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View Full Version : Modding K2 (xbox stuff, for now)


StormSinger
12-20-2004, 12:33 PM
I suppose I may as well say something about this since I've been editing this game since the day I brought it home.

Very mod-friendly overall, but tons of new things to work with... and I'm STILL digging through the files.
The upgrades situation is a major departure from the first game. No doubt you're familiar with the basic upgrades in K1... not many there. This time, there are hundreds. There's so much to work with, I'm drowing in possibilities.

The rocket launcher is just too cool. I've changed the original rockets to fire force powers and it work perfectly. No scripting, no fussing, just a click on the old dropdown menu and select the ability... done. Even buff powers work.

The number of things to work with is truly staggering.

Because of so many new scripting functions, there were many scripts I couldn't compile. After adding a number of entries to the nwscript.nss and rebuilding the scripts.bif, I was able to get things working right.
Hopefully, there will be a new compiler for the PC version and I won't have to deal with so many workarounds.
Puppets are nice... now if I could only figure out how to properly assign them to the PC... :rolleyes:

Anyway, I've written around 200 new scripts to support a multi-use armband I'm using to test things out and I do plan on releasing it as an xbox mod (probably a PC mod too when that makes it to the shelves) when I work out all the details.
It should be very useful to anyone who mods the game, since it has dozens of functions. Playing with it is another matter, but you all know how that goes.

So... if anyone has any questions about the game from a modding perspective, ask and I'll answer what I can.

btw... I'm using Ktool for most of the editing. It chokes on some of the out of bounds values, but that's to be expected with the extensive additions to the various 2da files. Overall, it works pretty well.

all for now.... Storm (aka VoxAngel)

90SK
12-20-2004, 02:22 PM
Thats good news!:) I'm glad to hear that the modding is as good as predicted, though I'm a little befuddled as to how your using KT on an X-Box. Can you enlighten me?

StormSinger
12-20-2004, 02:38 PM
I set up a root folder on my PC (KotOR 2) and 3 basic content folders, an override folder, plus a couple of working folders.

dataxbox (bifs)
modules (erf & rim)
rimsxbox (also rims, but I don't think Kt is reading them... they may have a header it can't read)

I set the paths and that's about it. Anything Kt can't handle, I edit with Leto.
I have access to dialogs, areas and all bif content, which is pretty much all I need for the time being. I do get 2 errors when I open Kt about a corrupt/altered chitin.key, but it doesn't keep the program from opening. And it hasn't kept me from using it.

Darkkender
12-20-2004, 03:07 PM
Dude you really should pass this info onto Fred maybe if you can forward him the files he can have an update out for kotor 2 before we even get for the pc. This would be great for the community you know.

90SK
12-20-2004, 03:13 PM
Can you get at the textures?

StormSinger
12-20-2004, 04:08 PM
Can't get at the textures as far as I know. Even some of the erf files have an invalid header as far as the GFF editor is concerned.

I'd be happy to help Fred with the files. I'm guessing they're somewhat different (in minor ways) from what the PC version will be - as was K1 -, but he still may be able to work with them.

tk102
12-20-2004, 04:49 PM
VoxAngel! It's about time you showed up over here! :) I've seen the 2da's, templates.bif, and scripts.bif, along with a number of savegames ;) and it looks like KotOR was simply appended to make K2 for the most part.

Some of the new aspects have me wondering. What are puppets exactly and how are they used? How about TIME -- there seem to be new functions that deal it. (Edit: Eh, maybe those time functions were there all along... )

Good to see you here.

StormSinger
12-20-2004, 05:38 PM
I just haven't been here for awhile.

There aren't that many file changes that I can see. It's pretty much the same as the first. Even the devs said it would be no more or less moddable than the last... they were right.

Puppets are basically NPC's, but they aren't added to the NPC table, they have their own table. They're assigned to an NPC and both are added to their respective tables.
When the NPC spawns, the puppet spawns with them. They aren't controllable by the player. I like it because it doesn't take up a space in the party.
The nwscript.nss has entries for the basic remote and 2 "others", so it's something to work with.

Basic commands are:

// 836
// RWT-OEI 07/17/04
// This function adds a Puppet to the Puppet Table by
// template.
// Returns 1 if successful, 0 if there was an error
// This does not spawn the puppet or anything. It just
// adds it to the party table and makes it available for
// use down the line. Exactly like AddAvailableNPCByTemplate
int AddAvailablePUPByTemplate( int nPUP, string sTemplate );

// 837
// RWT-OEI 07/17/04
// This function adds a Puppet to the Puppet Table by
// creature ID
// Returns 1 if successful, 0 if there was an error
// This does not spawn the puppet or anything. It just
// adds it to the party table and makes it available for
// use down the line. Exactly like AddAvailableNPCByTemplate
int AddAvailablePUPByObject( int nPUP, object oPuppet );

// 838
// RWT-OEI 07/17/04
// This function assigns a PUPPET constant to a
// Party NPC. The party NPC -MUST- be in the game
// before calling this.
// Both the PUP and the NPC have
// to be available in their respective tables
// Returns 1 if successful, 0 if there was an error
int AssignPUP( int nPUP, int nNPC );

// 839
// RWT-OEI 07/17/04
// This function spawns a Party PUPPET.
// This must be used whenever you want a copy
// of the puppet around to manipulate in the game
// since the puppet is stored in the party table
// just like NPCs are. Once a puppet is assigned
// to a party NPC (see AssignPUP), it will spawn
// or disappear whenever its owner joins or leaves
// the party.
// This does not add it to the party automatically,
// just like SpawnNPC doesn't. You must call AddPuppet()
// to actually add it to the party
object SpawnAvailablePUP( int nPUP, location lLocation );

// 840
// RWT-OEI 07/18/04
// This adds an existing puppet object to the party. The
// puppet object must already exist via SpawnAvailablePUP
// and must already be available via AddAvailablePUP*
// functions.
int AddPartyPuppet(int nPUP, object oidCreature);

// 841
// RWT-OEI 07/19/04
// This returns the object ID of the puppet's owner.
// The Puppet's owner must exist and must be in the party
// in order to be found.
// Returns invalid object Id if the owner cannot be found.
object GetPUPOwner(object oPUP = OBJECT_SELF);

// 842
// RWT-OEI 07/19/04
// Returns 1 if the creature is a Puppet in the party.
// Otherwise returns 0. It is possible for a 'party puppet'
// to exist without actually being in the party table.
// such as when SpawnAvailablePUP is used without subsequently
// using AddPartyPuppet to add the newly spawned puppet to
// the party table. A puppet in that in-between state would
// return 0 from this function
int GetIsPuppet(object oPUP = OBJECT_SELF );

Haven't looked into the other yet, but there are a lot of useful commands that were missing before. Should be real interesting to see what people come up with.

Xavier2
12-20-2004, 06:57 PM
Do you have news on the models format?

