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stoffe
04-17-2007, 07:17 PM
Index - useful resource links:

JE Modding tools (so far):
TalkEd v1.1.1a (http://www.starwarsknights.com/forumdl/TalkEd%20v1.1.1a.7z) - TLK V4.0 editor for Jade Empire (for modifying all game text in dialog.tlk)


ERF/RIM Edit v0.3.6a (http://www.starwarsknights.com/forumdl/ERFRIMEdit036a.7z) - ERF/MOD/RIM Editor for Jade Empire (with correct file type associations)


JEFindRes v0.3a (http://www.starwarsknights.com/forumdl/JEFindRes03.7z) - Search tool to look for files with names matching the search pattern within all the game's BIF, MOD and RIM files (and the override folder for completeness). Allows extraction of found files and converting images from TXB format to TGA. (See this post (http://www.lucasforums.com/showthread.php?p=2323801#post2323801) for more info)


Txb2Tga v0.1a (http://www.starwarsknights.com/forumdl/Txb2Tga.7z) - Converts TXB textures to a TGA and TXI file to allow viewing and modifying textures and images.


JE DLGEditor v2.3.0a2 (http://www.starwarsknights.com/forumdl/jedlgeditor_230a2.rar) - Dialog editor for Jade Empire, alpha release (See this post (http://www.lucasforums.com/showthread.php?p=2328866#post2328866) for more info )


Jade Empire Savegame Editor v0.6 (http://www.starwarsknights.com/forumdl/jse_06.zip) - A basic savegame editor for Jade Empire (see this post (http://www.lucasforums.com/showpost.php?p=2351948&postcount=100) for more info)


SAC Utils (http://www.starwarsknights.com/forumdl/sac_utils.zip) - A save.sac ripper and mender in case you want to try manual GFF editing of your savegame.


Other Modding tools that work with JE:
Scripts can be compiled with the KOTOR-adapted versions of nwnnsscomp using nwscript.nss from JE's override folder.


2DAs can be edited with any text editor if they're in 2DA V2.0 format. If they are in the 2DA v2.b binary format they can be edited with KotorTool (http://kotortool.starwarsknights.com/) or tk102's Excel Add-in (http://www.lucasforums.com/showthread.php?t=147961) or converted to 2DA V2.0 with my Convert2da (http://www.lucasforums.com/showthread.php?t=153075) utility.


K-GFF (http://www.lucasforums.com/showthread.php?t=149407) v1.2.0 and above seems to work to edit the GFF files from Jade Empire. Make sure you don't use an older version since the new data type JE uses would not be supported then, resulting in data corruption when saving.



Modding info, tutorial and how-to posts:
Making new gems, effects and techniques (http://www.lucasforums.com/showpost.php?p=2313229&postcount=45)
Modifying the combat system (http://jade.bioware.com/forums/viewtopic.html?topic=559879&forum=108&sp=75#5015452)
Model format information (http://www.lucasforums.com/showpost.php?p=2318655&postcount=51)



Released JE Mods in this thread:
stoffe's "White" Radiant Jen-Zi reskin (http://www.lucasforums.com/showthread.php?p=2335125#postid=2335125)

sekan's "Three Brothers Gems" (http://www.lucasforums.com/showthread.php?p=2354065#postid=2354065)

sekan's "Elephant Demon Style & Moon Light Weapon Style" (http://www.lucasforums.com/showthread.php?p=2358632#postid=2358632)




* * *


Original post:

Since I just got Jade Empire for PC I thought I'd try to update my RIM/ERF editor to handle the Jade Empire files to make modding it a little easier. The ERF and RIM file formats seems to be mostly the same, though the ResType <--> File extension lookup table seems to have changed, both changing the meaning of some existing ResTypes, and adding a bunch of new file types to it.

I've been looking through various RIM and MOD files so far trying to figure out what the different files are. So far I've only been able to figure out this fairly short list. Do anyone know what other file type <--> ResType associations there are, or what the new files are used for?

Edit: Found a list, so hopefully the table should be complete now. Still need to figure out the purpose of some of the files, and what format they are in though. (Some may be leftovers from Neverwinter Nights / Knights of the Old Republic and unused in Jade Empire.)


ResType Type Comment/speculation
------- ---- ---------------------------------------
0 RES ???
1 BMP Bitmap image
2 MVE ???
3 TGA Targa image file
4 WAV Wave sound
5 WFX Wave extra info
7 INI Configuration file (plaintext)
8 MP3 MP3 sound
9 MPG MPG video
10 TXT Text file
11 PVD Binary data (Pointer to Void Data).

2000 PLH Polyhedron
2001 TEX Texture
2002 MDL Model data (MDL) [used along with MDX file with the same name]
2003 THG Thing (???)
2005 FNT Font
2007 LUA Lua script
2008 SLT Slot file
2009 NSS Script sourcecode (plaintext)
2010 NCS Script bytecode (NCS)
2011 MOD Module (ERF)
2012 ARE Static area info (GFF)
2013 SET Tileset file
2014 IFO Module information (GFF)
2016 WOK Area Walkmesh
2017 2DA Data table (plaintext or 2DA V2.b binary)
2018 TLK Talk table file (TLK)
2022 TXI Extra Texture Info (plaintext)
2023 GIT Game Instance File (dynamic area info) (GFF)
2024 ITM Item template (GFF)
2026 CRE Creature template (GFF)
2029 DLG Dialog file (GFF)
2030 PAL Palette (GFF)
2031 TRG Triggers (GFF)
2033 DDS DXTC Compressed texture
2034 SND Sounds (???)
2036 LTR ???
2037 GFF Generic GFF file (GFF... duh)
2038 FAC Faction file (GFF)
2039 ENC Encounter template (GFF)
2040 CON Container template (GFF)
2041 DOR Door template (GFF)
2043 PLA Placeable template (GFF)
2045 DFT ???
2046 GIC Game Instance Comments (area editor comment data)
2047 GUI Graphical User Interface definition file. (GFF)
2048 CSS Conditional Source Script
2049 CCS Conditional Compiled Script
2050 MER Merchant/store template (GFF)
2052 DWK Door walkmesh
2053 PWK Placeable walkmesh (plaintext)
2054 GEN Random Item Generator
2056 JRL Journal file (GFF)
2057 SAV Area game state data (GFF)
2058 WAY waypoint template (GFF)
2059 4PC Custom 16-bit RGBA texture format
2060 SSF sound set file (SSF)
2061 HAK HAK file (ERF)
2062 NWM NWN Official Campaign module (ERF)
2063 BIK BINK movie (Bink video)
2064 MIN MiniGame data (GFF)
2065 NDB Script debugger data (toolset)
2066 XWB XACT WaveBank
2067 XSB XACT SoundBank
2068 BIN XBOX DSP filter

3000 LYT Area model layout (plaintext)
3001 VIS Area visibility graph (plaintext)
3002 RIM Resource Image File (RIM)
3004 LIP Lipsync Visemes data
3005 XMV ???
3006 WMA ???
3007 CWD Crowd game object template (GFF)
3008 PRO Projectile static resource type
3009 AOE Area of Effect static resouce type
3010 MAT material file (plaintext)
3011 MAB material file (binary)
3012 QST Quest/journal data (GFF)
3013 STO Store static resource file (GFF) [used with MER file?]
3014 APL Artist placeable
3015 HEX Hex grid (plaintext) [appears to be map-related in some way]
3016 MDX Extra model data (binary) [used along with MDL file]
3017 TXB Compressed image with TXI data
3018 TPC Compressed image with TXI data
3019 CAM ???
3020 SPT ???
3021 STYLE ???
3022 FSM Finite State Machine (FSM) data
3023 ART [Weather/Light data for area?] (INI/plaintext)
3024 AMP ??? (binary)
3025 CWA Crowd Attribute (GFF)
3026 XLS MS Excel spreadsheet
3027 SPF NGF: Style profiles
3028 BIP PATL: Binary LIP. - [lipsync/Sound file?]

9996 IDS Legacy BG Script File
9997 ERF Encapsulated file
9998 BIF BIFF file
9999 KEY Key file

oldflash
04-18-2007, 03:09 AM
Since I just got Jade Empire for PC I thought I'd try to update my RIM/ERF editor to handle the Jade Empire files to make modding it a little easier. The ERF and RIM file formats seems to be the same, though the ResID <--> File extension lookup table seems to have changed, both changing the meaning of some existing ResIDs, and adding a bunch of new file types to it.

That's a good news.
I've done few things (http://oldflash.125mb.com/x/) like editing some 2da's and make some scripts.
For that I have use 2DA Converter/Merger Tool, ERF/RIM Editor and KotorTool.
Maybe you have a look into .tlk files? All I want is to set description for few items. :)

stoffe
04-18-2007, 10:40 AM
Maybe you have a look into .tlk files? All I want is to set description for few items. :)

I've made a new version of TalkEd that should handle the TLK V4.0 format used by Jade Empire. It seems to work to read and modify the English TLK file with it from my quick testing. Though please keep an eye out for bugs if you use it since I've only had time to do very limited testing. You can download it here (http://www.starwarsknights.com/forumdl/TalkEd v1.1.1a.7z) for now. (This version only works with the Jade Empire TLK files, not the KOTOR ones.)

There is one data field in the TLK file I don't know the purpose of currently. It seems to be a 32 bit unsigned integer which is set to 0xFFFFFFFF (-1 I suppose) for the majority of the TLK entries, though a fair number of them (mostly dialog related strings) has some other value set here, and it seems each value (except 0xFFFFFFFF) used is unique and set for just that one entry.

TalkEd just lets you set this number directly (using hexadecimal notation) for the time being until someone can figure out what the purpose of this data is.

Edit: I suspect the unknown numeric value refers to names of the numbered BIP/sound files found in for example audio.bif, though I haven't been able to verify this yet.

tk102
04-18-2007, 11:04 AM
stoffe, have you tried poking around in the .key/.bif files to fill in the gaps for erf extensions? I found

this thread (http://jade.bioware.com/forums/viewtopic.html?topic=554641&forum=108&highlight=erf) on Bioware's forums that references a tool that recognizes most of the key/bif extensions for Jade Empire. Just a thought.

stoffe
04-18-2007, 11:09 AM
stoffe, have you tried poking around in the .key/.bif files to fill in the gaps for erf extensions? I found
[url=http://jade.bioware.com/forums/viewtopic.html?topic=554641&forum=108&highlight=erf
this thread[/url] on Bioware's forums that references a tool that recognizes most of the key/bif extensions for Jade Empire. Just a thought.

I haven't, but the problem I can see with that is that the KEY/BIF format doesn't store file extensions either, as far as I am aware. So if the lookup table for ResID <--> File type has changed for Jade Empire tools made for other games would still output data with the wrong file extension, or no valid extension at all, since it has no way of knowing what those ResID's are supposed to be.

That the data files seems to be an even more disorganized mess than KOTOR, with files or the same type or files belonging to the same area scattered all over the place, doesn't make it easier to find all the file types that are used and how they fit together :)

tk102
04-18-2007, 11:16 AM
It was my hope that the tool referenced above (in a broken url link, now fixed) would shed the light on some unknown extensions. A long shot I'm sure, but just a different angle to attack from.

stoffe
04-18-2007, 02:30 PM
It was my hope that the tool referenced above (in a broken url link, now fixed) would shed the light on some unknown extensions. A long shot I'm sure, but just a different angle to attack from.

Poked around the BIF files a bit, and while they do suffer from the same problem of incorrect/unknown file extensions I managed to figure out a few more things (updated the list in the first post).

