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stoffe
08-17-2005, 09:27 PM
Combat Simulation Arena
Latest version: Version 4 (http://www.lucasforums.com/showpost.php?p=2189518&postcount=109)

This mod can be downloaded here (http://www.lucasfiles.com/index.php?action=file&id=1513).

1. Screenshots
2. Recent changes (version history)
3. About the mod
4. Hints for playing
5. About opponent difficulty
6. Troubleshooting
7. Todo-list



1. Some screenshots
Betting on a fight (http://img358.imageshack.us/img358/2117/arenapic14jf.jpg)
Watching a fight through the cameras (http://img358.imageshack.us/img358/3083/arenapic39us.jpg)
Oh no, it's the Rancor! (http://img358.imageshack.us/img358/1602/arenapic42sn.jpg)
Talking to the healer (http://img76.imageshack.us/my.php?image=arenapic29vv.jpg)
Handmaiden fighting a Duel (http://img76.imageshack.us/img76/9638/arenapic54sc.jpg)
Crushing an opponent (http://img142.imageshack.us/img142/8352/arenapic60gq.jpg)



2. Version History

CHANGED IN VERSION 4:
New game type: Staged Pit Fight. It works like a normal pit fight, with the exception that you may compose your opponent force from all available arena combatants by picking them one at a time. Be warned that if you spawn too many enemies to fight at one time the game might slow down considerably.


New game type: Tournament Ladder. A variant of duel matches where your selected character will fight 1 on 1 against a series of opponents in sequence with no pause in between each, starting out with weak enemies and them getting progressively more powerful. The Ladders are arranged after opponent categories, where you can fight against Jedi, Sith, Mercenaries, Droids or Beasts. If for example you pick the Sith ladder you start out fighting Assassins and work your way up through Dark Jedi and Sith Lords to finally face the Dark Lord at the end.


Some new arena combatants to fight against, some with unique special abilities, most notably Revan and Malak.


Tweaked the abilities and power of some combatants, and modified the group composition of some combatant groups.


Added one more NPC match to bet on with the Hutt.


Added an option to the arena control console to deactivate the force field in regular spectator matches if you'd rather see the action up-close than from the spectator galleries. This option will not be available on Betting matches arranged by the Hutt though to prevent you from interfering with the fight to tilt the odds in your favor. :)


Some further tweaks and improvements to the NPC combat AI.


Various tweaks and bugfixes too numerous and too minor to mention. :)


Added 10 seconds of invulnerability at the start of turret games to avoid being ganged up on before gaining your bearings.


NPC combatants with high dexterity, awareness and not using a rifle may attempt an evasive roll move to dodge grenades being lobbed at or near them by other NPCs. (Due to game engine limitations they won't be able to "see" if the player controlled character throws grenades at them though.)


CHANGED IN VERSION 3:
Fixed Random Loot for the DeathMatch so all Jedi Robe types can be dropped.


Included two turret minigame simulators in the Hutt's room. They offer a bit more challenge than the standard game turret minigames.


Fixed arena console problem to make it easier to select and activate with the keyboard.


Added a "Winged Drexl" monster to fight against with a skin texture made by "General Kenobi" on the StarWarsKnights.com forums. Thanks!


Added a new "Defend the Holocron" test game type where the player must defend a holcron for 5 minutes while enemies continously spawn in and try to destroy it. I don't know how balanced this game type is for different levels of players. For my lvl 32 test character + party members it was hard but not impossible. Feedback would be appreciated. (Hint: Enemies can be briefly distracted from their objective by damaging them. Use force powers, rockets and grenades to incapacitate them as well.)



CHANGES IN VERSION 2:
Added a "Death Match" game type. Similar to Pit Fight, but you can actually be killed in the Arena, ending the game if your whole party goes down. Defeated opponents in this game form may drop loot when they die, unlike the other, "safer" match forms, to make up for the risk.


Adjusted strength and feats/force powers of several combatants and adjusted team compositions for Pit Fight and spectate matches.


Added support for the Ultimate Saber Mod. If you have it installed, many "bosses" will use their own USM Sabers in the Arena.


Added a handful of new opponents to the Arena Console initiated matches and rearranged teams a bit.


Made the Twin Suns use their shields until they run out of charges rather than just once, and gave them some Stims to buff up with. Should make them put up a bit more of a fight.


Gave Darth Nihilus a new special ability he may use at most twice during a fight to make him thouger.


Equipped the Military Tank Droid with Rocket Launchers. Watch out.


Jedi/Sith opponents will now use the various saber/force forms as appropriate.


Added a "Jedi Council vs. Sith Lords" team makeup for Spectate matches, as requested.


Added a new "Allies" category to the Duel match menu.


Added a "special" opponent team to try a Team Pit Fight against...


Added "Onslaught" option to Gauntlet matches which will pick enemies from all opponent categories randomly, and an "I feel lucky" option that will pick an opponent category randomly.


Made various further enhancements and tweaks to the creature combat AI.


Added a few more cameras to the arena spectator terminal.


Fixed potential crash problem if a controlled non-Exile party member leaves the Arena without starting the fight when a Duel Match has been initiated.


Moved the Arena Exit trigger a bit further up the ramp to eliminate problem with accidentally tripping it and ending an initiated match prematurely.


Fixed AI problem with the Wookiee combatants not using their Wookiee Rage/Fury/Frenzy abilities.


Tried to balance the opposing teams in the Hutt betting matches a bit better. (MI)


Lots of other smaller bugfixes, corrections and adjustments too small and numerous to mention.


Fixed a bunch of bugs/problems where certain force powers wouldn't work as they should when used by non-partymembers. (Note that if you already have a k_sp1_generic.ncs file in your override those fixes will not happen.)



3. What is this?
The Arena is a "mini-game" module where you can practice fighting against a variety of opponents, watch games between AI-controlled combatants, bet on AI matches and compete in the arena for credits.

This module will only work as intended with the English-language version of the game. If you use a foreign language version, the dialogs will contain no text. If you have no non-english mods installed you may remedy this by opening your game's dialog.tlk file with TalkEd and change its language setting to English (File menu --> Set Language). This will only affect mods and not change the language of the normal text or dialog in your game.

Note: This mod will modify the behavior of some of the game's standard force powers, grenades and rockets to make them work better when used by a group of NPCs in Arena combat. Some powers did for example buff your party no matter what, even if an enemy used them. If you have another mod installed that modified the behavior of those same powers those changed will likely be overridden. (If you know how to mod the game you can manually merge those changes into the st_sp1_generic.nss script though. If you don't, then you'll have to choose which mod you want the effects of.)

Other changes include: Grenade and rocket damage increase with the Demolitions skill of the one using them (party and player included), and the effectiveness of healing powers increase with the Healing skill.



4. How do I use it?
To get to the Arena in a game, build a "Combat Arena Teleporter" armband at the nearest workbench, it should be under the Other/Misc category. Equip it on The Exile and activate it, and you will be teleported to the Arena. Please exercise common sense as to in what areas you use the armband. The game may not react in a good way if you warp out of an area that is normally unescapable and only can be entered and left once (G0T0's yacht or the Ebon Hawk en route to Citadel for the first time, for example). Any area you can leave and return to by foot should be safe to use it in.

Talk to the Hutt to bet on fights or fight for credits. There are currently 5 matches to fight and 6 matches to bet on with him. For the matches that allow you to bring party members, select your desired group before speaking to the Hutt to start a fight, you won't be able to change your party once a match is on.

The fights can be fairly hard, so it might be a good idea to do some training matches first to get a feel for how things work, and stock up on shields, grenades and stims beforehand. The arena matches are designed to present a challenge, not to breeze through like most other fights in the game. Most opponents have their strengths and weaknesses, figuring out what those are and adjusting your party members, items and tactics accordingly can make a real difference in difficulty.

Use the terminal next to the Force Field to set up the arena for "training" matches. You will not get any credits for those, but you'll still earn XP for defeating the opponents. Unlike the Hutt-arranged fights, the terminal allows you to choose game type and opponents freely. There are a lot more opponents and game types available than those the Hutt lets you fight. This is where most of the Arena content is accessed from.

Note: When fighting duel or ladder matches you can only pick who should do the fighting among the party members you currently have with you. Make sure the desired character you wish to use is in the active party before you use the console.

If you get injured in a fight or deplete your force pool, visit the twi'lek healer in one of the side rooms to get yourself and all party members fully restored for free.

To exit the arena and return to where you came from, activate the armband again while in the Arena area.



5. About Opponent difficulty
The opponents are made to present more of a challenge than most opponents you meet in the game, often requiring use of buff and protection Force powers or items like stims and shields to be beatable. Pay attention to what party members and equipment you use against which opponents. Almost all opponents have some kind of weakness you may exploit to make the fight easier.

The toughness of the opponents vary a lot, so if you get constantly beat up by some no matter what you do, try fighting something else to gain more experience.

The arena is mostly designed for fairly high level characters (15-20+), though the difficulty of the opponents scale with the level of your character, though their force power and feat selection will not. The opponents are balanced against the default autobalance settings of the game. If you don't know what this means there shouldn't be any trouble. If, however, you have a custom autobalance.2da file originating from another Mod (such as Achilles game balance mod) in your Override folder it's possible that the opponents may become too difficult to beat.

Since the Arena combatants use a significantly modified variant of the combat AI scripts, the "Hardcore mod" or similar scripted approaches to increasing enemy difficulty has no effect on anyone you fight in the arena. Hopefully they will be tough enough anyway to offer a challenge even without such a boost.



6. Troubleshooting

Armband problem:
Q: The Combat Simulator Armband says it has lost track of where I came from when I try to leave the arena?
A: This is most likely caused by either:
You didn't use the installer application to install the mod.
You have installed another mod after installing the arena mod which overwrites (rather than modifies) the "globalcat.2da" file. The modification the Mod Installer does to this file is essential for the Armband to work correctly. To fix this, reinstall the Arena Mod after having installed your other mod.



Crashes when certain opponents spawn:
Q: When some opponents in the arena spawn the game crashes! Why?
A: This is most likely caused by either:
You didn't use the installer application to install the mod.
You have installed another mod after installing the arena mod which overwrites (rather than modifies) the "appearance.2da" file. The Mod installer makes some changes to this file to allow some combatants to appear properly. To fix this, reinstall the Arena Mod after having installed your other mod.



Bad StrRef problem:
Q: A box with the text "Bad StrRef" appears on screen when starting a match. Why?
A: This is most likely caused by either:
You didn't use the installer application to install the mod. :)
You have installed another mod after installing the arena mod which overwrites (rather than modifies) the "dialog.tlk" file. The Mod installer makes some changes to this file to allow showing text in floating boxes on the screen. To fix this, reinstall the Arena Mod after having installed your other mod.



Getting your cold dead head served on a plate:
Q: The Arena opponents utterly crush my hapless party into a fine powder every match. Is this intentional?
A: Maybe, depending on which of these possibilities is the reason:
You are too low level. Most arena enemies, while scaling to meet your level, are intended for level 15+ characters. Either pick easier opponents at first, or level up though other means and try again.
You are too high level. :) The enemies get tougher the higher the level of your main character is. If your Exile is level 50, the opponents won't be far behind. Unlike yours, their damage output goes up with level.
You have installed a mod containing a tweaked "autobalance.2da" file. The combatants have been balanced against the normal game settings. Mods that boost the enemy difficulty by altering this file may shoot their level and bonuses through the roof.
You did not prepare properly before battle. The merchant selling combat-related supplies (grenades, stims) is there for a reason. Use the resources at your disposal, use the force powers that protects, buffs and defends your characters. The arena combatants are intended to put up more of a fight than most normal encounters in the game.
You didn't bring the right party members (for game forms allowing you to use a party). Explore the strengths and weaknesses of your party members against the different types of opponents. Most enemies have weaknesses as well as strengths that different party members should be better suited to deal with.



The best defense...
Q: The "Defend the Holocron" games are impossible! No matter what they destroy the Holocron!
A: It is hard, but not impossible. The thing to be aware of is that unless you distract or incapacitate them most of the enemies will go straight for the Holocron, ignoring your party. If you damage them, it may distract them from their task and they will go after you for a while instead. If you have them, mass-incapacitating force powers like Stasis Field and Insanity are handy to stop the attackers. Force Wave is very useful as well. If you have no offensive force powers, grenades and rockets will do fine. Remember that you gain little more than XP by killing enemies in this game form, more will just teleport in to fill out the ranks. You can't kill them all since they respawn indefinitely as long as the match is on. Sometimes it's more effective to keep a group of packed-together enemies incapacitated rather than killing them.



7. The To Do List
These things are planned for future versions of the arena and may or may not be implemented as time, patience and motivation permits. If you have some good idea you think should be listed here, let me know. :)
Add support for High Level Force Powers mod for some of the "bossiest" enemies. (Need to test this carefully, they might get too hard to beat.)
More types of enemies in Defend the Holocron matches.
More paid arena fights arranged by the hutt
More betting matches arranged by the hutt
Add a pazaak playing NPC for when wanting a break from the fighting.
Make some of the harder Hutt fights grant non-monetary rewards as well.
Add some more combatant types (Rakata, Sand People, Selkath)
Add Staged Spectator match game type.
Add ability to spawn friendly NPCs to fight on your side in Pit Fight battles.

The_Maker
08-17-2005, 09:55 PM
w00t first post,
Great work stoffe, I already got my dl :)

Jeff
08-17-2005, 10:20 PM
Excellent. Great job stoffe :)

ChAiNz.2da
08-18-2005, 07:26 AM
Fantastic as always stoffe! :emodanc:

You never cease to amaze us :D

stoffe
08-18-2005, 08:10 AM
Thanks.

Has anyone here tried the mod and got it to work?