StormSinger
12-20-2004, 07:43 PM
This is the output from mdlops of one of the models.

# mdlops ver: 0.5alpha1 from binary source
# model A_JEDIROBE_001
filedependancy a_jedirobe_001 NULL.mlk
newmodel A_JEDIROBE_001
setsupermodel A_JEDIROBE_001 NULL
classification Character
setanimationscale 1

beginmodelgeom A_JEDIROBE_001
bmin -5 -5 -1
bmax 5 5 10
radius 7
node dummy A_JEDIROBE_001
parent NULL
wirecolor 1 1 1

specular 0.000000 0.000000 0.000000

shininess 0.000000

endnode
node trimesh g_A_JEDIROBE_001a
parent A_JEDIROBE_001
position -0.0600592009723186 -0.148752003908157 0
orientation 0 0 0 0
diffuse 1 1 1
ambient 0 0 0
render 1
shadow 1
wirecolor 1 1 1

specular 0.000000 0.000000 0.000000

shininess 0.000000

bitmap A_JEDIROBE_001
verts 15

Montross87
12-20-2004, 10:14 PM
Hey StormSinger, I was wondering if you have any tutorials on modding the Xbox? There is a new KSE on Pcgamemods.com that I wanted to use for my KOTOR on XBox, but I have no idea how to start...

Darkkender
12-21-2004, 03:35 AM
Originally posted by Montross87
Hey StormSinger, I was wondering if you have any tutorials on modding the Xbox? There is a new KSE on Pcgamemods.com that I wanted to use for my KOTOR on XBox, but I have no idea how to start...

there is a link further down in this thread can kotor/kotor2 xbox saves be edited? (http://www.lucasforums.com/showthread.php?s=&threadid=141312) that was posted by tk102 that leads to a tutorial on soft modding a xbox. It was comprehensive enough that I'm considering getting an xbox even more now just so i can soft mod it.

*My inner and outer geek loves this stuff thats why I built my pc with 2 ethernet adapter connections. :D*

Dak Vesser
12-24-2004, 04:22 AM
The Puppet table makes sence --> It explains the floating sentry ball buzzing around Bao Dur. You can't control it but it will follow him thus follow you & shoot when it's time to shoot. "Heh!"

Have you noticed that it has no clipping?
I mean you could go right up to it & walk right through. Weird.

Anyways, I have a question for Storm;

I'm having issues with the "Override" folder-->It appears that KotOr II is ignoring the damn thing, leaving me to believe that it's no longer an option.

I put the Override Folder in "/E/TDATA/4c410014/Override/" right? Stuck in a few modded 2da files like creaturespeed and portraits just to test it out,

And Nothing happened.

So is it just me?
Did I put the Override in the wrong place?
Or did the Devz diz-continue it all together?

Because lately. I've had to use the BifEditor, packing it all in the Cache folder --> That's a proccess I'd rather do without.

StormSinger
12-24-2004, 04:54 AM
Put the override folder in the game directory. K2 doesn't look for it anywhere else (apparently).

Dak Vesser
12-24-2004, 03:08 PM
:eek: Are you serious?

You mean I have to Rip the whole kotor II on the HDD in order for the Override to work?

We didn't have to do that with the first KoTOR.

Dyum! I guess i'm gonna have to buy a bigger harddrive or settle with just the Cache/Dataxbox for now.

Damn you Obsidian! Fix your damn game! Fix your glitches and FIX the damn Lagging in the Frame Rate because it is slow as hell durring battle.

Let's all tell Obsidian & Lucasarts to give of all us who piad over $50 bux for this Christmas rushed & therefore butchured version, "Give" us an actual working copy (like a Platnum Series) FOR FREE!!!!! :mad:

The PC version will have free updates why can't the xbox? It's not even offering Xbox Live like they said it would! so they lied to us!!!!!

Good going Obsidian! :mad:

But I still I love the game :D

EnderWiggin
12-24-2004, 04:35 PM
Originally posted by Dak Vesser; Edited for language by EW
:eek: Are you serious?

You mean I have to Rip the whole kotor II on the HDD in order for the Override to work?

We didn't have to do that with the first KoTOR.

Dyum! I guess i'm gonna have to buy a bigger harddrive or settle with just the Cache/Dataxbox for now.

* you Obsidian! Fix your * game! Fix your glitches and FIX the * Lagging in the Frame Rate because it is slow as * durring battle.

Let's all tell Obsidian & Lucasarts to give of all us who piad over $50 bux for this Christmas rushed & therefore butchured version, "Give" us an actual working copy (like a Platnum Series) FOR FREE!!!!! :mad:

The PC version will have free updates why can't the xbox? It's not even offering Xbox Live like they said it would! so they lied to us!!!!!

Good going Obsidian! :mad:

But I still I love the game :D


I sense some anger here...... :p

And the answers to your questions - It's because the PC has more memory, more capability, and most importantly, iT iS tHe uLtImAtE gAmInG mAcHiNe!!!!

_EW_

StormSinger
12-24-2004, 05:16 PM
Personal preferences aside, the fact that there is no DLC for K2 is exactly the reason the override doesn't work the way it did before.
K1 was set up to look for the extra content folder where the saves are kept.
K2 = no DLC and no need to look for the extra folder. Still, it does use one if the game is on the HD.

Dak Vesser
12-24-2004, 06:29 PM
Originally posted by StormSinger
Personal preferences aside, the fact that there is no DLC for K2 is exactly the reason the override doesn't work the way it did before.
K1 was set up to look for the extra content folder where the saves are kept.
K2 = no DLC and no need to look for the extra folder. Still, it does use one if the game is on the HD.



Well, that's good. At least it has that.

I was a little worried at first that Obsidian might have taken out the Override so no one could mess around with their new textures and what not.

They did change the headers(I think) on the .wav files so Winamp or Windows Media Player wouldn't play them. K2 does have all the music as .wma format but it's all mono (no Stereo) "How Odd"

K1's xbox version, you could play all the .wav & .wma in stereo.

Maybe if I sent Fred Tetra one of them, he could fiqure out a way to get'em playable if he wanted to.

(Personal Note) As for the hard drive, I'll just wait till after Xmas and buy "A Much BIGGER ONE" . I have some other games allready ripped -->So of course there's no more room for a 3 gig RPG game.

"Hard Drive too small" Now that's the story of my life! :D

Montross87
12-24-2004, 07:11 PM
StormSinger, I was wondering if you have found any of this items in the game.

Malaks armor
Malaks lightsaber
and Jolees robes.

Lorden Darkblade
12-25-2004, 10:59 AM
I can't wait to start modding KotOR 2 :D :D :cool:

StormSinger
12-25-2004, 11:14 AM
The robes and armor are in the item templates, so they weren't really difficult to dig up.
The saber is another matter... there's an entry in the dialog.tlk "Malak's Lightsaber", but that isn't a definite indication of the item being in the game itself. I haven't found it myself, but it may be there somewhere.

