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seawolfe
07-26-2004, 06:13 PM
Okay .. so I have read through the mod tutorials and I noticed that everyone likes to mod lightsabres and the primary crystal. But I haven't seen anything on moding secondary crystals. Soooo .. I am looking at moding secondary crystals.

I have a good idea how to do this but I have a couple questions (or clarifications) before I do:

In the uti files
1. Are the g1_w_nnnsbrxx.uti for the mantle and heart?
2. Are the g_w_nnnsbrxx.uti for the various colors
AND .. if so ..
3. what are the g_w_nnnsbr06.uti files? I only know of 5 colors.

Thanks
Seawolfe

seawolfe
07-26-2004, 06:37 PM
Okay .. nevermind 1 and 2 .. if I had done a little more reading in the uti file descriptions I would have figured that out .. as to 3 .. what are the g_w_nnnsbr06.uti files for? Well .. okay .. they are gold lightsabres .. but there are no gold crystals .. so what are they used for? anyone know?

Mono_Giganto
07-26-2004, 06:46 PM
06 is Malak's saber model.

The reason no one makes secondary crystals, is because to do so, you would need to edit EVERY lightsaber uti file to add the given bonus. To make a color crystal, all you would have to do is make 4 new uti files. It's much easier.

TemporaryTomato
07-26-2004, 06:46 PM
"Normal" sabre colors:
Blue, green, yellow, red, violet.

Then there's the special color crystals, Mantle Of The Force and Heart Of The Guardian.
MOF is a light blue color and HOG is a firey yellow.
:)

EDIT:
Whoops.
Sabre creation isn't really my area....:p

seawolfe
07-27-2004, 02:34 AM
does anyone know how the random damage modifier works? It always displays 0 dmg in the descriptions.

Also .. how do I get rid of all the white blocks in my item descriptions?

Mono_Giganto
07-27-2004, 08:29 AM
The white blocks show up cause you pressed enter while typing your description. Only way I know how to remove them is to not press enter.

jedi_5002
07-27-2004, 04:26 PM
Originally posted by seawolfe
Also .. how do I get rid of all the white blocks in my item descriptions?

This was originally by tk102:

---
Re: gff editor corrupt item name and description

Hello!

Let me explain my post. In GFF Editor, when you type the Description, and you press Enter for a new line, GFF editor will write two invisible characters: a carriage return character (ie. CR, in hex: 0D ) and a linefeed character (ie. LF, in hex: 0A).

But SWKOTOR only wants to see a Linefeed character, and the carriage return confuses it. So if you open up your uti file in hex editor, locate your description, then look for the CR+LF sequence (0D0A) and change the 0D to 20, which is a space. That way your description still has the same number of bytes and SWKOTOR will understand correctly.

I don't know if this is part of your problem or not, but you can try it out. I hope it helps.

--tk102
---

:fett:

seawolfe
07-28-2004, 01:15 PM
Thanks for that. I should have figured that would be the problem and solution after having done cross platform programming (a lot of unix programs that work on windows do the same thing).

seawolfe
07-31-2004, 12:04 AM
warning: this post might be a bit long

edit: I revised the list for ease of creating these.


okay .. I have created 2 new crystals and have 3 more on paper so I should have em done this weekend when I have time. What I would like is some feedback on the properties I've given them and a few extra pairs of eyes to note anything funny or ludicrous about em. So any constructive feedback is welcome.

I was thinking of putting class restrictions on the colors .. ie .. if you have a blue lightsabre the crystals blue properties are restricted to the guardian .. etc. Let me know what you think of that idea.

Oh .. and the raw bit on em actually means that there are two different crystals for each type.

Here goes :

Crystal, Flamme
Special:
Upgrade Item, Lightsaber
These crystals are found only on worlds with old lava flows, that have been buried for centuries, in areas very

strong with the force.

The Jedi council has found that, in rare cases, a crystal in raw form may display brutish properties usable in a

lightsabre but once the crystal is cut and polished it will become a brilliant red stone with very distinct

properties, dependant on the light crystal used with it .

Raw:
+1d10 fire dmg

Refined: raw attribute plus -

Blue
Keen

Red
massive criticals (1d10)

Green
+5 blaster deflection

Yellow
25% chance stun with dc14 to save for 3 rounds

Purple
+5 defense

Heart of Guardian
keen
25% chance stun for 3 rounds

Mantle of the Force
25% chance paralyze for 3 rounds
Regenerate force at 1 pt/rnd


Crystal, Eis
These crystals are typcially found in the stalagmites and stalactites of the force caves found in the coldest

regions of the coldest worlds.

In raw form they enhance the attack and damage capabilities of a lightsabre but once refined become ice blue stones

displaying significant properties that are dependant on the light crystal they are attached to.