Seems like a few people are having trouble, but "it crashes" isn't much to go by to figure out why. If it doesn't work for anyone then I've probably goofed up when I packed up the module. If it works for some people then it's probably either some installation issue or a conflict with other mods.

There's always something to go wrong it seems... :roleyess:

Tupac Amaru
08-18-2005, 09:56 AM
Has anyone here tried the mod and got it to work?

I tried the new version and it worked fine for me. :)

ChAiNz.2da
08-18-2005, 10:10 AM
I tried the new version and it worked fine for me. :)
same here :D Everything seems to be in place... though since I installed this mod over the beta you had released, not sure if that made a difference.

I'll try a clean install after I get home from work.... but I suspect I'll have the same results ;)

Ancharos
08-18-2005, 11:00 AM
I had no problem with it, it's amazing!

stoffe
08-18-2005, 01:28 PM
I had no problem with it, it's amazing!

Thanks. Was this the first version of the mod you installed, or had you installed any of the test versions previously?

* * *

This is a very strange problem. I've checked through all the files and nothing appears to be missing from the module, and I've made sure I don't have anything in the override folder than the Arena area uses. I've downloaded and reinstalled the file from PCGM and everything works fine, but still at least 3 people experience crashes when the area loads. Gaah... :roleyess:

(Initially I suspected that I might have forgotten to remove an USM saber from one of the arena NPCs when I made the public version, but I've checked through all the templates and they only use standard game resources.)

ChAiNz.2da
08-18-2005, 01:45 PM
I'm still guessing "User Error"...

I can only bet people are not using the installer but rather dragging & dropping the files. If so, some may inadvertantly place the .mod file in their "override" rather than the "Modules" folder...

That's the only thing I can think of right off hand that will cause a 'crash'
(of course, I speak with experience having done this one time with the Easy Swoop Mod :doh: ) hehehe

SpaceAlex
08-18-2005, 02:24 PM
Sounds great. I'll be sure to check this one out once i get home.

Emperor Devon
08-18-2005, 02:25 PM
I've had no problems with this mod, or the previous version. Great work, as always!

kampher
08-18-2005, 03:55 PM
For some reason I cant access PCgamemods anymore. I immediately get a "The page cannot be displayed" error. It doesnt even seem to try and connect to the site. I tried going back to IE and that didnt fix the problem. I've got all my security settings at what they should be, yet it doesnt do the trick.

stoffe
08-19-2005, 08:26 AM
I'm still guessing "User Error"...

I can only bet people are not using the installer but rather dragging & dropping the files. If so, some may inadvertantly place the .mod file in their "override" rather than the "Modules" folder...


I'm starting to suspect something like that too. I've pulled the mod apart and checked everything and I can't seem to find anything wrong with it. I even made a small utility that scanned all the Resrefs in all files and compared them against the Override content in case I missed something, but still nothing showed up.

Unless someone has any ideas of what's going on I'm going to leave it at this for now. I can't fix a problem I can't reproduce or find any trace of.

I guess there will always be problems, no matter what precautions you take. :)

ste87
08-20-2005, 08:27 AM
i tried the mod, the battle and everything works well but sometimes it crashes the game when i use the bracer to return to the normal game (it's like 25% probability probably it's all the others mods i've installed). i just make a quicksave before using the bracer again and if anything goes wrong i just reload it :D the only real problem is that they're too powerful for my poor consular :( the droids team disintegrated my whole team in about 10 secs!

stoffe
08-20-2005, 08:52 AM
sometimes it crashes the game when i use the bracer to return to the normal game (it's like 25% probability probably it's all the others mods i've installed). i just make a quicksave before using the bracer again and if anything goes wrong i just reload it :D


Hmm, that's strange. I've never had any crashes when loading and returning from the area.

What area are you going back to? And when does it crash? Immediately when you use the armband, during load of the module, or when the module has finished loading?

While you can currently use the armband anywhere as long as you are not in combat, it probably isn't a good idea to use it in areas that normally are unescapable, since the game may react oddly when the player unexpectedly leaves/re-enters that area. When I've made a full playthrough I'll probably update the armband with area filters to prevent using it in some areas if it seems to cause odd behavior.


the only real problem is that they're too powerful for my poor consular :( the droids team disintegrated my whole team in about 10 secs!


Hmm, what level are your characters, and are you using any other mods that boost opponent difficulty? Are you using buffs, shields and such to prepare your team for the battle?

I'd also recommend picking party members based on what you are going to fight. Visas is for example a good choice against the droids since her Sentinel class makes her immune to being frozen immobile by their carbonite guns. Equipping your party with Ion/Anti-droid weaponry before the fight is probably also a good idea. Try out tactics in a practice match before competing to avoid losing any credits. :)

ste87
08-20-2005, 09:33 AM
well it happens in the loading of module, about half way and i was aboard the ebon hawk after leaving telos

my chars were about level 12 ( i know, i need more training), im using hardocore mod, i used knight speed and energy resistance level 2 (thanks kreya!) and knight valor plus battle meditation.
Try out tactics in a practice match before competing to avoid losing any credits
oh tactics never used that in this game :D

currently im on dantooine, later i'll try again some matches using the bracers while on the planet

stoffe
09-05-2005, 06:43 PM
I would appreciate it a lot if someone had time to help me test something. I've had some odd irregular crashes with some changes I've made to the Arena mod, and could use some help to test if I've finally managed to get rid of that.

It's nothing too time consuming, I just need someone to download this version I'm working on and fight Nihilus a handful of times and verify that it doesn't crash when he uses his new Force ability. :) It only does this occasionally and I've tried to prevent it, but I'm not sure if I have succeeded since it happens so rarely.

Is there anyone who could help me?

TheOssusKeeper
09-06-2005, 02:02 AM
I would appreciate it a lot if someone had time to help me test something. I've had some odd irregular crashes with some changes I've made to the Arena mod, and could use some help to test if I've finally managed to get rid of that.

It's nothing too time consuming, I just need someone to download this version I'm working on and fight Nihilus a handful of times and verify that it doesn't crash when he uses his new Force ability. :) It only does this occasionally and I've tried to prevent it, but I'm not sure if I have succeeded since it happens so rarely.

Is there anyone who could help me?


I'll help you Stoffe, it's the least i could do since you helped me out a bunch of times... ;) where do i get the new version?

JediKnight707
09-06-2005, 02:11 AM
Sure I'll try to help as well

stoffe
09-22-2005, 07:11 PM
COMBAT SIMULATION ARENA V2.0

(Made a quick Micro-update as I forgot to pack a few of the AI source code files. If you have no interest in the scripts you can ignore it since this has no effect on how the mod itself work. The corrected version is called csarena2r1.rar rather than csarena2.rar)

The Combat Simulation Arena is a "mini-game" module where you can practice fighting against a wide variety of opponents, watch games between AI-controlled combatants, bet on AI matches and compete in the arena for credits. Available match forms are Team Pit Fight, Death Match, Duel and Gauntlet.

Many of the opponents are more difficult than most enemies you may fight in the regular game, and they use a slightly tweaked combat AI to make them a little more agressive and a little less stupid. As such this is mostly meant for fairly high level characters, though the opponents scale in difficulty with your character level.

Do not download this module if you haven't finished the game yet as it contains spoilers.

The mod can be downloaded here (http://www.pcgamemods.com/mod/15360.html).

(I remembered to include (hopefully all) the script source code this time too, for those who are interested in such things. :) )



New in version 2:

Added a "Death Match" game type. Similar to Pit Fight, but you can actually be killed in the Arena, ending the game if your whole party goes down. Defeated opponents in this game form may drop loot when they die, unlike the other, "safer" match forms, to make up for the risk.


Adjusted strength and feats/force powers of several combatants and adjusted team compositions for Pit Fight and spectate matches.


Added support for the Ultimate Saber Mod. If you have it installed, many "bosses" will use their own USM Sabers in the Arena.


Added a handful of new opponents to the Arena Console initiated matches and rearranged teams a bit.


Made the Twin Suns use their shields until they run out of charges rather than just once, and gave them some Stims to buff up with. Should make them put up a bit more of a fight.


Gave Darth Nihilus a new special ability he may use at most twice during a fight to make him thouger.


Equipped the Military Tank Droid with Rocket Launchers.


Jedi/Sith opponents will now use the various saber/force forms as appropriate.


Added a "Jedi Council vs. Sith Lords" team makeup for Spectate matches, as requested.


Added a new "Allies" category to the Duel match menu.


Added a "special" opponent team to try a Team Pit Fight against...


Added "Onslaught" option to Gauntlet matches which will pick enemies from all opponent categories randomly.


Added an "I feel lucky" option to Gauntlet matches that will pick an opponent category randomly.


Made various further enhancements and tweaks to the creature combat AI.


Added a few more cameras to the arena spectator terminal.



Bugfixes in version 2:

Fixed potential crash problem if a controlled non-Exile party member leaves the Arena without starting the fight when a Duel Match has been initiated.


Moved the Arena Exit trigger a bit further up the ramp to eliminate problem with accidentally tripping it and ending an initiated match prematurely.


Fixed AI problem with the Wookiee combatants not using their Wookiee Rage/Fury/Frenzy abilities.


Tried to balance the opposing teams in the Hutt betting matches a bit better. (MI)


Lots of other smaller bugfixes, corrections and adjustments too small and numerous to mention.


Fixed a bunch of bugs/problems where certain force powers wouldn't work as they should when used by non-partymembers. (Note that if you already have a k_sp1_generic.ncs file in your override those fixes will not happen.)

TheOssusKeeper
09-22-2005, 09:04 PM
awesome, simply awesome :thumbsup: can't wait to see what your next project will be, whatever it is, it will be awesome also... ;)

animeangel
09-29-2005, 08:25 AM
Excellent Job!:D
When I first tried it (aboard the Ebon Hawk) it crashed during the loading process. It works everywhere else I have tried it though. Perhaps something to do with the Hawk???

stoffe
09-29-2005, 07:42 PM
Excellent Job!:D
When I first tried it (aboard the Ebon Hawk) it crashed during the loading process. It works everywhere else I have tried it though. Perhaps something to do with the Hawk???

Thanks. :)

Hmm, the crash thing is odd though. Try as I have, I have never been able to make it crash during area transition either when entering or leaving the arena, so I'm not quite sure what could be causing that.

However, if it only happens from one area perhaps it's not that much of a problem. I could add a filter to the activation armband that blocks its use in certain areas.

In general you should only use the Arena Armband in areas which you may enter and leave at will on foot, since the game might react oddly if you leave and re-enter areas you normally only can enter and leave once (such as G0T0's ship and certain interlude sets).

MasterIbis
10-01-2005, 09:00 PM
because of the use of the patcher will it be fine to use with say...USM/Holowan plug-in combo ? :)

Renegade Angel
10-08-2005, 02:37 PM
wow, This is awsome! Just one question though. How do I get through those Blast Doors near the Hutt?

stoffe
10-08-2005, 03:39 PM
Because of the use of the patcher, will it be fine to use with say...USM/Holowan plug-in combo ? :)

Unless those mods have any files named the same as the files the Arena mod uses, they should be compatible. Since I use USM I am fairly certain it does not cause any problems for the Arena Mod. In fact, if you have USM installed some of the major saber-wielding arena opponents will use their personal USM lightsabers instead of the generic ones. :)

If you use the Holowan plugin though, remember that the improved party member AI included in the Arena module will be overridden by the modified AI scripts the HLPlugin contains (which I think are there to add the Hardcore mod, which is not used by the Arena opponents). The non-party combatants should still have their improved AI though, only your party members should become a little dumber. :)

Since I don't have the HLPlugin installed I am unsure if there are other filename conflicts, but hopefully there aren't any.

(Be careful with other mods which include an altered autobalance.2da file though. The arena opponents have balanced after the standard game difficulty settings, a mod which significantly boosts their difficulty in this way may make them unbeatable.)

Just one question though. How do I get through those Blast Doors near the Hutt?

You don't. They are Sealed, as I believe their caption says. :) (I guess it's an old habit from Baldurs Gate and Neverwinter Nights where a sealed/barred door implicitly marks it as scenery, which not even a Hellball will as much as scratch.. :))

There is nothing beyond those doors anyway, so there would be little point in opening them. Hmm, perhaps I should make them static instead if it's confusing that they are selectable but unopenable...

Renegade Angel
10-08-2005, 03:48 PM
Okay, kewl. Wow, Darth Sion is tough! Lol, I've been hitting him for 20 minutes now and he still hasn't died. Stupid Combat Regeneration!

Darth InSidious
10-08-2005, 07:50 PM
This is.....beyond word, Stoffe! Superb! :D

TreeX
10-09-2005, 12:27 AM
Okay, kewl. Wow, Darth Sion is tough! Lol, I've been hitting him for 20 minutes now and he still hasn't died. Stupid Combat Regeneration!

Took me 6 tries T_T... I hate those stun powers... T_T

ANd great work as always! Though just a suggestion you might wanna lower their force powers a bit and drop willpower... I'm on 25 Will at lvl19 and Vash still Force Whirlwinds me at will and proceeds to carve me up T_T

stoffe
10-09-2005, 12:56 AM
Took me 6 tries T_T... I hate those stun powers... T_T

ANd great work as always! Though just a suggestion you might wanna lower their force powers a bit and drop willpower... I'm on 25 Will at lvl19 and Vash still Force Whirlwinds me at will and proceeds to carve me up T_T

Well, Vash is supposed to be one of the toughest force users you can fight, so perhaps it's a good thing she's no pushover. She uses the Force Mastery force form, with extends the duration of her force powers, and increases the save DC for her powers a bit. She and Vandar are supposed to be the toughest lightside Jedi opponents when it comes to force power skill. :)

When I balanced the difficulty of the arena opponents I took into account that the player would have to use buff/defense force powers (Energy Resist and Force Immunity are near-essential against enemy force users), some consumables (stims, medpacks, shields), and hostile debuff powers (Supress Force, Force Breach) to deal with the tougher opponents. Picking the right equipment before the fight will also make it a bit easier since most opponents have a weakness of some sort. Since such tactics are unnessecary in the rest of the game I figured this mod may be a good place to put them to use :)

Still, if she's too annoyingly hard I may adjust her power level a little in the next version. :)

Renegade Angel
10-09-2005, 01:42 AM
Actually, I suggest adding another combat mode. Another version of Gauntlet mode in which you can pick how many opponents you want ot fight. Also, I'd like to be able to bet on more matches. Thanks!