I've made a JE version of my ERF/RIM Editor that uses the above file extension/ResType table (minus the couple of unknowns in the list) so far. While the list isn't complete it's easier to spot which files aren't properly identified when it doesn't use the KOTOR file associations. :)

If anyone is interested you can download it from the link in the first post in this thread. If you notice any file types that are listed starting with a # followed by a number those are of unknown types. Please let me know what file it it and where (in what file) you found them in those cases. :)

oldflash
04-19-2007, 04:19 AM
That fiels is for sound ("0xFFFFFFFF" value = no sound). I test this by replacing values and it works. However the sound file must be loaded in that module or to be present in override because if I set a sound which is used in other module will do nothing. I haven't test append new entry but I'm sure is no problem with that. This tool is perfect for what I need to finish my mod.
Many thanks stoffe.
Edit: I just found dialog tool (http://code.google.com/p/jadedlg/) and I should test-it tonight.
I like how easy is to attach scripts for diferite events by editing ar_*.2da files.

stoffe
04-19-2007, 11:08 AM
That fiels is for sound ("0xFFFFFFFF" value = no sound). I test this by replacing values and it works. However the sound file must be loaded in that module or to be present in override because if I set a sound which is used in other module will do nothing.

Ok, thanks for the confirmation. I've updated TalkEd (http://www.starwarsknights.com/forumdl/TalkEd v1.1.1a.7z) to handle the values as sound reference numbers and not display them in hexadecimal notation.


I like how easy is to attach scripts for diferite events by editing ar_*.2da files.

Haven't had much time to look at how things fit together yet since I've only had the game installed for roughly a day so far, but that may be very useful if they don't have any debug console in the game (haven't managed to find one) :)

stoffe
04-19-2007, 03:41 PM
While poking around in the RIM and MOD files I found some more file types I managed to figure out with reasonably certainty what they should be. I've updated the list in the first post and uploaded another version of ERF/RIM Edit with the recent changes, see the link in the first post in this thread to download.

Any other file types I've not managed to find yet?

RedHawke
04-20-2007, 12:57 AM
Thanks for all the effort stoffe! =)

Now I just need to get off my lazy behind and install the darn game (DDO is evil... just Evil!) ;)

mjpb3
04-20-2007, 02:57 AM
Kind of on topic here, but if someone could find a way to open the PC & NPC textures (they're in txb form) I would be ever so grateful. :D

(If this doesn't fit in here, please excuse me. ;))

oldflash
04-20-2007, 05:47 AM
@stoffe: many thanks again for all this tools.
I have no idea how to use a debug console or what is that
.ndb files are debug information for the script debugger and not necessary for the game to function. ... if this info good for anything.
However, I belive to be possible to send mesajes to log or display by #include debug.

@mjpb3: I also look for this and for a decomp. for mdl files

stoffe
04-20-2007, 02:13 PM
Kind of on topic here, but if someone could find a way to open the PC & NPC textures (they're in txb form) I would be ever so grateful. :D


The TXB format has some similarities to the TPC format used for the KOTOR games. The header is different, but like TPC it contains compressed bitmaps and optionally TXI data at the end.

Don't know if I'm good enough at this kind of programming to be able to make a converter that converts TXB --> TGA directly, but I'll give it a try and see how it goes. :)



I have no idea how to use a debug console or what is that


I was just looking for an in-game debug console (similar to the yellow "> " you can type commands at in KOTOR1, and the invisible one in TSL), but it doesn't seem like Jade Empire has one. Hopefully most of that can be handled via scripts instead though.

tk102
04-20-2007, 02:21 PM
I built a TPC Perl mdoule based on eiz's tpc2tga source code. If you want any assistance let me know.

stoffe
04-20-2007, 03:17 PM
I built a TPC Perl mdoule based on eiz's tpc2tga source code. If you want any assistance let me know.

Thanks, that will probably be needed if this is going to go anywhere at all. :) I had a look at the tpc2tga source to get an idea of how to decode the DXT data and was immediately reminded why I strongly dislike C++ (couldn't even get that code to compile, so I'm doing it in Delphi instead).

Edit: Nevermind, I was just stupid. :)

mjpb3
04-20-2007, 04:08 PM
Whatever you can come up with would be excellent for me. That's the main thing I ever wanted to mod in Jade Empire--the textures. Thanks for anything you can accomplish. :D

tk102
04-20-2007, 04:22 PM
sub reverse_bytes {
my $in=shift;
return unpack('V',pack('C4',reverse (unpack('C4',pack('V',$in)))));
}
It is indeed a reversal of bytes (0xAABBCCDD becomes 0xDDCCBBAA for example).

This is so the $cpx variable in decode_dxt1 can be right shifted 2 bits at a time and disregarded as the new $px is calculated. The blended array is set up in such a way to make sense of the two bits (which are now reversed).

see:for (my $y=0; $y<4; $y++) {
for (my $x=0; $x<4; $x++) {
my $px = $cpx & 3;
$pixels[($ty-4+$y)*$pitch +($tx+$x)]=$blended[$px];
$cpx >>=2;
}
}


I don't have the tpc2tga source in front of me at the moment so I'm just working off the tpc.pm, btw -- the Perl code was a direct (more or less) translation of the C++.

Edit: crossed out the part about the 2 bits being reversed -- they aren't reversed -- their position within their bytes are unaltered but the bytes themselves are reordered.

stoffe
04-20-2007, 04:54 PM
sub reverse_bytes {
my $in=shift;
return unpack('V',pack('C4',reverse (unpack('C4',pack('V',$in)))));
}
It is indeed a reversal of bytes (0xAABBCCDD becomes 0xDDCCBBAA for example).

That reminds me why I'm not too fond of Perl either. :) I haven't done anything with Perl for over 6 years, so I didn't understand much of that code. (I prefer high-level "almost english" languages like Delphi, C#, PHP, so it feels like I'm in way over my head with this.)

The unpack() function takes a string and splits it by token into an array, like explode() in PHP? While pack() takes an array and spits out a token-separated string from it?

What does your reverse_bytes() function receive as parameter, a token-separated string (using "V" as separator) containing the three values a texel-struct holds?

If so you convert the string to an array, immediately explode the array into a string again (this time using "C4" as token separator instead), reverse-sort the string, turn it into an array again (wouldn't "C4" be "4C" when you reverse the string?), and immediately turns the array back into a string (this time separated with "V" again) which you return? Wouldn't that return an array of 3 values?

Huh? I don't follow what this accomplishes. :) It obviously works, but I still don't understand what it does. :confused:

(As you don't have the source: The C++ code takes a struct as function parameter containing two 16 bit unsigned ints and one 32 bit unsigned int value... does something with those three values which I have absolutely no idea what, and then spits out a single 32 bit unsigned integer as result.)

* * *

Another question ... this is called in a loop that loops up to the Y-size of the bitmap while writing the TGA (i is the incrementing value in the loop):
fwrite(file->pixels+pitch*(ysz-i-1), 4, pitch, fp)

file->pixels is an array of 32 bit unsigned integers (the RGBA data), pitch is the X-dimension of the image (in pixels), ysz is the Y-dimension of the image

What exactly is it writing? file->pixels is an array, but it doesn't supply any array index in that function call... Does the file->pixels+pitch*(ysz-i-1) add pitch*(ysz-i-1) to the memory pointer of the pixels array and then write the four bytes found in that location? Why do this instead of using an array index?

Weird lower-level languages I haven't used for years confuse me. Use of pointers always confuse me. :)

tk102
04-20-2007, 05:08 PM
The unpack() function takes a string and splits it by token into an array, like explode() in PHP? While pack() takes an array and spits out a token-separated string from it?

No, The pack and unpack functions are Perl's way forcing data to/from certain interpretations like an unsigned long (template: V) or a unsigned byte (template: C). This is needed because of Perl's weak typing mechanisms. pack takes data forces it into a datatype while unpack translates coerced data back into perl scalars.


What does your reverse_bytes() function receive as parameter, a token-separated string (using "V" as separator) containing the three values a texel-struct holds?
reverse_bytes accepts a perl scalar (which itself was populated from an unpack function with template V). It then packs this value into an unsigned long again, unpacks it into 4 unsigned bytes, reverses the array of bytes, repacks the array of bytes, and then unpacks the result as unsigned long.

(As you don't have the source: The C++ code takes a struct as function parameter containing two 16 bit unsigned ints and one 32 bit unsigned int value... does something with those three values which I have absolutely no idea what, and then spits out a single 32 bit unsigned integer as result.)Anyway the more elegant C++ code appears as this:
inline u32 reverse_bytes(u32 i, int2type<4>) {
return (i&0xFF000000) >> 24
| (i&0x00FF0000) >> 8
| (i&0x0000FF00) << 8
| (i&0x000000FF) << 24;
} Here you can see better the masking and data shifting involved. The perl code accomplishes the same thing but uses a temporary array of bytes that it reverses and repacks into a long then unpacks to get the numeric value. :xp:

* * *

tk102
04-20-2007, 06:10 PM
Another question ... What exactly is it writing? file->pixels is an array, but it doesn't supply any array index in that function call... Does the file->pixels+pitch*(ysz-i-1) add pitch*(ysz-i-1) to the memory pointer of the pixels array and then write the four bytes found in that location? Why do this instead of using an array index?Yes that is exactly what it is doing, byte by byte. I believe this syntax was used because in the tpc.cpp file, you can see file->pixels+pitch*(ysz-i-1) is used to assign the values byte-by-byte. I think eiz just used copy/paste of the code as a mnuemonic so he could easily recognize what exactly he looping on.

tk102
04-20-2007, 07:20 PM
The fwrite function is writing row by row starting at the end of the array. Think of the array as the image mirrored vertically. (Left-right is maintained but top-bottom is reversed.) I'm sorry for confusing you by saying byte-by-byte earlier.

Here's the declaration for fwritesize_t fwrite(const void *ptr, size_t size, size_t nitems,
FILE *stream); We are using size=4, and nitems=pitch (the width in pixels of the iamge), so each fwrite is writing 4*pitch bytes. The fwrite function returns the number of items (not bytes) which should be equal to pitch in our case. The array's memory address begins at file->pixels, so at the beginning of the loop to write the last row from the array the offset would be (pitch*(ysz-1)). The next to last row would begin at (pitch*(ysz-2)).

HTH and sorry for not having the concentration earlier. :xp:

oldflash
04-21-2007, 05:21 AM
I was just looking for an in-game debug console (similar to the yellow "> " you can type commands at in KOTOR1, and the invisible one in TSL), but it doesn't seem like Jade Empire has one. Hopefully most of that can be handled via scripts instead though.
Ah, stupid me... I was thinking to something more complex... I saw a console_font file somewhere.

Great news about textures and I must thank you all for efforts.

stoffe
04-21-2007, 07:16 AM
The fwrite function is writing row by row starting at the end of the array. Think of the array as the image mirrored vertically. (Left-right is maintained but top-bottom is reversed.) I'm sorry for confusing you by saying byte-by-byte earlier.

But still something does not seem right with how I'm understanding this... In the above example each line of the image has 256 pixels... and each pixel is represented by a dword (4 byte integer) holding its RGBA value. In other words each line contains 4 * 256 = 1024 bytes, which you read from the array and write to the file.

But each iteration of the loop still only seems to back off pitch (=256) bytes. Now can it back up one row if it only backs up 25% of the data that is being read/written? Shouldn't it back up pitch*4 to get to the next line of data? Does the memory pointer voodoo deal with array elements and not byte positions in memory? I.e. it backs up pitch (=256) elements and not bytes?

Edit again: Yes! :emodanc: That seems to have done the trick. Seems like the utility works to convert at least those TXB files to TGA I have tested it on. :)

tk102
04-21-2007, 11:08 AM
\o/ Yay for stoffe! Did you answer your own question then? The *4 part seems like it should be there to me too... but then again I'm not a C++ guru. I would've expected the use of brackets here to denote element iteration. (Don't like having to think at this level with my programming either, stoffe.) I remember this is the area I fumbled through with trial and error also until I got something recognizable. :D Good job.

stoffe
04-21-2007, 11:16 AM
\o/ Yay for stoffe! Did you answer your own question then?

More or less, I figured out how to replicate the behavior reasonably using array indexes instead. :)

The quick converter utility seems to work reasonably well on the few TXB textures I've tried to convert with it. I've uploaded it for now in case someone else wants to help test it and determine how well it works: Txb2Tga (http://www.starwarsknights.com/forumdl/Txb2Tga.7z).

Use at your own risk. It seems to work OK, but I've only tested it on a handful of different TXB files. If you encounter any file it can't convert properly please let me know which file that was.