Raw:
+5 enhanced

Refined: raw attribute plus -

Blue
massive criticals (1d10)

Red
+1 regeneration

Green
+5 defense

Yellow
+1 force regeneration

Purple
+5 blaster bolt deflection

Heart
massive criticals (1d10)
+2 regeneration

Mantle
+1d10 cold damage
+5 defense


Crystal, Pflanze

These crystalline gemstones are created by extreme pressures, heat and time and are found only beneath the

quagmires and swamps of the planet Dagobah.

In raw form they enhance a lightsabre's ability to defend but once cut and polished they become a beautiful

gemstone of deepest green that displays properties dependant on the light crystal used with them.

Raw:
+4 defense
+4 blaster bolt deflection

Refined: raw attribute plus -
Blue
+1d8 physical damage

Red
+5 attack

Green
massive criticals (1d10)

Yellow
+1d8 energy damage

Purple
+1d4 fire damage
+1d4 cold damage

Heart
+1d10 physical damage
activate feat luck 2

Mantle
+1d10 sonic damage
activate feat uncanny dodge


Crystal, Sonne

These crystals form in close proximity to yellow stars and when used in raw form cause a field of force to be

created around the wielder. In refined form the crystal is a golden gemstone that displays varying properties

dependant on the light crystal it is used with.

Raw:
activate force power force armor

Refined: raw attribute plus -
Blue
+5 enhanced

Red
+1d8 physcial damage

Green
+5 attack
+3 energy bold deflection

Yellow
massive criticals(1d10)

Purple
+1d8 electrcial damage

Heart
+5 enhanced
+5 defense

Mantle
+1d6 physical damage
+5 blaster bolt deflection


Crystal, Erde

These crystals are rare and found only on the Corellian worlds. They are typically found in deep mountain or sea

mines. The stone, in raw form, can be used to enhance a lightsabres damage when an attack strikes true and deep.

Refined the crystal displays an extra ordinary talent for causing various types of damage depending on the light

crystal it is used with.

Raw:
massive criticals(1d10)

Refined: raw attribute plus -
Blue
+1d8 physical damage

Red
+1d8 enery damage

Green
+1d8 cold damage

Yellow
+1d8 fire damage

Purple
massive criticals (1d10)

Heart
+1d10 physical damage
activate feat master critical strike

Mantle
+1d10 acid damage
activate feat master flurry


Yes .. before anyone says it .. doing these is a lot of work and it overides the original sabres. And it takes up cyrstal upgrade types 25-34. I was thinking that while I was at it I might add properties for a few of the "light" crystals that I've seen in some of your mods. If you have a wish to see these working with your particular light cyrstal please let me know and tell me any specific properties you might want. typically it should be limited to 2 properties per crystal.

jedi_5002
07-31-2004, 02:30 AM
Looks good IMO. Like the German names for the crystals :)

:fett:

seawolfe
07-31-2004, 02:41 AM
I revised the list. It was getting so I couldn't keep track of things so I simplified it a bit.

Also .. when I was working on this I was thinking that the crystals would only be available in raw form (when you found one somewhere) and then creating an NPC shop keeper who could "refine" the crystal for you for a price. - for those of you who were wondering why I would have a raw attribute and refined attributes

seawolfe
08-03-2004, 05:08 PM
I'm looking for decent documentation on the scripting language and a language reference for it. Anyone know where I can find such a thing.

I'm trying to write a script for my crystal cutter who .. if you have certain crystals in your inventory .. will offer to cut and polish them (for a price of course) .. I need to be able to go into the "shopping" screen and show only the refined crystal types of the rough crystals in the players inventory.

Anyone have any suggestions?

Achilles
08-03-2004, 05:34 PM
Originally posted by Mono_Giganto
06 is Malak's saber model.

The reason no one makes secondary crystals, is because to do so, you would need to edit EVERY lightsaber uti file to add the given bonus. To make a color crystal, all you would have to do is make 4 new uti files. It's much easier.

Actually, I made a mod that has 8 secondary crystals, however they only work with the 4 custom lightsabers that I made for the mod.

Check it out:

http://www.pcgamemods.com/6089/

Mono_Giganto
08-03-2004, 05:44 PM
Yes I know, that's my point. But what happens when you try to use it with the regular sabers/other modded sabers? Does it not show up in the menu, or will it crash? o.O

Achilles
08-03-2004, 05:45 PM
Originally posted by seawolfe
I'm looking for decent documentation on the scripting language and a language reference for it. Anyone know where I can find such a thing.

I'm trying to write a script for my crystal cutter who .. if you have certain crystals in your inventory .. will offer to cut and polish them (for a price of course) .. I need to be able to go into the "shopping" screen and show only the refined crystal types of the rough crystals in the players inventory.