RA

TreeX
10-09-2005, 02:13 AM
mmm... oh well i'll just do this ----> :swear: alot more...

Oh yeah when you had 'allies' choice I have a suggestion, maybe like team matches where you get to pick your ally eg. Lonna Vash & Party vs Enemies eg. Sion and assasins and Darth Traya :smash:

kdsphantom
10-10-2005, 07:38 AM
ohh stoffe aye this is great fun mod, the fights are just unreal, you get to reallly and i meant to mispell that word, reallly fun, the mobs are just mean to the core!
and Renegade Angel isnt kidding i was beating on Sion for half the day and he was jsut getting started i had to go reload one my tougher guys and after Sion killed him i had to get serious and go wrestle handmaiden in her undies, with your other mod, but it is jsut fantastically fracking great, all i want for xmas now is a hk-47 that fights like THERE hk-47 man that guy knows how to assassinate!!
thank you )
kdsphantom

Tupac Amaru
10-10-2005, 08:10 AM
Whoa, I see you have secretly increased the power of rockets. Mira is perfect for teaching arrogant Jedi like Vrook a lesson in modesty. :D

Just one minor problem I had: when someone other than the Exile selects a duel on the terminal, the screen goes black, but there is no fade in.

stoffe
10-10-2005, 12:03 PM
Whoa, I see you have secretly increased the power of rockets. Mira is perfect for teaching arrogant Jedi like Vrook a lesson in modesty. :D


Yes, well, since rockets and grenades (except the Adhesives) were pretty much a waste of time in the standard game I boosted them a bit while I was fixing a few bugs and oddities with them. I suppose I forgot to mention that in the readme file. :)

If I remember correctly I doubled the base damage of Rockets. Further I added the user's demolitions skill rank to the damage and save DC, and the character level to the save DC as well.

As for grenades, the standard grenades are unchanged, but those launched by someone with a rocket launcher will have the demolitions skill rank added to save DC and Damage as well.

This was made to make Mira a bit more effective in the Ranged Support role, and to boost the difficulty of the few arena opponents that come with rocket launchers as well (Calo Nord, the Mandalorian leader, Sim-Mira, the Tank Droid). :)


Just one minor problem I had: when someone other than the Exile selects a duel on the terminal, the screen goes black, but there is no fade in.

Hmm, strange, I was certain that I had fixed this. Thanks for pointing it out, I will look into it and see what's going on.


Oh yeah when you had 'allies' choice I have a suggestion, maybe like team matches where you get to pick your ally eg. Lonna Vash & Party vs Enemies eg. Sion and assasins and Darth Traya :smash:

Something like this is planned for the next version. It's already half-done since the first version actually, but I got tired of the data entry part of creating the necessary dialog nodes and postponed it for later. :)

Unless I get tired of it again, in the next version you'll be able to pick an Ally to spawn in the arena who will fight on your side in Team Pit Fights. I'll probably limit it to one or at most two allies though to cut down on the number of active combatants to prevent the game from lagging too much.

Renegade Angel
10-10-2005, 04:44 PM
The module is no longer working! OH NO! I recently did my Weekly override clean out and reinstalled all the mods I liked after my testing was finished. Well, I reinstalled it and when I used the armband, my game froze while it was loading the map. I tried using the installer again, but no luck

Renegade Angel
10-11-2005, 08:43 PM
Does ANYONE know what's causing this error?

RedHawke
10-12-2005, 12:43 AM
Does ANYONE know what's causing this error?
RA please don't bump threads it is against the forum rules. (http://lucasforums.com/showthread.php?t=127725) If you have the last post in a thread and you have something to add, that is what the 'edit post' function is for, you have been around long enough to know all of this RA. :tsk:

Back to your problem, when you get a partially loaded level and the game freezes this usually indicates that the module file (.mod) the game is attempting to load is not in the modules directory. ;)

Renegade Angel
10-12-2005, 04:31 PM
Sorry, I got a bit desperate there. :wink:
anyways, it's fixed now. I forgot to deltete the .mod file when I wiped my overrdie. It's fine now.

Thanks!

kratos1010
11-03-2005, 10:21 PM
Hi! I just tried out Combat Arena 2.0 and when i attempt to use the .exe file, it says that some file isn't in binary, and so it won't install.

MasterJediRevan
11-08-2005, 07:59 PM
how does this mod work?

MasterJediRevan
11-08-2005, 08:01 PM
downloaded it and put it into my override folder. and nothing happens. is there something i should have done first. and i went all around the galaxy and it does not "pop" up.

Darth333
11-08-2005, 09:23 PM
When you download a mod, you should always start by reading the readme included in the download...

In this case stoffe's readme says:
3. How do I install it?
-----------------------
If you haven't already (since you are reading this file), unpack the archive this mod came in. Make sure the "Install Arena.exe" file and the "tslpatchdata" folder are located in the same folder, which should NOT be inside the game's override folder. Then run the "Install Arena.exe" file to install the mod. Just copying the content of the "tslpatchdata" folder to your override folder will NOT work. PLEASE READ THE INSTALLATION INSTRUCTIONS IN THE INSTALLER WINDOW!

Optionally, if you have the file "k_sp1_generic.ncs" In your override folder, move it out of there, otherwise the fixes to a bunch of force power related problems won't take effect. (Things like enemy Jedi opponents buffing YOU with their Valor etc...) This is not necessary to use the mod, but some force using enemies may be too easy or seem to behave in rather idiotic ways if you don't.

Also, you have to unpack the mod: a .rar file is like a .zip file. You can use winrar to decompress it.

For more info concerning mod installation and on where to get winrar, read this thread:
http://www.lucasforums.com/showthread.php?t=143422


and you can edit your post by clicking on "Edit" in the bottom right corner of each of your posts instead of double posting.

TreeX
11-10-2005, 06:12 PM
I honestly cannot believe the lack of intelligence people have these days... I might not be the brightest cookie but least I'm literate enough to read instructions....

stoffe
01-21-2006, 01:11 PM
I just uploaded version 3 of the Combat Simulation Arena to PCGM. It only has some minor adjustments from the test-version (posted a couple of months ago), but since I've had little time left to work on mods recently I figured it was better to release it rather than just let it collect more dust, and then release any further improvements as a new version instead, if any.

It can be found here. (http://www.pcgamemods.com/mod/15360.html)

New in version 3:
Fixed Random Loot for the DeathMatch so all Jedi Robe types can be dropped (which doesn't happen in the rest of the game without a mod).
Included two turret minigame simulators in the Hutt's room. They should offer a bit more challenge than the standard game turret minigames. You gain XP for shooting down enemy Fighters.
Fixed arena console problem to make it easier to select and activate with the keyboard. (Placeables stuck in walls can only be selected with the mouse for some reason...)
Added a "Winged Drexl" monster to fight against with a skin texture made by "General Kenobi". Thanks!
Added a new "Defend the Holocron" test game type where the player must defend a holcron for 5 minutes while enemies continously spawn in and try to destroy it. I don't know how balanced this game type is for different levels of players. For my lvl 32 test character + party members it was hard but not impossible. Feedback would be appreciated. (Hint: Enemies can be briefly distracted from their objective by damaging them. Use force powers, rockets and grenades to incapacitate them as well.)

SITHSLAYER133
01-21-2006, 09:15 PM
cool i like the last one cant wait to try it imporved

Dark_Ansem
01-26-2006, 08:32 AM
I really love this mod, it is fun and exciting, and compatible with ultimate saber mod! what can you ask? who is master Uthura bTW?
I daresay that also Revan would be a nice addition, however when I first saw master vandar I tought of yoda!! :D I wondered 2 things however...

firstly, if I change a game music, Malachor battle f.e., if I choose Malachor battle theme in the arena it plays the original one or the custom one?

secondly, if I change NPC's skins, do they change also in the arena?

Will you also place in more enemies will you? Darth Malak and Revan would be a nice addition...

flameo
01-28-2006, 10:40 PM
Hey, I tried installing this mod but for some reason I get this error:

"Cannot create file D:\......\SWKOTOR\dialog.tlk."

Anyone got any clues as to how this can be fixed?

RobQel-Droma
01-29-2006, 12:46 AM
One question stoffe... Two, actually...

In a few fights, enemies somehow got stuck either up in the spectator ring, or even into the walls. The first I can get around, I just stand up to the wall and use Spirit Exodus. My clone would be "forced" up to the spectator area, so he would kill him. The other was more serious, however, since they were actually inside the walls. I couldn't get to them, or my clone, and I couldn't get out through the force field or armoband because the match was still active.

Also, during several of my matches, I saved right in the middle. When I reload, I find myself in the arena with all my enemies gone. I also cannot get out, since the force field is locked, and so I had to use the armband.

Are these bugs, or just things that I have to try and get around? :)

stoffe
01-29-2006, 07:31 AM
Hey, I tried installing this mod but for some reason I get this error:
"Cannot create file D:\......\SWKOTOR\dialog.tlk."
Anyone got any clues as to how this can be fixed?

Hard to say without more information...

Is the specified install path is says correct? I.e. does it really point to a dialog.tlk file? And if so, is this file write protected?

Is your game, or any modding utility running? If another application is working on the file Windows might not give the installer access to it.

Just to be sure: You are installing this in KotOR2:TSL right? The path quoted above might suggest it was the first KotOR. :)

stoffe
01-29-2006, 07:51 AM
In a few fights, enemies somehow got stuck either up in the spectator ring, or even into the walls. The first I can get around, I just stand up to the wall and use Spirit Exodus. My clone would be "forced" up to the spectator area, so he would kill him. The other was more serious, however, since they were actually inside the walls. I couldn't get to them, or my clone, and I couldn't get out through the force field or armoband because the match was still active.

Hmm, odd. Which game type were you playing when this happened? The only way I think this could happen would be if you were standing right on top of one of the spawn spots around the arena edge in a Gauntlet or Defend match, causing the game to bump the spawn location to the nearest space outside your collision area.

Unfortunately the game does not take walls or line of sight into concideration when doing things like this, and I guess someone could end up in the spectator area.

While it's impossible to prevent it from happening (unless I move the spawn locations further from the walls I suppose), I could add a check to the arena fighters script where they are jumped back into the arena center if their Z coordinate is higher than the arena floor, though it might slow things down a bit in matches with many simultaneous combatants.


Also, during several of my matches, I saved right in the middle. When I reload, I find myself in the arena with all my enemies gone. I also cannot get out, since the force field is locked, and so I had to use the armband.

Huh? Strange, I've never experienced any problems with saving and reloading in the middle of a fight. What kind of match type where you fighting when this happened?

Darth Anorien
01-29-2006, 10:41 AM
I tried this mod yesterday and I find it to be pretty cool. At first I tried to fight in the Arena but since I could'n beat even the first enemy I decided to get some experience. I also tried both turret simulators.

RobQel-Droma
01-31-2006, 02:45 AM
Hmm, odd. Which game type were you playing when this happened?

As I remember, both were pit fights. The on where they got stuck up in the spectator ring was against the Ubese, the other where they were in the wall was with Queen Talia and the Royal Guard. I don't remember them being up there at the start, but it took me a while to figure out what was going on so I might have missed it.

Huh? Strange, I've never experienced any problems with saving and reloading in the middle of a fight. What kind of match type where you fighting when this happened?

The first one was a pit fight against the Jedi Strike Team, and the second was in the middle of the Guantlet Battle against the dark Jedi (the one that Ajuur gives you). It might have been other problems, because during the Guantlet battle one I lost my party members, had a wierd party selection screen message, crashed, etc. (I already asked about this issue in another thread a little bit ago). But the other game, against the Strike Team, wasn't affected at all like this, and didn't give me this message. My party members and I just reloaded into the arena and there was no one there.

BTW, maybe you could make a computer panel that gives the option to abort the match from inside the arena or something - just a thought. And on other question I wanted to ask, how come you can choose for you to watch a fight with the "Dark Lords of the Sith" and "Remnants of the Jedi Council", but you can't fight them yourself? :)

Dark_Ansem
02-01-2006, 10:08 AM
I also found a bug with Bastila Task force, I press it (in all modalities) and it crashes the game. What about Malak and revan then? also the rancor I think is small and way too fast... he can almost run!! he should be slower in moving...

guitrntildead
02-02-2006, 05:07 PM
ive been having some trouble installing this, this has been what im doing but im stuck, sorry if i am wasting your time by misreading something
1) i downloaded the mod
2) i put it on a floppy disk (to transfer computers)
3) i opened the mod installer thing for winrar
4) (i read the readme) I chose the installation place and began installation
5) then it said cannot create dialog.tlk then it kicked me off....

stoffe
02-02-2006, 06:00 PM
5) then it said cannot create dialog.tlk then it kicked me off....

Did you select the game folder, and not the override folder, when it asked you for the location of your game?

From your description it sounds like it cannot find the dialog.tlk file, which is located in your main game folder.

If you did select the game folder, check that the dialog.tlk file isn't write protected (and if you are using an account on your computer without Admin privilegies, make sure you have permission to modify the file).