Montross87
12-25-2004, 05:41 PM
Great thanks, I look forword to your KOTOR saves coming up, keep us informed!

Dak Vesser
12-25-2004, 09:42 PM
Originally posted by Uchiha Itachi
I can't wait to start modding KotOR 2 :D :D :cool:



May I suggest that you play it first before you mod it :D

Montross87
12-30-2004, 11:12 AM
I noticed someone uploaded your "HK-47 factory" side quest to codejunkies.com, and didnt give any credit to you for making it. =/

StormSinger
12-30-2004, 01:54 PM
Noticed that, did you? Yeah, someone was having trouble loading it to their card, so I pointed him to the original and he had no trouble with it.

Cheap rip, it happens.

Doc Valentine
12-30-2004, 04:36 PM
Ah, I see the secret of the xbox version modding is out. I too have done some tweaks to my game to enhance it to my liking. I have moded the music as i did in the old kotor to sound more starwars like, though i left some as they were because they were much less neverwinternightsish than the last kotor. But i see very good things coming from this. If we start modding the xbox version, we should have a good knowledge base of its modding when the PC version comes out, soon i hope.

90SK
12-30-2004, 05:24 PM
Malak's Saber was included in the list of items in the official guide, so I think it would probably be in the game (though some of the stuff in that guide I know to be wrong, so who knows if they actually got it right).

Edit: Say, is it possible to upload those music files, from KotOR II? Personally, I've been dying to find out how the score is.

Tdcquicksilver5
12-31-2004, 02:19 AM
I noticed someone uploaded your "HK-47 factory" side quest to codejunkies.com, and didnt give any credit to you for making it. =/

Noticed that, did you? Yeah, someone was having trouble loading it to their card, so I pointed him to the original and he had no trouble with it.

Cheap rip, it happens.
Um were is the original?

StormSinger
12-31-2004, 08:40 AM
The original is here: http://home.alltel.net/jls31/

Montross87
01-03-2005, 07:19 AM
Oops ill just edit this post, forgot about spoilers.

Darth333
01-03-2005, 09:41 AM
Montross87, I added spoiler tags to your post. Most of the people on this forum don't have TSL yet so please use spoiler tags whenever you post storyline elements from TSL as per our Forum Rules (http://www.lucasforums.com/announcement.php?s=&forumid=324) concerning spoilers.

If you wish to discuss TSL's storyline from a non-modding perspective, please do so either in the Telos Tourist Bureau (http://www.lucasforums.com/forumdisplay.php?s=&forumid=575) (general storyline discussion) or the Padawan's Lounge (http://www.lucasforums.com/forumdisplay.php?s=&forumid=523) (strategy discussion - help requests) .

Mandalorian X
01-03-2005, 06:07 PM
When do you expect to release these saves?

StormSinger
01-04-2005, 12:48 PM
Originally posted by Mandalorian X
When do you expect to release these saves?

About 2 weeks, roughly.

tk102
01-04-2005, 01:39 PM
Too bad there's no KotOR2 AuthKey to be tinkered with... boo hoo.

Dak Vesser
01-04-2005, 04:28 PM
Ok, just bought a new HDD for my Xb0x 120 gig for 90 bux. Now I can rip all my games "Yay!"

I need a lesson in "Feats.2da" 101 I want to know the right way on how to , lets say give the PC ability to have "Wookie rage" or pro.rist rocket and so'what'have'ya.

But of course when I do it, all the wrong things happen like not even making it through the character generation. I get to the feats, and all the sudden the game blanks out and goes back to the trailor! And then I say "@#$* , $#%@!!"

So, If someone wants to help me out and give me an example of the right numbers in feats.2da for "Wookie Rage" that would be great. ThAnX..

Darkkender
01-05-2005, 03:23 AM
Originally posted by Dak Vesser
Ok, just bought a new HDD for my Xb0x 120 gig for 90 bux. Now I can rip all my games "Yay!"

I need a lesson in "Feats.2da" 101 I want to know the right way on how to , lets say give the PC ability to have "Wookie rage" or pro.rist rocket and so'what'have'ya.

But of course when I do it, all the wrong things happen like not even making it through the character generation. I get to the feats, and all the sudden the game blanks out and goes back to the trailor! And then I say "@#$* , $#%@!!"

So, If someone wants to help me out and give me an example of the right numbers in feats.2da for "Wookie Rage" that would be great. ThAnX..

If your trying to mod kotor 2 then stop right there. As of yet it can't be modded with kseas tk102 has expressed on this threadcan kotor/kotor2 xbox saves be edited? (http://www.lucasforums.com/showthread.php?s=&threadid=141312)

here is a quote from tk102 there
@keshire: Yes you can modify everything with a hexeditor if you like, but you will need to resign the savegame. KSE can modify KotOR2 games no problem BUT! it cannot resign them so you are left with a corrupted savegame.

Mandalorian X
01-05-2005, 03:39 AM
Cool, Ill know where to come around middle of the month. Thanks stormsinger.
__________________________________________________ __
"Always a pleasure to meat a jedi." :fett:

Dak Vesser
01-05-2005, 04:18 AM
Modding Gamesaves is a waste of time on the xbox.

I'm talking about editing the feats.2da, the spells.2da files within the "Bifs" that are in the Dataxbox folder. I can edit all the files and put them in the Override "no Problems" but I can't seem to get the Play Character to have other class abilities.

I've been having the same problem with kotor 1. Trying to get the special feats that belong to other classes like "Force Jump for the Guardian" to be available to the Sentinal as well but then the game quits and goes back to the trailor. I don't even get a chance to make it to the Prologue.

Both k1 and k2 are doing the same thing.

So I know I'm not putting the right numbers in place somewhere.
But other than that I can pretty much mod any file that there is.

kotor II does have a slight problem with the "ItemList" in the UTC files "Not all but some"

I was able to change the PC's clothes to the Onderon outfits within the appearience.2da so this game is moddable.

Darkkender
01-05-2005, 04:25 AM
Can you get some sort of screenshots of what you are trying to mod or change for your 2da files or better yet email me a copy of them and I'll take a look be sure your subject says something like "here are those 2da files you were going to look at."

tk102
01-05-2005, 04:44 AM
Dak Vesser opined:Modding Gamesaves is a waste of time on the xbox. Some would say modding KotOR at all is a waste of time. Others may disagree.

StormSinger
01-05-2005, 04:46 AM
I've been editing K2 with Ktool and Leto since it hit the shelves. As I've mentioned, Ktool has a few "out of bounds" issues, but nothing I can't work around.
The 2da editor works perfectly.

