View Single Post
Old 01-26-2009, 01:45 AM   #9
Star Admiral
@Star Admiral
N7 Commando
Star Admiral's Avatar
Join Date: Oct 2008
Location: Omega 4 Relay
Posts: 656
Current Game: Mass Effect 2
Folder extraordinaire  Helpful! 
Thanks for the links jmac7142. I knew there had to be an explanation somewhere; just that I couldn't find it. Saves me the trouble of writing it again.

Originally Posted by Arcesious View Post
That explains a lot.... Are Sniper feats the same as Critical Strike feats then?

Oh and I have couple other questions too...

I love dxun. It's my favorite lvl, and I wish it never had to end. So, making more modules for dxun is not an option, as it is too hard to do. but there is something I'd like to do... Infinite enemy respawns. Essentially, I would like to edit Dxun to turn cannoks into Wraids, Maalrass into Mykals, and Bomas into Dewbacks or Kataarns. I also want to make it so that whenever the dxun jungle & dxun landing lvls reload as I go through them, all the enemies will respawn again. How would I do this?

I'm not afraid to learn scripting.... If it's coded in one of the forms of Basic then I could probably figure it out quite easily...

Also, I've tried changing enemies before starting a new game, and it doesn't work. Yes, I put the files in the override folder. Is the only way to modify the appearance of things by modifying the appearence.2da then?

If so, could someone explain to me exactly what each line of the appearance.2d's settings in KOTOR tool does? Also, how would I modify these settings?

I'm thinking that, if I want to turn cannoks into wraids, it would be a simple matter of changing the cannok line in the appearance.2da to look almost just like the lines for wraids? Would this work, or is there more to it? Also, what should I be careful not to change/be cautious in changing?
Yes, the Sniper Shot feats have the same properties as the Critical Strike feats.

Infinite enemy respawns should be doable. I haven't done anything like that, so I'll have to get back to you. In the interim, I'd suggest you have a look at the triggers located inside the module files; that's my guess as to where to look first.

As for transforming the cannoks into wraids, maalrass into mykals, and bomas into dewbacks, that should be a simple utc edit. Open up the module files for Dxun, locate the creatures tree, and you can edit the appearance of those creatures.

Scripting isn't hard, it's just a matter of thinking as the computer does. If you can understand how a computer works logic, you'll have no problem. The scripting language used is very similar to C.

To change the appearance of the creatures, you don't need to change the appearance.2da file, unless you add a new appearance to the game. What steps did you follow to change the appearance?

Originally Posted by Arcesious View Post
Alright, what .2da files are the Dxun Jungle and Dxun Landing in? Also, if I make them all respawn every time, I wondering how these situations will be effected:

-The scene where Kreia teaches the PC about the Beast Controlling powers. Will respawning this creature trigger this cutscene every time?

-The cannoks that have eaten the peices of the Phase Core. Will respawning these give me these items each time, and thereby make the quest restart each time?

-The Zakkegg quest. Will respawning this thing every time make the zakkegg hunting quest restart each time?
There is no 2da file for each module. Look under the RIMs section of KT to find each module and its associated data.

As for possible issues with the events, you'll have to check the scripts used to trigger each one. Depending on how well they are coded, re-entry may or may not be possible. Off the top of my head, I don't know which scripts are what, so I'll repost once I figure something out.

- Star Admiral
Star Admiral is offline   you may: quote & reply,