I also found a bug with Bastila Task force, I press it (in all modalities) and it crashes the game. What about Malak and revan then? also the rancor I think is small and way too fast... he can almost run!! he should be slower in moving...

RE: BastilaTF - Never had any problems with that, or heard from anyone else that there are problems with it. I would guess that this is caused by some kind of conflict with another mod you have installed. "It crashes!" doesn't leave much to form a problem diagnosis from. :p

RE: RevanAndMalak - I suppose I could add them as combatants if I do another version of the arena, though I'd have to think of something to make them unique from the legions of saber wielders already present in the Arena mod to make it feel meaningful. :)

RE: The Rancor - Don't know anything about Rancors supposed to be slow. They do strike me as a predator species after all, and a predator would starve to death pretty soon if they are too slow to catch their prey. :) As for the size, it's either Baby Rancor or "too big to fit inside the arena" Rancor, so I had to pick the lesser of two evils (no pun intended).

guitrntildead
02-02-2006, 06:02 PM
yes i did that, but i think i figured out what i did wrong. i have been trying to install to the game disk in the game drive.. sorry im really new at this, ill try again in like two seconds and tell you if it works

edit 1:got it... lol im such a newbie.. but wait, where do i enter the mode?

edit 2: oh man i feel like an idiot now, in my excitment i forgot to keep reading the read me thing

T7 edit: guitrntildead please read the forum rules before posting again. Double/triple posting is against forum rules

jedijones
02-03-2006, 01:04 AM
Uhh... On the threat of sounding stupid - where do you actually have to go in the game to access the battle arena?

Nodakrattler
02-03-2006, 01:38 AM
You build an armband at the workbench, and when you equip it and activate it, it will warp you there. Then when you want to leave just equip it again and activate and it will warp you back to where you were.

Taknir
02-04-2006, 05:31 PM
The armband has forgotten where i was it says...The armband has lost track of where you came from...uh oh. Just wondering how do i get back?

stoffe
02-04-2006, 05:59 PM
The armband has forgotten where i was it says...The armband has lost track of where you came from...uh oh. Just wondering how do i get back?

Odd... the only situation I can imagine this happening normally would be if you use the Warp console command to get to the Arena module instead of using the armband.

The name of the module you are in when the armband is activated is stored in a variable in the save game. That error message only shows if that variable is empty.

Have you...
Used the armband to enter the Arena module?
Used KSE or some other savegame editor between entering and trying to leave?
Installed a Mod that overwrites the "globalcat.2da" file (in the Override folder) after installing the arena module? The installer for the CSArena mod adds a new entry to this file which is used by the armband. If this entry is missing (if another mod overwrites rather than modifies the 2DA file), it would cause problems such as what you described.

Taknir
02-05-2006, 10:17 AM
Yes i used the armband to get in the arena. Very cool by the way.
Never used KSE until last night on Kotor1.
That would be where my problem is, thank you very much. Thank god i didn't save hehe.

jenna
02-11-2006, 03:38 AM
whenever I try to dl one of your mods, it is always a .rar file.... X_X is there a way past this or is just the way the cookie crumbles....
BTW: hello for the first and probably last time XD

RedHawke
02-11-2006, 05:38 AM
whenever I try to dl one of your mods, it is always a .rar file.... X_X is there a way past this or is just the way the cookie crumbles....
Read this thread here. (http://www.lucasforums.com/showthread.php?t=143422) Around post #17 or so. ;)

stoffe
02-11-2006, 08:13 AM
whenever I try to dl one of your mods, it is always a .rar file.... X_X is there a way past this or is just the way the cookie crumbles....


RAR archives is a way of packing and compressing files, similar to the more well-known ZIP, but with much better compression.

You can find a free RAR unpacker here (http://www.7-zip.org/).

Read this thread here. (http://www.lucasforums.com/showthread.php?t=143422) Around post #17 or so. ;)
Hmm, maybe I'm not remembering correctly, but isn't the downloadable WinRAR a trial version, which will expire after a while unless you buy it (which is overkill IMHO if you just want to use it to unpack RAR files)?

AnyPRKL
02-11-2006, 01:16 PM
man, this is da bomb! You gotta make another version of this, you just gotta.

BTW, everytime one of the lightsaber wielding folks does (adv.) lightsaber throw
The lightsaber completely dissappears. and when i do the space turret simulator,
the ships all shoot immediatly at me and before i can even see where they are shooting from, i lose... :cry6:

gandiva
03-04-2006, 03:49 PM
I used the combat armband to get into the CSA but now I can't get out. It says, "The Armband does not remember where you came from. Uh oh."

I am flippin' flamin' angry right now. AAAAAARGHH!!! Please help, I can't play TSL!

Emon47
03-05-2006, 06:07 PM
I've installed several mods or so, and I've been wondering how to get them to work. Despite me putting the required files into override, the overrides either never occur, or the action expected to happen never does. . . Any help please send to me at ~snip~

Please don't post your e-mail address as per Forum Rules (http://www.lucasforums.com/showthread.php?t=127725) ~ ChAiNz.2da

cookie12
03-05-2006, 07:53 PM
I used the combat armband to get into the CSA but now I can't get out. It says, "The Armband does not remember where you came from. Uh oh."

I am flippin' flamin' angry right now. AAAAAARGHH!!! Please help, I can't play TSL!

Just turn on the cheat console then type "warp 003EBO" without the " " and it should take you back to the Ebon Hawk also instead of the armband you can type "warp st_arena". Anyway great mod im loving this :twogun:

TheOssusKeeper
03-05-2006, 11:25 PM
I've installed several mods or so, and I've been wondering how to get them to work. Despite me putting the required files into override, the overrides either never occur, or the action expected to happen never does. . . Any help please send to me at ~snip~

Please don't post your e-mail address as per Forum Rules (http://www.lucasforums.com/showthread.php?t=127725) ~ ChAiNz.2da

It helps if you read the readme files that come with the mods and if there are no readme files then be a little more specific on the mods and problems you are having... also try contacting the mods makers for help... Just a heads up... ;)

PS. welcome to the forums, hope you find everything you need... :)

General Kenobi
03-15-2006, 08:07 PM
Well Stoffe I'm impressed with the latest release of the armband combat arena BUT no matter what I do I have the same problem across all of the versions it's had.

I do EVERYTHING your supposed to with the arena fine, BUT when I hit the band again to go back to the spot I left in and it crashes. EVERY SINGLE TIME. I know it's installed correctly.

Does anyone else have this problem?

:ben:
General Kenobi

stoffe
03-15-2006, 08:38 PM
I do EVERYTHING your supposed to with the arena fine, BUT when I hit the band again to go back to the spot I left in and it crashes. EVERY SINGLE TIME. I know it's installed correctly.

Does anyone else have this problem?


A few others have reported this as well. But since the game has never ever crashed on me while entering or leaving the Arena module, even when I actively tried to make it happen by doing odd things when attempting to transition, and doing it from a variety of different locations in the game I have no idea what the problem might be. I can't fix a problem I can't find. :)

So unless someone has any insight into what may cause this I will have to assume this is caused by some odd conflict with another Mod, which I do not have installed. (Unless of course you happen to have no other mods installed, so I can scrap that theory as well. :))

Darkkender
03-16-2006, 01:35 AM
I can't recall stoffe but does this mod have any texture files included in it?
The reason I ask is because a rogue ".tga" file with incorrect dimensions caused many of the crashes with the Holowan Plugin for some people. Of course if there aren't any textures then I couldn't make a guess.

ChAiNz.2da
03-16-2006, 07:13 AM
Well Stoffe I'm impressed with the latest release of the armband combat arena BUT no matter what I do I have the same problem across all of the versions it's had.

I do EVERYTHING your supposed to with the arena fine, BUT when I hit the band again to go back to the spot I left in and it crashes. EVERY SINGLE TIME. I know it's installed correctly.
Make sure there is a "string" (value) in your globalcat.2da named ST_LAST_MODULE. I'm pretty sure that is what gets "set" once you use the armband to enter the arena. If you've warped to the arena, you may be in trouble ;)

Also, and I'm not sure, are you loading the arena from a savegame? If so, does anyone know if string values actually "keep" the value stored if you exit a game.. or is it a temporary memory sorta thing?

stoffe
03-16-2006, 09:00 AM
I can't recall stoffe but does this mod have any texture files included in it?


Well, there was one texture included in the latest version, but not in previous versions which has the same problem reported by a handful of people. And textures with the wrong dimensions would cause crash when the object using that texture was spawned (e.g. when entering the area, not leaving it).


Make sure there is a "string" (value) in your globalcat.2da named ST_LAST_MODULE. I'm pretty sure that is what gets "set" once you use the armband to enter the arena. If you've warped to the arena, you may be in trouble ;)

Also, and I'm not sure, are you loading the arena from a savegame? If so, does anyone know if string values actually "keep" the value stored if you exit a game.


Global variables are stored in the savegame for the duration of that game. Local variables stored an on object are stored in the savegame as long as its "host" object is in the save game. I.e. if you set it on the player character is sticks for the rest of the game. If you set it on an NPC it vanishes when that NPC is destroyed or the Area it exists in is cleaned out from the save game (determined by the modulesave.2da settings).

If the ST_LAST_MODULE Global didn't exist in the game (overwritten globalcat.2da from another mod) the armband shouldn't let you warp out at all since no destination module would be set. So I doubt the problem is caused by this.

* * *

It's a difficult problem to track. Since I get the impression that these crashes does not happen to everyone but me, but rather just some people, it shouldn't be caused by me forgetting to ship a file I have in my override either. If that was the case it should crash for everyone else.

So the only thing I can think of really is a conflict with another mod I don't use myself, and I can't figure that out on my own. (Unless other people's games are more sensitive to mistakes for some odd reason.)

General Kenobi
03-16-2006, 05:03 PM
Stoffe do you use the German version or English? Also I don't think it's the tga for the unique drexel either since this problem has been present for me since your first version so don't think that's it.

The MOD conflict thing could very well be possible due to my HIGH level of installed mods. It doesn't give me any warnings or anything when installing either. Well one for a "you already have this tga in your override folder but thats normal (for me since I had it prior to release anywho). ;)

It couldn't be a graphic card thing or anything could it? I use Nvidia here on both of my IBM's and it crashes on both.

I don't have time now but tonight I'm gonna try to do what ChAiNz up there said as that's a good suspect too. :D

Ooh and yeah loading from a saved game. Fairly fresh one 2 days old or so. It WAS started with one version of the arena then I upgraded. I wouldn't think that would be it would it Stoffe?

:ben:
General Kenobi

stoffe
03-16-2006, 06:11 PM
Stoffe do you use the German version or English?


I use the UK-English version of the game. I don't know if there is any real difference between that and the US-English version.



The MOD conflict thing could very well be possible due to my HIGH level of installed mods. It doesn't give me any warnings or anything when installing either.


Just a wild guess, but it could be some other mod that doesn't expect you to warp out to some unknown module and then return. But I doubt it since it doesn't just happen when using the armband in one specific area (at least AFAIK).

How early during the transition out of the Arena area does the crash occur? Right away, or after the loading progress bar has advanced a bit?


It couldn't be a graphic card thing or anything could it? I use Nvidia here on both of my IBM's and it crashes on both.


I use an ATI Radeon card (9800Pro), so I suppose that's a (weird) possibility. While I don't see how the graphics card could have anything to do with it, stranger things have happened (such as Java suddenly no longer working when I upgraded my ATI drivers some time ago :))


Ooh and yeah loading from a saved game. Fairly fresh one 2 days old or so. It WAS started with one version of the arena then I upgraded. I wouldn't think that would be it would it Stoffe?


That depends... If, in your active game, you haven't been to the Arena area before upgrading to 3.0 I don't think it should make a difference. If, however, you have already been in the Arena area in your current game while an older version was installed, the Arena module is already stored in your savegame, meaning dynamic content will be from the old version rather than the new one, while static resources will be from the new version.

This can be fairly easily fixed though by taking a savegame (when you are not inside the Arena area) and opening the savegame.sav file with an ERF editor. Then delete the st_arena.sav file inside the savegame.sav and re-save it. Now a new instance of the Arena area will be created from the latest template the next time you warp there.

General Kenobi
03-16-2006, 06:17 PM
Hi Stoffe,

It happens after I click the armband itself and it goes into the loading screen. Once I go there it crashes. It's like it starts to load you back to where you were but can't remember?

Would that be it? Somehow it's not saving the "original" spot you came from and when you hit it again to go back it crashes?

:ben:
General Kenobi

General Kenobi
03-16-2006, 07:05 PM
As soon as it reaches the load screen and starts to load every time at the same point. I'll finish up my ito wrap and then go ahead and replace the file and see what I come up with. I'll post my findings for you in a bit. Thanks Stoffe for helping out with this. :D

:ben:
General Kenobi

stoffe
03-16-2006, 07:07 PM
It happens after I click the armband itself and it goes into the loading screen. Once I go there it crashes. It's like it starts to load you back to where you were but can't remember?

Would that be it? Somehow it's not saving the "original" spot you came from and when you hit it again to go back it crashes?


It crashes directly when you reach the load screen, or does the progress bar move a bit before it happens?

As for losing track of the module you came from... I don't think that would be the reason, however there is a fairly easy way to find out: Move the st_arenaband.ncs file in your override folder somewhere else, download the attached zip-file and unpack the st_arenaband.ncs file inside it into your override folder.

This is an altered version of the armband warp script that, when activated within the arena, won't warp you out, but rather display the name of the module it would have warped you to on screen. Run it and see if it prints out the name of the module you came from. The box that appears on screen should say:
Armband warp destination: followed by the name of the module.


