View Full Version : [K1] Two Questions (Override folder & Leveling on Tutorial)

05-18-2006, 05:47 PM
First Question I will try and keep it simple. Is there a way to make a mod and put it into the game with out putting it in the override folder? Example i use the kotor tool and extract a texture, then change it can i somehow put it back into it's original spot?

Also I'm trying to make it where you can get through the Endar Spira without having to level up at that door that requires you to level to poceed through. It is abit frustrating to have to level when your just trying to stack your xp up till you become a jedi! I'm sure there is something that can allow you to bypass this Level up Spot.

05-18-2006, 05:57 PM
1. As far as I remember there is a proram called replacer... But you can always compile a new .2da(kt), rim, erf (mod builder) etc you want, and overwrite the original... But not recomended, use override if you can.
2.It's just a script I think, so alter that script. An empty stuff may make it.

05-18-2006, 08:42 PM
1. It is possible to do this, although I hope you have an incredibly good reason to be asking for it. You can recompile a texturepack by adding all original files and your modded one back into KT's ERF builder. Click the little ERF icon at the top of KT. Don't forget to specify that the file is an ERF.

2. I believe the script forcing you to do this is k_pend_level.ncs. I don't know what else this script does, however, and it is probably tied to k_pend_xpboost.ncs. If you compile a blank script and then place it in override, it might do the trick. Try it and see, although it could make your game a little screwy. To fix that, delete the script and try again.

Hope this helped.