* * *

On more general notes it seems the NWNNSSCOMP for KOTOR (at least the variant tk102 did) works fine to compile scripts for Jade Empire if you use the nwscript.nss file found in the override folder and fix the couple of syntax errors it contains. :emodanc:

Jade Empire also seems to use a mix of the traditional plaintext 2DA V2.0 format, and the same binary 2DA V2.b format used with KOTOR. So the binary files can be edited with KotorTool, or converted to text using tk102's excel plugin or my quick converter utility.

mjpb3
04-21-2007, 07:28 PM
Yes yes yes!!!! Thank you stoffe and tk102! It works! I was able to convert Scholar Ling's outfit and head texture. Just want I needed!

:bow: :bow: :bow:

AjuntaPall316
04-21-2007, 09:58 PM
Thanks for all your hard work, nowhere else is even close to this far for texture editing yet. But how do you get these new textures into the game now? Do you need to change them back to txb's? If so, how?

tk102
04-21-2007, 11:43 PM
I assume the .tga files are readable as-is in the override directory. Bioware has been pretty good about that in the past, just as they do with v2.b and v2.0 2da files.

AjuntaPall316
04-22-2007, 01:10 AM
Still can't get it to work. I converted Radiant Jen Zi's body and edited it, then saved it as TGA image named P_Li01 which is the same as the txb file. I also tried naming it P_Li01.txb which I knew wouldn't work and it didn't. I deleted the actual txb file thinking it might just be loading that one first, and that didn't work either. Her body came up black, so I replaced it. Any Ideas?

stoffe
04-22-2007, 06:50 AM
Thanks for all your hard work, nowhere else is even close to this far for texture editing yet. But how do you get these new textures into the game now? Do you need to change them back to txb's? If so, how?

It should work to put both the TGA and TXI file in the override folder directly. Make sure there isn't a corresponding TXB file located in the override folder as well, since it will take precedence over the TGA's. Many of the player appearance textures are located in the override folder as well as in players.mod (where those in override will be used since it has higher priority than the BIF/RIM/MOD files).

I did a quick test and recolored the shirt of my character green, moved p_blossom01.txb out of the override folder and put p_blossom01.tga and p_blossom01.txi in the override folder, and she turned up with a green shirt in-game.

(I.e. you shouldn't need to remove the TXB file from within the data files for the TGA to be used, just make sure one doesn't exist in the override folder.)


Edit: I did a quick reskin of the character you mentioned as well, and it showed up fine in-game:
http://img518.imageshack.us/img518/7334/masteradiantmb9.th.jpg (http://img518.imageshack.us/img518/7334/masteradiantmb9.jpg)

AjuntaPall316
04-22-2007, 04:33 PM
Thanks, I got it working now. I don't know why it didn't work the last time I got rid of the TXB though. Thanks again.

stoffe
04-23-2007, 09:41 AM
Seems like Jade Empire has added yet another data type to the GFF format (still without changing the version number :roleyess:). Type 18 appears to be a StrRef type, similar to ExoLocString in use but only containing a dialog.tlk reference and not any localized substring data. Be warned that these fields may get messed up and stripped if using any GFF editors for NWN or KOTOR to edit Jade Empire's GFF files.

Aside from that it seems JE uses the Rotation and Vector field types added in KOTOR as well, which would cause trouble when using GFF editors made for NWN.

tk102
04-23-2007, 10:08 AM
So Field 16 and 17 exist-- that's good. Have you been able to tell if CResRef fields include up to 32 chars (like NWN2) or just 16 chars (like KotOR)? If it helps, I could modify either KGFF or NWN2GFF to include field 18. Send me a PM if you like. :)

stoffe
04-23-2007, 12:24 PM
So Field 16 and 17 exist-- that's good. Have you been able to tell if CResRef fields include up to 32 chars (like NWN2) or just 16 chars (like KotOR)? If it helps, I could modify either KGFF or NWN2GFF to include field 18. Send me a PM if you like. :)

As far as I can tell Jade Empire uses 16 character ResRefs. It seems to be the same format used for KOTOR except for (at least) one new data type that looks like it holds a StrRef from a quick look at it. It would be very useful if you could make a JE-compatible version of k-gff. :)

Adelphus
04-23-2007, 01:45 PM
Is there any current information about decompiling and replacing models at this time?

tk102
04-23-2007, 06:19 PM
As far as I can tell Jade Empire uses 16 character ResRefs. It seems to be the same format used for KOTOR except for (at least) one new data type that looks like it holds a StrRef from a quick look at it. It would be very useful if you could make a JE-compatible version of k-gff. :)
KGFF v1.1.9 (http://www.lucasforums.com/showthread.php?threadid=149407) now supports StrRef fields (Field Type: 18). I anticipate if/when KotOR3 gets made, there is a good likelihood it will use this field type as well.

@Adelphus: I don't believe cchargin or Taina have devoted time to modifying their modeling tooling for Jade Empire at this point.

Adelphus
04-23-2007, 09:26 PM
Nice work on KGFF tk, and thanks for the info.

stoffe
04-28-2007, 05:30 AM
I've uploaded another minor update to the ERF/RIM Editor, adding some more file associations to the table. See the link in the first post in this thread to download it.

mjpb3
04-30-2007, 06:36 AM
stoffe, just a couple questions/comments about your TXB2TGA converter...

Not that it doesn't work properly or anything--and I can use it just as it is--but, I was curious as to why I get so much dithering when converting the TXBs to TGAs.

Also, is there any way for the converter to increase the output file size from 256x256 to the more commonly used 512x512? It just seems as if the smaller file size could be causing the dithering, but I could be completely wrong about that and the dithering is caused by something else entirely.

Anyway, thank you so much for this converter! Whether or not you can do anything else with it, it still works fine just as it is and I am enjoying using it a lot! ;)

wurzelpfrumpf
04-30-2007, 09:17 AM
Help! Can anybody tell me where to find the heads of the pc's? I want to change Lings head and found only the bodies. Maybe I'm blind or was looking in the wrong directory (override).

stoffe
04-30-2007, 10:03 AM
Not that it doesn't work properly or anything--and I can use it just as it is--but, I was curious as to why I get so much dithering when converting the TXBs to TGAs.

Hmm, I haven't noticed anything like that (but then I haven't tested it very much either :)). Which image in particular would this be noticeable for?


Also, is there any way for the converter to increase the output file size from 256x256 to the more commonly used 512x512?

The TXB files contain compressed bitmaps which come in one resolution. The converter does not do any scaling, it just grabs the bitmap, decompresses it and saves it in TGA format instead. The resolution you get in the TGA is the one the TXB was saved in. Only vector graphics can be rescaled freely without image quality loss, bitmaps are fixed in size. You'd probably get better image quality if you use an image manipulation application like Photoshop, Paintshop Pro or GIMP than if I'd try to make the converter scale them up.

Help! Can anybody tell me where to find the heads of the pc's? I want to change Lings head and found only the bodies. Maybe I'm blind or was looking in the wrong directory (override).

You can find them inside players.mod (in the data folder) if I remember correctly. You should be able to use the ERF/RIM Editor linked to in the first post in this thread to extract them from the MOD file.

mjpb3
04-30-2007, 12:27 PM
Hmm, I haven't noticed anything like that (but then I haven't tested it very much either :)). Which image in particular would this be noticeable for?
The one I was working on was Scholar Ling's body texture (her outfit).

The image I converted has some dithering around the colored parts, but I actually now suspect that it isn't your converter that's causing it because a few of the images I converted from the ones that already come in the Override folder have dithering too.

I think it may just be because the game is using graphic files that were used on the XBox first. *shrug*

The TXB files contain compressed bitmaps which come in one resolution. The converter does not do any scaling, it just grabs the bitmap, decompresses it and saves it in TGA format instead. The resolution you get in the TGA is the one the TXB was saved in. Only vector graphics can be rescaled freely without image quality loss, bitmaps are fixed in size. You'd probably get better image quality if you use an image manipulation application like Photoshop, Paintshop Pro or GIMP than if I'd try to make the converter scale them up.
Yes, I am using Paint Shop Pro for these (plus everything else I do :D )

I tried scaling them up from 256x256 to 512x512, but because of the dithering it looked worse. I think I can fix it though, using my retouch tool.

Anyway, thanks for the converter! :D

stoffe
05-03-2007, 09:33 AM
I've uploaded what's hopefully the final version of my ERF/RIM Editor for Jade Empire (unless there are any bugs I have overlooked). I found a list of File Type <--> ResType associations so hopefully it should now fully recognize all data types used by the game and allow extracting/adding them properly.

Link is in the first post in this thread.

stoffe
05-14-2007, 06:19 PM
Some minor things I've figured out while poking around the game data, in case someone is interested:

How to make a new essence gem
Add two new entries to dialog.tlk, one with the name and one with the description.
Add a new line to the gems.2da - set the columns:

Set the Level column to a value between 1-6 (I think this is for how late in the game they appear)
Set the CombatOnly column to 1 if the effects only should be applied during combat (0 for all the time).
Don't know what the UpgradeCost column is used for.
The Upgrade column seems to point to the row label of the next gem in a "family" (Flawed -> Inferior etc) of gems, or 0 if there is no more powerful of the same type.
Set the Effect0 column to a row label from effects.2da of the type of effect you want the gem to grant.
Set the Parameter0 column to the parameter of that effect as needed (for example the magnitude of a bonus granted)
Set the Duration0 column to 0, since all gem effects are permanent while equipped.
Similarly set Effect1 and Effect2 (and their parameters) if you want the gem to grant up to 3 effects.
Set the UniqueSet column to a line number in unique.2da to only allow one gem if this type to be equipped (or 0 to allow multiple).
Set the MinAlignment column to the lowest alignment (open palm/closed fist) value to allow equipping this gem. Scale goes from 0 (Max Closed Fist) to 255 (Max Open Palm).
Set the MaxAlignment column to the highest alignment value to allow equipping this gem.
Set the AlignmentSRTREF column to a StrRef to show if attempting to equip the gem while falling outside those specified alignment boundraries.

Add a new line to items.2da - set the columns:

Set the TYPE column to gems (makes it use gems.2da)
Set the ID column to the row label in gems.2da of your new line for your gem.
Set the COST column to its base silver value when bought/sold.
Set the 3DMODEL column to w_icon_Damulet. (Model in world when appearing from smashed container)
Set the ICON column to the name of a TXB or TGA file with an icon to be used on the Amulet screen.
Set the STRREF_NAME column to the StrRef of the new dialog.tlk entry holding the name you added.
Set the STRREF_DESC column to the StrRef of the new dialog.tlk entry holding the description you added.
Set the SCRIPT column to **** (not used for gems)

To add the gem as a reward in-game, find the ar_*.2da file for the area you have in mind, locate the reward event line where you want the gem given out, and add the items.2da row label number of your new row to the Item column. If a number already exists here you can add several separated by commas.


Non-standard effects
I wanted my gem to grant a new type of damage shield, similar to the Cyclone gem but with another visual and doing other damage. I wanted it to use the blue cloud and halo effect used to symbolize the Open Palm instead of a whirling particle cloud, and wanted it to drain some Chi from the victim as well.

To do this:
Add a line to DamageArmor.2da:

The Duration column does not seem to matter for this purpose since gem effects are permanent duration.
Set the Health, Chi and Focus columns to how much of that type to drain from the attacker when hit.
Set the DurationVFX column to a row label number from visualcrusts.2da for the visual to play while the effect is active.
Set the ImpactVisualEffect column to a row label number from visualeffects.2da of a visual to play when the attacker gets wounded by the shield.

On the line for the gem in gems.2da set one of the Effect# columns to 60 (DamageArmor effect) and the Parameter column to the line number in DamageArmor.2da you added for the new damage shield. Make sure the CombatOnly column is set to 1 for your line so the shield only will be active while in combat.


The result in-game:
http://img526.imageshack.us/img526/921/jehaloeffectqc1.th.jpg (http://img526.imageshack.us/img526/921/jehaloeffectqc1.jpg)

In general the 2da column in effects.2da determine what the effect parameter values are used for. The numbers in this column are line numbers from 2das.2da, which tell the game the name of a 2da file to either look up your parameter in, or specify more closely what the effect should do (see below).