As soon as it reaches the load screen and starts to load every time at the same point. I'll finish up my ito wrap and then go ahead and replace the file and see what I come up with. I'll post my findings for you in a bit.
You are too fast for your own good. :) I accidentally attached the wrong version of the script. The post was only up for like 30 seconds before I discovered my mistake, but you had already seen it by then. Get the one below instead, that should work.


EDIT: Uploaded the wrong script.

General Kenobi
03-16-2006, 07:52 PM
It located the "dan" module that I warped from so nope not the problem it remembered it perfectly.

This is REALLY annoying me as it's prob. the funnest mod we've had on these boards and I can't play the stupid thing...lol Well I can BUT it doesn't matter due to the crash out on exit.

It might really be another mod problem. I tell you what I'll see if it's on this pc I"m on right now and if it's not i'll install TSL then the mod ONLY and see if it happens again.

:ben:
General Kenobi

EDIT: I replaced the file you gave me with the original then loaded the game again. It let me go into the arena then out again back to dantoonie. I was amazed. Then I tried it again and it errored out 1/2 way through loading the arena to go back into it.

stoffe
03-16-2006, 08:05 PM
It located the "dan" module that I warped from so nope not the problem it remembered it perfectly.

This is REALLY annoying me as it's prob. the funnest mod we've had on these boards and I can't play the stupid thing...lol Well I can BUT it doesn't matter due to the crash out on exit.


If you use the warp console command to exit the arena rather than the armband, does it work then or does it still crash the same way?

Also, if you enter the arena, save the game, quit TSL, restart TSL and load the savegame from the arena and then try to leave the Arena, will it still crash?

The reason I was curious how far on the load screen it got was to determine if it crashes while unloading the Arena or while loading the destination module.



It might really be another mod problem. I tell you what I'll see if it's on this pc I"m on right now and if it's not i'll install TSL then the mod ONLY and see if it happens again.

It would be very helpful if you could test it without any other mods installed. That way the possibility of a mod conflict could be eliminated.

I have checked through the Arena area files again just in case, but I can't spot anything that looks out of the ordinary. That doesn't necessarily mean there is no problems there since arena/module editing isn't my strong point, though. But it's very odd that it only crashes for some people while others seem to have no problems.

General Kenobi
03-16-2006, 10:49 PM
OK Stoffe this post might wander or ramble as I'm typing it over a good while.


ENTER ARENA/SAVE GAME/ EXIT "Then load game and exit over and over and over from the arena"

This method produced NO crash results as I have exited back and forth from arena to starting point once the above senario loads with NO crashes. (Stoffe wonder if there's some type of "tmp" files involved?)

Also just tested the same above and got ready to fight (enemy coming at me) and I hit the wrist console. It warped me. I ran down (did something) and fought a duel with bao dur really quick and warped back out. Warped in and out 2 more times in a row after that.

Whatever it is, it is solved in the "saved game" where your in the module and then you save it. Mine works as long as I load that save game (quick save).

Correction. The last time I went out on the last time I tried to "exit" the console. Stoffe it stopped if you divide the status bar into 8th's at 7/8th's loaded. So if your saying first half of load bar is exit, next half is entry back to starting point then thats where it crashed.

Let me know what you think. :D

:ben:
General Kenobi

stoffe
03-17-2006, 08:31 AM
ENTER ARENA/SAVE GAME/ EXIT "Then load game and exit over and over and over from the arena"
This method produced NO crash results as I have exited back and forth from arena to starting point once the above senario loads with NO crashes. (Stoffe wonder if there's some type of "tmp" files involved?)


Very strange, I think that would suggest it's some kind of memory/resource allocation error, but I can't see why that would just happen with this one module. :confused:

The Arena module uses no other temporary files than any other module in the game does (i.e. the savegame is unpacked into a gameinprogress folder).

Hmm, have you tried the turret mini-games in the Hutt's room? Does it crash when those load (since they are in separate modules) or do they load properly?

I have no idea what could cause this, my only guesses are some weird conflict with another mod, or that there is something about the area that nVidia graphics cards don't like. Is anyone else with an nVidia card using this mod but aren't experiencing any crashes on exit?

General Kenobi
03-17-2006, 01:52 PM
Hey Stoffe :D

Well I do know that Nvidia graphics cards have some issues with some things we do for sure. One really good example is the standard hilts in the Holowan Plugin for TSL that Darkkender did. The hilts he used from a modder display fine on a ATI card but on an Nvidia don't show up at all other than being "silvery".

That one was due to the graphics cards from Nvidia not liking the lopsided tga files. Meaning they were (say) 512x234. The odd shape wouldn't allow them to display correctly. If you turned them into 512x512 they'd show up fine.

That never made any sense to me either but it was a problem nevertheless.

ALSO, I'll do what I said up there earlier. Today (since I love this mod so good) I'm gonna wipe off TSL off of this tower machine I'm on now and go ahead and reinstall TSL with only the Combat Arena installed. Then I'm gonna test the crap out of it and see if it happens again.

I don't know why though but I "feel" you hit on something with the memory resources though. I read through the "error reports" that your pc wants to send Microsoft and that's what it said. The errors were "memory kernal" or whatever type errors.

It will take me several hours to reinstall TSL and test it for you but I'll do it today. I'll post my info for you this evening.

ANYONE ELSE OUT THERE!!!
Guys/Gals anyone else out there with varying graphics cards that have this problem should let Stoffe know. That way she can rule out an Nvidia card problem if you have a HooJoo graphics card or whatever and it happens to you as well. ;)


EDIT: Stoffe, OK I tried it out over and over with a bunch of senarios. Taking items not taking items back and forth. Fighting or not fighting. Talking or no talking. No touching doors or touching doors. Several things ;)

It went in and out of the arena normally every single time over and over. This would make me think its a mod conflict of sorts.

What about this though??? Is there a file somewhere that has say a master listing of all possible inventory items and maybe something in the game "checks" this and every once in a while when it runs on a funky high powered custom made item (mod) that it crashes cause it's not "standard" for the game?

Anywho, that's what I found, It never crashed no matter what I did.

:ben:
General Kenobi

stoffe
03-18-2006, 06:49 PM
I tried it out over and over with a bunch of senarios. Taking items not taking items back and forth. Fighting or not fighting. Talking or no talking. No touching doors or touching doors. Several things ;)

It went in and out of the arena normally every single time over and over. This would make me think its a mod conflict of sorts.


If the problem has gone away completely when you removed your other mods it sounds a lot like it could have been caused by a mod conflict. Finding out which one and why would unfortunately be a lot harder. The only way I can think of would be to re-install the other mods one at a time and see if the crashes return between each. That is an obscene amount of work however if you have many mods installed, so it's not exactly something that's a real option.

Unless you intend to reinstall all the mods anyway. Then it could probably be useful to install a few at a time and check things out in-between.


What about this though??? Is there a file somewhere that has say a master listing of all possible inventory items and maybe something in the game "checks" this and every once in a while when it runs on a funky high powered custom made item (mod) that it crashes cause it's not "standard" for the game?


Not that I know of, beyond the UTIs listed in templates.bif, the modules and the override folder. If the crashing is caused by items it'd probably be textures or models, since those take up more memory. If you don't have a lot of RAM in your computer it's possible the game runs out of memory and crashes. But that's not very likely since it only happened with this one area.

Unfortunately the cause of this kind of errors is very hard to predict.

RevanSpawn
04-18-2006, 12:02 PM
How do I go about installing the Arena v.03 mod?

I ran the installer and got no probs ...then what next?

I started the game and could make the armband but the loading screen will get jammed halfway and kotor2 needs to be closed...

I think the mod is cool n i cant w8 to play it so pls help me those who know how..

Darth333
04-18-2006, 05:22 PM
Is your game in English? This mod was made for the Enlgish version of TSL.

Also make sure that the .mod files are located in the modules folder and not the override folder.

General Kenobi
04-18-2006, 06:18 PM
How do I go about installing the Arena v.03 mod?

I ran the installer and got no probs ...then what next?

I started the game and could make the armband but the loading screen will get jammed halfway and kotor2 needs to be closed...

I think the mod is cool n i cant w8 to play it so pls help me those who know how..

I bet this is the same problem Stoffe and I were talking about a page or so ago in the thread. I tried trouble shooting for Stoffe to no avail. It seems to work fine as long as you are light on the installed mods side. I'm full so it does just what your experiencing for me too.

:ben:
General Kenobi

RevanSpawn
04-19-2006, 06:20 AM
I'm willing to reinstall the game if i can get this mod installed...
I just want to know that if running the installer is the only thing i must do.

General Kenobi
04-19-2006, 04:38 PM
Ooh then yep ;) Just run the installer and it works like a charm as long as your mod free. Or you might try installing this first then other mods over it.

Hope that helps a bit,

:ben:
General Kenobi

DarthMaul v.1/2
04-19-2006, 08:30 PM
I'm willing to reinstall the game if i can get this mod installed...
I just want to know that if running the installer is the only thing i must do.
HEY RevanSpawn! I just happened to be in the neighborhood and thought I'd stop by to offer my experience as an example (and FIX - kinda -) with stoffe's Combat Simulation Arena (1 of my top 10 favorites!). I personally have several MODs - around 40 or so active on my current savegame of TSL. That probably isn't that uncommon, except all mine are installed with out the benefit of KotOR Tool, I only recently got it to work properly because of a problem with my comp.

I also had something similar to what you're saying happen in my game, here are a few tricks to try:

- I would first of all run the CSA MOD auto-installer LAST, after all other MODs have been installed --- this will ensure another MOD isn't overwriting all or part of CSA MOD.

- Next, are you 'cheating' the CSA armband in using tk102's KSE savegame editor? If you are, then IF you did overwrite part of CSA MOD with another MOD you may have installed AFTER CSA was already there, and you re-installed the CSA MOD (like I suggested above), the NEW version of CSA MOD would mean you would have to remove the 'old' CSA armband from your inventory screen in KSE. Once the 'old' armband is removed from KSE inventory (will cause the item to appear in red text on KSE inventory screen), and you have the CSA MOD re-installed and not overwritten by another MOD, return to KSE and re- 'cheat' the NEW CSA armband in to your inventory (now CSA armband will appear in blue text on KSE inventory) --- and if you don't already have tk102's KSE, stop what you're doing and get it!

- Now here is a sure-fire way to get CSA accessible: 1) Make sure you have stoffe-mkb- Combat Simulation Arena MOD installed in TSL (the auto-installer- aKa 'TSLPatcher' - should just have you point it to your SWKotOR2 game directory, located in your 'program' files under the LucasArts sub-folder, and it will do the rest (say 'Thank you stoffe!' )--- 2) Once CSA is installed, go to any of ChAiNz.2da's posts and follow his link to TSL Hak Pad and the 2 TSL Hak Pad booster MODs. If you already have TSL Hak Pad MODs, notice in the README's that in order to access other similar MODs (like CSA and defender's wristconsole 1.9), that those MODs should be installed FIRST, and then install TSL Hak Pad. When you access TSL Hak Pad during gameplay (TSL Hak Pad shows up in the action menu at the bottom, where shields, med-pacs, stims,etc... show up). TSL Hak Pad appears as a shield in this menu--- simply scroll up or down on the shield slot of the action menu until you find 'Hak Pad' (if you are equipping a shield or something similar in-game). Click on the Hak Pad to activate it and you should find the option screen to launch CSA or wristconsole 1.9 --- or similar MODs--- choose to launch 'Combat Simulation Arena' from the selection(s) on this screen in Hak Pad and --- BAM! --- Instant Hutt-slug gladiator colosseum death matches! I personally return here frequently to further eviscerate Darth Sion --- ever since the cutscene on Korriban where I had to 'run away' from the fight in the hidden tomb with Sion, I frequently like to punish him for that outrage!

Anyways, I am SURE that if you don't mind running CSA through the TSL Hak Pad, you will be able to go merrily on your way, slaughtering foes and weaklings in the pits of the Arena! Just follow what I said about the Hak Pad and you'll be good to go, with whatever other MODs you have that may be interferring!

TSL Hak Pad, and booster's 1 and 2 for it are also available(for now!) at www.pcgamemods.com

I hope this 'fixes' it for you, CSA is a very cool MOD! Also, if you want to know specifics on CSA, try addressing stoffe-mkb- , she's the one that brought us CSA (among other great things!), and is usually not to hard to find around here.

Darth Manus
04-27-2006, 08:41 PM
I have the same crash problem when I try to warp out of the arena with the armband. I tried cutting the Override folder, pasting it on another location, and then reinstalling the mods one by one. It seemed to work fine, until I reinstalled the Prestige Item Pack co-created by RedHawke & maverick187. Incidentally, the mod manager I'm using always says that some mods (Revan's Robes and said Prestige Item Pack) are KOTOR I mods, even though they obviously aren't. It's rather annoying. Besides, I've noticed that some of those mods have incompatible itemcreate.d2a files, and I'm not sure how to merge the data in them to avoid conflicts.

I hope the problems in this thing will get solved soon. This made me want to go back to KOTOR II. I was getting sick of downloading character models and skins for Jedi Academy, only to find that some of them were faulty and messing up the game. I'm really not in the mood for reinstalling the game and deleting files every time that happens. Once the KOTOR II Restoration Project is complete, I get the feeling I'll be playing even more. The High-Level powers mod also makes it more interesting.

Kudos on the great work so far.

ChAiNz.2da
04-28-2006, 10:16 AM
Just for some clarification... you want Mr.Defender's Wrist Console to access the Combat Simulation Arena ;)

The Hak Pad won't acces it (mainly because I'm too lazy to update it, and Mr. Defender already did a fantastic job with his mod).. :D

Get The Wrist Console Here:
http://jediarchives.ca/

Check out the Defender's Mods link to the left for the download :)

Darth Manus
04-28-2006, 10:59 AM
I haven't tried the wrist console yet, because I knew I'd probably feel tempted to abuse it a bit... Oh well, I guess it can't be helped. Thanks for the suggestion. I'll see if that works.

