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Darth333
09-06-2004, 03:51 PM
UPDATED SEPT. 08, 2004
:lightning AIOFPM version 3.0.1 :lightning
NEW AUTHORS + custom description (.tlk file) + automatic installer!

All-in-one Force powers mod v.3.0.1
-------------------------------------------------------------------
by Darth333, Darth Khasei, Gameunlimited, TK102, Andargor, Beancounter and KnightFxr

NEW! (sept. 08 -2004) Custom install option!

With the permission of their authors, the following mods are included in the present All-in-one force powers mod:

- Gameunlimited's Force Power Replication Mod
- tk102's Darkside Choker Armband
- tk102's Flame Thrower Armband
- Darth333's Force Power Mind Trick (icon by svösh)
- tk102's VFX armband (visual effects)
- Darth Khasei's Dark Lords Force Powers
- Darth333's Easy Warping Armband
- Darth Khasei's Spawn Enemies on Demand Armband (original mod, scripts by Darth Khasei assembled in an Armband by Darth333)
- Andargor's Holowan Extradimensional Emporium
NEW!- Beancounter's's Balance Pack - Blasters/NPC's v 1.00
NEW!- KnightFxr's's Invisibility/Sanctuary/Meditation Mods
NEW!- Separate Force Whirlwind - idea by Beancounter - made by Darth333

source code included!

DOWNLOAD: http://xfer.lfnetwork.com/starwarsknights.com/AIOFPM3.0.1.zip

Force powers are accessible via the level up screen during normal level up .

The armbands and items can be obtained either by cheat or during normal gameplay: see readme.


Installation:

1. Go to your SWKotOR directory and your make a backup copy of the dialog.TLK file or rename it to dialog1.TLK.
2. Just in case, backup your saved games (you should do this everytime you install a mod)
3. Run the installer - you will have the option to install some components or not if you chose the custom installation option.

Removal:

You can remove this mod by either deleting the files form your override folder or by using the add/remove programs function in your control panel (NOTE: make sure you have a backup of your dialog.tlk file!!!)


NOTICE: This mod adds 30 new rows (132 to 161) to the spells.2da table
This mod WILL conflict with any mod that changes the spells.2da, baseitems.2da and weapondischarges.2da.

This mod WIll also conflict with any other mods using the dan_weapon.utm file (merchant on Dantoine).

In any event, read the Readme.html included in package. readme also lso contains a full description of each power (and some warnings ;) ).

(KISS could not be used with this mod due to the fact that spells.2da refers to custom scripts)

PLEASE! Report any bugs if you find some. It should be bug free but...(In any event, can't be worse than windows :D ).

Sample Screenshots:

http://img47.photobucket.com/albums/v144/Darth333/KotOR0016.jpg
http://img47.photobucket.com/albums/v144/Darth333/KotOR0004.jpg
http://img47.photobucket.com/albums/v144/Darth333/KotOR0016.jpg
http://img47.photobucket.com/albums/v144/Darth333/KotOR0015.jpg
http://img47.photobucket.com/albums/v144/Darth333/KotOR0014.jpg
http://img47.photobucket.com/albums/v144/Darth333/mindtrickvfx.jpg
http://img47.photobucket.com/albums/v144/Darth333/explosionvfx1.jpg
http://img47.photobucket.com/albums/v144/Darth333/flamevfx1.jpg
http://img47.photobucket.com/albums/v144/Darth333/KotOR0013.jpg
http://img47.photobucket.com/albums/v144/Darth333/KotOR0011.jpg
http://img47.photobucket.com/albums/v144/Darth333/KotOR0009.jpg
http://img47.photobucket.com/albums/v144/Darth333/KotOR0008.jpg

(Sorry Mono_Giganto this will conflict with the tach morphing FP but i will send you a new version tomorrow ;) )

T7nowhere
09-06-2004, 05:17 PM
It's great to be able to read what the force powers do now. :)

Mono_Giganto
09-06-2004, 05:23 PM
Originally posted by Darth333
:lightning AIOFPM version 3.0 :lightning
NEW AUTHORS + custom description (.tlk file) + automatic installer!

All-in-one Force powers mod
--------------------------------------------------------------------------
by Darth333, Darth Khasei, Gameunlimited, TK102, Andargor, Beancounter and KnightFxr v.3.0


With the permission of their authors, the following mods are included in the present All-in-one force powers mod:

- Gameunlimited's Force Power Replication Mod
- tk102's Darkside Choker Armband
- tk102's Flame Thrower Armband
- Darth333's Force Power Mind Trick (icon by svösh)
- tk102's VFX armband (visual effects)
- Darth Khasei's Dark Lords Force Powers
- Darth333's Easy Warping Armband
- Darth Khasei's Spawn Enemies on Demand Armband (original mod, scripts by Darth Khasei assembled in an Armband by Darth333)
- Andargor's Holowan Extradimensional Emporium
NEW!- Beancounter's's Balance Pack - Blasters/NPC's v 1.00
NEW!- KnightFxr's's Invisibility/Sanctuary/Meditation Mods
NEW!- Separate Force Whirlwind - idea by Beancounter

source code included!

DOWNLOAD: http://www.pcgamemods.com/7260/

Force powers are accessible via the level up screen during normal level up .

The armbands and items can be obtained either by cheat or during normal gameplay: see readme.


Installation:
1. Go to your SWKotOR directory and your make a backup copy of the dialog.TLK file or rename it to dialog1.TLK.
2. Run the installer - you will have the option to install some components or not if you chose the custom installation option.

