freezes the PC, not the bad guys... lol quite funny. once i get that part fixed i release it one final time with the carbonite spell, but for now you can downloaded without the spell, all fixed and matching the screenshot and everything. to get the item in game you need to enter the cheat giveitem rs_w_lghtsbr99 until i add it to the game

03-27-2004, 05:17 AM
A fairly easily solution would be to locate a unique sounding Placeable (.utp file) in the appropriate module, extract it, and add your .uti file to its ItemList. For example, browsing manm28ab_s.rim, there's a placeable called g_tresmilhig006 which sounds pretty unique. Its description says its a plastic container and its item list looks like it currently has some medical supplies in it.

If you copy a node in the ItemList and paste it back into that list as a new node, then change the resref to your lightsaber, you should be good to go. g_tresmilhig006.utp becomes just another file to dump into the override.

03-27-2004, 05:27 AM
thanks, tk, that should work great, im just gonna actually have to get in the game and find that box now, lol, shouldnt be hard tho

since you were able to make a working flamethrower armband maybe you might know how to make my lightsaber shoot the carbonite ray? like i said right now it only shows up if the lightsaber is not equiped and when you cast the spell it freezes the PC not the enemy.

03-27-2004, 05:47 AM
Sounds like your oTarget is equal to the PC instead of the enemy. I haven't seen your script, but I assume that since you're able to target a hostile creature you should be able to use

Just thought of something -- you don't have to search out a unique container name -- you can make one yourself and update the .git file for that module. So say you had your heart set on finding your lightsaber in a footlocker. The footlockers in the Area are footlker001, footlker002, etc. Hardly a unique name and if you were to override those .utp files, you'd be finding your lightsaber all over the game.

So instead, you extract footlker001 and save it in your override folder as cool_lckr99.utp. Then you add your lightsaber to it. Then you go back into to KotOR Tool and extract the m28ab.git file (Dynamic Info) from manm28ab.rim. You open that file and see that foolker001 is referenced in PlaceableList, Item #0. So change that TemplateResRef field to cool_lckr99 and save m28ab.git into the Override.

Another file to distribute, but it's probably the right way to do it.

03-27-2004, 06:37 AM
this is the script i used, gameunlimited made it for me, and it was originally used to make the carbonite ray a force power. i figured if i just changed the 2da to make the spell dependent on an item and change my lightsabers uti to make it that item it would be fine using this script:

void main()
int nSpell = GetSpellId();

int nDC, nDamage;

float fDuration;

object oTarget;

effect eBeam, eDam;

if(nSpell == 135 || nSpell == 136) //Carbonite Gun 1 and 2

oTarget = GetSpellTargetObject();

if(nSpell == 135)
{ nDamage = 20;
nDC = 15; fDuration = 9.0;

else if(nSpell == 136)
nDamage = 40; nDC = 20;
fDuration = 15.0;

eBeam = EffectBeam(2051, OBJECT_SELF, BODY_NODE_HAND); //Carbonite Ray

effect eIce = EffectVisualEffect(2055); //Ice chunks

effect eSolid = EffectVisualEffect(2054); //Ice Bumpout

effect eStuck;

if(GetRacialType(oTarget) != RACIAL_TYPE_DROID)


eStuck = EffectParalyze();




eStuck = EffectDroidStun();


eStuck = SetEffectIcon(eStuck, 59);

ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBeam, oTarget, 1.0);

if(ReflexSave(oTarget, nDC, SAVING_THROW_TYPE_COLD))


nDamage /= 2;

fDuration = fDuration - 6.0;


ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eSolid, oTarget, fDuration);

ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eIce, oTarget, fDuration);

eDam = EffectDamage(nDamage, DAMAGE_TYPE_COLD);

ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);

ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eStuck, oTarget, fDuration);


and that is pretty much cut and pasted directly out of k_sup_droid.nss, just changed the spell numbers

as for the 2da i used the 2da included in your flamethrower as a model and edited mine accordingly. if you want i can email you all the files (the scripts, spells.2da, and my lightsaber)

03-27-2004, 01:52 PM
Sure you can email them or post a link on your website whatever.

zxcvbnm6012 at ya hoo dot com

03-28-2004, 02:43 AM
Alriight -- returned the scripts to you. Check your email.

I didn't fix the 'unequip-to-use' problem but the 'freezing self' problem is resolved. The function I mentioned before would only work if spell was targeted (via hostile reticle) at the enemy already. Because the invocation occurs via the 'usable items slot', the enemy has to be targeted via the script (i.e. nearest enemy gets it).

Good job on the saber btw.

03-28-2004, 07:50 AM
tk you flaming hot stud you! thank you so much!

now all i have to do is make the spell only work when equiped instead of unequiped and i'll be done!