EDIT: Well, this looks interesting and nicely done, but how do I add the Arena to the mod slots?

DarthMaul v.1/2
04-28-2006, 04:03 PM
I haven't tried the wrist console yet, because I knew I'd probably feel tempted to abuse it a bit... Oh well, I guess it can't be helped. Thanks for the suggestion. I'll see if that works.

EDIT: Well, this looks interesting and nicely done, but how do I add the Arena to the mod slots?
Hey there, Darth Manus!

Duh! :rolleye1: Thanks ChAiNz! I completely forgot how I had my CSA/mrdefenders/Hak-Pad set-up in my game - you've succesfully jogged my memory! However, I could not get CSA to launch thru only mrdefenders wristconsole 1.9, I found that I needed both the wristconsole 1.9 and TSL Hak-Pad to get the CSA to launch properly: you need to first have wristconsole 1.9 installed, then you need to have CSA installed, and finally install TSL Hak-Pad - you should now be able to do like I first posted and select the TSL Hak-Pad in game , now in the 'launch other MODs' screen CSA should appear and be fully accessible - REMEMBER to remove the 'old' armbands from your inventory and cheat the new one's in via KSE (like I described in my first post) - now you should be good to go! :)

If this is not clear enough, or it just doesn't work, drop me a PM and I will verify thru my savegame that I gave you the proper instruction, as CSA is working properly on my game.

Hope this helps!

- DM.005 :maul5:

Darth Manus
04-28-2006, 10:05 PM
I'll try that as soon as possible. With all that combined material, maybe now I can create a character that will toast the end bosses in one or two rounds. XD Now I just wish I could understand why I get an error on explorer.exe sometimes when I open the game while I have a folder open. Must be another of WinXP's random quirks.

stoffe
04-29-2006, 06:03 AM
However, I could not get CSA to launch thru only mrdefenders wristconsole 1.9, I found that I needed both the wristconsole 1.9 and TSL Hak-Pad to get the CSA to launch properly

Huh? I have no idea why it would work to launch it if you have those installed, but get crashes if you have not. As far as I know the wristconsole just runs the impact script of the Arena Simulator armband that comes with the CSArena mod to begin with. (I have neither the wristconsole or hackpad installed, since I have my own "debugging power" that does essentially the same, and the armband works just as intended to enter/leave the Arena.)

I strongly suspect this crashing is due to some weird conflict with some mod I don't have installed. I've never experienced any crashes or freezes when entering or leaving the Arena area, so I can't do much about it. I can't fix a problem that doesn't exist on my end.

I can't imagine what type of conflict that'd be though. The only thing I can think of would be if you use another mod that overwrites the appearance.2da or globalcat.2da files after the Arena mod is installed. Or if you have some mod that places a file with the same name in the override folder as one that exists inside the st_arena.mod file.

If you really want to use the Arena mod the only thing I can suggest is to wipe out all mods and then reinstall them one at a time to figure out which one is causing problems with the Arena. That's a big lot of dreary work though if you have many mods installed, and probably not worth the effort. :)

Darth Manus
04-29-2006, 07:15 PM
Well, just installed the hakpad and the upgrade. I'll see if it works now.

EDIT: That seems to have done the trick. I used KSE to give my character the hakpad, then built the Combat Simulation armband and opened the mod by using the Integrated Mod commands in Defender's Wrist Console. Using this method, I've finally been able to enter and leave the Arena without the game crashing.

Theylas
05-18-2006, 03:34 PM
I'm starting to suspect something like that too. I've pulled the mod apart and checked everything and I can't seem to find anything wrong with it. I even made a small utility that scanned all the Resrefs in all files and compared them against the Override content in case I missed something, but still nothing showed up.

Unless someone has any ideas of what's going on I'm going to leave it at this for now. I can't fix a problem I can't reproduce or find any trace of.

I guess there will always be problems, no matter what precautions you take. :)

The biggest problem I run into on a regular basis is that if I duel a character with a certain character, for example, carth vs. HK-47, if I lose when I try to do the duel again from the computer, the game freezes. Also, now it has gotten to the point where I can't even access it without the game crashing. Weird... Happens on both of my computers, which are up to date.

stoffe
05-18-2006, 04:29 PM
The biggest problem I run into on a regular basis is that if I duel a character with a certain character, for example, carth vs. HK-47, if I lose when I try to do the duel again from the computer, the game freezes. Also, now it has gotten to the point where I can't even access it without the game crashing. Weird... Happens on both of my computers, which are up to date.

Are you using the Exile/Main character to access the terminal? I've noticed that some things get messed up if you use other characters to access the arena controller terminal. I've fixed it in my own version so the main character is always the user no matter who clicks it, but it felt like overkill to upload a new version with just such a minor change.

If that's not the problem, you could try to remove the Arena area from the Savegame and then re-enter and see if the escalating crashes stop. If they do, then something probably gets set improperly under some circumstances, and it'd be something concrete I could try to look into.

To remove the Arena area from the savegame, first make sure you have no items stored in that area that you wish to keep, and make sure your party is not presently in that area. Then open the SAVEGAME.SAV file with an ERF editor and delete the st_arena.sav file inside it, and save the changes.

The next time you re-enter the Arena area a new instance of it will be spawned, rather than re-using the one from the savegame, which should reset any settings stored in that area module.

Seems like I'm the only one who doesn't experience any problems with this Mod. Makes it kind of hard to do any debugging. :)

Darth Manus
05-24-2006, 11:21 AM
Incidentally, Darth Traya is even tougher in the arena than in the Trayus Core. I've seen her knock the Handmaiden out with a single Force Crush. Definitely a challenge. I'm glad I took the time to install the high-level powers mod.

Well, crashes aside, it seems the armband is displaying the correct destination modules after I've put that debug file in the override folder... but now I have to install that mod again, because I thought it was another fix, and I forgot to backup the original file.

stoffe
05-25-2006, 07:24 AM
Incidentally, Darth Traya is even tougher in the arena than in the Trayus Core. I've seen her knock the Handmaiden out with a single Force Crush. Definitely a challenge. I'm glad I took the time to install the high-level powers mod.


This is more or less intended, depending on the level of your party and what gear your group has. I tried to make some of the harder fights a lot harder than those available in the standard game, so you'll actually have to use all buff/defense force powers, grenades, shields, stims etc at your disposal. :) The Resurrection force powers are pretty much useless in the standard game, but quite useful during some of the harder non-duel fights in the Arena to keep your party going. :)


Well, crashes aside, it seems the armband is displaying the correct destination modules after I've put that debug file in the override folder... but now I have to install that mod again, because I thought it was another fix, and I forgot to backup the original file.

If you only replaced the st_arenaband.ncs script with another (and not the st_arenaband.UTI or spells.2da) you shouldn't have to reinstall the whole mod. It should be enough to copy that file from the tslpatchdata folder of the installer to your override folder. The impact script isn't modified by the installer so it should work fine to do so.

Lit Ridl
06-09-2006, 06:05 AM
ONE OF THE BEST MODS FOR TSL ! ! !
VERY, VERY COOL MOD STOFFE ! ! ! WE ALL LOVE YOUR MODS ! ! !
Sorry me, but I have to turn down creatures AI. They are too powerful. I think it is problem with 50 sith, that they appearsby one, it'll be easier to kill them all (force storm=drain life). Do you agree with changing you mod? Those droids have killed me from 5-7 seconds (I was level 7 jedi comsular with lightsaber). All enemies are strong, eah. But when I meetes dark clones of myself and my party members I was shocked!!! (I was level 50 jedi master, all party members were jedis). If I haven't equiped on me Mrdefenders wrist console and good NI (Natural Intellect) (I hided in the corner where enemies are going from and revive my party after every two hits of my dark clone (He has 350-430 damage!)). In other mod is cool, very good work Stoffe! Your High Level Force Powers are very good balanced with your combat arena 3. I think it will be good idea to combine them. May be to make glass (where spectators are) transparent? It is difficult to watch through Force vision and red screen. aND ONE BUG: sometimes, when I am tring to teleport back in module I have played in game crashes.:greedo:

stoffe
06-10-2006, 07:11 AM
I have to turn down creatures AI. They are too powerful. I think it is problem with 50 Sith, that they appears by one, it'll be easier to kill them all (force storm=drain life).


The Gauntlet matches are meant to be endurance fights where the opponents try to wear you down by coming at you in waves. It is probably one of the hardest game forms unless your party members are built and equipped to hold their own, and you don't have any of the "resurrection" force powers. But if you use shields, stims and grenades, conveniently provided by the Trandoshan trader in one of the side rooms, you should be able to make it through. :)


Those droids have killed me from 5-7 seconds (I was level 7 jedi comsular with lightsaber). All enemies are strong, eah. But when I meetes dark clones of myself and my party members I was shocked!!! (I was level 50 jedi master, all party members were jedis).


Due to the base setup of most opponents level 7 might be a bit too low to have a fair chance in most matches. Not impossible, but the odds won't be in your favor. While the enemies scale in level and power with your character, their force powers, weapons and feats do not. Level 15-30 is probably the optimal range for arena fights, after which enemies may start to become more difficult again due to how the game's Autobalancer works (since their weapon damage, attack and defense and saves go up with your level).

The Evil Twin party can be quite tricky depending on how your main character is made, since the Mirror Exile has the same set of feats and force powers as your Exile has, and has the same equipment as you have (within the limits of the scripting language). If you feel like cheating you can exploit this fact by unequipping all weapons and armor on the Exile before starting a match against the Evil Twin party, as this would leave you fighting against a naked clone of your Exile. :)

AND ONE BUG: sometimes, when I am tring to teleport back in module I have played in game crashes.:greedo:

Yes, the elusive crash bug that everyone but me seems to get on occasion. :( Very hard to do something about since the mod works fine and never crashes on my own computer, so I don't know where to start looking for that problem. I suspect it's a conflict with some other Mod that I don't have installed but many other people have, but that's just conjecture on my part.

Dirtnose
07-24-2006, 07:10 AM
Im Speachless :)

Lit Ridl
07-27-2006, 05:30 AM
The Gauntlet matches are meant to be endurance fights where the opponents try to wear you down by coming at you in waves. It is probably one of the hardest game forms unless your party members are built and equipped to hold their own, and you don't have any of the "resurrection" force powers. But if you use shields, stims and grenades, conveniently provided by the Trandoshan trader in one of the side rooms, you should be able to make it through. :)
Ok, my force greanade looks really effective, even overpowered, but that is easy now!!!:):):)

The Evil Twin party can be quite tricky depending on how your main character is made, since the Mirror Exile has the same set of feats and force powers as your Exile has, and has the same equipment as you have (within the limits of the scripting language). If you feel like cheating you can exploit this fact by unequipping all weapons and armor on the Exile before starting a match against the Evil Twin party, as this would leave you fighting against a naked clone of your Exile. :)
Ok, may I use your cloning script, please?
And thanks for the best mods for KII:TSL (High Level Force Powers, Combat Sim Arena)!:)!:)!:)


Will there be any update of YOUR mod, STOFFE?

stoffe
10-07-2006, 07:58 PM
I have now uploaded version 4 of the Combat Simulation Arena mod. It contains a couple of new game variants, some new enemies and various improvements. The download link is in the first post in this thread.

If you have version 3 installed already you should be able to install version 4 on top of it without problem. Version 4 uses a new arena module to make it compatible with savegames where you have already been inside the arena area previously. So, if you've stored any items in the containers in the arena area, pick them up before installing version 4.

Quick installation instruction:
Unzip the content of CSArena4.zip somewhere on your harddrive (NOT inside the override folder!)
Run the CSArena4.exe 7zip self-extractor to unpack the mod somewhere on your harddrive (still NOT inside the override folder!)
In the CSArena4 folder created by the self-extractor, locate and run the Install Arena.exe mod installer and run it.
Read the installation instructions, then press the Install Mod button and wait while the installer works.
Keep an eye on the installation summary to make sure no errors or warnings were encountered.


After you have installed, make sure there is no file named st_pitdooropen.ncs in your override folder. There shouldn't be one; the installer should have renamed it old_st_pitdooropen.ncs if it existed, but check just in case. I've had an odd report where the file still remained with the old name.

If you had CSArena3 installed, you can delete the file st_arena.mod from your Modules folder if you want. It is no longer used. (Do not delete any of the st_arena2.rim or st_arena2_s.rim files however, nor any of the st_turret1.mod or st_turret2.mod files. Those are still used by version 4.)

What's new in version 4?
New game type: Staged Pit Fight. It works like a normal pit fight, with the exception that you may compose your opponent force from all available arena combatants by picking them one at a time. Be warned that if you spawn too many enemies to fight at one time the game might slow down considerably.


New game type: Tournament Ladder. A variant of duel matches where your selected character will fight 1 on 1 against a series of opponents in sequence with no pause in between each, starting out with weak enemies and them getting progressively more powerful. The Ladders are arranged after opponent categories, where you can fight against Jedi, Sith, Mercenaries, Droids or Beasts. If for example you pick the Sith ladder you start out fighting Assassins and work your way up to face the Dark Lord.


Some new arena combatants to fight against, some with unique special abilities, most notably Revan and Malak.


Tweaked the abilities and power of some combatants, and modified the group composition of some combatant groups.


Added one more NPC match to bet on with the Hutt.


Added an option to the arena control console to deactivate the force field in regular spectator matches if you'd rather see the action up-close than from the spectator galleries. This option will not be available on Betting matches arranged by the Hutt though to prevent you from interfering with the fight to tilt the odds in your favor. :)


Some further tweaks and improvements to the NPC combat AI.