NOTICE: This mod adds 30 new rows (132 to 161) to the spells.2da table
This mod WILL conflict with any mod that changes the spells.2da, baseitems.2da and weapondischarges.2da.

This mod WIll also conflict with any other mods using the dan_weapon.utm file (merchant on Dantoine).

In any event, read the Readme.html included in package. readme also lso contains a full description of each power (and some warnings ;) ).

(KISS could not be used with this mod due to the fact that spells.2da refers to custom scripts)

PLEASE! Report any bugs if you find some. It should be bug free but...(In any event, can't be worse than windows :D ).

Sample Screenshots:

http://img47.photobucket.com/albums/v144/Darth333/KotOR0016.jpg
http://img47.photobucket.com/albums/v144/Darth333/KotOR0004.jpg
http://img47.photobucket.com/albums/v144/Darth333/KotOR0016.jpg
http://img47.photobucket.com/albums/v144/Darth333/KotOR0015.jpg
http://img47.photobucket.com/albums/v144/Darth333/KotOR0014.jpg
http://img47.photobucket.com/albums/v144/Darth333/mindtrickvfx.jpg
http://img47.photobucket.com/albums/v144/Darth333/explosionvfx1.jpg
http://img47.photobucket.com/albums/v144/Darth333/flamevfx1.jpg
http://img47.photobucket.com/albums/v144/Darth333/KotOR0013.jpg
http://img47.photobucket.com/albums/v144/Darth333/KotOR0011.jpg
http://img47.photobucket.com/albums/v144/Darth333/KotOR0009.jpg
http://img47.photobucket.com/albums/v144/Darth333/KotOR0008.jpg

(Sorry Mono_Giganto this will conflict with the tach morphing FP but i will send you a new version tomorrow ;) )

Awesome, and to the side note, awesome. :)

Oops! Sorry Mono_Giganto! I edited your post by mistake: I wanted to edit my own post to fix a broken link and edited the quote in yours instead. I noticed that when I checked the changes in my own post and they weren't there. That is the only change. :rolleyes: and thanks for the comments :D - Darth333

shosey
09-06-2004, 05:58 PM
very nice indeed!

RedHawke
09-06-2004, 08:56 PM
Sweet! :D

KnightFxr
09-06-2004, 10:20 PM
Thanks for putting this all together Darth!

...although it may have been a tad hasty. I'm just about a release a new set of force powers. I should be done early tomorrow...

But thanks for the compilation! :D :deathstar

En liten mus
09-06-2004, 11:19 PM
Nice...one question tho....where are you in the screenies? :confused: I would like to go there? and how did you get those enemies... :eek:

tell me cause id like to know :)

Oh and a gain AWSOME

Nodakrattler
09-06-2004, 11:28 PM
That's great Darth333! I was wondering if you thought of making so you could do a custom install? So like if you have the plug-in installed you could choose that modified baseitems 2da. I was just wondering no big problem for me personally since adding things to the 2da's is simple for me, but I'm sure there are some people that can't install kotor tool for some reason and they wouldn't be able to do that themselves.

RedHawke
09-06-2004, 11:46 PM
Originally posted by En liten mus
Nice...one question tho....where are you in the screenies? :confused: I would like to go there? and how did you get those enemies... :eek:

tell me cause id like to know :)

Oh and a gain AWSOME

That is the Mysterious Box level if I'm not mistaken. :D

Mav
09-06-2004, 11:59 PM
Awesome job Darth333

messkell
09-07-2004, 02:08 AM
nice compilation mod :)

Darth333
09-07-2004, 06:27 AM
Originally posted by KnightFxr
Thanks for putting this all together Darth!

...although it may have been a tad hasty. I'm just about a release a new set of force powers. I should be done early

Thanks for the feedback!

No problem, I will repack everything tonight or tomorrow and add more options for the installation - will add the possibility to install or not the baseitems.2da file. *EDIT: DONE in version 3.0.1!*

Also, as proposed by Nodakrattler and t7 via PM I would like to add possibility to install or not the tlk file since it can cause language problems :rolleyes: *EDIT: DONE in version 3.0.1!*

@ En liten mus: this is a custom level I made very quickly a long time ago to test some mods. I stipped everything out of the Rakatan box and added a ton of npcs without caring to much about their stats...I even ended up an unbeatable Deaeye Duncan :D

En liten mus
09-07-2004, 08:47 AM
You think you can send it to me...but not by e-mail...for some reason my virus program just dlets all attachments :D
Do you have msn? if so could you maby send it by that way :)

it looks cool....plz can i have it if its not for download.

If it is can someone direct me in that direction? :D :D

Darth Khasei
09-07-2004, 09:35 AM
Its been a while since I posted because of work and other projects. Darth333 is a wonderful contributor to this community and I want to thank you for everything you have done for the mods.

Lorden Darkblade
09-07-2004, 12:54 PM
Great job Darth333, as usual :D
Keep up the good works :p :cool:

MTV2
09-07-2004, 12:57 PM
This is great but I was wondering if you could get the newforce powers seperately?

Darth Dex
09-07-2004, 01:04 PM
Nice work.

Mono_Giganto
09-07-2004, 01:17 PM
Originally posted by MTV2
This is great but I was wondering if you could get the newforce powers seperately?

How so, the idea of this mos is to get them together, or do you mean with out the dialog.tlk? Well aparently there's gonna be a version without that.