Changing feats through the 2da is no different than it was in the first game.
All you have to do is concentrate on a few of the columns, you really don't have to sweat the others.

mincharlevel - do you want this feat available at a certain level? If not, ****
prereqfeat1/2 - do you want it available only when other feats have been gained? If not, ****
allclassescanuse - 1 (just to make sure)
Then you get to your classes. Say you wanted feat #200 to be granted to a Guardian at level 1.
Go to row 200, then across to the jdg_list/jdg_granted/jdg_recom columns. You'll also see a "jdg_pc_granted", set this the same as jdg_list.

jdg_list - 3 (1 will make it available, 4 excludes a feat from the class list)
jdg_granted - 1 (or whatever level you want the feat to be granted)
jdg_recom - # (if you want the feat to be recommended when you hit "Y", enter the char level here. Otherwise use -1)

The spells.2da is a bit different, but you can do the same thing.

Dak Vesser
01-05-2005, 07:16 AM
to TK;

Nah it's k0ol, I didn't mean it like that. I'm just saying that to have to resign the sig files seems to be too complicated just for a game save. If someone is willing to go out of their to have a crack at it then that would make it posible for those with the non-moded xbox to work with.

But anyways;

Darkkender if you want I could email you the appearience.2da which has the altered clothes for the pc, also replaces one of the female's faces into Bastila's ,The spells.2da for the class powers along with the feats.2da.

Heres the thing, I believe that if the spells and feats.2da get modified--> as in your main play character now has powers and abilities he/she's not supposed to have at that level,or wrong class, then I don't think the game will grant prestige class. " I could be wrong"


As you know these files go into the game's Override folder, Start a new game. You can edit these files with Fred Tetra's Kotor Tool.

Darkkender
01-05-2005, 07:56 AM
go ahead and email them to me. Now I won't gurantuee success if these are for KOTOR2 but I might be able to find whats wrong by comparing them to older kotor1 versions.

Dak Vesser
01-05-2005, 09:45 AM
Dark, I tried to email you but it said that you're not excepting incoming. So if you can pm me with another email address. I can send these over.

StormSinger
01-05-2005, 10:34 AM
Let me try this one more time.

The game doesn't care what you do as far as feats and powers. You can mess with those 2da files all you want and still get the second class.

In fact, you can get that second class even if you already have one.

Dak Vesser
01-05-2005, 11:04 AM
Originally posted by StormSinger
Let me try this one more time.

The game doesn't care what you do as far as feats and powers. You can mess with those 2da files all you want and still get the second class.

In fact, you can get that second class even if you already have one.


LOL! it's funny the way you said it.

Ok so it must just be something else wrong with what I'm doing or trying to do and that is to learn how to get the 2das to not reset the game back to the Trailor.

StormSinger
01-05-2005, 11:06 AM
I'd have to see the files myself to be able to tell you where the error comes from.

manymoose
01-05-2005, 12:18 PM
How do you extract game data from the xbox onto the pc?

StormSinger
01-05-2005, 12:39 PM
Just an ftp transfer. Either from the game disc, or the folder it's installed in (if it's installed on the xbox HD).

Mandalorian X
01-05-2005, 12:43 PM
These are Xbox Save right? You said two weeks, good to hear it.

PoM
01-05-2005, 10:33 PM
Can you temper with force powers?

Dak Vesser
01-06-2005, 12:49 AM
Originally posted by Mandalorian X
These are Xbox Save right? You said two weeks, good to hear it.


No, these are not xbox saves (as in editing game saves alone)
when it come to 2da files and such. However, we can make saves out of the mods--> #1 mod the files, #2 start a game,#3 then save. Certain mods get saved and others don't.

Mods that DON'T get saved are; Textures mods, head changing, changing the standard clothes, creaturespeeds, Portrait, SoundSets, Mdl mods, DLG mods, spell mods Area mods (like making new maps and such) <---to name a few.

Mods that DO get saved; custom items, stats, "Changing the Play character to another character in the game will actually save", Doors, plasteel bins, metal boxes, can be changed with costom items and saved>Like I said these are just a few to name.

"Game Save editing"for the xbox is an Ideal for those that do not wish to go the "Mod chip in the xbox" route. "But" there is the problem with resigning the sig files. "Somebody will crack it if they haven't already"...

90SK
01-06-2005, 05:30 AM
Originally posted by Dak Vesser
...Textures mods...

So, is there a way to get at the textures?:confused:

Tonku-Lhasa
01-06-2005, 06:14 AM
Originally posted by Dak Vesser
No, these are not xbox saves (as in editing game saves alone)
when it come to 2da files and such. However, we can make saves out of the mods--> #1 mod the files, #2 start a game,#3 then save. Certain mods get saved and others don't.

Mods that DON'T get saved are; Textures mods, head changing, changing the standard clothes, creaturespeeds, Portrait, SoundSets, Mdl mods, DLG mods, spell mods Area mods (like making new maps and such) <---to name a few.

Mods that DO get saved; custom items, stats, "Changing the Play character to another character in the game will actually save", Doors, plasteel bins, metal boxes, can be changed with costom items and saved>Like I said these are just a few to name.

"Game Save editing"for the xbox is an Ideal for those that do not wish to go the "Mod chip in the xbox" route. "But" there is the problem with resigning the sig files. "Somebody will crack it if they haven't already"...

There are already numerous edited gamesaves available for KOTOR2 on the XBOX (see www.codejunkies.com for instance), the most noteable of which is the one that allows you to play the not fully developed HK factory mission. Doesn't that mean that someone has already figgured out how to resign the save file?

I have no idea exactly what can be accomplished with just modifying the save game files for the xbox, but as it stands it's certinly welcomed! I wonder what else is hidden in the game, that could be accessed with modified xbox save files?

I'm not ready to mod my xbox yet, so thanks to anyone who pursues this.

Darkkender
01-06-2005, 06:21 AM
Originally posted by Tonku-Lhasa
There are already numerous edited gamesaves available for KOTOR2 on the XBOX (see www.codejunkies.com for instance), the most noteable of which is the one that allows you to play the not fully developed HK factory mission. Doesn't that mean that someone has already figgured out how to resign the save file?


It could be they figured out how to use the cheat warp command.

Darth333
01-06-2005, 06:24 AM
The original HK-factory mod by Stormsinger is here: http://home.alltel.net/jls31/ As Stormsinger said, what they have on Codejunkies.com is a rip-off. Read the first page of this thread an no, there is no warp cheat code on the xbox (I remember someone telling me that they used my warping armband mod for Kotor 1 as a replacement to the warp code :D ).

Tonku-Lhasa
01-06-2005, 06:27 AM
Originally posted by Darkkender
It could be they figured out how to use the cheat warp command.

Forgive my ignorance on this issue, but there has to be more to it than using the "cheat warp". I have several other modified save files where abilities have been modified far beyond any thing one could accomplish in-game.

Someone knows, but perhaps their not sharing? :(

Darkkender
01-06-2005, 06:33 AM
I don't use the Xbox I was only making a speculative guess as I know various console systems have different methods of cheating and since there was alot of similarities between the pc and xbox I was thinking maybe somebody figured away to hack that out of it. Thats why I tried phrasing my statement more as a shot in the dark than as fact.

