Sorry if this isn't the right spot for this, kinda unsure on where stuff goes. Anyways, I installed the Force Choke Anyone Mod on Kotor II (because one of the Rebalance Mods makes it so a Sith Lord in the Dxun tomb isn't killed automatically after the ritual yet never becomes an enemy) yet it is only choking the NPC's who use it, not the target.
Any suggestions? Thanks.
You don't need that mod to get past the tomb... that issue with the Sith not dying in the tomb, by using the Rebalance Mod and Hardcore Mod together, has been fixed by stoffe -mkb-, click here! :D (
http://www.algonet.se/~stoffe/a_ritual_sc_1.zip)
Just unzip the file to your override and start a save from before you enter the tomb. ;)
@ Welcome to the forums! :waive1:
Mmm.
Do DC FP saves for NPCs EVER work with both these mods active (I'm assuming you're using the second setting of hardcore)????
Kinda the reason why I never used both, really... That, and the fact that I'm working on a mod rebalancing BAB, lol. +15-20 def might be hardcore for a character getting 23-24 BAB by lvl 30... :D
But anyway... while RedHawke (well, Stoffe, actually) DID provide a solution to your problem, you might wanna consider tweaking the source files for the hardcore mod.
It's easy and you won't have the headache of stacking balance mods.
Trust me on this one, if you got those two installed PLUS the USM, good ol' Nihilus will slaughter you in seconds flat.
Oh well.
Was just pointing that there is something (a lot, actually) to be done with Beancounter's (hardcore) mod source files.
M
Do DC FP saves for NPCs EVER work with both these mods active (I'm assuming you're using the second setting of hardcore)????
The problem is not related to saving throws. The above mentioned problem occurs when difficulty boosting mods cause the Dark Jedi Master in question to end up with more than 1000 health. The script that is supposed to kill him tries to do so by applying 1000 damage to him. If he has more health than that he obviously survives, and since the game didn't expect that to happen you are stuck.
The fix RedHawke posted just modifies the damage applied to also scale up along with his health so it should be enough to kill him no matter how much health he ends up with. :)
The problem is not related to saving throws. The above mentioned problem occurs when difficulty boosting mods cause the Dark Jedi Master in question to end up with more than 1000 health. The script that is supposed to kill him tries to do so by applying 1000 damage to him. If he has more health than that he obviously survives, and since the game didn't expect that to happen you are stuck.
The fix RedHawke posted just modifies the damage applied to also scale up along with his health so it should be enough to kill him no matter how much health he ends up with. :)
No, no, no... My question had NOTHING to do with that.
Was just genuinely asking if NPCs with lesser force abilities could use offensive powers with both mods active and expect them to work, lol.
Figured I'd stray from topic BEFORE talking about the "problem" :D