Darth333
09-07-2004, 01:34 PM
First of all, thanks again for the feed back everyone :)

Originally posted by MTV2
This is great but I was wondering if you could get the newforce powers seperately?
Yes it is possible. However, if you chose to install any of those mods separately, you can only install one at a time or they will conflict with each other. Editing spells.2da will not be sufficient. You will have to edit the source code, and for itmes, the .uti file.
Also, most of the force powers will not include a description.
If you donèt want the items, don't buy them or even better, those that are placed into your inventory sell for a very good price, if I remember well :D

Just to let you know that your pc will not automatically have all those new force powers. It only add more options to the level up screen. If you don't want them, you don' t need to select them when you level up.

Also, as suggested by some people, I will add the option to install or not the baseitems.2da and the dialog.tlk files in another version (probably this evening). *EDIT: DONE in version 3.0.1!*


Here are the links to the separate force powers - note: some of them may be slightly different to what is included in the package - all modifications in the package have been brought with the full consent of the authors - :

Easy warping armband: http://www.pcgamemods.com/6831/
Mind trick force power: http://www.pcgamemods.com/5904/
Darth Khasei's Force powers: http://www.sunstarentertainmentinc.com/kotor1.html
Darkside choker: http://www.pcgamemods.com/5271/
VFX armband: http://www.pcgamemods.com/5896/
FlameThrower armband: http://www.pcgamemods.com/5280/
Force replication: http://alvin777t.tripod.com/
Holowan Emporium: http://andargor.com/
Blaster Balance pack: http://www.pcgamemods.com/u/4563/
Invisibility mod: http://www.pcgamemods.com/7070/

Mono_Giganto
09-07-2004, 01:44 PM
Originally posted by Darth333
First of all, thanks again for the feed back everyone :)


Yes it is possible. However, if you chose to install any of those mods separately, you can only install one at a time or they will conflict with each other. Editing spells.2da will not be sufficient. You will have to edit the source code, and for itmes, the .uti file.
Also, most of the force powers will not include a description.
If you donèt want the items, don't buy them or even better, those that are placed into your inventory sell for a very good price, if I remember well :D

Just to let you know that your pc will not automatically have all those new force powers. It only add more options to the level up screen. If you don't want them, you don' t need to select them when you level up.

Also, as suggested by some people, I will add the option to install or not the baseitems.2da and the dialog.tlk files in another version (probably this evening).

Here are the links to the separate force powers - note: some of them may be slightly different to what is included in the package - all modifications in the package have been brought with the full consent of the authors - :

Easy warping armband: http://www.pcgamemods.com/6831/
Mind trick force power: http://www.pcgamemods.com/5904/
Darth Khasei's Force powers: http://www.sunstarentertainmentinc.com/kotor1.html
Darkside choker: http://www.pcgamemods.com/5271/
VFX armband: http://www.pcgamemods.com/5896/
FlameThrower armband: http://www.pcgamemods.com/5280/
Force replication: http://alvin777t.tripod.com/
Holowan Emporium: http://andargor.com/
Blaster Balance pack: http://www.pcgamemods.com/u/4563/
Invisibility mod: http://www.pcgamemods.com/7070/

And my sig has the Tach power. :D

MTV2
09-07-2004, 02:08 PM
Originally posted by Darth333
First of all, thanks again for the feed back everyone :)


Yes it is possible. However, if you chose to install any of those mods separately, you can only install one at a time or they will conflict with each other. Editing spells.2da will not be sufficient. You will have to edit the source code, and for itmes, the .uti file.
Also, most of the force powers will not include a description.
If you donèt want the items, don't buy them or even better, those that are placed into your inventory sell for a very good price, if I remember well :D

Just to let you know that your pc will not automatically have all those new force powers. It only add more options to the level up screen. If you don't want them, you don' t need to select them when you level up.

Also, as suggested by some people, I will add the option to install or not the baseitems.2da and the dialog.tlk files in another version (probably this evening).

Here are the links to the separate force powers - note: some of them may be slightly different to what is included in the package - all modifications in the package have been brought with the full consent of the authors - :

Easy warping armband: http://www.pcgamemods.com/6831/
Mind trick force power: http://www.pcgamemods.com/5904/
Darth Khasei's Force powers: http://www.sunstarentertainmentinc.com/kotor1.html
Darkside choker: http://www.pcgamemods.com/5271/
VFX armband: http://www.pcgamemods.com/5896/
FlameThrower armband: http://www.pcgamemods.com/5280/
Force replication: http://alvin777t.tripod.com/
Holowan Emporium: http://andargor.com/
Blaster Balance pack: http://www.pcgamemods.com/u/4563/
Invisibility mod: http://www.pcgamemods.com/7070/

Cool, Thnx alot

beancounter
09-07-2004, 04:31 PM
Originally posted by Darth333
:lightning AIOFPM version 3.0 :lightning
NEW AUTHORS + custom description (.tlk file) + automatic installer!

All-in-one Force powers mod v.3.0
-------------------------------------------------------------------
by Darth333, Darth Khasei, Gameunlimited, TK102, Andargor, Beancounter and KnightFxr


With the permission of their authors, the following mods are included in the present All-in-one force powers mod:

- Gameunlimited's Force Power Replication Mod
- tk102's Darkside Choker Armband
- tk102's Flame Thrower Armband
- Darth333's Force Power Mind Trick (icon by svösh)
- tk102's VFX armband (visual effects)
- Darth Khasei's Dark Lords Force Powers
- Darth333's Easy Warping Armband
- Darth Khasei's Spawn Enemies on Demand Armband (original mod, scripts by Darth Khasei assembled in an Armband by Darth333)
- Andargor's Holowan Extradimensional Emporium
NEW!- Beancounter's's Balance Pack - Blasters/NPC's v 1.00
NEW!- KnightFxr's's Invisibility/Sanctuary/Meditation Mods
NEW!- Separate Force Whirlwind - idea by Beancounter

source code included!