If the row column in effects.2da is set to **** your parameter value is the line number in the 2DA file indicated by 2das.2da.

If the row column is set to a value in effects.2da that value is the line number in the 2DA file indicated by 2das.2da, and your parameter is usually just a number that determines how much bonus or penalty the effect should grant.


How to make a new technique
Fairly similar to how to make a new spirit gem, though somewhat more limited since it can only grant two effects, and is limited in what effects it can grant.

Add two new entries to dialog.tlk, one with the name and one with the description.
Add a new line to the improvements.2da - set the columns:

Set the effect0 column to a row label number from effects.2da for the effect to grant. Note that only Body/Mind/Spirit, Health/Chi/Focus, Charm/Intuition/Intimidate modifiers seem to work well to grant with techniques. Other types of effects seem to often be lost as soon as you load a savegame.
Set the parameter0 column to the magnitude of the effect set in effect0. This is usually how much bonus to grant.
Set the storewarningstrref column to a dialog.tlk StrRef of a string to show in a confirm dialog if this technique grants both bonuses and penalties to allow the the player to undo gaining it. StrRef 106958 is usually used for this.
Repeat for effect1/parameter1 if you want the technique to grant two effects.

Add a new line to items.2da - set the columns:

Set the TYPE column to improve (makes it use improvements.2da)
Set the ID column to the row label in improvements.2da of your new line for your technique.
Set the COST column to its base silver value when the technique is bought.
Set the ICON column to the name of a TXB or TGA file with an icon to be used on the Techniques screen.
Set the STRREF_NAME column to the StrRef of the new dialog.tlk entry holding the name you added.
Set the STRREF_DESC column to the StrRef of the new dialog.tlk entry holding the description you added.
Set the SCRIPT column to j99_improvement. This is a standard script that applies the technique effects when the technique is gained.

To add the technique as a reward in-game, find the ar_*.2da file for the area you have in mind, locate the reward event line where you want the technique given out, and add the items.2da row label number of your new row to the Item column. If a number already exists here you can add several separated by commas.


* * *

I'll post some more of what I've figured out later if anyone has any interest in reading it. I've successfully added some "new" (re-using existing animations, but behaving differently) martial and magic styles that works fine when used in game.

If anyone has figured out how other things fit together, please post about it and describe how. :)

Maian
05-22-2007, 06:56 PM
Posted some game data stuff here:

http://jade.bioware.com/forums/viewtopic.html?topic=559879&forum=108&sp=75#5015452

stoffe
05-22-2007, 07:50 PM
Posted some game data stuff here:

http://jade.bioware.com/forums/viewtopic.html?topic=559879&forum=108&sp=75#5015452


Ooh, very nice. :thumbsup: That must have taken some time to write up, thank you for posting it. :) Filled in some gaps about things I hadn't figured out yet. Now I won't have to put more work into a tutorial about how to add new styles, you covered pretty much all of it and more.

Maian
05-23-2007, 02:10 PM
I haven't covered harmonic combos (synergy.2da), though the system looks simple. I got sidetracked into trying to decipher JE's MDL format. I've been making some progress on that, but the best I can do is just provide a structural layout of the format since I'm not a modeler (or have modeling software).

Maian
05-23-2007, 07:36 PM
Well, I also mean the synergy-related columns in the as 2das, not just synergy.2da :)

stoffe
05-23-2007, 07:52 PM
I haven't covered harmonic combos (synergy.2da), though the system looks simple. I got sidetracked into trying to decipher JE's MDL format. I've been making some progress on that, but the best I can do is just provide a structural layout of the format since I'm not a modeler (or have modeling software).

The Harmonic combo data seems to follow the same pattern as the other files.... An effect column that references effects.2da to say what happens when the combo triggers, and a parameter column that specifies what 2DA line is used in the definition 2DA for that effect type. The screenshake column points to a line in visualeffects.2da. The other columns seem unused. Seems to work fine to add new rows here as well when making new styles to give them unique HC behaviors.

The relevant styleAS.2da columns seem to be:

synergyprestate - Set to 1 for the martial style attacks that can finish the Harmonic Combo. Usually only the power attack has this set, but it works on any attack.

synergystart - Set to a row number in synergy.2da for the effect that should happen when the Harmonic Combo triggers. This is set in the support/magic style that initiates the HC timer.

synergyduration - Seems to be a delay before the harmonic combo countdown initiates, in seconds.

The synergyeffect column appear to be unused from what I can tell.

If you set a synergystart and synergyprestate on the same attack the harmonic combo will trigger immediately whenever that attack is made, unless the synergyduration column is set to a value higher than 0, in which case another attack is needed to trigger the combo.

(I did this on my "Flame Strike" martial style where the power attack initiates an Immolation Harmonic Combo countdown after a 10 second delay, which then can be triggered with another power attack from the same style. :))

I'm afraid I can't offer any insight into the Jade Empire MDL/MDX format since I know very little about modeling.

Edit: Made some changes to fix incorrect assumptions and add some other things discovered.

Maian
05-26-2007, 06:27 AM
After many days of labor, here's a very rough structural layout of an MDL file. It's incomplete and I'd need to sift through many more MDL files to find all the other structures. And right now, I no longer have the time to continue doing that...

I say "structural layout" since I can't (easily) check what that non-structural data (e.g. vertices, normals, texture info, etc.) does. I pieced all this info just by looking at the hex of MDL files and using the following two sites as reference:

http://home.comcast.net/~cchargin/kotor/mdl_info.html (documents KoToR 1/2's MDL format)
http://web.archive.org/web/20041021050414/www.torlack.com/index.html?topics=nwndata_binmdl (documents NWN1's MDL format)

The result is that although I can guess at the data types and structures that MDL contains, I can't tell what what those structures are exactly for, unless that structure is very similar to a structure from the old MDL formats. For example, I can tell if something is a floating point value, but I may have no clue what that FP value is for.

---------------------------------------------------------------

- unless otherwise noted, number of bytes per item is 4
- item numbers and floating point numbers are given in decimal
- all other numbers are given in hex (which means "a" is 10, "10" is 16, etc.)
- if x is a model ptr, it refers to offset (x + 14); null model ptr = 00000000
- short and long values are given in big-endian form
- all numbers in big-endian form are always written as 8 digits
- tree of nodes are in pre-order
- floats, longs, null ptrs all have the same 0 value: 00000000
- function ptrs are the memory addresses (datatype long) of functions once the game's binary code is loaded into memory

MDL file
1) file header
2) model header
3) animation blocks; number of blocks is model header data's item 4
4) model nodes
5) unknown array 1 (if it exists)

file header
loc 0
1) 00008700
2) offset to raw data or end of file if no raw data (torlack); never seen any raw data
4) MDX part 1 size
5) MDX part 2 size (item 4 + item 5 = MDX total size)
6) 00000000?
size 14

model header
loc 14
1) geometry header block
2) model header data block
3) names array
size dc (items 1 to 2)

model header data
loc 64
1) long? does torlack's info apply here?
2) 00000000?
3) model ptr to animation ptr array
4) number of animations
5) same as item 4
6) long or float? seen 0, (cb90020 or 2.85e-31)
7) bounding box min x? (cchargin)
8) bounding box min y? (cchargin)
9) bounding box min z? (cchargin)
10) bounding box max x? (cchargin)
11) bounding box max y? (cchargin)
12) bounding box max z? (cchargin)
13) radius? (cchargin)
14) long? seen values of 1 and 2 so far
15) float? animation scale? (torlack)
16) supermodel name (20-len null-terminated string) (cchargin)
17) model ptr to a node, typically but not always the model root node
18) 00000000?
19) same as file header item 4
20) same as file header item 5
21) 00000000?
22) model ptr to names array
23) number of names
24) same as item 23
25) long? seen 0, 80100, cdcdcd00 (probably junk)
26) model ptr to unknown array 1 (or end of file if block doesn't exist?)
27) number of items in array specified at item 26
28) same as 27
size 8c

geometry header
1) function ptr
2) function ptr
3) model/animation name (20-len null-terminated string)
4) model ptr to model/animation's root node
5) number of nodes in model/animation (recursively includes nodes in super model + 1)? (torlack)
6) 6 00000000's?
7) reference count? seen only 0 (torlack)
8) geometry type (char) (torlack)
9) 3 chars padding? (torlack)
size 50

names array
loc f0
1) model ptrs to the strings in item 2; number of model ptrs is model header data's item 27
2) strings delimited by null chars; number of model ptrs is model header data's item 27

animation ptr array
1) model ptrs to animation headers; number of model ptrs is model header data's item 4

animation block
1) animation header block
2) event array
3) animation nodes

animation header
1) geometry header block
2) animation length (float)? (cchargin)
3) trans time (float)? (cchargin)
4) short? seen only 0, 101, 1
5) model name or part name (20?-len null-terminated string)
6) padding (short)? seen 4, 0
7) model ptr to event array or null if no events
8) number of events
9) same as item 8
10) 00000000?
size (items 1 to 10) 8c
size (items 2 to 10) 3c

event array
1) events; number of events is animation header's item 8

event
1) activation time? (float) (cchargin)
2) event name (20-len null-terminated string (cchargin)
3) 00000000?
size 28

node
1) node header block
2) subheader block (depends on node header's item 1 and apparently also node header's item 2?); can be nonexistent
3) data (depends on node header's item 1); can be nonexistent
4) child node array (if any children)

node header
1) node type (short) (torlack)
2) super node number (short)? (cchargin)
3) node/part number (short)? (cchargin) all values are unique within a model geometry/animation geometry block, generally increasing
4) n where node is n-th node of model node tree laid out in pre-order; if two different node header's have the same item 3, they also have the same item 4 (this applies for both model and animation node trees)
5) model ptr to parent animation header or null if no such parent
6) model ptr to parent node or null if no such parent
7) position X? (float) (cchargin)
8) position Y? (float) (cchargin)
9) position Z? (float) (cchargin)
10) rotation W? (float) (cchargin)
11) rotation X? (float) (cchargin)
12) rotation Y? (float) (cchargin)
13) rotation Z? (float) (cchargin)
14) model ptr to array of child node ptrs (or end of node if no children)
15) number of child nodes
16) float? seen 1.0
17) float? usually 1.0e10, seen 10.0, 30.0
size 3c

child node array
1) model ptrs to nodes; number of model ptrs is node header's item 15

mesh node subheader (type 0021)
1) 3 00000000's?
2) a floats
3) 00000000?
4) long? seen 10
5) 20 bytes that seem to vary in format (not sure what determines format):
5a) 10 shorts?
5b) 8 floats
5c) 10-len null-terminated string + 4 floats
6) if item 7 is not 0, number of items in array specified at item 7; otherwise, some long? seen 2e8, 321, f72, 954 (can't be model ptr since it can be larger than mdl file size)
7) 00000000 or model ptr to mesh node data array
8) -1 (long) if item 7 is 0?; otherwise, seen 61 and 62 (can't be index into array since it can be larger than array size)
9) long? seen 3 and 4
10) c bytes that seem to vary in format (not sure what determines format):
10a) 1 long and 4 shorts? or 6 shorts?
10b) 3 floats
11) long? seen 1c, 20, 24, 10, 34
12) long? seen 6b, 63, 27, 21, 823
13) 00000000?
14) long? seen c
15) long? seen 10, -1
16) long? seen 14, 10, -1
17) long? seen 18, -1
18) long? seen 1c, -1
19) long? seen -1
20) long? seen -1
21) long? seen -1
22) long? seen -1
23) long? seen -1
24) long? seen -1, 10
25) long or 2 shorts?? seen 2083d, 1017a, 11099, 10229, 2002e, 18, 10270 (can't be model ptr or offset in MDX file since it can be too large)
26) long?? seen 0, 7088, 43cb, 740, 180 (can't be model ptr since it can be larger than mdl file size)
27) long or 2 shorts?? seen 91fa0f8, 7690178, 76adc08, 76833a8, 76834d8, 0, abbcb10
28) long?? seen 3ccd, 3922, 3920, 4a92, 391c, -1, 443a (can't be model ptr since it can be larger than mdl file size)
29) long? seen 1
30) float? seen 0.0, 1.0
31) float? seen 0.0, 1.0
32) float? seen 0.0, 1.0
30) float; seen 1.0, 0.9
31) 00000000?
32) long or 2 shorts?? seen 91f7fe8, 7684fa0, 859ffc8, 7684b30, 0, c0affc8; difference between item 27 and 32 is relatively small (probably same "type")
33) offset in MDX file; either 0 or always past MDX part 1 (greater than MDX part 1 size); seen MDX part 1 size
34) offset from item 33?; always less than MDX part 2 size; seen MDX part 2 size
size e4

