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Glabro
03-27-2007, 06:00 AM
I already posted this down in a thread elsewhere, but I figured itīd get a lot more attention from the right people, in the right place, in its own thread...

I need to change all the single-handed melee weapons to 1.5 STR bonus (in the process, Iīd probably need to disallow dual-wielding with them - consequently only allowing short weapons to be dual-wielded, further helping the balance), as well as removing the 1.5x STR bonus from the double weapons.

Iīve poked around in the .uti:s as well as the 2das (baseitems.2da), but no luck at all in editing these basic item properties.

Failing all that, how would I edit the dueling feat, or how else could I go about doing this?

Thank you.

I should also mention that Iīm talking about K1 at this point, but naturally this will become relevant for TSL once the restoration project is out...

RedHawke
03-27-2007, 10:21 PM
FYI, Feats and their game effects are a hard-coded element of the game, we can't edit or add new feats. Other than fake placeholders for something like item requirements.

Hence why you don't see any new Feats Mods.

darthriddick
03-27-2007, 11:52 PM
you could have all the double weapons give i minus 1.5 to strength, effectively abolishing the initial 1.5 bonus....

i'm sure there's an better way to do it, and i'm pretty sure i found out how to do that, but it was a long time ago...
sorry i know i havn't been much help, i post if i remember how to change those though.

~DR

Glabro
03-28-2007, 07:44 AM
No worries, Iīm just happy that I got some attention for my thread!

Okay, scratch feats. Not to worry, that was only the backup plan.

I know itīd be possible to give all the relevant weapons in the game (all single-handed melee weapon .uti:s) a fixed damage bonus, but thatīd be less than ideal, since
a) itīd apply for "duel welders" (that always cracks me up :) as well
b) itīd be a fixed bonus applied to everyone regardless of strength

stoffe
03-28-2007, 08:18 AM
I need to change all the single-handed melee weapons to 1.5 STR bonus (in the process, Iīd probably need to disallow dual-wielding with them - consequently only allowing short weapons to be dual-wielded, further helping the balance), as well as removing the 1.5x STR bonus from the double weapons.


In Neverwinter Nights, whose game engine the KOTOR engine in parts is based on, I think this was determined from the WeaponSize column in baseitems.2da compared to the size of the creature wielding the weapon. A weapon-size of 4 would make the weapon two-handed for medium-sized humanoids, and weapons wielded with two hands would get the x1.5 strength bonus to damage.

I don't know if it works the same in the KOTOR games though since I can't remember any two-handed weapons in the game aside from the staves and pikes, which aren't wielded as "normal" twohanded weapons. You could try to bump up the WeaponSize value of the melee weapons to 4 and see if it makes any difference in-game.

If that still works it would however force all the melee weapons to be two-handed, which isn't what you'd want if I understand this correctly. Being able to either wield the weapon two-handed if you have nothing in the off-hand, or dual-wield if you have two weapons, was introduced in Neverwinter Nights 2, but didn't exist in the original game (which the KOTOR engine was derived from), so it's highly unlikely that the KOTOR Odyssey engine would support this, unfortunately.

The only way I can think of to create some similar effect would be through ugly workarounds, like having a script continually check what the character is wielding, and if it's a "big" weapon with nothing in the off-hand apply a damage bonus, otherwise remove damage bonus.

Glabro
03-28-2007, 09:26 AM
Unfortunately enough, the Weaponsize column didnīt seem to do anything - at least I didnīt get a 1.5 STR bonus, and it was the first logical thing to try. And yes, itīd be acceptable for the melee weapons to become two-handed - I could live with only short weapons being dual wieldable - itīd be a nice balancing effect.

The column about how the weapon is wielded seems to only affect the animation.