As usual great work - I knew it took a lot of work on your part to get this compliation mod togther. :)

In case anyone was wondering, the seperate Force Whirlwind allows you to cast Force Wave & Force Whirlwind. You do not lose the ability to cast Whirlwind when you upgrade the power to Wave.

Darth333
09-07-2004, 06:20 PM
Originally posted by beancounter
As usual great work - I knew it took a lot of work on your part to get this compliation mod togther. :)

In case anyone was wondering, the seperate Force Whirlwind allows you to cast Force Wave & Force Whirlwind. You do not lose the ability to cast Whirlwind when you upgrade the power to Wave.
Hey! You are one of the co-authors so great work you too ! :)(apart from my own mods I just made very slight modifications!) I think many people here awaited for something like your blaster pack balance, incorporated in this package, since a very loooong time! ( In fact, I should be the one thanking people like you and tk102 for showing me the path of the light - or should I say dark side? :D I was a complete noob not too long ago :D)
You did a great job Beancounter!

btw, it's 9:30 PM and just came back from work so new version with will probably come out tomorrow :rolleyes: - for those who are still at shool, i will repeat it once more although you can't believe it - enjoy it while you can :D !

Nodakrattler
09-07-2004, 07:39 PM
Originally posted by Darth333
Thanks for the feedback!

No problem, I will repack everything tonight or tomorrow and add more options for the installation - will add the possibility to install or not the baseitems.2da file.

Also, as proposed by Nodakrattler and t7 via PM I would like to add possibility to install or not the tlk file since it can cause language problems :rolleyes:

Well thank you for taking my proposition into consideration.

Darth333
09-07-2004, 09:11 PM
Version 3.0.1 is out!!!! - see first post -

New features: possibility to select custom install option!

You can now select to install or not the following files:

- dialog.tlk - useful for game verison other than English - however you will not experience the forcepowers descriptions without this file.
- dantoine merchant
- baseitems.2da (blaster range modification)


btw, it is never too late to make recommendations or requests :)

* EDIT* Mono: I'll take care of the tach_morphing force power tomorrow to make sure it is compatible :D

En liten mus
09-08-2004, 03:02 AM
can you send me that Box mod that you did... i would like to have it. But if it is somthing in game can you tell me where? :( :(

(Your mod thing. The place in the screenies)

Darth333
09-08-2004, 06:30 AM
Originally posted by En liten mus
can you send me that Box mod that you did... i would like to have it. But if it is somthing in game can you tell me where? :( :(

(Your mod thing. The place in the screenies)
I'll verify if I still have it when I get home.

But just to let you know, I was wrong when I told you the screenshotshave been taken in the custom module. I had these screenshots in mind when I answered earlier: http://img47.photobucket.com/albums/v144/Darth333/tuiles.jpg and it's not in the list of screenshots above.

The screenshots above were taken by simply warping to the Rakatan box with my warping armband and testing the force powers: there is an armband called "Sith training device" in the mod to which I attached Darth Khasei's spawn ennemies on demand mod ;) Simply equip the armband, select your ennemies and fight!

If you still want the other module, just send me a PM.

CDRSeadog
09-08-2004, 06:49 AM
Judging from what I've been reading here at the Holowan - and what I've noticed in perusing the mods over @ pcgamemods...I think I can safely say that Thursday the 9th report on the Holowan Laboratories will be a big one - I'll be including your "Force Power Tach Morphing" mod - as well as this mod - in that report:-)

I'm just waiting for the next Holowan PlugIn3 mod before I start another KotOR game - can't wait to check out all these great works of art you all have been doing ingame.

Mono_Giganto
09-08-2004, 11:58 AM
Originally posted by CDRSeadog
Judging from what I've been reading here at the Holowan - and what I've noticed in perusing the mods over @ pcgamemods...I think I can safely say that Thursday the 9th report on the Holowan Laboratories will be a big one - I'll be including your "Force Power Tach Morphing" mod - as well as this mod - in that report:-)

I'm just waiting for the next Holowan PlugIn3 mod before I start another KotOR game - can't wait to check out all these great works of art you all have been doing ingame.

Haha how awesome!

*Yoinked*
09-20-2004, 07:24 AM
I think a nice mod to incorperate into the next version would be this (http://www.pcgamemods.com/5366/)
which allows you to wear armor and use force powers at one time. It is made by somebody called Tarados Qeng.

Darth333
09-20-2004, 07:53 AM
I am not sure about this one. I prefer to make changes the player is not obliged to use. Per example, if you don't want to use one of the armbands, you can sell it or simply leave it in your inventory. Same thing with force powers: if you don't want them, you don't have to select them when you level up.

What I could do is to have two versions of the mod (or four versions since I am making one with a spells.2da file that will use references to the existing .tlk file instead of a custom .tlk table for users that have a non-english version of the game). I could make two separate downloads that would use an installer. I don't know...if people have suggestions or preferences, please post them...

PoM
09-20-2004, 10:47 AM
Its like this... This mod makes me unable to play swkotor!!!
Ok...i Installed this mod and a couple of others i found on pcgamemods.com.
I start swkotor...It says the game isnt properly installed!
I check some things and then reinstall the game, i can play it again, once again, i install this mod and the other ones, i cant play it anymore!
Then i delete all of the other mods i found, it still doesnt work, im now sure this mod sadly somehow made it impossible for me to play swkotor!
Now i gotta dl and install all powers.
Power by power...
Wich takes a hell lot of time, i just wanted to tell you this, maybe its a bug or its my computer...dunno, but PLEASE respond!
:( :( :( :( :( :(

New: But that doesnt work either, the mods conflict with eachother.

