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GearHeadNexus

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GearHeadNexus

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33 comments

  1. guerrower1337
    guerrower1337
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    Hello, is there a way to make NPCs use sniper Shot and power blast as their default attack? like you did with (NPCs use Master Rapid Shot or Master Burst if available instead of the default attack)
    1. guerrower1337
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      If you could make this an optional file, it would be incredible or a quick tutorial.
    2. GearHeadNexus
      GearHeadNexus
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      Possible yes, but why would you want to do this?
    3. guerrower1337
      guerrower1337
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      It's a matter of personal preference, I like the shoulder firing animation, it looks more realistic and professional (especially for soldiers) than hip firing and I would like NPCs to use them, combined with the Power Blast and Sniper Shot Fix mod it makes NPCs shoot bursts of fire from the shoulders
    4. guerrower1337
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      Do you think you could do that? That would be awesome.
    5. GearHeadNexus
      GearHeadNexus
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      You don't understand, Master Rapid Shot or Master Flurry isn't replacing the default attack animation, it is simply being used instead of the default attack. In order to replace the animations as far as i know you have to edit every single npc/appereance in the game, or at the very least you have to find the default animation file (if one exist separately from the npc/appereance) and replace it with the sniper shot one. And no, there is no way i am doing that, sorry.
    6. guerrower1337
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      Hello, if I understand correctly, this is why I want the default attack to be replaced by the sniper shot (instead of changing the animation).I want the sniper shot to be the default attack so that it is performed first by the NPC.

      If you want me to make a donation to thank you for the change, I'd love that!
    7. GearHeadNexus
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      I replaced the default attack with the sniper shot, but it bugged out, it plays the default (hip-fire) animation while firing a single laser shot, so it is even worst then before. NPCs can only use feats that they possess, forcing them to use ones that they don't will cause the above mentioned bug. So no, it is not possible to do this without replacing the animations themselves.

      Or you can edit every single NPC by hand. Once you gave them the Sniper Shot feat, i can give you a script that is prioritising Sniper Shot over the default attack.
    8. guerrower1337
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      It's nice of you to have tried yes I would like the script which prioritizes the sniper shot compared to the default attack thank you .
    9. GearHeadNexus
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      Check it out, it is under Miscellaneous files.

      By the way, i am not sure i understand what you want. Do you want "Sniper Shot ONLY" companions or you want them to use other feats as well but Sniper Shot more frequently?
    10. GearHeadNexus
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      I uploaded a Sniper Shot ONLY Companions version too.
    11. guerrower1337
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      Basically I wanted the default attack to use the sniper shot animation you told me that it would be complicated and probably broken, so I fell back on the sniper shot which becomes the default attack and when I change character I can decide on their other attacks myself, sorry I'm French the translation and maybe not good.

      Do you think this also works on Kotor 2?
    12. GearHeadNexus
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      In KotOR2 companions are force to start with a default attack every time the player controlled character attacks something. I think this extra attack is hardcoded into the feats themselves to force companions to react immidiately to the begining of combat.
    13. guerrower1337
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      There must still be a way for the other attacks after the default attack to be the sniper shot (kotor 2)?

      OK, in any case, what you did works really well, thank you 😉.
  2. guerrower1337
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    Hello, does anyone know if there is a way to put the Power Blast and Sniper Shot animations to replace the normal shot and rapid shot?
    1. GearHeadNexus
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      You would also need to replace the idle animation to make it look not weird and i don't think there is an animation that you can use to do that.
    2. GearHeadNexus
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      The only way to do this properly is with custom animations.
    3. GearHeadNexus
      GearHeadNexus
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      Might be possible to port animations from SWTOR, i have seen people port heads and armors, so maybe. You should ask them.
    4. guerrower1337
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      ok merci je vais regarder ça
  3. MangoMunchaa
    MangoMunchaa
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    Hey, this mod sounds awesome. Going to use it for my next playthrough. I've noticed though it overwrites the AI file from the K1 Community Patch. Is there any chance you could make a patch/version with those fixes included?
    1. GearHeadNexus
      GearHeadNexus
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      The K1 Community Patch AI only fixes 1 minor bug and it is already included in my mod.
    2. MangoMunchaa
      MangoMunchaa
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      That is fantastic, thanks for your response :)
  4. Jedisaber777Knight
    Jedisaber777Knight
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    Great mod
  5. Salk
    Salk
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    Hello and thanks for this modification.

    One thing I have always despised in KotOR's AI is how the friendly AI moves party members straight into detected mines.

    I guess there is nothing that we can do to change this behavior?
    1. GearHeadNexus
      GearHeadNexus
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      I don't know. I will look into it and if it is easy to add this feature, i will do it.
    2. Salk
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      Thank you!

      Of course I meant that the party members controlled by the AI walk straight into mines especially during combat when they tend to charge if they attack in melee.
  6. Django77SF
    Django77SF
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    Hi! Where do Source folder files need to be placed?
    1. GearHeadNexus
      GearHeadNexus
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      You don't need them they contain the source code of the mod. It is for developers. You only need the k_ai_master.ncs file, place it in your games override folder.
    2. Django77SF
      Django77SF
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      Thank you
  7. VoxAngel
    VoxAngel
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    I used these includes to recompile some scripts I was having trouble with in K2 and they solved the issues nicely, much appreciated.
    1. GearHeadNexus
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      Your welcome.
  8. ScrierOne
    ScrierOne
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    Do the bugfixes include the Repeating blaster extra attack restoration? Because the existing mod for that uses the k_ai_master.ncs file, which would be overwritten by this one.
    1. GearHeadNexus
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      There is a separate version now that does.