Hello Everyone. New Guy Here, working on a rebalance/difficulty mod.
I'm working on a new mod for KotoR1, and I'm hoping to add some general difficulty rebalancing as well as some rewrites for which abilities enemies actually use.
So I have three semi-separate questions:
Does anyone happen to have the source code for Talchia's mod? I've garnered from remnants that it overwrote the on_perception case in the k_ai_master script, but access to the original source code would help me greatly in making my own version.
Does anyone happen to know what script controls the actions of specific bosses, like Malak? AI master looks like it kind of handles thinks at a higher level (It's mostly handling events/flags to tell if something has been seen, if it's hostile, if it's moved in range and such) and the include inc_generic has a method GN_DetermineCombatRound which looks like it is doing what I'm interested in (Determining combat actions) through references to other scripts I can't seem to find anywhere.
And finally, does anyone know what scripts control the behavior of containers that are locked? I looked for scripts linked to their .utps but came up empty handed. I'm wanting to add something where bashing a container to open it can result in the items inside being destroyed and replaced with a new "crushed goods" item similar to kotor 2.
Thanks a ton!
EDIT:
I found the what I was looking for in in re: the second question k_inc_generic.nss. The actual AI's are all here inside their respective function bodies (GN_RunMalakAIRoutine) ands so forth, with a bunch of helper methods coming from the includes. So just need talchia's mod and any info on bashed container handling location
~QP
I'm working on a new mod for KotoR1, and I'm hoping to add some general difficulty rebalancing as well as some rewrites for which abilities enemies actually use.
So I have three semi-separate questions:
Does anyone happen to have the source code for Talchia's mod? I've garnered from remnants that it overwrote the on_perception case in the k_ai_master script, but access to the original source code would help me greatly in making my own version.
Does anyone happen to know what script controls the actions of specific bosses, like Malak? AI master looks like it kind of handles thinks at a higher level (It's mostly handling events/flags to tell if something has been seen, if it's hostile, if it's moved in range and such) and the include inc_generic has a method GN_DetermineCombatRound which looks like it is doing what I'm interested in (Determining combat actions) through references to other scripts I can't seem to find anywhere.
And finally, does anyone know what scripts control the behavior of containers that are locked? I looked for scripts linked to their .utps but came up empty handed. I'm wanting to add something where bashing a container to open it can result in the items inside being destroyed and replaced with a new "crushed goods" item similar to kotor 2.
Thanks a ton!
EDIT:
I found the what I was looking for in in re: the second question k_inc_generic.nss. The actual AI's are all here inside their respective function bodies (GN_RunMalakAIRoutine) ands so forth, with a bunch of helper methods coming from the includes. So just need talchia's mod and any info on bashed container handling location
~QP