Darth333
09-20-2004, 11:11 AM
I tested this mod more than one time one two computers and others tested it too. You probably have some incompatible mods and it resulted in a corrupted saved game. What other mods are you trying to combine with this one?

And what are you trying to do here? Now i gotta dl and install all powers.
Power by power... You have to install all the force powers, not only a few ones. They use spells.2da: if you don't install all the force powers then you will see little dots in your level up screen instead of force powers (if you don't want them then don't select them when you level up). You can chose custom installation if you wish not to install baseitems.2da.

PoM
09-20-2004, 11:56 AM
I cant start the game at all, what has that to do with the save games?

Darth333
09-20-2004, 12:00 PM
Originally posted by TheKnife
I cant start the game at all, what has that to do with the save games?

What other mods do you have? the problem could be there as well.

Did you read the notice that appears on the installation screen concerning the .tlk file and other non-English versions of the game? It says "STOP! Before installing, go to your sw-kotor directory and make a backup of your .tlk file blahblah..." ( I know some French and Spanish guys using the mod without any problam however...) If you installed the tlk file and then removed the mod with the automatic uninstaller, did you renamed your old .tlk file?

PoM
09-24-2004, 06:29 AM
Force pike, Redhawkes elder merchant mod, new malak11, new
fempc_0.8, Achilles robe mod, romance mod, silver hk47, new sith tomb items and svösh mods, and yes! I did rename the tlk blah blah file...

Darth333
09-24-2004, 07:23 AM
As I said, I am using this mod witthout any probelms: it is either a conflict or a file contained in one of the other mods that ^revents you from starting a game.

The only thing I can see with the AIOFPM is if one of other mods you are using has a baseitems.2da file. If yes you can chose not to install this file in the AIOFPM.

ehlert
09-24-2004, 01:52 PM
Gonna check it out.

modu
09-25-2004, 09:09 PM
ummmm.......why can't i access the site to dowload this?

MightyM
12-09-2004, 09:41 AM
just downloaded the mod recently and found the new forces to be really cool. I think the mod could've been better, however, with the following adjustments:

Make force clones (Projection) not hurt your enemies, they are only illusions afterall. Plus they shouldn't fool droids.

Make Force Mind Trick only work on the weak minded. Jedi should not be affected by it for example.

The Arch Angel force while cool is a bit unbalanced. I spawned the guy and he beat up the end-game Malak.

Make invisibility-meditation-sanctuary not work on the strong minded. You should not be able to become invisible to a strong minded enemy such as a Jedi/Sith or Boss - Calo Nord, Bandon, Malak

Make the other forces not work so easily on powerful enemies. They should be saved as easily as other force powers. E.g. why would I use kill when I can use that awsome death ray thing that will even work on Malak?

Ultimately tho, the mod is great if a little unbalanced. If no one minds I might effect these changes myself when I finish my difficulty mod. I'm kinda partial to having lots of cool new force powers .

Darth333
12-09-2004, 10:10 AM
Originally posted by MightyM
just downloaded the mod recently and found the new forces to be really cool. I think the mod could've been better, however, with the following adjustments:

Make force clones (Projection) not hurt your enemies, they are only illusions afterall. Plus they shouldn't fool droids.

Make Force Mind Trick only work on the weak minded. Jedi should not be affected by it for example.

The Arch Angel force while cool is a bit unbalanced. I spawned the guy and he beat up the end-game Malak.

Make invisibility-meditation-sanctuary not work on the strong minded. You should not be able to become invisible to a strong minded enemy such as a Jedi/Sith or Boss - Calo Nord, Bandon, Malak

Make the other forces not work so easily on powerful enemies. They should be saved as easily as other force powers. E.g. why would I use kill when I can use that awsome death ray thing that will even work on Malak?
I am planning to make a new version of the mod before Christmas. I want to review a few things in the mod and add a few new mods.

I also want to make an "international" version of the mod. I mean a version that would use existing entries in the .tlk file (as it was in the first versions of the mod) because people who have a game in a language other than English, will see all the text replaced. (I will also release a version with a .tlk table).

While modifying the Mind trick force power is not a problem since I am the author, It may not be the case for the other force powers since most of the authors have left the boards. I like to let the authors decide what they want to do with their mods and even if I got permission to use their mods I wouldn't bring any modifications without specific permission.

For the mind trick, I do not really wish to exclude Dark Jedi completely. However, I could make it harder to use on Dark Jedi and make it only possible, let's say if you are a consular.

tk102
12-09-2004, 10:23 AM
For the mind trick, I do not really wish to exclude Dark Jedi completely. However, I could make it harder to use on Dark Jedi and make it only possible, let's say if you are a consular.

Maybe do a hit dice check between your character and others too.

MightyM
12-09-2004, 12:32 PM
You could do a check against the target's charisma or somthing. So that you can't mind trick someone with a higher charisma than you.... or maybe you could factor in the persuade skill. That'd be cool.

Technically if you want to be true to Star Wars, Jedi can't be tricked period, unless they're really weak by comparison.

Its easier to defend against a mind trick than it is to persuade someone with it.

Darth333
12-09-2004, 12:58 PM
Originally posted by MightyM
You could do a check against the target's charisma or somthing. So that you can't mind trick someone with a higher charisma than you.... or maybe you could factor in the persuade skill. That'd be cool. That's what I had in mind and I could combine it with what tk102 suggested.

