View Full Version : Bastilla's Revalation robes/Jolee's Kashyyyk mod conflict

11-24-2004, 01:58 PM
Ok, bear with me.

I have downloaded the above mentioned mods (as well as several others). I'm using the kotor mod manager, and when I try to activate these two mods at the same time, I get a message saying the g_a_clothes02.uti file in Bastilla conflicts with the file in the Jolee mod. I haven't done any modding with this game, but do have some experience in other games. I have the kotor tool v1.0.1871.24939. I am just unsure of how to correct this conflict, and would appreciate any help.

Thank you!

11-24-2004, 02:08 PM
OK, I think I found the answer...

Both of the uti files identify their respective items as clothing type 2 and clothing variant 2. I would need to change one of them to something else (possibly clothing variant/type 3 or somthing), but am concerened that since I don't know what I am doing, I'd screw it up more, so I'll wait for someone to help me.

Just my mini epihany for the day...


Would the kiss v.09 by TheO help in this situation?

11-24-2004, 05:44 PM
The g_a_clothes02.uti file is generally the same file it is a simple clothing file that shows clothes variant 2 on whatever character equips it, so you should be able to overwrite one with another with no real problems.

I hope this helps! :D

11-25-2004, 12:21 AM
So you're saying that I shouldn't worry about it, and install one directly into the override folder without using the mod manager to install it, and use the other one either with the mod manager or install it in the same fashion as the first? Ok, I think I get it.

Is there any way to tell which is the "important one"?


I used the Mod manager for Bastilla's robes, and put Jolee directly into the override folder, and it worked. Thank you for your help!

11-25-2004, 04:44 AM
If your using mod manager here is a step by step of what I do when I get conflicts. Be Advised You Will Probably need to do this a few times untill you get the hang of modding.

1st: write down the names of the files.

2nd: delete one of the mods out of KMM(now this depends on how new the mod is and what type of mod it is for me.)

3rd: open the directory you unzipped your mod to(for the one you deleted in KMM) and delete the [mod name].kmm file.

4th: return to KMM and click add mod; it will give you a listing of all the files when you select the folder you want. DO NOT SUBMIT ADD MOD YET.

5th: search through the list for the files that conflict example g_a_clothes02.uti on the side you will find a button labeled MOD/SUP click this. This will make your mod file a support file and not one that goes into override.

6th: you can now add your mod and load it with KMM without conflicts.

I have fopund this method to be very handy and worthwhile. It works the best when people release mods that are seperate inside that say [other mod name] compatible and [other mod name] not-compatible because then you know which mods you will have conflicts with in advance and how best to be ready for it.

11-25-2004, 02:11 PM

I wish I could send you a big ol' hug. But instead here's a smiley from me to you for your solution. :D :D

Thanks a ton! I'm going to use that solution for a few other mods that I have conflicts with, and will probably save those directions.

Thanks again Darkkender!! :yoda:

Edit: Had another quick question in the KMM.

Couldn't you do that without removing the kmm file? There is a button that says "add and update kmm" to save the changes to the mod? Just a ? from a newbie...

11-26-2004, 02:23 AM
I haven't tried that since the previous version when it didn't want to work right for me. so I have been in the habit of do it the way above. I guess I should see if that works.:D