-Pavlos-
Novice
- Joined
- Feb 3, 2008
- Messages
- 72
You've got the wrong end of the stick there, skyway. The game will still tell you if you've lost or gained influence with your party members it just won't give you a numerical value; not that it ever did, mind.skyway said:now one of the things I disliked about KotOR2 was this "influence" indicator. so it seems now when you will fuck something up with Kreia you won't know for sure that you really fucked up something. so no quickload-after-incorrect-dialogue, bitch.
damn I want this mod now.
Yeah, influence has now been graded but it's not Team Gizka fiddling with the mechanics. It's them restoring the mechanics
Code:
// a_influence_inc
/* Parameter Count: 2
Increases an NPC's influence.
Param1 - The NPC value of the player whose influence is increased.
Param2 - magnitude of influence change:
1 - low
2 - medium
3 - high
all others - medium
NPC numbers, as specified in NPC.2da
0 Atton
1 BaoDur
2 Mand
3 g0t0
4 Handmaiden
5 hk47
6 Kreia
7 Mira
8 T3m4
9 VisasMarr
10 Hanharr
11 Disciple
*/
//
// KDS 06/16/04
void main()
{
int nInfluenceLow = 8;
int nInfluenceMedium = 8;
int nInfluenceHigh = 8;
int nNPC = GetScriptParameter(1);
int nImpact = GetScriptParameter(2);
int nInfluenceChange;
switch (nImpact)
{
case 1:
nInfluenceChange = nInfluenceLow;
break;
case 2:
nInfluenceChange = nInfluenceMedium;
break;
case 3:
nInfluenceChange = nInfluenceHigh;
break;
default:
nInfluenceChange = nInfluenceMedium;
break;
}
ModifyInfluence (nNPC, nInfluenceChange);
}
The game had tiered influence checks but from what we can tell, they realised that it was impossible to get enough influence with your companions and it was much quicker -- remember the tight schedule -- to just set all the influence shifts to the max (8). You will now have low, medium, and high hits (as in NWN2). You won't know which was which but I think common sense will be able to tell you that Atton would object more to you using Force Persuade on him than you kicking a cat.