Anyone have any suggestions?

You could probably write a dialog that says something along the lines of, "which crystal would you like for me to work on", then have a list of replies that reflects the various crystals you have created. The reply that you select would fire a script that would give you the "refined" version of the crystal. Not sure how you would write a script to remove the raw crystal from your inventory, however I imagine that it's very easy and that any of the script modders on this board would be willing to help if you:

1) look for the answer yourself
2) ask nicely for help if 1 doesn't work

seawolfe
08-03-2004, 05:53 PM
looks cool.

I was thinking of creating a couple of custom sabres but it has been there are plenty of good mods by you folx out there for such things so I didn't bother. I thought adding secondary crystals might be appreciated.. who knows. Once I place the rough versions of each one somewhere throughout the game and the crystal cutters on manaan and tatooine I'll release it as mod. Got that whole script thing to figure out though.

btw .. is it possible to add a door to a wall that doesn't have an opening in it?

seawolfe
08-03-2004, 05:56 PM
Originally posted by Achillies
You could probably write a dialog that says something along the lines of, "which crystal would you like for me to work on", then have a list of replies that reflects the various crystals you have created. The reply that you select would fire a script that would give you the "refined" version of the crystal. Not sure how you would write a script to remove the raw crystal from your inventory, however I imagine that it's very easy and that any of the script modders on this board would be willing to help if you:

1) look for the answer yourself
2) ask nicely for help if 1 doesn't work

I'm looking .. I'm looking .. I was hoping to find a link or something to a language reference somewhere .. I can program any language if I have a good language reference available.

Achilles
08-03-2004, 06:02 PM
Originally posted by Mono_Giganto
Yes I know, that's my point. But what happens when you try to use it with the regular sabers/other modded sabers? Does it not show up in the menu, or will it crash? o.O

the one time I tested it, it killed the saber. From that point forward...wait for it...I didn't try it again. Works like a charm with the sabers that I made for them though :)

BTW, I took your "point" to be that no one had made them. I was simply pointing out that someone had. If I missed something, please let me know.

Achilles
08-03-2004, 06:13 PM
Originally posted by seawolfe
looks cool.

I was thinking of creating a couple of custom sabres but it has been there are plenty of good mods by you folx out there for such things so I didn't bother. I thought adding secondary crystals might be appreciated.. who knows. Once I place the rough versions of each one somewhere throughout the game and the crystal cutters on manaan and tatooine I'll release it as mod. Got that whole script thing to figure out though.

btw .. is it possible to add a door to a wall that doesn't have an opening in it?

Well, for the sabers, you have two options (as I see it):

1) you can create one (or two, or three) custom saber(s) that will use your custom crystals or
2) you can update ever lightsaber .uti file in the game.

First one seemed like the easiest solution to me, although you may decided that the second one works better for what you're trying to accomplish.

As for the door, I have no idea. Sorry :(

seawolfe
08-03-2004, 06:18 PM
Originally posted by Achillies
You could probably write a dialog that says something along the lines of, "which crystal would you like for me to work on", then have a list of replies that reflects the various crystals you have created. The reply that you select would fire a script that would give you the "refined" version of the crystal. Not sure how you would write a script to remove the raw crystal from your inventory, however I imagine that it's very easy and that any of the script modders on this board would be willing to help if you:

1) look for the answer yourself
2) ask nicely for help if 1 doesn't work

I'm looking .. I'm looking .. I was hoping to find a link or something to a language reference somewhere .. I can program any language if I have a good language reference available.

Achilles
08-03-2004, 06:22 PM
Originally posted by seawolfe
I'm looking .. I'm looking .. I was hoping to find a link or something to a language reference somewhere .. I can program any language if I have a good language reference available.

There's a couple links in the "Do you want to mod KotOR" sticky that might help. Look under the Script section.

beancounter
08-03-2004, 06:25 PM
Originally posted by seawolfe
I'm looking for decent documentation on the scripting language and a language reference for it. Anyone know where I can find such a thing.

I'm trying to write a script for my crystal cutter who .. if you have certain crystals in your inventory .. will offer to cut and polish them (for a price of course) .. I need to be able to go into the "shopping" screen and show only the refined crystal types of the rough crystals in the players inventory.

Anyone have any suggestions?



The best reference I have found is the NWN Lexicon and the NWN scripting forum at Bioware's site. Be careful, because some of the commands in NWN are not available in KOTOR. You need to check the Script file nwscript.nss in KOTOR to see if they are actually available. The language is pretty easy, so if you are programming in UNIX you should have no trouble.