Darth333
01-06-2005, 06:41 AM
I am not familiar with the .sig files but from what I see the other savegame files can be edited with an ERF and GFF editor.

StormSinger
01-06-2005, 07:02 AM
Actually, I don't touch the save file itself other than to remove the large - and annoying - filler file that makes the save too large for a memory card.
Files can be extracted/accessed from the SAVEGAME.sav file though, much the way KSE does.
The only reason I have to do this is to get some of the information the game adds to various files in a save. I don't need to edit the actual save file, since I can edit the blueprint files directly.

I got to the HK factory with a warp function which is part of a utility band I made. I just made a version that droids can use as well (hooked to a shield).

I've modded this game the same way as the PC version of the first game has been modded (Ktool, Leto, etc), and as the new one will be as soon as people get their hands on it.

There is another area not included in the game, but from the look of it, it's a test area. Strange place.

Yes, I can get to models and textures as well.

Tonku-Lhasa
01-06-2005, 09:02 AM
Originally posted by StormSinger
Actually, I don't touch the save file itself other than to remove the large - and annoying - filler file that makes the save too large for a memory card.
Files can be extracted/accessed from the SAVEGAME.sav file though, much the way KSE does.
The only reason I have to do this is to get some of the information the game adds to various files in a save. I don't need to edit the actual save file, since I can edit the blueprint files directly.

I got to the HK factory with a warp function which is part of a utility band I made. I just made a version that droids can use as well (hooked to a shield).

I've modded this game the same way as the PC version of the first game has been modded (Ktool, Leto, etc), and as the new one will be as soon as people get their hands on it.

There is another area not included in the game, but from the look of it, it's a test area. Strange place.

Yes, I can get to models and textures as well.

Now that is ingenious! So basicaly put, you created a new item, that allowed you to WAP to the HK factory, and then saved the game and uploded the file for distribution? But that must mean that an unmodded XBOX can incorporate a new created item if one is "legaly" generated into a useable save file?

Is it just me, or does this really throw open the floodgates of possibility for this game?

I'd love to see the test area.

BTW, can I access the armband once in the HK factory save game file (I'm guessing not), or are there scripts that would be missing (as without modding my xbox I could not get the new data into my core game files, which currently only reside on the DVD)?

I know I'm showing my own ignorance here.... sorry.

StormSinger
01-06-2005, 09:15 AM
I started doing this last March. Since then I made several modded saves for the first game and I'm working on new saves for this one.
Yes, the save does incorporate completely new items which work fine as long as they aren't too complicated (ie, require scripts, dialogs, etc).

The "shield" I used as a warp device is still in the save, but there are MANY scripts as well as a dialog required to run it and those don't save. So, it's basically a dead item (as you asked).

I may upload another save with the test area just so people can take a look at it. There are a few areas - very odd - that are disconnected and I can't make those accessible through a save though.

Tonku-Lhasa
01-06-2005, 09:38 AM
Originally posted by StormSinger
I started doing this last March. Since then I made several modded saves for the first game and I'm working on new saves for this one.
Yes, the save does incorporate completely new items which work fine as long as they aren't too complicated (ie, require scripts, dialogs, etc).

The "shield" I used as a warp device is still in the save, but there are MANY scripts as well as a dialog required to run it and those don't save. So, it's basically a dead item (as you asked).

I may upload another save with the test area just so people can take a look at it. There are a few areas - very odd - that are disconnected and I can't make those accessible through a save though.

By all means bring on the wierdo test area. Can new textures (ex. a new lightsaber model) be incorporated into a save that could be utilized on an unmoded xbox? Are things like new textures included in a save file?

I'd also be interested in seeing what items might have been developed but not included in the final game.

Time to get a new xbox to softmod soon. :) BTW, is the standard XBOX harddrive large enough to encompassing running KOTORII from the harddrive?

Thanks much.

StormSinger
01-06-2005, 10:14 AM
The original drive should be large enough for this game, but not much else. If that's all you plan on doing with it, then it should be fine.

Textures and models are on the "does not apply" list as far as saves go. They require installation.

tk102
01-06-2005, 11:40 AM
Darth333, perhaps you could make a warpband for KotOR2. I know you know all the module names. :)

Darth333
01-06-2005, 11:42 AM
Originally posted by tk102
Darth333, perhaps you could make a warpband for KotOR2. I know you know all the module names. :)
It's almost done :)

90SK
01-06-2005, 12:21 PM
Originally posted by Darth333
It's almost done :)

:eyepop

I'll say it again: You people are TOO QUICK! Not that thats a bad thing, though.:D

StormSinger
01-06-2005, 01:19 PM
My utiity band uses 84 scripts for the warp function, but they're just StartNewModule scripts. I really need to use a location for some of them to keep from triggering opening cutscenes.
Since it was just a quick thing, I didn't bother with it at first and after I've been there, the scene doesn't trigger again.

Still, I hate getting stuck in a scene when I just need to check something out. :rolleyes:

kampher
01-07-2005, 05:01 PM
hey stormsinger, ive seen you around the gamefaqs forums too, and I had a question. Since ive just recently modded my x-box (with my sleek new xenium ice) What exactly can I do with kotor 2 now? can I port certain non .2da mods over? what are all my options now?

StormSinger
01-07-2005, 10:09 PM
Install the game on your xbox drive, create an override folder and your options are just about the same as they would be if the game were on your PC.

Non-2da? They work fine, unless you have some other reason for not wanting to use them.
If you can compile scripts, that's another option. Item and character editing, dialogs, merchants, whatever.
Your options really depend on what you want and how much effort you're willing - and able - to put into it (like most things).

I'm guessing more compatible tools will come along after the PC version is released. What's available now is useable with just a few restrictions, most of which can be worked around.

kampher
01-08-2005, 05:03 PM
So is it possible for me to take the Revans mask plus mod, throw it in the override folder on my hardrive, and alter the .2da, and poof, get those robes in my inventory? (with a script that starts me off with them) and play with my new robes? by the way, what folder or drive is the saves located in?

StormSinger
01-08-2005, 05:38 PM
If that mod has model files with it, you may have trouble. Textures work ok (tga) if they aren't the large size (the xbox has trouble with the larger texture files...slowdown/crash).
Models are iffy. Some work and some crash, it's sort of a crapshoot.
Otherwise, you can script the items in, or edit a container and drop them in. Whatever is easier.

Saves are here:
/E/UDATA/4c410014

Whitebloodcell
01-09-2005, 06:17 AM
When the PC Version of TSL comes out, will it be possible to put into KOTOR1 features from TSL? For example, adding Force Crush to KOTOR1, or any other of the new feats/spells? Would any of the Mod's that have been made for KOTOR1 be useable ton TSL, for example items, such as Force Gloves? (forgotten who made them) Would any of this be possible between the two Xbox Versions of the Game?