Technically if you want to be true to Star Wars, Jedi can't be tricked period, unless they're really weak by comparison. That's true but I just like to see the Dark jedi fight each other ...but that was before Prime released his Stormtroopers :D

svösh
12-09-2004, 01:55 PM
MightyM just wondering when Calo became a so strong minded that he couldn’t be tricked ? It’s his Armour that adds the über modifier to him [ Immunity Mind-Affecting ] . Besides Dominant mind can force persuade sith, and aren’t some of our crazy mods about having fun :confused:

I can’t believe it took me so long to try this, but making mods will do that :( ..I haven't actually played the game since June :eek:, but Big belated Congrats
:sheepdanc :guitar1 :guitar2 :cowdance :band1 to Darth333, Darth Khasei, Gameunlimited, TK102, Andargor, Beancounter and KnightFxr This is this mod is beyond fantastic and in my opinion nothing should be changed. Congrats to all the talented people that took the time to make it for us, we should just be Thankful they made these mods in the first place.

svösh

Darth333
12-09-2004, 03:12 PM
...and svösh this is your mod too... you made the Mind Trick icon ;) :p

Jennaida
12-13-2004, 09:30 AM
After whapping some of my other modding enough for this mod to work right, this is great :) I'm looking forward to seeing the new version as well :)

Jennaida
12-30-2004, 11:22 AM
I was playing through on a test run with expanded spellgain table, to see all the new powers, and ran into a problem. When there were no new ones to add, it kept claiming I had to add more anyway.

When I opened up KSE, it returned an error mentioning the new FP 'Sanctuary' as having a bug somewhere in the lines. Which was making KSE claim that you didn't have /any/ force powers, and the game do that. I was able to fudge it sorta by removing/re-adding powers with KSE, but I figured you all should know about this problem.

I'll run through it again to see if I can get the exact wording, but the problem was essentially the same every time.

tk102
01-01-2005, 02:38 PM
Jennaida,
If you can forward the exact message to me perhaps I can help troubleshoot. My email is at the bottom of the kse-readme.txt.

Jennaida
01-03-2005, 09:50 AM
I'll see if I can get the message to come up *plays through again*

I think I may have found part of what caused it, though...

in spells.2da, Meditation and Sanctuary were both named Sanctuary in the 'label' list of the file... could this have caused some kind of error, since they all seem to have unique names?

I'm going to test this as well, I renamed it in spells.2da this round, so they're named right.

Also, do I dare suggest an addition to AIOFPM? Achilles' extended time force power mod doesn't conflict with the current one, any chance of something like that with the new version, if it comes? Force Armor and Valor are finally useful, with that! :)

Darth333
01-03-2005, 09:54 AM
I'll check the mod whenever I have a few minutes. It's possible that there was a "copy/paste" mistake.

StoneDragon
01-03-2005, 11:49 AM
Nice!!! I havent played it thought. Maybe tommorrow.

tk102
01-03-2005, 11:58 AM
Btw, I've updated two of the armbands that are included in this mod. You can download the updates here (http://www.pcgamemods.com/9390/).

(I think MattColejk and I were thinking (http://www.lucasforums.com/showthread.php?s=&postid=1725304#post1725304) along the same lines regarding improving old mods.)

StoneDragon
01-03-2005, 03:22 PM
Is this compatible with the holowan plug in?

T7nowhere
01-03-2005, 06:29 PM
Originally posted by StoneDragon
Is this compatible with the holowan plug in?

yes, accept DO NOT install the baseitems.2da from AIOFPM .

Jennaida
01-03-2005, 06:31 PM
Update:

I've played through enough to get Meditation and sanctuary again.

Sure enough, it was the Spells.2da file.

With meditation changed back to list as force_power_meditation (instead of claiming to be a second force_power_sanctuary), I saved the game, opened KSE 2.2, and opened the tree all the way into force powers, without an error. So at least the KSE error is gone. I'll update again if I can put all the powers on without having it bogusly claim I have to take more.

Darth333
01-04-2005, 05:41 AM
I'll review the spells.2da file. There are a few mods I want to add in there too so I'll release a new version.

tk102, I guess I can include the revised versions of the armbands? :D

I'll try to contact Achilles too.

Darkkender
01-04-2005, 06:03 AM
Hey Darth333, I keep trying to finish up my final release of my recruit mod character and one of my hang ups has been trying to make it compatible with all the hoards of new mods out. I was going to be using the spells.2da out of the AIOFPM would you like me to hold off untill you release this revision, or would you like to include the datapad script spell in your revised AIOFPM? Either way works for me as I've been focused on making all my mods compatible with the mods that are out there that are most commonley used. So I've had some large delays on releasing my mods in a bug free fashion. That and busy with 2 jobs through christmas has left little time for actual modding.

Jennaida
01-05-2005, 03:45 PM
Now, to post it in the right thread...

I've tested the edited spells.2da. It fixes the KSE problem, but... with all powers selected, it still claims you have new ones, and says to select them.

Automatic levelling after a point sidesteps it, but is undesirable.

Also, I've noticed, when KSE shows 'available' force powers, it doesn't show the new ones. It only shows new ones in 'show all' with the droid items and the NPC mob powers, or things that didn't get used.

Possibly a connection? Is part of it not acknowledging the new things as new available powers? It seems to acknowledge some, when recommending powers, but...

Hrm.

tk102
01-05-2005, 07:03 PM
Originally posted by Jennaida
I've tested the edited spells.2da. It fixes the KSE problem, but... with all powers selected, it still claims you have new ones, and says to select them.
Are you talking about KSE or the game. I don't follow...