mesh node data array (type 0021)
(exists only have mesh node subheader's item 7 is not 0)
1) shorts; number of shorts is mesh node subheader's item 6

skin mesh node subheader (type 0061)
1) mesh node subheader block
2) 00000000?
3) 00000000?
4) 00000000?
5) long? seen 1c
6) long? seen 2c
7) model ptr to skin mesh node array 1 (cchargin)
8) number of items in array specified at item 7
9) model ptr to skin mesh node array 2
10) number of items in array specified at item 9
11) same as 10
12) model ptr to skin mesh node array 3
13) number of items in array specified at item 12
14) same as 13
15) model ptr to skin mesh node array 4
16) number of items in array specified at item 15
17) same as 16
18) 2c shorts? (number of shorts is same as item 6, but could be coincidence)
19) float? seen 1.0
20) float? seen 1.0
size (items 2 to 17) 74
size (items 2 to 20) d4
size (items 1 to 17) 158
size (items 1 to 20) 1b8

skin mesh node array 1
1) shorts? number of shorts is skin mesh node subheader's item 8

skin mesh node array 2
1) skin mesh node array 2 blocks; number of blocks is skin mesh node subheader's item 10

skin mesh node array 2 block
1) float?
2) float?
3) float?
4) float?
size 10

skin mesh node array 3
1) skin mesh node array 3 blocks; number of blocks is skin mesh node subheader's item 13

skin mesh node array 3 block
1) float?
2) float?
3) float?
size c

skin mesh node array 4
(only seen this array have 0 len, so don't know its structure)

light node subheader (type 0003)
1) 10 00000000's (torlack has info but I can't verify)
2) light priority (torlack)
3) ambient only flag (torlack)
4) dynamic type (torlack)
5) affect dynamic flag (torlack)
6) shadow flag (torlack)
7) generate flare flag (torlack)
8) fading light flag (torlack)
9) float? b/w 0 and 1?
10) float? b/w 0.0 and 1.0?
11) float? b/w 0.0 and 1.0?
12) float? b/w 0.0 and 1.0?
13) float? b/w 0.0 and 1.0?
14) float? seen 0.0
15) float? seen 0.0 and 1.0
16) float? seen 0.0 and 1.0
17) float? seen 0.0 and 1.0
18) float? seen 2000.0 and 500.0
19) float? seen -1.0
20) float? seen 0.0
21) float? seen 1.0
22) float? b/w 0.0 and 1.0?
23) float? b/w 0.0 and 1.0?
24) float? b/w 0.0 and 1.0?
size 9c

unknown node type 1 subheader (type 1001)
1) long? seen 0, 1
2) float? seen 0.0
3) float? seen 0.0
4) float? seen 0.0
5) float? seen 1.0
6) float? seen 1.0
7) float? seen 1.0
size 1c

unknown node type 2 subheader (type 0001 + super node 0002)
1) float?
2) float?
3) float?
4) float?
5) float?
6) float? seen 2.4138735e-9
7) float?
8) float?
9) float?
10) 00000000?
11) 00000000?
12) 00000000?
13) 00000000?
14) 00000000?
15) model ptr to array of child node ptrs or next node? same as node header's item 14?
16) same as node header's item 15? only seen 00000000 and the nodes had no children
17) 00000000?
18) 00000000?
size 48

unknown node type 3 subheader (type 0001 + super node 0004)
1) node type of corresponding node under model geometry (there's a node with the same node number in the node tree whose root's offset is specified in model header's geometry header's item 4)? (short)
2) model ptr to controller array or null if no controllers
3) number of controllers
4) same as item 3
5) model ptr to unknown node type 3 array 1 or null if no array
6) number of items in array specified at item 5; = sum of all controller's item 3's (i.e. total number of time keys)?
7) model ptr to controller data array or null if no controller data
8) number of controller data items
9) long? seen 6, 15, 16, 17
size 24

controller array?
1) controller blocks; number of blocks is unknown node type 3 subheader's item 3

controller?
1) controller type (long)? seen 8 (position), 14 (orientation)
2) short? = item 1 + 8?? seen 10, 1c
3) number of rows (and hence, number of time keys) (short)?
4) index into array specified at unknown node type 3 subheader's item 5? sum of all previous controller's # rows (item 3) or 0 if no previous controllers
5) index into controller data array (short)? sum of all previous controller's [# rows (item 3) * (# columns (derived from item 6) + 1)] or 0 is no previous controllers
6) column type (char)? seen 2 (2 columns), 5 (1 columns), 4 (0 columns)
7) char? seen 5, b3
8) short? seen 12, 4c (both multiples of 12...)
size 10

unknown node type 3 array 1
1) shorts that are related to time keys? number of shorts is unknown node type 3 subheader's item 6; seen values uniformly b/w 0 and 155 (larger values no doubt exist); typically x0, x5, or xa, where x is any digit(s)

controller data array?
1) the array is partitioned into controller data blocks that correspond to each controller; number of blocks is number of total floats/4-bytes is unknown node type 3 subheader's item 8;

controller data block
1) time keys? number of keys is controller's # rows (controller's item 3) (not sure if this is just another column since unknown node type 3 array 1 seems to contain integral versions of the time keys
2) controller data block items; number of items is controller's # rows * # columns; item data type seems to depend on unknown node type 3 subheader's item 1

controller data block item?
1) float? all 4 bytes almost always non-00, but the numbers can be extremely small or large (e.g. -1.9581039E22, 2.1989652E-16, even 4.0277763E-38)

controller data array item (controller node type (unknown node type 3 subheader's item 1) = 1001 and last 10 bytes of controller data)??
1) 2 shorts?
(when I see node type is 1001 with column type 5, the controller always has 2 rows, and the controller data always looks like this: 00020080 00001000 00020080 00001000; I also see this if node type is 1001 and no controllers are specified)

unknown array 1
1) unknown array 1 blocks; number of blocks is unknown node type 3 subheader's item 6

unknown array 1 block
1) model ptr to a node; denote as node A
2) model ptr to a node; denote as node B
3) 7 floats? 7 = node B's part number - node A's node's part number?

MDX file
1) MDX part 1
2) MDX part 2

MDX part 1
?

MDX part 2
1) function ptr?
2) long? seen 5 and 6 so far
3) 0018?
4) char?
5) char? usually 4x or 5x where x is any digit
6) array of shorts, adjacent values are usually have very small difference
7) 00000000?
8) 00000000?

Maian
05-26-2007, 05:38 PM
I found out how to get nwnnsscomp working without a NWN installation. nwnnsscomp doesn't actually use an NWN files - it just does a crude check to see if you have NWN installed. This is easy to bypass (with a bit of technical knowhow). Here's how:

1) Create a new txt file. Paste the following into it:

Windows Registry Editor Version 5.00
[HKEY_LOCAL_MACHINE\SOFTWARE\BioWare\NWN]
[HKEY_LOCAL_MACHINE\SOFTWARE\BioWare\NWN\Neverwinte r]
"Location"="D:\\Games\\Jade Empire"

Change the "D:\\Games\\Jade Empire" to whatever your Jade Empire directory is. Make sure each back-slash is doubled as shown above.

2) Rename this txt file to install.reg, or any other name that ends with the extension reg. Make sure you uncheck "hide extensions for known file types" in Windows Explorer's Tools->Folder Options->View, or else you'd actually be renaming it to install.reg.txt.

3) Right-click this reg file and click Merge. It should ask you have you really want to merge the reg file with the Windows registry - click yes. Then it should inform you that the operation was successful.

4) Create a new txt file in your Jade Empire directory called chitin.key. Again, make sure you uncheck "hide extensions for known file types", or else you'd get chitin.key.txt.

That's it. nwnnsscomp should now work without requiring a NWN installation. Saved me 1.5gb on my puny laptop HD :)

stoffe
05-28-2007, 12:44 PM
I found out how to get nwnnsscomp working without a NWN installation. nwnnsscomp doesn't actually use an NWN files - it just does a crude check to see if you have NWN installed.
(snip)
That's it. nwnnsscomp should now work without requiring a NWN installation. Saved me 1.5gb on my puny laptop HD :)

You can also use one of the nwnnsscomp variants adapted for modding Knights of the Old Republic along with the nwscript.nss file from Jade Empire. Works fine to compile JE scripts with as well, from what I've noticed (not had any problems with malfunctioning scripts so far), and does not require any NWN or KOTOR game installations. :)

croma
05-29-2007, 04:49 AM
Nice goin guys! It's very helpful (the ones I can comprehend that is) but I still got the same problem as wurzelp****(sorry) which is headless pc. I only messed with the 'appearance.2da' and some .rim files up until now anyway and I need a help on a few things.

1. I've checked all (If I'm remembering it correctly) the .rim and .mod in /data and I found that only a few names has all extensions required in the same name (the 'h_*'s and 'n_*'s in .mdl, .mdx, and .txb) and DAMN I forgot to note them down (and DAMN I can't even find any .erf files). I think there's got to be something/file that configures or lists which head use which body or vice versa. Can anyone help me on this please?

2. I was wondering if it's possible for stoffe's 'tsl patcher' to be used as 'je patcher' instead. Both games uses the same system right?

3. If I wanted to create my own pc, then I'm gonna need all those .mdl, .mdx, and .txb pairs (and maybe the answer to my 1st question too) right? I've found the .tga to .txb converter but I can't find anything to edit the .mdl's and .mdx's. I don't know if 3ds Max or Maya (I only know those two) will do but I do know that I don't have enough free space for neither one of them. Any software (though I'd prefer freeware) suggestion?

Thanks for noticing a noob.

stoffe
05-29-2007, 07:36 PM
Since the data files are so spread out I've made a quick search utility that allows you to search for files with a specified name within all the game's MOD and RIM files. It is listing all matches in a sortable list along with in what MOD/RIM archive they were found. It also has an extraction feature where it can extract the selected files from the search result to a folder on your hard drive.

You can use wildcards in a limited way within the filename, for example to search for all files of a specific type ("*.2da" to find all 2DA files), or a match against a sub-pattern of a file name within a specific type ("p_ling*.txb" to find all TXB files with "p_ling" as part of the name, or "p_li*h01.txb" to find all TXB files with names containing "p_li", potentially followed by something else and then followed by "h01").

Wildcards do not work within the file extension itself ("*.md*" for example) at the moment, and may sometimes behave in a bit weird way when used in the middle of a filename pattern. Hopefully those bugs should be fixed in the next version when I have the time to do it properly. :)

It seems to work from what I've tested, though it's not considered complete yet. As said above the search works in a somewhat peculiar manner currently, which I hope to make more logical in later versions. Future plans include adding support for searching in the KEY/BIF data files as well as the override folder so that all data can be searched.

If anyone wants it, you can downoad it from the link in the first post in this thread.

stoffe
05-29-2007, 07:57 PM
1. I've checked all (If I'm remembering it correctly) the .rim and .mod in /data and I found that only a few names has all extensions required in the same name (the 'h_*'s and 'n_*'s in .mdl, .mdx, and .txb) and I forgot to note them down. I think there's got to be something/file that configures or lists which head use which body or vice versa. Can anyone help me on this please?

Keep in mind that I'm by no means an expert on this since I haven't done much in the way of character substitution so this is mostly guesswork, but from what I have seen it seems like the head is part of the body model, but has a separate texture for most human models.

