Hi folks. I'm working on a souped-up hardcore mod for KotOR1 that randomizes the stats of every enemy you enter combat against. That part's done and working fine, so now I'd like to go a step further and add useful items to enemies at random.
I've got enemies chucking grenades that they're given, but for some reason I can't seem to make energy shields work right. I can add the shields to inventories no problem, but they never get used, even if I make a GN_ActivateForceField() call. I suspect there's something ridiculously simple I'm overlooking.
I wonder: are the ability flags for the shields listed in spells.2da added at spawn? Since I'm tossing the shields in dynamically -- whenever the enemies enter combat with the player -- I thought maybe that could be the problem. I looked over all of the k_def scripts and k_inc_generic but couldn't quite figure it out.
I've got enemies chucking grenades that they're given, but for some reason I can't seem to make energy shields work right. I can add the shields to inventories no problem, but they never get used, even if I make a GN_ActivateForceField() call. I suspect there's something ridiculously simple I'm overlooking.
I wonder: are the ability flags for the shields listed in spells.2da added at spawn? Since I'm tossing the shields in dynamically -- whenever the enemies enter combat with the player -- I thought maybe that could be the problem. I looked over all of the k_def scripts and k_inc_generic but couldn't quite figure it out.