Also, I've noticed, when KSE shows 'available' force powers, it doesn't show the new ones. It only shows new ones in 'show all' with the droid items and the NPC mob powers, or things that didn't get used.The checkbox forces KSE to read the spells.2da file in full (using the one the override folder if present). That is normal KSE behavior.

Sounds like an issue with the priority columns but I haven't investigated yet.

Jennaida
01-05-2005, 07:15 PM
Re: KSE

KSE was rendering an error when opening savegames, which was traced to two columns being named Force_Power_Sanctuary at the front.

Showing in KSE as available all the time doesn't worry me, what does is that it isn't acknowledging all of them as chosen when they all are. On some modded games, that becomes an issue around upper top levels. Suppose I can just work around it, but I'm just noting it. :)

tk102
01-06-2005, 12:57 PM
I had to read your post a couple of times...

Let me see if I understand...

You open up a savegame in KSE. Sometimes it gives an error. You don't mind it so much. What you do mind is that Force Powers which were originally possessed by the character aren't being shown.

Now, that is because KSE is not able to display the force powers properly... because:

1) The spells.2da file in the override folder has improper entries (as you say)

2) The character has a force power index number that does not exist in override spells.2da file

3) The character has a force power that does not exist in the original spells.2da file and the Show All Force Powers is not being checked.

When KSE can't display the info it stops right there. So if legitimate force powers existed after the force power that was causing the problem, they won't be shown.

Jennaida
01-11-2005, 06:20 PM
Essentially, it wasn't showing for the character in the section. They show right on the force power list. It stopped giving the error on show all force powers, and started showing them all for the character without error, when I changed the name entry for that one duplicated one.

It's working fine now on the KSE end. :)

Darth333
01-11-2005, 06:40 PM
Thanks for reporting that :) I'll fix it in the next update (in a week or two, depending on which weekend I have free time :D )

Jennaida
01-11-2005, 07:18 PM
Yay! :)

Looking forward to it :)

You had any better luck getting hold of Achilles for that one mod, than I have, by chance? I tried to contact him after getting a message on the 7th, but his box was full.

Bimmerman
02-18-2005, 08:03 PM
Hey all- I know that I am reviving an old thread, but I figured that it would be better to place this here than start a new thread. So here goes: will the AIOFPM work with TSL and especially with the new force powers that have been released by the modders here? Also- if it is not compatible at the present time, are there any plans to make it compatible with TSL in the pipeline? Muchas Gracias

Mav
02-18-2005, 08:17 PM
Nope, sorry but you can't just plug in the AIOFPM files into your KotOR 2 Override, because Obsidian added several new force powers and that change the spells.2da and as of right now there are not enough force power mods to make it worth while to make an AIOFPM for TSL, and the probability of transfering the force powers from AIOFPM for KotOR 1 to TSL is not likely right now becxause you would need the permission of all the modders not just Darth333 :D

Darth333
02-18-2005, 08:46 PM
I'm planning to do something similar for TSL. I am currently working on a new party manager armband for TSL that uses spells.2da too. However, as Mav said, to port the force powers that are already in this mod to TSL, I would need every author's approval.

Bimmerman
02-19-2005, 05:41 PM
Thats cool. Thanks

gdw
02-12-2006, 01:01 PM
It's taken me 1 year to find this thread and now i am determined to ask my question

anyone know where i can get this AIOFPM mod from as pcgamesmods.com seems to have died a death?

ChAiNz.2da
02-12-2006, 01:35 PM
It's taken me 1 year to find this thread and now i am determined to ask my question

anyone know where i can get this AIOFPM mod from as pcgamesmods.com seems to have died a death?
:confused:

I was able to download it just now... did you try this URL:

http://www.pcgamemods.com/mod/7313.html

Mono_Giganto
02-12-2006, 01:58 PM
PCGM was down for a few hours ChAiNz, that's what I believe he was referring too. Yes, it's back up now.

gdw
02-12-2006, 02:02 PM
Still doesn't work main page comes up then I select kotor but just get a blank screen as I do with every game I select

This has been like this for me since the end of last year thought the site had died

ChAiNz.2da
02-12-2006, 02:05 PM
PCGM was down for a few hours ChAiNz, that's what I believe he was referring too. Yes, it's back up now.
Ahhh... sorry, my bad.. thanks for the heads up man :)

@gdw, you may need to run an Adware/Spyware Cleaner.. and clear out your internet cache...

PCGM tends to have problems with things like that...

Also, I don't think it plays nice with download accelerator progs either, but not sure... :giveup:

gdw
02-12-2006, 02:22 PM
I just done all that and i still cannot access the site

No matter what browser I use it comes up the same blank screen

It's indicated the sites loaded but i am not seeing anything

gdw
02-12-2006, 02:53 PM
I think it's safe to assume I'm screwed as nobody else appears to have this problem and I've had it for almost 4 months

Can't Think what the hell is causing it

gdw
02-12-2006, 03:22 PM
I've got it and thanks very much

My pleasure.. enjoy the mod :D ~ ChAiNz.2da

gdw
02-12-2006, 05:29 PM
And I have mucked up the installation somehow and have needed to uninstall and reinstall the game of course i have also deleted the mod i downloaded earlier so of course do not have it again

I'm appealing to the kind soul who put up the address to download it from earlier could he do so again

gdw
02-12-2006, 05:44 PM
Just got it again and I WILL NOT delete it this time just to be on the safe side

Groovy :D ~ ChAiNz.2da

tiggerguy
07-29-2006, 09:30 AM
can anyone help me? Im new here and im having pretty much the same prob as gdw i cant go to pcgm at any time, through links, through web url. PCGM is not working i just get this message every time