I haven't been able to find any 2DA that sets the name of the texture (except for when you're a spirit), so I'd assume it's either set in the Model files, or uses a naming convention hardcoded in the game engine.

The head texture seems to be named the same as the body texture but with a "h" added on (P_Li01 --> P_Lih01) for the player character models. For NPC models it seems to be named the same as the body texture but with a h_ prefix instead of the n_ prefix the body textures tend to have (n_silk01 --> h_silk01).


2. I was wondering if it's possible for stoffe's 'tsl patcher' to be used as 'je patcher' instead. Both games uses the same system right?


Not in its current form. Some of the data files have different formats in Jade Empire (the dialog.tlk file, some 2DA files, slight changes to the ERF/RIM format etc). A version could be made with those adaptations, if anyone would have any interest in it. Could be a fair bit of work involved making those adaptations though, I'm not sure. Depends on how lazy I was when I made TSLPatcher. :)


3. If I wanted to create my own pc, then I'm gonna need all those .mdl, .mdx, and .txb pairs (and maybe the answer to my 1st question too) right? I've found the .tga to .txb converter but I can't find anything to edit the .mdl's and .mdx's.

MDL files are model files, MDX are paired with MDL files containing extra model data that has been added on, TXB are compressed textures. MAB files seem to contain material data of some kind.

There is currently no MDL/MDX converter that works with Jade Empire. Maian seems to be working on figuring out how some of it works, but it might be too early to tell where that leads.

croma
05-30-2007, 01:15 AM
What about that MDLOps in starwarsknights.com (I think)? Wouldn't it be easier to just mess err.... 'study' that and make the JE version? I like that JEFindRes by the way. Thanks, stoffe.

croma
05-30-2007, 01:37 AM
I'm interested on "How to make a new technique" guide by stoffe and I wondered:
1. If it's possible for us to make a new weapon/martial arts style move sets
2. If characters or .mdl and .mdx from other Bioware games (say TSL or SWKOTOR1) can be altered in such way that it's usable in JE

I'm a noob but if anyone can show me the way then I'll walk the line.

tk102
05-30-2007, 01:55 AM
I just got a look at the V4.0 TLK file tonight and updated K-GFF to interpret the TLK file strings correctly. K-GFF v1.2.0 has been uploaded to http://www.starwarsknights.com/tools.php

@croma: I believe Maian is using MDLOps as a base.

stoffe
05-30-2007, 10:17 AM
I'm interested on "How to make a new technique" guide by stoffe and I wondered:
1. If it's possible for us to make a new weapon/martial arts style move sets
2. If characters or .mdl and .mdx from other Bioware games (say TSL or SWKOTOR1) can be altered in such way that it's usable in JE


You can add new weapon/martial/support/magic styles that behave differently, but you'll have to re-use the animations the characters play from a pre-existing style since, as mentioned above, there is currently no way of creating new MDL/MDX files that works with Jade Empire.

croma
05-30-2007, 09:57 PM
Ooh how I wish I could do some programming myself. I feel bad just relying on you guys. Then again, I'll just wait and try to figure out these ccreature.cpp failure message myself I guess. Thanks again guys!


"Three keys in learning are: creative, prideful, and masochism." -someone I knew-

Maian
05-31-2007, 04:26 AM
Well, I'm not sure if I'm qualified or want to extend MDLOps to support JE mdl/mdx files. As I said before, I'm not a modeler, I don't have modeling software, and I don't really know much about the format that's needed to import into that modeling software. I'm also new to Perl, which MDLOps is programmed in. I think I'll leave that up to someone more qualified.

I was only using MDLOps source code to help understand the format of mdl/mdx files. I planned to edit the files by hand, but after seeing how complex the format is and how many values there are which purpose eludes me, I'm not sure I can do that (and it would take a while).

stoffe
05-31-2007, 06:41 AM
I'll just wait and try to figure out these ccreature.cpp failure message myself I guess.

Have you moved all the relevant model and texture data files into the override folder for the appearance you try to change your player into? The player data in players.mod appear to be always loaded, but many other NPC appearances seem to be stored within the module(s) where a character using that appearance exist. Those resources would not be found if you are in another area unless you put it in the override folder where it can always be found.


For example, to use the Princess Sun Lian appearance instead of Unmasked Silk Fox for SF from Chapter 4 and onward I had to put the files h_prnces01.txb, n_prnces01.txb, n_prnces_.mdl and n_prnces_.mdx in the override folder for it to work. They were previously found in the a300/City Core module files only.


* * *

A completely unrelated question:
Do anyone know which .GUI file handles the quick key/style mapping display that pops up in the lower left corner of the screen when you enter combat mode?

I already know what my keys are mapped to and that big interface element is taking up space needlessly, so I'd like to make it invisible (set the ALPHA field to 0).

I seem to have trouble finding which file it is that handles it though. I'm finding pretty much everything else instead when modified some of the files with names that seemed likely. :confused:

Edit: Nevermind, I figured it out. Turns out it was one of the files I had checked, though the method I used to make it invisible didn't work since the game apparently already used the Alpha value to hide/unhide it when entering and leaving combat mode. Resizing it did the trick instead. :)

stoffe
05-31-2007, 09:35 AM
I've uploaded a minor update to my Jade Empire data file search tool (JEFindRes v0.2.0a), see the first post in this thread for a download link.

Version v0.2 has the Txb2Tga converter integrated, allowing it to automatically convert any TXB files it extracts to TGA format if you check a checkbox.

This version should also make using wildcard characters (*) in the file name (resref) part of the search string more reliable. It now works like wildcards usually do in a search:

No wildcard characters used: Only files whose name exactly matches what you type will be found.

No file extension set: Files of any type matching the name you type in will be found.

Wildcards at the beginning and/or end of search string: Your search string can be found anywhere within the filename.

Wildcards inside the search string: Allow any (or none) characters to exist in that position of the file name and only match the rest of what you type.

For example:

Search string Result
-------------- ----------------------------
p_li01 Files of any type with the name "p_li01".
p_li01.* Same as above
p_li01.txb All TXB files with the name "p_li01.txb"
*p_li Files of any type that ends with "p_li", e.g. "j00_c_app_li.ncs"
*p_li.ncs All NCS files that ends with "p_li", e.g. "j00_c_app_li.ncs"
p_li* Files of any type that starts with "p_li", e.g. "p_li01.txb" and "P_Ling_.mdl".
p_li*.txb TXB files where the name starts with "pi_li", e.g. "p_li01.txb" and "p_lingh01.txb"
*p_li* Files of any type containing "p_li" somewhere in the name, e.g. "j01p_lion_altar.pla" and "p_li01.txb"
p_li*01 Files of any type starting with "p_li" and ending with "01", e.g. "p_li01.txb", "p_lih01.txb" and "p_lingx01.txb"
p_li*01.txb Same as above, but only finds TXB files.
p_li*h*01 Files starting with "p_li", followed by anything, then an "h", followed by anything and then ending with "01", e.g. "p_lih01.txb" and "p_lingh01.txb".
*.2da All files of the 2DA file type, regardless of name
*.* All files in the game data (might take some time to list, there are many)

croma
06-01-2007, 06:39 AM
Have you moved all the relevant model and texture data files into the override folder for the appearance you try to change your player into? The player data in players.mod appear to be always loaded, but many other NPC appearances seem to be stored within the module(s) where a character using that appearance exist. Those resources would not be found if you are in another area unless you put it in the override folder where it can always be found.

I did but what I'm trying to do is switching Blossom with Crimson Khana. The problem is that there's no mercf sets (the n_*'s and h_*'s) available with the same name (the head was h_mercf01 but the body was n_mercf if I remember correctly). I converted to TGA and renamed it, renamed the TXB, edit the original TGA and put the other TGA part per part above it, but it all failed. Hell I even made "appearance_override.2da" and add "appearance_override" line under JE.ini's [DEBUG] line and of course, it failed and I laughed to myself (I still am, seriously). I can't figure out how to persuade the system to use another head I want (I bought you damnit!!).

It's not that bad though. The "Face Off" operation explained on page one can really amuse me anyway. I made some tiger-ish tattoo on (of course) TigerShen and ProdigyLu looks like Monkey King (looks cool with Monkey Paw style) which reminds me, is it possible to make Monkey Paw style able to finish harmonic combo or to choose it from the first time we choose the character? I would've mess with the .2da myself if it weren't for the roof leak which blast my power supply off.


God has a weird sense of humor. I never get it nor like it.

stoffe
06-01-2007, 07:06 AM
I did but what I'm trying to do is switching Blossom with Crimson Khana.

Do you want to replace the Blossom player appearance with Crimson Khana, or do you want to make Crimson Khana (the NPC in the arena) use Blossom's appearance? If it's the latter it would be quicker to change the appearance number in the relevant .CRE files to point to Blossom's line in appearance.2da. Open the CRE files with k-gff 1.2 and change the Appearance field (under the Looks struct).

If it's the former, the problem seems to be that Crimson Khana's appearance is one where the head and body are set separately (so they can re-use the body model with a variety of different heads). The body used is line 104 in appearance.2da and the head is line 22 in heads.2da.

This is problematic since all the standard player models have the head and body as a single model where you can't swap out the head. Thus I don't know how you'd tell the game to use a particular head along with the body for the player appearance, since you only pick an appearance and not a head.



ProdigyLu looks like Monkey King (looks cool with Monkey Paw style) which reminds me, is it possible to make Monkey Paw style able to finish harmonic combo or to choose it from the first time we choose the character?

Open the monkeypawas.2da file and on line 7 (Slam) change the value in the synergyprestate column from **** to 1. This will make the Monkey Paw power attack able to finish a harmonic combo.

To make it a starting style open stylesuperlist.2da and on line 22 (C_Monkey_paw) change the value in the StartingStyle column from 0 to 1. This should make the style pickable when creating a new character. You'll most likely need to remove one of the standard styles though (by setting the same column to 0 on its line) to make room for it, since the list of available styles already is full.

croma
06-02-2007, 12:35 AM
If it's the latter it would be quicker to change the appearance number in the relevant .CRE files to point to Blossom's line in appearance.2da. Open the CRE files with k-gff 1.2 and change the Appearance field (under the Looks struct).

Actually, my problem was the former but to hell with that. Until now I thought k-gff deals only with .gff files, I don't know if it deals with .cre too. By the way, which relevant .cre file is it?

tk102
06-02-2007, 10:08 AM
GFF stands for "generic file format" which is basically just a way to arrange the data within the file. Many files in the Bioware/Obsidian games are GFF formatted though they have a variety of extensions. CRE files are one of those types.

I didn't add CRE files as a known GFF file type in KGFF (in the File: Open dialog, "GFF Files" filter) because CRE aren't used in KotOR or TSL. You should still be able to choose File: Open and set the filter to All Files or simply associate CRE files to open with KGFF.

Ghost Down
06-03-2007, 07:48 AM
Are there any Jade Empire modding sites?

- Ghost Down

stoffe
06-03-2007, 11:28 AM
Are there any Jade Empire modding sites?


Not that I am aware of. There is this thread here, and a modding thread on Bioware's Jade Empire forums, but I don't know of anything else.

croma
06-05-2007, 12:04 AM
There's also http://gulbsoft.de/doku.php/games/jade/jade. There's a downloadable character mod and some tutorials down there but I don't know how to upload your files there. I think Georg Zwoller (or something, sorry if I'm sucks with names) owns it. He's in a site somewhere around the site links in his site...... yeah that's it.

Edit: Stoffe, where did you get that avatar pic? I think it looks like Radiant Jen Zi with a different hair and skin tone AND in 3D. Just curious, really.

stoffe
06-05-2007, 06:30 AM
Stoffe, where did you get that avatar pic? I think it looks like Radiant Jen Zi with a different hair and skin tone AND in 3D. Just curious, really.