How do I use StormSinger's HK Savegame? Do all the files need transfering across to the KOTOR Save Directory? (I have a Modded Xbox, if its relevant) Would transferring the whole thing across not overwrite all of my Current Saves?

StormSinger
01-09-2005, 06:48 AM
I wouldn't want to be the one who tries to add a K2 force power to K1. In fact, I definitely won't be. Scripts, animations, effect, etc... no thanks.
There is plenty that can be swapped as long as you account for the differences in available properties. K2 has more.

The HK save is used like any other. I honestly don't know if it would overwrite an existing save. Certainly, it wouldn't overwrite all of them.
If you've never used the K1 saves I made, you might take a look at a couple of them. They're basically what I'm talking about.

Darkkender
01-09-2005, 06:52 AM
Originally posted by Whitebloodcell
When the PC Version of TSL comes out, will it be possible to put into KOTOR1 features from TSL? For example, adding Force Crush to KOTOR1, or any other of the new feats/spells? Would any of the Mod's that have been made for KOTOR1 be useable ton TSL, for example items, such as Force Gloves? (forgotten who made them) Would any of this be possible between the two Xbox Versions of the Game?

How do I use StormSinger's HK Savegame? Do all the files need transfering across to the KOTOR Save Directory? (I have a Modded Xbox, if its relevant) Would transferring the whole thing across not overwrite all of my Current Saves?

Anything such as a item file or something that does not require a custom texture or model should be easy to port over as the model format is the only thing to change. Force powers that were removed or were custom made in the AIOFPM can easily be copied over as the 2da file format has not changed either. For the most part even textures should be okay they may need a little work though do to the different model format.

Whitebloodcell
01-09-2005, 06:55 AM
The Main Folder (as you know) is called 4c410014hk. The KOTOR 2 Save Folder being.4c410014. Do I place 4c410014hk inside 4c410014, or alongside it in UDATA? Does KOTOR look at both these directories when searching for saves?

StormSinger
01-09-2005, 07:57 AM
Look for the 4c410014 folder in the UDATA folder (in the save zip).
Inside that folder is a 167B1955DCEB folder. You should be able to just dump that single folder into the /UDATA/4c410014/ folder on your xbox and run the save.

Montross87
01-09-2005, 11:14 AM
How do I go about modding my Xbox?

StormSinger
01-09-2005, 06:45 PM
The best place for that information is www.xbox-scene.com

Montross87
01-10-2005, 06:54 AM
Thanks, ill check it out when I get home.

legg21
01-11-2005, 12:11 AM
I need help. soooo badly. I love both kotor and TSL, but have played them to death on a non-modded xbox. I really want to be able to change things in the game so that I may continue to play forever without getting bored. I want to add and/or edit items, weapons, robes/armor(especially jedi robes and crystals), shields etc., as well as putting a few unique items in too. I would also like to create areas for combat and exploration, or simply install items and opponents(preferrably dark Jedi) in existing unused areas, like (K1) shadowlands, tatooine desert, unknow planet, (k2) just about everywhere. There was not quite enough jedi v. sith fights in this one for me(K2). Change in dialog, or even in story, perhaps, would be unbelievably great. Right now I have two xbox consoles, one of which is the first model, and it runs poorly, the second is probably the second version xbox, its old but it runs well. I've a computer running window xp, have dail up connection 56k modem. What will I need to purchase to make this work? Probably will purchase a premodded xbox, so which one should I get and where should I go from there. I absolutely loved so many of the mods you've disscussed, where can i find those. Ppllleeeeeeeeaaaaaasssee help me?

kampher
01-11-2005, 08:41 AM
Well I have tried my hand in a number of things. The first project I had was to try and get the revans mask plus mod to be ported to kotor 2. They were all scripted in (with the help of stormsinger) but, if i try to put on revans mask, the game just freezes, and I get this annoying buzzing noise. But if I put on the star forge robes, they work ok. The funny thing about the robes is that, certain player models would work, but if I tried using the male with the goatee and thin blonde hair, the game would freeze, odd.

Then I thought, well lets try some simple things, like svosh's sith mask, and fuel of hate. to no avail, they too froze up the game. Im not sure what is causing this, because I thought at least textures would work.

And i must have edited the app.2da file incorretly, because when i put on revans robes, its the same old revan star forge robes, no hood or anything. I guess my modding possibilities are a bit limited at the moment :mad:

Darkkender
01-11-2005, 08:54 AM
Originally posted by kampher
Well I have tried my hand in a number of things. The first project I had was to try and get the revans mask plus mod to be ported to kotor 2. They were all scripted in (with the help of stormsinger) but, if i try to put on revans mask, the game just freezes, and I get this annoying buzzing noise. But if I put on the star forge robes, they work ok. The funny thing about the robes is that, certain player models would work, but if I tried using the male with the goatee and thin blonde hair, the game would freeze, odd.

Then I thought, well lets try some simple things, like svosh's sith mask, and fuel of hate. to no avail, they too froze up the game. Im not sure what is causing this, because I thought at least textures would work.

And i must have edited the app.2da file incorretly, because when i put on revans robes, its the same old revan star forge robes, no hood or anything. I guess my modding possibilities are a bit limited at the moment :mad:

Alot of this is probably due to the fact that KOTOR 2 uses a different model format. if the models doesn't exist in kotor2 then you cannot port it over without making further changes to the mod. Also if appearance.2da entries do not match up to the original mods reference then you will also encounter errors.

kampher
01-11-2005, 09:01 AM
well the app.2da in kotor2 is the same one as the kotor 1 app.2da, just with a WHOLE LOT more stuff added into it.

Still dont get why new textures dont work. I tried to plug in one of the old re-textured sabers, but that froze it up too.

Darkkender
01-11-2005, 09:06 AM
A texture is applied to a certain model in a certain format. with the change of format for models for KOTOR 2 the original textures are not going to point to the proper points or will not be linked with the proper model in KOTOR 2. I might suggest try importing the original model file from kotor 1 into your game and see if it will except the old style model such as with the revans mask mod.

kampher
01-11-2005, 09:19 AM
O ok, Now i see what your saying Darkkender. Im new to modding, so I never thought about looking at it from that perspective. Ill have to go dig around for my kotor 1 game, and see if what you said works. I think that the revans mask plus mod might work though, because

There is a Revan model in the game, same as the old one.

Darkkender
01-11-2005, 09:54 AM
Originally posted by kampher
O ok, Now i see what your saying Darkkender. Im new to modding, so I never thought about looking at it from that perspective. Ill have to go dig around for my kotor 1 game, and see if what you said works. I think that the revans mask plus mod might work though, because

There is a Revan model in the game, same as the old one.

In the mod you are refering to by T7nowhere, T7 has a custom model that is used for the mask.

kampher
01-11-2005, 10:26 AM
No not the mask, the robes. I wont be able to get the mask to work because as you said, it is a new model.

Darkkender
01-11-2005, 10:46 AM
Robes are also model driven.