Warning: mysqli::mysqli() [function.mysqli]: Too many connections in /home/web/pcgm3/library/db.php on line 22

Warning: Couldn't fetch mysqli in /home/web/pcgm3/library/db.php on line 28

Fatal error: Uncaught exception 'DBException' with message 'Database: ' in /home/web/pcgm3/library/db.php:29 Stack trace: #0 /home/web/pcgm3/scripts/log.php(2): db->query('INSERT INTO log...') #1 /home/web/pcgm3/mod.php(11): require_once('/home/web/pcgm3...') #2 {main} thrown in /home/web/pcgm3/library/db.php on line 29

Warning: Couldn't fetch mysqli in /home/web/pcgm3/library/db.php on line 113

Joris1
07-29-2006, 12:49 PM
Here is the link:

http://ds1.pcgamemods.com/core/7313/AIOFPM3.0.1.zip

tiggerguy
07-30-2006, 03:09 AM
thank you very much sir/mam you r a prince/princess among men/women

AlphaSigmaOne
05-12-2007, 09:17 PM
Is there anyway I can get this? The link is down.

Darth333
05-15-2007, 03:36 PM
I don't think I still have the mod but I'll try to find a copy somewhere and I'll re-upload it.

logan essex
05-15-2007, 03:49 PM
hullo
Darth333, my Lady of the Sith, I have a version 3.0
If I can help, i will
(is there a difference between 3.0 and 3.0.1?

Darth333
05-15-2007, 03:54 PM
3.0 had no dialog.tlk and thus no power description :( But thanks anyway :)


Edit: Found one! (Thanks Darth Insidious! )

logan essex
05-15-2007, 04:23 PM
do you mean power discription in the powers menu?
if so, mine has that,
if not, what do you mean?

Darth333
05-15-2007, 04:28 PM
Yes. I thought the previous version didn't had that but it's been a while since I last played with that mod (almost 3 yrs) so I might have been wrong :D

Anyway, I edited the first post of the thread to add a new download link :)

AlphaSigmaOne
05-15-2007, 07:02 PM
Thanks!

Karsus
05-20-2007, 10:40 AM
Hi, I have just begun with kotor again and I thought this mod would be cool to have, but so far I've had to reinstall kotor twice because of some error I got when using it in combination with the Revan/Bastila pack something (added Bastila's focus and revan's core crystals) and super skip taris. When I reinstalled it again, many of the items I got from the revan/bastila mod where still there, and I can't add the warpband to my partys inventory with KSE, any help? Sorry for graverobbing.

Edit: checked my post a realised i was a bit vague :)

I meant that, if i add the warpband to my chars inventory, i can never edit that savegame again, and if I load the save in game, all my party members are missing my quest log is whiped clean and i get the tutorial on every option there is.. Suffice to say it ruins the save game, right now i only have this mod installed. Maybe it's because i havn't patched the game?

Also when i do add it to my partys inventory it says "bad str reference" and when i click it it says it has 329050293205230 in inventory or something like that. When i press commit changes i get an error message saying "error in line" something bla bla, then if i close it i can never open the save game again (lucky me i always back them up before i do something like that)

I hope you will be able to help me, I have no doubts you will try :) Thanks in advance

tk102
05-20-2007, 11:49 AM
In case this is actually a KSE problem, have you tried the giveitem d333_warpband cheat?

Karsus
05-20-2007, 11:56 AM
In case this is actually a KSE problem, have you tried the giveitem d333_warpband cheat?

I was going to, but i forgot how to activate cheat mode. I'll try right now thanks

Edit: That fixed it, thanks :), heh just noticed your the one who created KSE.

Would like to thank you for that excellent tool which has helped me out of more then 1 tight spot.

I also have something to say about the warpband, not sure if you knew this or not, but here goes: If you warp to the Endar Spire, You will no longer be able to choose Bastila in the party selection screen, dosn't matter if you warp somewhere else after that. Not sure if this is true for any other NPC

Darth333
05-21-2007, 08:37 PM
I also have something to say about the warpband, not sure if you knew this or not, but here goes: If you warp to the Endar Spire, You will no longer be able to choose Bastila in the party selection screen, dosn't matter if you warp somewhere else after that. Not sure if this is true for any other NPC
I know...There is a warning in the readme about the use of this armband:

Maybe if I titled my readmes sex&money.html instead of readme.html more people would read them :giveup: :)
I'd read it :naughty: ~ Cz

IMPORTANT NOTICE CONCERNING THE EASY WARPING ARMBAND
This armband is primarily intended to be a tool for modders to test their mods.

If you intend to use this armband just for fun, you are free to do so but it is *AT YOUR OWN RISK*. You could severely screw up your game in that many events could not trigger depending on where and when you use it. In the worst scenario, you could even be incapable of finishing the game.

Don't use it to go to locations where you are not normally allowed to go during normal gameplay (such as returning to the Endar Spire and visiting the Leviathan at the wrong moments) or to skip parts of the plot and you should be "relatively" safe (there are still risks of screwing up).

tk102
05-22-2007, 12:07 AM
I figured this had something to do with Trask Ulgo ("ensign with the Republic!") taking Bastila's spot during the Endar Spire, but I honestly haven't looked through the scripts.

johney truth
05-29-2007, 07:25 PM
Love this mod, one of my favorites!!
also love the pic of you in a bathing suit(although it does leave a bit too much to the imagination)

black gas
07-21-2007, 06:33 PM
Something wierd -- for some reason, installing the blaster mod lists all armor as having +20 dex for me -- everything else works fine...