It's a screenshot from the game using a quick re-skin I've made of the Radiant Jen character, which I'm currently playing as:

http://img381.imageshack.us/img381/8392/jadereskinradiantge4.th.jpg (http://img381.imageshack.us/img381/8392/jadereskinradiantge4.jpg) http://img244.imageshack.us/img244/7245/jenswordfightgf4.th.jpg (http://img244.imageshack.us/img244/7245/jenswordfightgf4.jpg) http://img112.imageshack.us/img112/8869/radiantscholargarden2fp0.th.jpg (http://img112.imageshack.us/img112/8869/radiantscholargarden2fp0.jpg) http://img152.imageshack.us/img152/5022/jenfightmagicuq0.th.jpg (http://img152.imageshack.us/img152/5022/jenfightmagicuq0.jpg)

Ghost Down
06-05-2007, 08:12 AM
Which sword is that stoffe?

- Ghost Down

stoffe
06-05-2007, 08:29 AM
Which sword is that stoffe?


The Demon Sword, which you can find in the first area of the Spirit Realm you arrive in (the "Follow my light" area). If you head in the opposite direction of the blue pillar of light across the battlefield you'll eventually come across a cannon and some bodies. The sword can be looted from one of the bodies.

stoffe
06-05-2007, 04:19 PM
I've uploaded another version (0.3a) of the JEFindRes search utility. This version will look inside the KEY/BIF files as well (in addition to the MOD/RIM files like before), along with the override folder for completeness. It can extract resource from all locations it finds them, and convert TXB files to TGA+TXI files when extracting them, if desired.

See the first post in this thread (http://www.lucasforums.com/showpost.php?p=2300867&postcount=1) for the download link if you're interested. :)


I put together a minimal readme file with this version as well:

JE - Resource Search utility (v0.3a)
-----------------------------------

This simple tool will allow you to search for filenames and filetypes within the game resource of the game Jade Empire by Bioware.

The first time you do a search the utility will ask for the location of your Jade Empire game folder. This is the folder where the JadeEmpire.exe file is located. The location will then be saved in a file named "jefindres.ini" in the same folder this utility is located in. If you need to change the installation path of the game you may delete the "jefindres.ini" file to cause the utility to ask for the game folder location again.

This utility will look for resources of matching name and type inside the BIF, MOD and RIM files in the data folder, along with the content of the override folder for completeness. Matching resources are listed, and you can choose to extract the resources you select in the result list. The result list can also be sorted by name, filetype and source file/folder by clicking on the respective column headers.

When extracting TXB files you can choose to make the utility convert them to TGA+TXI files by checking the checkbox under the Extract button.

When searching you may use * as a wildcard character to make partial matches against the name of the resources. This should work like most wildcard searches tend to do elsewhere. Note that partial matches against file type is currently not supported: you'll gave to search for either one file type or all of them matching the specified name. A few examples:

Search for: p_li01
Result: Files of any type with the name "p_li01".

Search for: p_li01.*
Result: Same as above

Search for: p_li01.txb
Result: All TXB files with the name "p_li01.txb"

Search for: *p_li
Result: Files of any type that ends with "p_li", e.g. "j00_c_app_li.ncs"

Search for: *p_li.ncs
Result: All NCS files that ends with "p_li", e.g. "j00_c_app_li.ncs"

Search for: p_li*
Result: Files of any type that starts with "p_li", e.g. "p_li01.txb" and "P_Ling_.mdl".

Search for: p_li*.txb
Result: TXB files where the name starts with "pi_li", e.g. "p_li01.txb" and "p_lingh01.txb"

Search for: *p_li*
Result: Files of any type containing "p_li" somewhere in the name, e.g. "j01p_lion_altar.pla" and "p_li01.txb"

Search for: p_li*01
Result: Files of any type starting with "p_li" and ending with "01", e.g. "p_li01.txb", "p_lih01.txb" and "p_lingx01.txb"

Search for: p_li*01.txb
Result: Same as above, but only finds TXB files.

Search for: p_li*h*01
Result: Files starting with "p_li", followed by anything, then an "h", followed by anything and then ending with "01", e.g. "p_lih01.txb" and "p_lingh01.txb".

Search for: *.2da
Result: All files of the 2DA file type, regardless of name

Search for: *.*
Result: All files in the game data (might take some time to list, there are many)

RedHawke
06-09-2007, 12:35 AM
Since ChAiNz stickied tk102's tool thread to keep it from getting 'lost' I'm sticky-ing this one as it is also a tool thread. One that I don't want to see 'lost'. ;)

I will install this darned game someday... someday! Curses DDO! :fist:

croma
06-10-2007, 03:48 AM
At last, the power supply replaced. No more internet via mobile phone.

It's a screenshot from the game using a quick re-skin I've made of the Radiant Jen character, which I'm currently playing as:

So it's just re-skinning? I thought I saw ponytail there. My bad eyes.

Anyway, I've replayed through both of my SWKotOR and tried to mod it myself (succesfully though not much, yay) instead of dnloading pre-existed ones just to get more grasp on those wonderful tools. Now I have theories:
1. It seems like everything can be hexed. I never tried though, never knew it, never had it.
2. The .txi files can override some .2da entry.
3. If theory 2 is true, maybe the .mdx files can do the same.

Anyone can help me on this? Any clarification, confirmation, comments, or curses are very much appreciated.

tk102
06-14-2007, 09:01 PM
If anyone would like to test drive an alpha version of DLGEditor for Jade Empire, you can download it here: http://www.starwarsknights.com/forumdl/jedlgeditor_230a2.rar

Please note, unlike KotOR dialogs, Jade Empire relies exclusively on the dialog.tlk file for its conversations. Thus you will want to download stoffe's TLKEd program to do any custom editing.

If you do download this, please take the time to tell about the bugs you find. I don't have Jade Empire, so if there's a particular dialog that has trouble, send me a copy in an email (address is in Help: About JE DLGEditor).

Gargoyle King
06-15-2007, 04:57 PM
It's a screenshot from the game using a quick re-skin I've made of the Radiant Jen character, which I'm currently playing as:

http://img381.imageshack.us/img381/8392/jadereskinradiantge4.th.jpg (http://img381.imageshack.us/img381/8392/jadereskinradiantge4.jpg) http://img244.imageshack.us/img244/7245/jenswordfightgf4.th.jpg (http://img244.imageshack.us/img244/7245/jenswordfightgf4.jpg) http://img112.imageshack.us/img112/8869/radiantscholargarden2fp0.th.jpg (http://img112.imageshack.us/img112/8869/radiantscholargarden2fp0.jpg) http://img152.imageshack.us/img152/5022/jenfightmagicuq0.th.jpg (http://img152.imageshack.us/img152/5022/jenfightmagicuq0.jpg)
Is there any chance you could release that skin Stoffe, it looks awesome! So JE modding has finally begun, only a matter of time really; i hope it eventually becomes as diverse as K1 & TSL modding has!

Aash Li
06-23-2007, 12:25 PM
Id like to have Stoffe's skin of her too. :)

Alkonium
06-25-2007, 08:38 AM
Id like to have Stoffe's skin of her too. :)
Come to think of it, so would I. I mainly play as a customised (stat-wise, not appearance-wise) Tiger Shen, but that skin might give me a reason to play as Radiant Jen Zi.

stoffe
06-26-2007, 08:58 AM
Come to think of it, so would I. I mainly play as a customised (stat-wise, not appearance-wise) Tiger Shen, but that skin might give me a reason to play as Radiant Jen Zi.

I've uploaded the reskinned textures here (http://www.algonet.se/~stoffe/jadereskin.7z) if you want it. :) Unpack the files and put them in the override folder. Remove any files with the same name with an .TXB extension found in the override folder, otherwise the game will not use the modded textures.

http://img522.imageshack.us/img522/9360/portraitradiantem4.th.jpg (http://img522.imageshack.us/img522/9360/portraitradiantem4.jpg)

Aash Li
06-26-2007, 02:06 PM
How do you rotate the camera around so you can see your chara? I cant seem to zoom in or anything. >_>

stoffe
06-27-2007, 06:22 AM
How do you rotate the camera around so you can see your chara? I cant seem to zoom in or anything. >_>

As far as I know there is no "Vanity Mode" in Jade Empire, unfortunately. :fist:

It can be partially faked, somewhat, in combat mode by pressing and holding the Block key, since this will allow you to rotate the camera around your character with the mouse. If you do this long enough it sometimes gets stuck in that camera angle when you release the block key until you attack or move, allowing you a look at your character in the normal combat stance as well.

This, along with screenshots from dialogs/cutscenes is what I've used to make screenshots of my characters so far. It might be possible to make a mod that allows you to put your character into cutscene mode at will and pick a camera angle, though I haven't looked into how the game allows camera movement yet to be sure.

Aash Li
06-27-2007, 07:40 AM
I think its rather stupid that teh console game allows it, but the pc version doesnt... whats the point of having it on the console version? Is there screenshot abilities on that, that I dont know of?

Where do you get the skin for Scholar Ling's face? I found her clothes, but not her...

Also, the clothing mod for your character isnt working for me, for some reason. O.o The head reskin does, but thats it...

Aash Li
06-28-2007, 11:16 AM
http://img525.imageshack.us/img525/9652/screen0002yh6.th.jpg (http://img525.imageshack.us/my.php?image=screen0002yh6.jpg)

Drow! haha... anyone know where the body textures are found? :3


Guess Ill have to play the game through once before I can play as an npc I like better.... heh

Ztalker
07-10-2007, 05:31 AM
Heya...finished the game yesterday, but something felt...wrong...

In the Kotor games, you could freely choose where to go. In JE, It bothered me that you had to do this 'major' quest for a ship, when you can only visit 2 places with it.
Also, I felt like I was being pushed in the right direction by the game.

I'm seriously sorry for buying the game...I just don't like it somehow...

Anyone else feel this way? Or am I doing something wrong? :(

stoffe
07-10-2007, 06:05 AM
In the Kotor games, you could freely choose where to go.

Well, freely might be stretching it a bit. The beginning and end acts of both KOTOR games are quite linear with the freedom to choose where to go and what order to do things only being present in the middle "find the four plot items" act. :)

(Which, on a tangent, seems to be a popular theme for the roaming part in RPGs as of late... "Find the four waterdhavian creatures" and "find the four words of power" in Neverwinter Nights, "find the four star maps" in KOTOR and "find the four jedi masters" in TSL. :))


In JE, It bothered me that you had to do this 'major' quest for a ship, when you can only visit 2 places with it.


Four places :) (Tien's landing, Imperial City, Palace, Dirge), though you also have Kang's line of quests involving Lord Lao's furnace and all the shooter mini games to go with it. Jade Empire isn't much of a galaxy hopping game where you need to go around a lot.


Also, I felt like I was being pushed in the right direction by the game.


Jade Empire is a fairly story intensive games that, while it has side quests, mainly focuses on following the main plot. It's not an Oblivion type game with 250+ hours of roaming around exploring the countryside doing things at your leisure. It wasn't a very long game, but that didn't bother me much since I have so many other games that take forever to get though so some variety was nice. Over all I thought it was worth buying and playing though a few times.


Anyone else feel this way? Or am I doing something wrong? :(

I thought it was a good game with an interesting plot and fun characters with plenty of Bioware style humor and a combat system that made you feel more involved in the fights rather than like watching an interactive cutscene like the KOTOR games sometimes feel. But it's a matter of taste, so you are of course equally entitled not to like it. :)

Ztalker
07-10-2007, 07:57 AM
Originally Posted by stoffe
Four places (Tien's landing, Imperial City, Palace, Dirge), though you also have Kang's line of quests involving Lord Lao's furnace and all the shooter mini games to go with it. Jade Empire isn't much of a galaxy hopping game where you need to go around a lot.

4 Places? I made a little mistake then. I thought I could never return again after going to the Imperial Palace the frist time....
One more thing: How did you guys play your character? I ended up with using only 4 styles (out of efficiency): -Thousand Cuts -Longsword -Jade Golem -Spirit Thief.
I ened up like...a Jedi Sentinel from Kotor. Is it worthwile (and balanced) to play a full-Melee or a full-Magic character?