StormSinger
01-11-2005, 12:58 PM
Porting this particular mod over to K2 should be possible with just a little work. The original files are still there as far as I can tell, but enough has changed that it won't port straight across.

If I didn't have so many other things going right now, I'd put some time into it.

Whitebloodcell
01-12-2005, 06:52 AM
Do you intend to release any of your mods soon, other than the HK Factory, which by the way, thanks.

Mandalorian X
01-12-2005, 11:41 AM
He said this weekend. Possibly Friday.

Dak Vesser
01-12-2005, 12:31 PM
Ok I'm back after getting my phone line back up and paid "lol"

Has anybody tried doing this: I exported a few KotorII "head models" and some "clothes models" with all of their mdx and texture files over to Kotor1, rigged up the appearance.2da files for the Main PC, started Kotor1, clicked on "New Game" and right in the middle of the load screen "Freeze". <---Did the same thing on all the saves too.

So I'm guessing that the KotorII models have animation scripts and codes that are foreign to Kotor1. I know that "Mdlops" and "Extract0-5 or later" couldn't read nor re-write them to ascii. For G-max.

All I got out of those two programs was "What?" or "Huh?" and nothing "lol"

I was just wondering if anybody else tried doing this and had the same results?

I haven't tried "Vice'a'verse"

Darkkender
01-12-2005, 03:54 PM
Originally posted by Dak Vesser
Ok I'm back after getting my phone line back up and paid "lol"

Has anybody tried doing this: I exported a few KotorII "head models" and some "clothes models" with all of their mdx and texture files over to Kotor1, rigged up the appearance.2da files for the Main PC, started Kotor1, clicked on "New Game" and right in the middle of the load screen "Freeze". <---Did the same thing on all the saves too.

So I'm guessing that the KotorII models have animation scripts and codes that are foreign to Kotor1. I know that "Mdlops" and "Extract0-5 or later" couldn't read nor re-write them to ascii. For G-max.

All I got out of those two programs was "What?" or "Huh?" and nothing "lol"

I was just wondering if anybody else tried doing this and had the same results?

I haven't tried "Vice'a'verse"


Ok I'm going to say this really loud and clear in the hopes that somebody who is following this thread and reads previous posts will catch this and understand it.

KOTOR 2/TSL uses a Different Model Format from the one that was used in KOTOR 1 they are "NOT COMPATIBLE" You will continue to have this problem with the models between the 2 games! What does this mean for Textures probably they 2 will be slightly uncompatible as the texture will look for reference points within the model or will be more likely patterned to be applied to that model which means it will not look right in game for KOTOR 1. The files may be named the same between KOTOR 2 & 1 as MDL & MDX but they are formated differently. * - huge red font removed! -

Now some may consider the above post as rude or inflamitory but I believe at this point it might be necessary as my last 5 posts have all revolved around this subject the fact that people are still posting about it says nobody is paying close enough attention.


* There is no point in using caps or huge red font here.

Also, from what I can see in game, the model format in Kotor 2 may not be different from Kotor 1 (or if it is, then it will not be a huge diffference) as Obsidian re-used many models from Kotor 1. Many armors in Kotor 2 are just reskins of Kotor 1 armors. Also, even if the model format is different, textures should work fine.

- Darth333-

Dak Vesser
01-12-2005, 05:10 PM
Well Said! my friend, I only did that just becasue I was bored "lol"

Makeing new Textures will be the way to go from here on...

Doc Valentine
01-12-2005, 06:55 PM
hmmmm I extracted one of the face textures from Kotor 2 and gave it to TemporaryTomato, he said it worked fine, im also using two of the saber textures over the old ones
Viridian and Silver sabers
So im pretty sure that the textures are ok. Just my 2 cents.
-GSCCC

StormSinger
01-12-2005, 10:21 PM
They should work fine. I've been using textures between PC/xbox for 6 months without a problem.

I've been using various tga's in K2 for a month without a problem.

Dak Vesser
01-14-2005, 09:37 AM
Look for the 4c410014 folder in the UDATA folder (in the save zip).
Inside that folder is a 167B1955DCEB folder. You should be able to just dump that single folder into the /UDATA/4c410014/ folder on your xbox and run the save.


Huh, Action Replay worked just fine for me with that save. I Just transered it onto my memory card, stuck it in the xbox just using the regular Xbox dashboard...

;)

DarthPsycho
01-14-2005, 12:40 PM
Is it possible to edit the 2DA files so that you start with a lighsaber.

Also has anyone edited the influence.2da file, what values would you put to have maximum influence for all your characters

Ta

Dak Vesser
01-14-2005, 02:41 PM
I don't think that there's anyway or anywhere in the 2D array to start inventory at the character setup.

The easiest way to get a Lightsaber at the start of the game, is to just drop one in one of the corpses. A corpse is a placeable In the Modules that you can find in the RIMs file.

When your character wakes up out of the Kolto Tank at the start of the game, that's RIMs "101PER_s.rim" You can look in Blueprint, Placeables within 101PER_s.rim, and you'll find "g_tresgencorp005.utp" <---That's the first corpse (with the "Vibrocutter") you find after you talk with Kreia and leave to unlock the first door.

With Kotor II, Fred Tetra's Kotor Tool is having a problem when it comes to looking at the inventory through the "Placeable Editor" It's better to just extract the file out and use GFF editor to add Items. In this case a Lightsaber.

That's the way I do it.

DarthPsycho
01-14-2005, 11:20 PM
Originally posted by Dak Vesser
I don't think that there's anyway or anywhere in the 2D array to start inventory at the character setup.

The easiest way to get a Lightsaber at the start of the game, is to just drop one in one of the corpses. A corpse is a placeable In the Modules that you can find in the RIMs file.

When your character wakes up out of the Kolto Tank at the start of the game, that's RIMs "101PER_s.rim" You can look in Blueprint, Placeables within 101PER_s.rim, and you'll find "g_tresgencorp005.utp" <---That's the first corpse (with the "Vibrocutter") you find after you talk with Kreia and leave to unlock the first door.

With Kotor II, Fred Tetra's Kotor Tool is having a problem when it comes to looking at the inventory through the "Placeable Editor" It's better to just extract the file out and use GFF editor to add Items. In this case a Lightsaber.

That's the way I do it.


Thanks mate, your a smart cookie BTW.

Im looked at the influence.2da and noticed all the figures are at 50, suppose if I increase them it will make me have better influence with my NPC's.

Montross87
01-19-2005, 07:03 PM
Storm when are you releasing your saves?

StormSinger
01-19-2005, 08:51 PM
I'm wrapping the first of them up tonight. Sometime Thursday, probably afternoon.