Various tweaks and bugfixes to the Arena and AI, too numerous and too minor to mention. :)


Added 10 seconds of invulnerability at the start of turret games to avoid being ganged up on before gaining your bearings.


NPC combatants with high dexterity, awareness and not using a rifle may attempt an evasive roll move to dodge grenades being lobbed at or near them by other NPCs. (Due to game engine limitations they won't be able to "see" if the player controlled character throws grenades at them though.)

yohan
10-07-2006, 08:51 PM
~
Great update! Got to love those Sith Lords :P


Added an option to the arena control console to deactivate the force field in regular spectator matches if you'd rather see the action up-close than from the spectator galleries. This option will not be available on Betting matches arranged by the Hutt though to prevent you from interfering with the fight to tilt the odds in your favor. :)


Aww...too bad about the betting matches, although this means I can stop using Darth333's armband to open the forcefield.
~

Niftyeye
10-08-2006, 10:22 AM
Looks like a great mod stoffe, I loved the previous versions, but I got a problem: Error: unhandled exception cannot creat file "C:\program files\Lucasarts\SWkotOR2\dialog.tlk". Acess is denied (o)
I had to write this out manually, cause it wudent let me copy and paste, I dont know how to get by this problem, I had your version 2 (I think it was number 2) installed, then I unistalled KOTOR then reinstalled a few months later, the mods I had installed: Skip Peragus, Simulator, HAK pad were still on the game I think, should I do a clean wipe and then reinstall it altogether? any help would be appriciated. :wstupid:

EDIT: Actually nevermind, it seems to install fine now i dont know why or how, anyway sorry for wasting 2 minutes of ur life by reading the post above :P

Niftyeye
10-08-2006, 11:06 AM
Added an option to the arena control console to deactivate the force field in regular spectator matches if you'd rather see the action up-close than from the spectator galleries. This option will not be available on Betting matches arranged by the Hutt though to prevent you from interfering with the fight to tilt the odds in your favor. :)



What do you mean by 'Tilt the odds in your favour'? is it possible to attack the enemies while they busily duke it out with the other side? I had a blast watching the fights up close , AWESOME MOD stoffe, it is incredible! did you just mean tilt the odds in favour by obstructing the enemies?

I loved the new game modes, mainly because it offered something you could work for, I was glade i could customize the side i was fighting, like 5 sith with a master and a couple of assasins worked well for me, something which would make me the happiest person alive would be able to give yourself allies so when u select staged pit battle after you have selected enemies, theres a allies section that appears on the arena pad as soon as you enter, that would be great, but apart from that, awesome mod, keep up the great work

stoffe
10-08-2006, 01:56 PM
^^^ Yes, getting in the way of combatants was pretty much what I meant by that. If you actively prevent a melee brawler from reaching their ranged attacker target then you've rather significantly tipped the balance in that battle. :) Doesn't matter for normal spectator matches since you don't gain anything from those aside from entertainment, but when you are betting credits on the match the arena area is off-limits to prevent such cheating. :)

As for the dialog.tlk problem make sure you don't have the game or any modding tools running. If another application already has the dialog.tlk file open the installer probably won't be given write access to the file.

Regarding allies in pit fights it's on the todo-list. The arena scripting system already has had support for it from the beginning, it just has to be added to the control console dialog file so you can pick them (which is a bit of dreary work, and why it hasn't been done yet). :)

Niftyeye
10-09-2006, 12:07 PM
^^^ Yes, getting in the way of combatants was pretty much what I meant by that. If you actively prevent a melee brawler from reaching their ranged attacker target then you've rather significantly tipped the balance in that battle. :) Doesn't matter for normal spectator matches since you don't gain anything from those aside from entertainment, but when you are betting credits on the match the arena area is off-limits to prevent such cheating. :)

As for the dialog.tlk problem make sure you don't have the game or any modding tools running. If another application already has the dialog.tlk file open the installer probably won't be given write access to the file.

Regarding allies in pit fights it's on the todo-list. The arena scripting system already has had support for it from the beginning, it just has to be added to the control console dialog file so you can pick them (which is a bit of dreary work, and why it hasn't been done yet). :)


Yea thats fine lol, Im just saying what I think would be a thing that would make me vote it the best mod ever, even though i already have lol, as for the other problem, thats sorted now, this really is the best mod iv ever seen, and im saying that from the top to bottom of my heart, brilliant job!

Q
11-09-2006, 10:06 PM
THE. BEST. TSL MOD. EVER.

Enough said! :)

Hans Maulwurf
11-18-2006, 03:47 PM
Do you have to have the English version of TSL for this mod or would it also work with the german version?

stoffe
11-18-2006, 04:09 PM
Do you have to have the English version of TSL for this mod or would it also work with the german version?

You'll have to either have the English version, or change the language setting of your game to English. Otherwise the dialogs and computer consoles will seemingly be blank, as will the names of most of the arena combatants.

The language setting is found in the dialog.tlk file, you can change it with TalkEd if you choose to go that route (File menu --> Set language). Note that this should not affect any text in the standard parts of the game, it should only affect mods to make your game read the English strings mods tend to use.

Hans Maulwurf
11-18-2006, 05:34 PM
Thanks for the quick reply.

Arαtoeldar
11-19-2006, 09:34 PM
Thanks stoffe for the update to a great mod.

Krony
12-15-2006, 05:56 AM
Thanks. Was this the first version of the mod you installed, or had you installed any of the test versions previously?

* * *

This is a very strange problem. I've checked through all the files and nothing appears to be missing from the module, and I've made sure I don't have anything in the override folder than the Arena area uses. I've downloaded and reinstalled the file from PCGM and everything works fine, but still at least 3 people experience crashes when the area loads. Gaah... :roleyess:

(Initially I suspected that I might have forgotten to remove an USM saber from one of the arena NPCs when I made the public version, but I've checked through all the templates and they only use standard game resources.)


Hey stoffe a little help plz i tried downloading it into my files just like the readme said but it says access denied when it tries to get into the dialog can u help me with this?

PS: i haven't loaded any other mods for tsl so far

Dark_Ansem
01-04-2007, 08:51 AM
it is possible to alter the musics in order to have custom music for some of the harder battles?

Ghost Down
01-06-2007, 06:00 AM
Sweet mod! :thumbsup:

- Ghost Down

Ijtzoi
01-24-2007, 08:49 PM
Installation log - 13th attempt.

• Installation started 1/24/2007 7:29:55 PM...
• Appending strings to TLK file "E:\Games\LucasArts\SWKotORII\dialog.tlk"
• dialog.tlk file not updated, all 2 entries were already present.
• Installing unmodified files...
• Replacing file st_arenabeacon.utw in the override folder...
• Replacing file st_sp1_generic.ncs in the override folder...
• Replacing file k_sup_grenade.ncs in the override folder...
• Replacing file k_sup_droid.ncs in the override folder...
• Replacing file C_drex01.tga in the override folder...
• Replacing file st_arena2.rim in the Modules folder...
• Replacing file st_arena2_s.rim in the Modules folder...
• Replacing file st_turret1.mod in the Modules folder...
• Replacing file st_turret2.mod in the Modules folder...
• Replacing file CSA-Readme4.txt in the Game folder...
• Modifying file "globalcat.2da" found in Override folder...
• Updated 2DA file E:\Games\LucasArts\SWKotORII\override\globalcat.2d a.
• Modifying file "itemcreate.2da" found in Override folder...
• Updated 2DA file E:\Games\LucasArts\SWKotORII\override\itemcreate.2 da.
• Modifying file "itemcreatemira.2da" found in Override folder...
• Updated 2DA file E:\Games\LucasArts\SWKotORII\override\itemcreatemi ra.2da.
• Modifying file "spells.2da" found in Override folder...
• Updated 2DA file E:\Games\LucasArts\SWKotORII\override\spells.2da.
• Modifying file "appearance.2da" found in Override folder...
• Error: Specified file was a 2DA file but not in binary format. That format is unhandled at this time. Unable to load. (2DA-1)

I've changed PlaintextLog, moved it to the top of the drive, read through the "How do I install it?" and the text from just before it tries to install. Nothin'. Is there a way to fix this, or could this work without the new appearance.2da? Your mod looks great, but I'm unable to install it.

stoffe
01-24-2007, 11:04 PM
Installation log
• Modifying file "appearance.2da" found in Override folder...
• Error: Specified file was a 2DA file but not in binary format. That format is unhandled at this time. Unable to load. (2DA-1)
Is there a way to fix this, or could this work without the new appearance.2da? Your mod looks great, but I'm unable to install it.

This is most likely caused by you having installed a mod that comes with an appearance.2da file that is in the old V2.0 plaintext format, rather than the V2.b binary format that the KotOR games use. The games can still read the old format, but it's much less efficient. The mod installer only supports the KotOR 2DA format however, not the old NWN format.

You should have this problem with any mod that comes with a TSLPatcher mod installer that needs to modify this file, nor would you be able to edit this old 2DA file with KotorTool.

You can check if this is the case by finding the file appearance.2da in your game's override folder and either check if it's significantly larger in size than about 150K, or open it with notepad (don't modify the file with notepad though) to check its content. If the first five characters in the file are 2DA V2.0 rather than 2DA V2.b, this is the problem.

There are three ways you could solve this, two easy ways and one hard way. :)

Easy way 1: Remove the appearance.2da file in your override folder before running the Arena mod installer. This will cause the mod that placed it here to stop working.

Easy way 2: Don't install the Arena mod, if you'd rather keep the other mod instead.

Hard way: Move the appearance.2da file out of your override folder and then run the Arena mod installer. When it's done open the appearance.2da file it has placed in the override folder with KotorTool and manually apply any changes (changed cell values or new rows) that the other mod had made with the old format 2DA file. Without knowing which mod it is you have I can't say exactly what you'd need to change.

The arena mod will not work properly without the updated version of this file. The game will crash when certain combatants spawn if it's not present.

MetalMark
04-21-2007, 03:52 PM
I can't install. This is what I get when using the patcher:
Error: Unhandled exeption: Cannot create file "C:\Program Files\LucasArts\SWKotor2\Dialog.tlk" . Toegang Geweigerd (0)


Toegang Geweigerd = Acces Denied

stoffe
04-21-2007, 04:21 PM
I can't install. This is what I get when using the patcher:
Error: Unhandled exeption: Cannot create file "C:\Program Files\LucasArts\SWKotor2\Dialog.tlk" . Toegang Geweigerd (0)


Toegang Geweigerd = Acces Denied

Make sure your dialog.tlk file is not write protected. Right-click it in windows and pick "Properties" (or whatever it's called in your language version. It's the one at the bottom) option in the context menu. Should be a checkbox where the file can be write protected. Remove that check and try again.

MetalMark
04-21-2007, 06:46 PM
great it now worked :D

EnIgmA_XX
04-22-2007, 10:56 AM
Hi Stoffe, i've never actually thanked you yet for making this mod. i just wanted to say that it's awesome! thanks a lot for doing this. also, v3 happens to be the first KOTOR/TSL mod i've ever downloaded. Great work!

gharidos
04-28-2007, 11:00 AM
combat simulation v4

it goes back to desktop when i try to exit the area.

it loads a bit then when the loading bar is 1/4 it stops for a while then goes back to desktop.

EDIT: Its the same problem discussed in the previous pages of this thread.

stoffe
05-16-2007, 11:33 AM
it goes back to desktop when i try to exit the area.

it loads a bit then when the loading bar is 1/4 it stops for a while then goes back to desktop.

EDIT: Its the same problem discussed in the previous pages of this thread.
need help. :( on that ^^.


Since I cannot make that error happen in my own game while playing (it has not crashed during transitions to/from the arena even once during all my testing and playing) I'm not sure what I can do about it, unless someone can offer some input on what might be going on.

A wild guess is that it might be a conflict with some other mod you have installed (which I haven't). Could you try to temporarily remove all other mods and see if it still crashes? You'd probably need to start a new game for the test to be effective to get rid of potentially corrupt data that might be present in the save game file. If it still crashes with an otherwise unmodded game during a new game a mod conflict can probably be ruled out.

Another wild guess is it might somehow be hardware related. How much RAM does your computer have, what graphics card do you have and how much VRAM does it have?

gharidos
05-16-2007, 11:56 AM
ok ill try.

ram: 256
v-card: nvdia 5200 128

stoffe
05-16-2007, 12:21 PM
ok ill try.

If you remove all other mods to test be sure to reinstall the arena mod from scratch too, since other mods may have messed with the common files. If the crash happens every time you try to exit the arena without exception I suspect that some other mod may have overwritten the globalcat.2da file. The arena mod uses a new global variable added this file to keep track of which area you came from. If this variable is missing it will try to transition back to a non-existing module which will cause the game to crash.


ram: 256
v-card: nvdia 5200 128

256 MB RAM is very low. It's possible the game might be running out of memory, though you'd think that would happen when you transition to the arena module rather than from it. And if you can use other mods that add new areas this is probably not the case.

gharidos
05-17-2007, 04:17 AM
ok i got it working without the other mods.

now ill try to run it again with the other mods active and ill take note of

• Modifying file "globalcat.2da" found in Override folder...
• Saving unaltered backup copy of globalcat.2da in G:\SW\Kotor2\Mods\CSArena4\CSArena4\CSArena4\backu p\globalcat.2da
• Updated 2DA file G:\Program Files\LucasArts\SWKotOR2\override\globalcat.2da.