You can check a players inventory with the command:
GetItemPossessedBy(object oCreature, string sItemTag);

seawolfe
08-03-2004, 06:25 PM
Originally posted by Achillies
Well, for the sabers, you have two options (as I see it):

1) you can create one (or two, or three) custom saber(s) that will use your custom crystals or
2) you can update ever lightsaber .uti file in the game.

First one seemed like the easiest solution to me, although you may decided that the second one works better for what you're trying to accomplish.

As for the door, I have no idea. Sorry :(

Already updated all the uti files. the crystal side of my mod is done. I could zip it and offer it as an "override" right now if anyone wanted it. But they'd have to cheat or edit their way into having them.

I originally wanted to create new places to go to (using the nav console) to look for the crystals, add some interesting side quests and maybe even add to the need to find starmaps. But without some sort of mapping tool it seems to be a bit difficult to create a new planet, station or asteroid area.

seawolfe
08-03-2004, 06:27 PM
Originally posted by beancounter
The best reference I have found is the NWN Lexicon and the NWN scripting forum at Bioware's site. Be careful, because some of the commands in NWN are not available in KOTOR. You need to check the Script file nwscript.nss in KOTOR to see if they are actually available. The language is pretty easy, so if you are programming in UNIX you should have no trouble.

You can check a players inventory with the command:
GetItemPossessedBy(object oCreature, string sItemTag);

Thanks for that beancounter. I'll check it out.

Mono_Giganto
08-03-2004, 06:30 PM
Originally posted by Achillies
the one time I tested it, it killed the saber. From that point forward...wait for it...I didn't try it again. Works like a charm with the sabers that I made for them though :)

BTW, I took your "point" to be that no one had made them. I was simply pointing out that someone had. If I missed something, please let me know.

Ya what I meant by no one is 'no one in general'. I know you have, but typically people do color crystals cause they're easier.

LoL did it turn your saber into that weird grenade you get when you mess up a giveitem cheat?

Achilles
08-03-2004, 07:09 PM
Originally posted by Mono_Giganto
Ya what I meant by no one is 'no one in general'. I know you have, but typically people do color crystals cause they're easier.

LoL did it turn your saber into that weird grenade you get when you mess up a giveitem cheat?

I love that grenade. Completely random stuff is cool.

seawolfe
08-04-2004, 02:31 AM
well... it would seem there are certain things you cannot add to crystals.

I put an "activate" property on one crystal for force armor. And I put a feat on another for master critical and both crystals disappeared next time I went to the workbench. the other crystals (with the feats uncanny dodge 1 and scoundrels luck) were fine. The others were somehow replaced though with eralum and rubat crystals. I rechecked all my tags and nothing seems to be out of order there.

Achilles, you have any problems with yours doing strange things like that when you were building them?

Achilles
08-04-2004, 03:13 AM
Originally posted by seawolfe
well... it would seem there are certain things you cannot add to crystals.

I put an "activate" property on one crystal for force armor. And I put a feat on another for master critical and both crystals disappeared next time I went to the workbench. the other crystals (with the feats uncanny dodge 1 and scoundrels luck) were fine. The others were somehow replaced though with eralum and rubat crystals. I rechecked all my tags and nothing seems to be out of order there.

Achilles, you have any problems with yours doing strange things like that when you were building them?

I had a few minor errors but nothing like that. I mostly stuck to the attribute types already found in the game (ie damage and attack bonuses, massive criticals, blaster bold deflections, etc). I think the craziest I got was adding a wisdom enhancement to one of the crystals. Didn't try to add feats, sorry :(

seawolfe
08-04-2004, 01:20 PM
well .. I don't know why .. but if you put a power or feat on a crystal (and possibly any item) you have to make sure that you put all the lesser levels of that power or feat on em .. so if I put force armor on a crystal. I also have to put force aura and force shield on it as well. I put Master Critical strike on a crystal and it disappeared after the first combat I was in. I put critical strike and improved critical strike on it and it seems to be okay.

My uncanny dodge and scoundrels luck crystals didn't disappear because they are only the first order of those feats.

Achilles
08-04-2004, 01:28 PM
Originally posted by seawolfe
well .. I don't know why .. but if you put a power or feat on a crystal (and possibly any item) you have to make sure that you put all the lesser levels of that power or feat on em .. so if I put force armor on a crystal. I also have to put force aura and force shield on it as well. I put Master Critical strike on a crystal and it disappeared after the first combat I was in. I put critical strike and improved critical strike on it and it seems to be okay.

My uncanny dodge and scoundrels luck crystals didn't disappear because they are only the first order of those feats.

That's odd. Once, I added the two-weapon fighting tree to an item but accidentally missed the Improved feat and it still worked. I wonder why it worked for me but not for you. Either way, thanks for the info!