Montross87
01-19-2005, 09:11 PM
Jeeze, I sure picked the right time to ask that question.

envida
01-22-2005, 09:30 PM
Hey Stormsinger since you already know so much about K2. Have you seen the files that seem to be for droid world? The developers at Obsidian said they took out the droid world at the last minute and it seems it's still in the game.
I'm new to this modding stuff but I had a look at the Xbox game files with the Kotor Tool and under Rims/Modules there are some files that start with 801DRO.rim - 805DRO.rim. I had a look at these files and it looks like it is the Droid world! Since I have no idea on how to go about trying these levels I was hoping you could check it out, since you already managed to access the HK Factory.

I mean it would be awesome if we where able to play the Droid level, since they cut it out at the least minute I would guess itís more or less complete.

StormSinger
01-22-2005, 10:59 PM
It's there. Not complete by any means... more of a test area. If you've been through the game, you'd recognize some things from a certain level.

Some very odd stuff there. I didn't even try to figure out what some of it was doing there. I was planning on posting a save similar to the HK factory, so people could check it out.
Some of it is disconnected, so you can't get to all the areas, but most of it is still accessible.

I'll post it sometime this next week.

envida
01-23-2005, 12:12 AM
Ok that's cool. I'll have a look at it when it's availible :)

Tonku-Lhasa
01-24-2005, 05:53 AM
Originally posted by StormSinger
I'm wrapping the first of them up tonight. Sometime Thursday, probably afternoon.

Thanks millions STORMSINGER, I just downloaded the new modified save and will tinker around with it some later tonight. Thanx extra for including a bald head character! :)

Very impressive indeed.

Tonku-Lhasa
01-25-2005, 05:56 AM
Thanx again to STORMSINGER.

I played with the save last night, and it is nothing short of awesome! I must confess that I don't understand how the custom items are able to work on my unmoded XBOX, but I'm thankfull anyway.

As feedback, I did notice two minor issues:

1. While my character can immidiately equip the wrist rocket launcher, I cannot seem to find any rockets selectable. Perhaps I have to get the Mara character first?

2. The "unique" crystals seem to change once equipped, becoming multiple reproductions of the standard character crystal. I'll do more research on this.

I love being able to start the game with a lightsaber, and the skins are just too much fun.

Excellent work.

StormSinger
01-25-2005, 06:27 AM
I've tested the rockets on an unmodded xbox and they all work fine from the very start of the game. It takes a bit of scrolling to get to them though.

The crystals were "wait and see" issue. I knew the game would react in some way, but I just wasn't sure how.
There isn't much I can do about it in a save, unfortunately.

Tonku-Lhasa
01-25-2005, 11:29 AM
Originally posted by StormSinger
I've tested the rockets on an unmodded xbox and they all work fine from the very start of the game. It takes a bit of scrolling to get to them though.

The crystals were "wait and see" issue. I knew the game would react in some way, but I just wasn't sure how.
There isn't much I can do about it in a save, unfortunately.

Oh, I'm not complaining, not one bit! I was giddy as a schoolgirl when I started tinkering with the extras. :)

I'll post more when I see how the character crystals, and tuning interract with the new custom crystals.

...must remember to scroll more....

envida
02-01-2005, 04:33 AM
Originally posted by StormSinger
Can't get at the textures as far as I know. Even some of the erf files have an invalid header as far as the GFF editor is concerned.

If you rename the SuperModels folder to TexturePacks the Kotor Tool will read the textures. If that is what you are talking about.

StormSinger
02-01-2005, 05:18 AM
No, the textures are in the bifs. I jumped the gun on that comment.
There are some other files I'm not sure are being read.

Dak Vesser
02-01-2005, 12:34 PM
Lightsabers are a strange trip when it comes to modding them. Take "g_w_dblsbr002" <---Red Double-Lightsaber, for example. Trick it out with high properties and what not, give it a new name, like "Darth Ming's lightsaber" with a discription, leave the tag alone, and you have modified version of "g_w_dblsbr002" in the game. Now, when you take "Darth Ming's" red saber to a Work Bench, change the color crystal to, let's say "Yellow", all the sudden it's no longer Darth Mings' lightsaber. It now says "Double Lightsaber and you lost your discription as well.

Another weird one is: Creating a new lighsaber with a custom Tag like:"g_w_dblsbr012" Set the model variation at 2, you now have a working Red Lightsaber without a red crystal. "mhmmmm" On the work bench you'll notice No color crystal in the hilt , yet it's red, and when you try to add one in, ---> the game crashes. You can upgrade everything else on that lighsaber, just not the crystal. Has anybody else come across this problem? and if so, have you figured out a way to custom tag a saber with it's color crystal installed?

StormSinger
02-01-2005, 01:27 PM
That's always been a problem because of the way the sabers are identified by color. Change the color crystal and you effectively change the type of saber.
If you want to keep a custom saber alive and well, you have to take the 2da route. Sabers are defined in a couple of 2da files.
You can even add new colors that way as long as you back them up with the other files they'll need.

Dak Vesser
02-01-2005, 01:59 PM
Ok I gotcha on that. I can pretty much see how that works now. But it doesn't look like I can make a game save out of the Saber's custom identity in the 2da. Oh well, people that downloaed my saves will probably figure that out about my modded sabers.

Actually, If you download my 4th GameSave at codeJunkies, you'll see that some of the red sabers were custom tagged with no red crystal. the sabers are "dropable". I uploaded it yesterday morning.

:evanpiel: <----what in the hell is this thing?

Darth Stryke
02-01-2005, 02:43 PM
Just to answer your last question, that thing is Even Piell, a Jedi Master on the council in Episode 1. :D (Feels like a geek now)

Tonku-Lhasa
02-02-2005, 05:46 AM
Originally posted by StormSinger
I'm wrapping the first of them up tonight. Sometime Thursday, probably afternoon.

STORMSINGER, do you have any interest in posting a link to your wonderful KOTOR2 XBOX saves on the OBSIDIAN site?

I think they add a lot of replay value and possibility to the game.

Just a thought.

Tdcquicksilver5
02-03-2005, 04:57 PM
Were do I put my override folder?I have TSL installed in E:\games\swkotor.Do I need to change the .ini files?

StormSinger
02-03-2005, 05:56 PM
The override folder goes in the game directory.

Tdcquicksilver5
02-05-2005, 02:12 AM
With Kotor II, Fred Tetra's Kotor Tool is having a problem when it comes to looking at the inventory through the "Placeable Editor" It's better to just extract the file out and use GFF editor to add Items. In this case a Lightsaber I extracted the file and edited the inventory with leto,but i dont know what to do with it after that.

Dak Vesser
02-06-2005, 04:35 AM
After you're done editing the file, "Save as" the "name of file".utp if it's a placeable, or .utc if it's a character, or .uti if it's an Item - and then take the file and drag it in the xbox's Override folder using "FlashFXP" file transfer program. Some people, I hear use kazaa lite to do it, but not me.

(Quick Tip): Changing the "StackSize" in any item such as a lightsaber or parts, or any other item will determine the quantity. For example: Changing the stacksize from 1 to 100 in g_i_progspike01.uti will equal 100 Spikes per drop.