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Difficulty multiplier

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 Soulforged
12-04-2006, 9:14 PM
#1
What values does the multiplier in the "difficultyopt.2da" modifies?

Also another thing: When I'm editing the creatures in the modules they usually have a reduced number of hit points and 0 universal save throws. Does this means that the system automatically calculates those values and the numbers appearing there are only extras? Or do you actually have to set every value manually?
 stoffe
12-04-2006, 11:31 PM
#2
When I'm editing the creatures in the modules they usually have a reduced number of hit points and 0 universal save throws. Does this means that the system automatically calculates those values and the numbers appearing there are only extras? Or do you actually have to set every value manually?

Creatures with a MultiplierSet value higher than 0 will have their character level, saving throws, attack, defense, damage, health, force points and challenge rating dynamically calculated corresponding to the level of the main player character. (The MultiplierSet refers to a row number in autobalance.2da which contains the modifiers that are used, where row 1 = grunt and 4 & 5 = boss-NPC)

The health of creatures with a >0 MultiplierSet is used as part of the calculation determining how much health they end up with. Thus is should usually be between 8-20 otherwise the NPCs may end up with thousands of hitpoints in game.

As for the character level whatever you set in the template is on top of what the game will assign. Thus if you set the level of the NPC to 5 and the game determines they should be level 15 they will become level 19.

You never set saving throws in UTC templates, those are automatically calculated depending on level and class and ability bonuses regardless. The fields you see are for saving throw bonuses granted on top of what they usually get. The same is true for >0 MultiplierSet creatures. So unless you want your NPC to end up with godly saves you should leave those at 0.

What the MultiplierSet-governed autobalancer does not do: assign skills, ability scores, feats and force powers, nor does it increase class levels, only the total character level.
 Soulforged
12-04-2006, 11:55 PM
#3
Creatures with a MultiplierSet value higher than 0 will have their character level, saving throws, attack, defense, damage, health, force points and challenge rating dynamically calculated corresponding to the level of the main player character. (The MultiplierSet refers to a row number in autobalance.2da which contains the modifiers that are used, where row 1 = grunt and 4 & 5 = boss-NPC)

The health of creatures with a >0 MultiplierSet is used as part of the calculation determining how much health they end up with. Thus is should usually be between 8-20 otherwise the NPCs may end up with thousands of hitpoints in game.

As for the character level whatever you set in the template is on top of what the game will assign. Thus if you set the level of the NPC to 5 and the game determines they should be level 15 they will become level 19.

You never set saving throws in UTC templates, those are automatically calculated depending on level and class regardless. The fields you see are for saving throw bonuses granted on top of what they usually get. The same is true for >0 MultiplierSet creatures. So unless you want your NPC to end up with godly saves you should leave those at 0.

What the MultiplierSet-governed autobalancer does not do: assign skills, ability scores, feats and force powers, nor does it increase class levels, only the total character level.
Thank you. Only one more question (for now of course :) ): Is it possible that the difficulty level also changes the DC for tasks. For example I tested opening a footlocker with a level 1 Sentinel with 1 rank on Security. When I played on normal I did it without problems, but when I tried the same in Difficult it always gave me an *IMPOSSIBLE* tag on the attempt. If so how could I edit it? (the DC I mean)
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