Edit: ok i removed the original globalcat.2da from override folder and now it works even with the other mods.

thanks :)

Vaelastraz
06-01-2007, 11:15 AM
I love this mod. Altough I have to admit: It's extremely difficult. Even with cheats it's difficult. Defeating Revan in that tournament mode... friggin impossible!

gharidos
06-01-2007, 11:38 AM
yes revan is almost impossible. btw what force power is he using to heal himself?

Vaelastraz
06-01-2007, 12:06 PM
well it drains all your life and force so...

gharidos
06-03-2007, 11:19 AM
yes and revan regained significant amount of hp. i think it would be nice to add that power and ai to the regular game, especially to nihilus as he's a "little" weak..

stoffe
06-03-2007, 02:20 PM
yes revan is almost impossible. btw what force power is he using to heal himself?

The Darth Revan combatant is meant to be one of the most difficult challenges in the Arena so she has some unique powers as well as some more specific AI enhancements.

Arena Darth Revan has a special Leech power she can use at most twice during a battle when dropping below 25% health. It will drain enough health from nearby enemies to fully heal all injuries, split equally between all nearby enemies (i.e. if you have a party of three each party member will have 33% of the required health drained from them), along with an equal amount of Force Points. Thus in a duel this power can become quite dangerous since all the health will be drained from the one opponent.

A successful Will save will reduce the VP/FP drained from you to DRevan by 66%. Darkside damage resistance/immunity can further reduce the amount drained.

Aside from that Arena Revan also has a special Force Confusion power that makes party members (or hostile NPCs) temporarily attack their allies for the duration, though the player controlled character is immune and will only be stunned instead. This will only be used if there is more than one opponent, and as such isn't used during duels.

She also has a Shockwave power used for crowd control. It's somewhat similar to Force Wave but does less damage and has a smaller blast radius, but can't be resisted.


Other than that Darth Revan has a special AI enhancement that makes her try to keep her Force Immunity power active at all times (if it expires or you Breach it she'll try to cast it again ASAP). Likewise she'll use Breach on you if she sees you cast any Buff powers. She'll also use Force Crush a lot more often than other AI opponents (except Darth Traya) will.

Not an easy opponent, but then she isn't supposed to be easily beaten either. Using shields, stims, grenades, protection gear, buff/defense powers, breach etc should be necessary. :p

Vaelastraz
06-11-2007, 11:51 AM
I watched a few Duels Like Traya vs Revan.

All i can say is, thumps up! Finally there are intelligent enemies in Kotor. I always thought the poor AI is one of the main reasons why the game is too easy.

One odd thing though: When I fought duels with my PC, my life droppped to 1 (through normal combat) and then it stayed at that for a while. I absorbed a few 1000 damage before I had lost the duel...

stoffe
06-11-2007, 03:56 PM
One odd thing though: When I fought duels with my PC, my life droppped to 1 (through normal combat) and then it stayed at that for a while. I absorbed a few 1000 damage before I had lost the duel...

Hmm, I thought I had fixed that bug in the last released version. Seems like it's in the not yet released one instead then. :) It could happen with the current version if you have lots of Health Regeneration items (or buffs). The fix should eliminate that problem; no idea when/if it will be released though.

stralight
09-17-2007, 09:23 PM
how many time can you go to the Combat Simulation Arena? i would really like to know so please get back to me as soon as you can

Emperor Devon
09-17-2007, 09:55 PM
There isn't a limit. You can go to it as many times as you want.

Wedge Suron
09-18-2007, 04:36 AM
Yeah. it's till your bored.

I can't find it.

Devon. What happened to the Modified ai mod?

Edit: Never mind found it. http://knightsoftheoldrepublic.filefront.com/file/Improved_AI;68905

This will help you with the weak ai.

Edit again: http://knightsoftheoldrepublic.filefront.com/file/Party_XP_Bug_Fix;71010

This will help gain more XP

stralight
09-18-2007, 11:32 AM
what planet do you have to be on for it to load up all the way? because i have problem after peragus and telos i try it on other planets but it doesn't load all the way so what the problem?

Obss Damell
10-23-2007, 04:47 PM
i have a problem! hers what the installog says:

• Installation started 23-10-2007 21:46:47...
• Appending strings to TLK file "C:\Program Files\LucasArts\SWKotOR2\dialog.tlk"
• Error: Unhandled exception: Cannot create file "C:\Program Files\LucasArts\SWKotOR2\dialog.tlk". Toegang geweigerd (0)


''toegeng geweirgerd'' is dutch, (my pc is dutch) it means acces denied.

what do i do?

i see this is mentoned before. still thanks for giving the sollution :D\

BTW lol my override folder is 177 MB :P

Gam3rSW
10-23-2007, 11:39 PM
Is this compatible with your Improved AI or High Level Force Powers mod? Or will those mess up the enemy AI somehow?

Obss Damell
10-24-2007, 08:54 AM
new error :( after i installed the "remote tells your influence mod" (~by TK102) the game crashes either the moment i press the button to teleport me, or half through the loading process. whats the problem?

hmm...its not the remote mod, i got it outta my override folder, and it still happened...what now?
hmmm...now THIS is odd....in the ebown hawn and its exterior the game crashed if i use the armband, but when i first go to another area (where u have to load first) then it works...now THAT is odd

stoffe
10-24-2007, 09:25 AM
hmmm...now THIS is odd....in the ebown hawn and its exterior the game crashed if i use the armband, but when i first go to another area (where u have to load first) then it works...now THAT is odd

Sorry, I can't really fix a problem I can't reproduce. I've never had the game crash while transitioning to the Arena module from any part of the game. I suspect it might have something to do with a conflict with another mod that people experiencing this problem have installed, but I do not have. Might also be that some files have been overwritten by another mod. Have you installed other mods after you installed the arena mod?

Is this compatible with your Improved AI or High Level Force Powers mod? Or will those mess up the enemy AI somehow?

It should work with both. The arena combatants are running their own variant of the combat AI (based on the Improved AI) so they shouldn't be affected by any changes to the default AI scripts.

The force power mod should also work, though the new powers won't be used by any of the arena combatants, so it'll only be useful for your character and party members.

Obss Damell
10-24-2007, 10:23 AM
@stoffe: its weird, it only happens at dantooine :P with my other char (sith lord lvl 20 i think) it doesnt happen, and he is on korriban.bottom line: its weird, but the arena still works :D great mod!

and about the music thing, can't you just turn off ingame music and turn on wmp/winamp/itunes etc. ?

Obss Damell
12-02-2007, 07:05 AM
okay, now its serious. it now happens ALL THE TIME and i cant go to the arena :( maybe its because im at malachor V now...

stoffe
12-02-2007, 08:13 AM
okay, now its serious. it now happens ALL THE TIME and i cant go to the arena :( maybe its because im at malachor V now...

Have you installed any other mods since earlier? This problem is quite weird since I can't get it to crash during transition no matter where in the game I'm doing it. Thus I'm suspecting incompatibility with some other mod I don't use to be the cause. I can't really fix a problem that doesn't occur on my computers. :(

Does anyone who only have this mod installed, and no other, experience these same crashing problems? Unless someone can help me try to locate the source of this error I can't do anything about it.

MetalMark
12-02-2007, 10:10 AM
The only time I had the crashing problem was when I also placed the modules files in the override folder. Beyond that beginners mistake I never had the problem.

Darth Manus
01-13-2008, 01:35 AM
Bleh, I knew the final boss had to be Revan. I managed to beat Traya, though her Force Crush was a pain in the ass since it also removed all my buffs... and then the game crashed.

EDIT: This is strange. Every time I try to set up a fight with Revan the game crashes.

Obss Damell
03-09-2008, 04:17 AM
Have you installed any other mods since earlier? This problem is quite weird since I can't get it to crash during transition no matter where in the game I'm doing it. Thus I'm suspecting incompatibility with some other mod I don't use to be the cause. I can't really fix a problem that doesn't occur on my computers. :(

Does anyone who only have this mod installed, and no other, experience these same crashing problems? Unless someone can help me try to locate the source of this error I can't do anything about it.


this is the error code hope it helps :( i even tried breakign down the old and making a new telepoter but it doesnt word :(

<?xml version="1.0" encoding="utf-8" ?>

<ExceptionReport Version="4">
<Application Build="30130" Command="&quot;C:\Program Files\LucasArts\SWKotOR2\swkotor2.exe&quot;"/>
<OperatingSystem Type="2"><Version Major="5" Minor="1" Build="2600"/></OperatingSystem>
<Exception Code="C0000005" Address="00523275"><Module Section="0001" Offset="00122275" FileName="C:\Program Files\LucasArts\SWKotOR2\swkotor2.exe"/></Exception>
<Registers EAX="00000000" EBX="7F000000" ECX="00000000" EDX="0022EEF4" ESI="07C2EAC8" EDI="7FFFFFFB" CS="001B" EIP="00523275" SS="0023" ESP="0022EEFC" EBP="FFFFFFFF" DS="0023" ES="0023" FS="003B" GS="0000" Flags="00010246"/>
<BackTrace>
<Frame ProgramCounter="00523275" StackAddress="0022EEFC" FrameAddress="FFFFFFFF">
<Module Section="0001" Offset="00122275" FileName="C:\Program Files\LucasArts\SWKotOR2\swkotor2.exe"/>
<StackHexDump From="0022EEFC" To="0022EF7C">a6 00 00 00 c8 ea c2 07 ff ff ff ff 00 00 00 7f 54 52 31 05 00 00 00 00 00 00 00 00 00 00 00 00 11 fa 5a 00 00 00 00 00 a6 00 00 00 fb ff ff 7f 00 50 31 05 00 00 00 7f ff ff ff ff ff 57 9f 05 ff d5 c0 07 48 57 9f 05 0c f1 22 00 dc dd 7b 00 02 00 00 00 b8 40 c0 07 ff d5 c0 07 ff 57 9f 05 00 50 31 05 00 00 00 00 9f d9 5a 00 fb ff ff 7f 02 00 00 00 a8 50 31 05 f0 ec 61 00 35 01 00 00</StackHexDump>
</Frame>
</BackTrace>
</ExceptionReport>


ok scrap that all. i ahve found the source of the bug: trayus academy.
its all good now, when i exit trayus academy ( i just defeated sion, dunno if it changes anything) i can go to the arena again =D yays

Q
03-26-2008, 03:11 AM
Hey, stoffe! :waive1:

I see that on your "to do" list you mention adding support for your High Level Force Powers mod. My question is: isn't that already possible by properly editing the included "st_inc_powers.nss" script before installing?

Also: is there any way to add support far all of your powers? The list in the include file doesn't include "Pull," "Blindness," "Strike," "Destruction," "Static Field," "Deception," "Bombard" and "Spirit Exodus." Could these just be added to the list in "st_inc_powers.nss" along with their line numbers from "spells.2da," or would something else be required?

If so, would you mind listing the proper names of these powers so that I could do so? I noticed that the names can differ between what's in the script and what's listed in "spells.2da."

Thanks! :)

Oh, and I also added Beancounter's Hardcore Mod to the "st_ai_master.nss" script in the same fashion as you made possible in your Improved Combat A.I. mod and it seems to work fine. WARNING: Anyone trying this should go with the easy or moderate settings with the Sim Arena, even if you use the insane setting in the regular game (as I do) or your PC and party will never get out alive. ;)

stoffe
03-27-2008, 09:51 AM
I see that on your "to do" list you mention adding support for your High Level Force Powers mod. My question is: isn't that already possible by properly editing the included "st_inc_powers.nss" script before installing?

It's been a while since I last did anything with this mod, but if I remember correctly it will currently give some of the bigger "boss" type enemies some high level powers if enabled in that file.


Also: is there any way to add support far all of your powers? The list in the include file doesn't include "Pull," "Blindness," "Strike," "Destruction," "Static Field," "Deception," "Bombard" and "Spirit Exodus." Could these just be added to the list in "st_inc_powers.nss" along with their line numbers from "spells.2da," or would something else be required?

Should be possible, unless some of the powers assume they are used by the player or party member (don't remember for sure, but I don't think so). The st_inc_powers.nss is just an include file containing some constants that are used by other scripts whenever they need to refer to any of the powers. Some of the constants turned out to be a bit unintuitively named since I renamed the powers before releasing the mod. Their names do not need to match anything in spells.2da though, they only hold the line number in this file where the power got installed.

The combat AI scripts uses these constants to assign them to the NPCs, and to make the NPCs use them in battle. Thus the combat AI would have to be updated to use those other powers as well.

The Padawannabe
03-28-2008, 07:51 PM
Is there something like this for the first game? I remember seeing something on Cnet. If so, then where can I get it?

Clint_johnston2
04-18-2008, 11:55 AM
Hard way: Move the appearance.2da file out of your override folder and then run the Arena mod installer. When it's done open the appearance.2da file it has placed in the override folder with KotorTool and manually apply any changes (changed cell values or new rows) that the other mod had made with the old format 2DA file. Without knowing which mod it is you have I can't say exactly what you'd need to change.

The arena mod will not work properly without the updated version of this file. The game will crash when certain combatants spawn if it's not present.

Ahhhhh... *sigh of satisfied curiosity*

I sent you a PM asking this very question, Stoffe, before I found this topic. (includes link to the mod (http://knightsoftheoldrepublic.filefront.com/file/Slender_Body_for_Females;41158) I want to add.) This clarifies whether or not the file is important. But now I need to know how to do things the hard way.

Any help would be appreciated.

MechWarrior001
07-19-2011, 10:43 PM
Does this work with TSLRCM v1.7? And do you get granted XP? I found that TSL supports a max level of 50 but in the normal game it's not possible to reach it. And can you fight custom matches against hand-picked opponents infinitely?

maltron66
07-04-2013, 04:19 AM
This mod is great! However, I can only bet on some matches and fight on some of them. The ladder, the "defend the holocron" and all that jazz is nowhere to be found. What am I doing wrong here?