PDA

View Full Version : saber crystal question


Lord_MalaKdoggk
10-04-2006, 12:12 PM
Dumb question, but I was wondering if K1 treats the color crystals the same as the ones that modify damage ??

Can I add powers to a color crystal for my custom saber, and if so do I edit the 'powers' in the sabers uti file just like the other crystals ??

ChAiNz.2da
10-04-2006, 01:17 PM
Color crystals themselves? No. :(

You would need to make 7 different .uti varieties (to compensate for each color) of your custom saber that already has a power(s) that doesn't require a 'power-up' crystal (base saber power). This would make it 'appear' that the color crystal was doing the upgrade ;)

EDIT: But yes, you would indeed edit the powers in the saber's .uti(s) :)

Lord_MalaKdoggk
10-04-2006, 02:09 PM
so basically, my 'color' crystal (tho uses a stock color and has no other properties) has no purpose other than a place holder in the sabers UTI file to make it upgradable ??

So, I can give my sabre 'special powers' but don't really need to use my custom color crystal as any color will have no effect on the sabers stats, right ?

I was hoping to give the sabre something special ONLY if my special color crystal is installed, but unless I misunderstand something, it just don't work like that (I'll actually have to give up an upgrade crystal spot if I want special powers associated with a crystal).

bummer

ChAiNz.2da
10-04-2006, 03:28 PM
I was hoping to give the sabre something special ONLY if my special color crystal is installed, but unless I misunderstand something, it just don't work like that (I'll actually have to give up an upgrade crystal spot if I want special powers associated with a crystal).

no no no! :D

You can have special powers applied to a saber when it "only" uses your custom crystal... that's how most of the custom sabers work in K1 (including my Revan and Segan sabers)...

sorry, I was interpreting your question as "Can I have the standard color crystals 'themselves' used like an upgrade crystal".. sorry, it's completely my fault.. :headbump hehehe

Yes, you'll want to give your custom saber base .uti the powers/abilities that it would have if a player installs your crystal. Make sure that those powers don't require one of the game's normal 'power-up' crystals.

The player can then upgrade/enhance it even further by adding the game's 'standard' power-up crystals unless you intentionally disable that feature.

You'll of course need the proper .2da edits.. but it sounds like your familiar with the process.. :)

Lord_MalaKdoggk
10-05-2006, 11:11 AM
well, adding properties to the crystals uti file does nothing, and I couldn't figure out how to get my crystals name into the sabers uti as it's a color crystal, not an upgrade crystal. I did however add a few 'bonus' to the saber base damage without a required powerup crystal but ultimately couldn't find how to add to the base damage stats (no crystals installed) as all of the sabers stats are bonus' with powerup crystals.

I even took the Motf stats for my saber and compared it to the Motf saber (both with identical crystals installed) the motf saber is still more powerful than mine even tho both sabers have the exact same uti file but with different name. Obviously I'm not editing the right file as it's not the saber uti, crystal uti, or the upcrystal.2da file.

I guess I can live with adding bonus' to the base saber to get the damage where I want it, but I'd rather KNOW how to edit it correctly.

lactose_
10-05-2006, 12:49 PM
If your saber crystal is unique, and you copied over the MotF stats, the 2 shld be exactly the same. Unless you didn't place the correct upgrade crystals in both?

Lord_MalaKdoggk
10-05-2006, 12:59 PM
If your saber crystal is unique, and you copied over the MotF stats, the 2 shld be exactly the same. Unless you didn't place the correct upgrade crystals in both?

both mine and the MOTF saber have exactly the same stats, and upgrade crystals installed, but the MOTF saber does more damage. I did however just find a message that explains how to make malaks saber do more damage, I'll see if those principals apply to my saber as it involves adding 'user defined nodes' to my saber's uti file (which the MOTF saber doesn't have- my guess is the template is different between the 2 sabers- mines using lgthsbr_06, and the MOTF is using lgthsbr_01 i believe).

I'll see what happens when I add 'nodes' to my saber, unless someone knows for sure what the deal is.

Lord_MalaKdoggk
10-09-2006, 11:23 AM
Apparently a few properties remain hidden in kotor tool's gff editor, but with a 'real' gff editor everything is editable. Needless to say, problem solved.

But I'm still looking for the item properties document from bioware, anyone know where I can find a copy ??

stoffe
10-09-2006, 12:53 PM
But I'm still looking for the item properties document from bioware, anyone know where I can find a copy ??

What kind of "item properties document" do you mean? I doubt there is one for the KotOR games since they weren't meant to be modded.

Item properties are handled by the itempropdef.2da file, which contains references to a series of 2DA files whose names are starting with iprp_, that determine the parameters for each type of property.

Lord_MalaKdoggk
10-09-2006, 12:57 PM
T7nowhere mentioned it in one of his tut's (in this thread)
http://www.lucasforums.com/showthread.php?s=&threadid=122916&highlight=light+sabers

now once thats done select 0 [user-defined struct:0]hit ctrl+C to copy then select PropertiesList again and hit ctrl+V to paste as many [user-defined struct:0] as you may need to leran what each node is for read the Item Format
document from bioware pay paticular attention to section 2.1.3 and 4.3 - 4.4.2 keep this doc open for refferance.


never mind, found it, but not on bioware site.

http://www.excelsior-online.org/download/nwn_tools/NWNformatDocumentation/Bioware_Aurora_Item_Format.pdf