Alright, I've just gone through KotOR for the billionth time, and it's only just now hit me how stupid Malak and Saul are. After the first time the Ebon Hawk shoots down six of their fighters, you'd think they'd send more the next time. But noooo. They send six each other time, too.
I was wondering if it would be possible to... adjust this 'error'. Is it possible to have 8 ships spawn the second time you confront fighters, 10 the third, etc? Or does the game use the same script each time to spawn the fighters?
And if this is possible, how would one go about adding more fighters? Even if it's not possible to add more each time, I would still want to increase the number of fighters spawned, if only to see how many I can handle before getting pwned. :D
I would venture to say yes, I remember a mod that lowered the number of ships that would attack you, so I don't see why you couldnt increase the number as well, I do believe you have to edit modules to access this though..
I havent ventured into module editing yet, so I cant say if it is hard/easy to do for sure..
As for increasing the number per attack, I don't think so, as its part of the modules, but then again the attacks might be seperate modules, so it could be possible to do this. Sort of, by having one module have 8 ships, and one have 10, and so on, so it would seem like it was a random amount, see what I mean.
Though, between you and me, I found that whole thing to be bothersome, it could be fun sometimes, but when you wanted to explore from planet to planet, and were doing lots of traveling, it gets pretty annoying..
I was glad they opted against such for Kotor 2..
But dont let me stop you if you enjoyed it, go for it, the more mods released the better the game gets...
Peace..
Can anyone tell me how I woud go about editing these modules?
Extract them using KotOR Tool, and edit using a GFF editor, I'd guess :)
Then re-pack using the KotOR Tool ERF editor...
Yes, but I don't know where to find them, what files to extract, or what to change in them. That's what I meant when I asked...
You'd have to change a script in the module M12ab. I've never tinkered with this module before, but the script k_pebo_sithcreate seems to imply it would create the fighters.
Minigames are mostly set up in the .ARE file of the area, there is a special Minigame struct in the ARE file in those areas which contains most of the relevant data. There you may tweak the specifics of the Sith fighters, like their firepower, health, speed, accuracy etc.
(While I have been unable to add more fighters to a turret game that does not necessarily mean it's impossible to do since I haven't tried all that hard. It does seem like the area has a number of pre-defined "tracks" where the fighters can fly, which might be a hurdle to add more of them. :))