Alkonium
07-23-2007, 09:01 PM
Hmm, I hope I'm not going out of line by asking this, but since BioWare's rather slow on the patch, what are the odds of user-made bug fixes for this game?

tk102
07-23-2007, 09:38 PM
I'd say very good as long as they don't involve .bik movie files or models. :)

What bugs need fixing?

Alkonium
07-23-2007, 09:48 PM
I'd say very good as long as they don't involve .bik movie files or models. :)

What bugs need fixing?
I'm pretty sure most, if not all of the bugs in the game are scripting errors.
Well, the ones I've encountered are the issue with the first pirates you see on Gao the Greater's island not turning hostile when they should, combat going buggy after killing one of the two imperial soldiers who attack you after the first bit of flirting with Silk Fox, and the infamous combat glitch involving Sir Roderick.

tk102
07-24-2007, 10:38 PM
The Jade Empire Save Game Format (.sac) is exceptionally simple:
32 bit (n) Number of GFF files in this .sac
-------------
begin GFF list
-------------
32 bit (x) Number of bytes the GFF filename including null
x*chars Filename including null termination
32 bit (y) Size of GFF
y*bytes GFF formatted file

(repeat n times)

The last GFF file in the GFF List is called save.sav and contains all the player related information. The other GFF files appear to be area/module information.

sekan
07-25-2007, 06:43 PM
Is it just me or can you walk through walking people?

stoffe
07-25-2007, 08:22 PM
Is it just me or can you walk through walking people?

You can, since the random nameless people roaming around who you can't select aren't technically NPCs, they are a special "crowd" object that runs a number of dummy people who move around to make the area seem busy.

Since they aren't NPC/creature objects but rather just visual effects they have no collision detection or pathfinding. As such they are unaware of your presence, and you can walk right through them.

I guess things are made this way to reduce the load on the game engine. Pathfinding and AI are quite expensive for processing.

sekan
07-26-2007, 02:06 PM
Okey... Is there some way to turn them into npcs?

stoffe
07-26-2007, 02:22 PM
Okey... Is there some way to turn them into npcs?

Well, you could remove the crowd object and put an equal number of NPC objects into the area, place waypoints where they are supposed to walk and assign them custom AI scripts that make them patrol the waypoints, fake entering buildings etc.

A lot of work for no obvious gain, IMO, unless you plan to use those NPCs for something else than decoration and ambience. This will lead to the game slowing to a crawl whenever you are in populated areas, and being able to select all the nobodies, making it harder to locate the NPCs that actually have something to say.

There is a reason why the crowd objects where introduced into the game engine after all. The Aurora engine is awful at handling large amounts of NPCs moving about in an area without killing performance due to (among other things) poor pathfinding and an inefficient (for the task) scripting system.

sekan
07-26-2007, 04:56 PM
If it's so much work then i wont do it :p Stoffe is there a spawn script for JE?

Mindtwistah
07-26-2007, 04:56 PM
Is there a modding site with JE mods?

tk102
07-29-2007, 05:12 AM
Jade Empire Savegame Editor v0.6 released

I've uploaded the initial release of a savegame editor for Jade Empire. See the first post of this thread for the download link.


Edit: I've also uploaded SAC Utils to extract/pack the the save.sac file just in case anyone wants to try low level tweaking of their savegames with K-GFF.

Edit: v0.2 released: Fixed Appearance behavior -- now shows list and found an extra field in the GFF that needed to be tweaked to get the changes to stick.

Edit: v0.3 released: Added Weapons, Plot Items, Flyer Improvements, Techniques, Amulet, Gems nodes. Also added ability to Add/Remove Styles and the aforementioned elements

Edit: v0.4 released: Added Henchmen selection/availability and fixed style bars (was off by one)

Edit: v0.5 released: Fixed the bug that was causing journal entries to disappear.

Edit v0.6 released: Fixed handling of early savegames where Silver and Alignment fields are not defined. The symptom was that Silver or Alignment were showing up as the values of Chi but when edited, they actually changed the Chi. That's been fixed.

splinterxx
07-30-2007, 07:09 AM
Jade Empire Savegame Editor v0.2 = Down

Plz reup.

stoffe
07-30-2007, 05:54 PM
Jade Empire Savegame Editor v0.1 v0.2 released

Tested the editor with a bunch of savegames and it seems to work. Though I got a few Weird style advancement detected: messages in the log. The only thing I could think of that I couldn't figure out was how to add new styles to a character with it?

tk102
07-30-2007, 06:05 PM
Though I got a few Weird style advancement detected: messages in the log.Do you have some custom styles that have different EffectIds from rank to rank? JSE currently doesn't know what to do with multiple Effects for a single style so it uses only the effect of the first rank.


The only thing I could think of that I couldn't figure out was how to add new styles to a character with it?That's on my to-do list. The workaround for now is using SAC Utils right now to explode/implode the .sac and do GFF editing in between.

stoffe
07-30-2007, 06:08 PM
Do you have some custom styles that have different EffectIds from rank to rank? JSE currently doesn't know what to do with multiple Effects for a single style so it uses only the effect of the first rank.

It was for the Monkey Paw style those messages popped up in the log, though it might be a bit weird since it's not normally usable by the player unless you cheat to get it.

Also, I forgot to mention that the labels above the skill level sliders are blank for the Viper, Iron Palm and Rhino Demon styles.

tk102 says: Ah, found out what it was. IRONPALMLV.2da an VIPERLV.2da have a column named "Label" rather than "label" -- the latter being used in all the other *LV.2da files that I've seen. I've since made my code accept either. The Rhino Demon form uses Iron Palm for some reason, probably a mistake.

sekan
07-31-2007, 03:46 PM
I have tried to make a gem and a teqnic (lol) on my computer. I but i don't have improvements.2da and effect.2da. If someone have them can you send them to me?

Thanks for reading this.

tk102
07-31-2007, 04:11 PM
Hey sekan, you can find and extract those 2da files using stoffe's FindRes tool in (link in the 1st post). JE's 2das are a mish-mash of V2.0 and V2.b formats. If it's V2.0 you can use any editor you like. If it's V2.b, you'll need to use one of the various V2.b tools also listed in the 1st post.

sekan
07-31-2007, 05:21 PM
Hey sekan, you can find and extract those 2da files using stoffe's FindRes tool in (link in the 1st post). JE's 2das are a mish-mash of V2.0 and V2.b formats. If it's V2.0 you can use any editor you like. If it's V2.b, you'll need to use one of the various V2.b tools also listed in the 1st post.

Thanks i have found it now. But where shall i put improvements.2da when I have done with everything?

EDit: I got i work.

Edit2: Now i have made a gem and a techniq and both works fine :p

Janan Pacha
08-02-2007, 05:13 AM
Can anyone help me figure out where the skin (skin tone) on the various characters are? I think this was supposed thread was supposed to have helped, but I'm obviously missing something key?

stoffe
08-02-2007, 05:30 AM
Can anyone help me figure out where the skin (skin tone) on the various characters are? I think this was supposed thread was supposed to have helped, but I'm obviously missing something key?

The skin is part of the body and head textures of the characters. The textures of the player models have a P_ prefix in their names, so if you search for P_*.txb in JEFindRes you should be able to find them all. Some of them have a version found in the override folder that is of higher resolution than the one inside the game data files, thus those should be used first when available. :)

Janan Pacha
08-02-2007, 06:36 AM
The skin is part of the body and head textures of the characters. The textures of the player models have a P_ prefix in their names, so if you search for P_*.txb in JEFindRes you should be able to find them all. Some of them have a version found in the override folder that is of higher resolution than the one inside the game data files, thus those should be used first when available. :)

That's why I keep seeing two versions of each skin that seem to be otherwise exact copies of each other? O.o

EDIT: And thanks, I think I got it. :)

EDIT 2: Okay, I got the head area to work, and accept my new texture. The body area, though, when I put the files into the override folder do not replace the original graphics. In fact the old graphics stay there. The head is the new texture. But not the body. They body has the original texture.

I'm not sure what I'm doing wrong.

sekan
08-02-2007, 11:39 AM
Okay... I'm wondring one thing. Is JE using coordinates when they spawn npcs? If they do is there someway to make a armband like TSL but instead a gem that give coordinates in teh corner off the screen. Only when you are using the gem of course :p The gem could be found in every module or chapter. Anyway if they not are using coordinates how do they do to spawn npcs?

If anyone could make a coordinat armband it would improve the JE modding in many ways.

Thanks for taking reading this :D

stoffe
08-02-2007, 11:55 AM
EDIT 2: Okay, I got the head area to work, and accept my new texture. The body area, though, when I put the files into the override folder do not replace the original graphics. In fact the old graphics stay there. The head is the new texture. But not the body. They body has the original texture.


Make sure you have removed the TXB file with the same name from the override folder. If there is a TXB file and a TGA file with identical names in the same scope, the game will use the TXB file.

You only need to do this for files in the override folder, i.e. you don't need to remove TXB files from the MOD/RIM files if you put a TGA in the override folder since the override scope has higher priority.

Is JE using coordinates when they spawn npcs? If they do is there someway to make a armband like TSL but instead a gem that give coordinates in teh corner off the screen. Only when you are using the gem of course :p The gem could be found in every module or chapter. Anyway if they not are using coordinates how do they do to spawn npcs?


While I haven't investigated this closely I'd guess they use either pre-placed NPCs or Encounter triggers to spawn most NPCs and creatures in the game.

The problem with making "armbands" in Jade Empire, as far as I know, is that you have no effective way of triggering a script at will, like the armbands allow, unless I'm overlooking something. It's easy to fire scripts as part of a reward/loot, but since you have no inventory or items to be activated, and most "spells" are 2DA based rather than scripted in Jade Empire your options are a lot more limited.

For something that continually displays the coordinates you'd need a script that runs repeatedly to update the info. I haven't really looked much into these aspects of Jade Empire modding yet, so hopefully someone else is able to offer more insight. :)

J_Slash
08-02-2007, 05:16 PM
For something that continually displays the coordinates you'd need a script that runs repeatedly to update the info. I haven't really looked much into these aspects of Jade Empire modding yet, so hopefully someone else is able to offer more insight. :)

Hey everyone,
There's a script in the override folder named "j98_eud_player.nss", this scripts runs pretty much all the time, whenever you perform an action, or an action performed on you, it contains all the onheartbeat, ondisturbed, and other events. i used it to regenerate Chi and Focus on heartbeat, and to test some other stuff too. hope this helps..:)

Janan Pacha
08-03-2007, 12:43 AM
Make sure you have removed the TXB file with the same name from the override folder. If there is a TXB file and a TGA file with identical names in the same scope, the game will use the TXB file.

You only need to do this for files in the override folder, i.e. you don't need to remove TXB files from the MOD/RIM files if you put a TGA in the override folder since the override scope has higher priority.

That worked. I've now created a dark robed albino version of Radiant Jen Zi as my first test. Now to get to something I'll actually spend time trying to get good looking. Hopefully an improved version of Scholar Ling. I'd like to change the outfit especially to get a more dark sorceress vibe off the outfit. Something more conservative too, to reflect the scholar aspect.

Er . . . heh ^_^ *stops babbling, and wanders off to work on texturing*

Mindtwistah
08-03-2007, 09:34 AM
tslpatcher should work with JE right? Like adding files into some folders and adding entries in dialog.tlk and 2da files?

stoffe
08-03-2007, 09:54 AM
tslpatcher should work with JE right? Like adding files into some folders and adding entries in dialog.tlk and 2da files?

No, TSLPatcher would not work to use for many types of JE modding in its current state. The KOTOR games (and NWN) use the TLK V3.0 format for the dialog.tlk file, while Jade Empire uses the TLK V4.0 format. Since TSLPatcher was made for KOTOR it does not handle this format.

Further, TSLPatcher only deals with 2DA files in binary 2DA V2.b format. Jade Empire supports this format, but many of the 2DA files, especially modded ones, are in the older 2DA V2.0 text format instead.

Lastly, while the GFF format is roughly the same in KOTOR and JE, the latter has a new data type added to the format. TSLPatcher's GFF handling is not aware of this data type, for aforementioned reasons. It would probably complain if it encounters data types it does not recognize when loading a GFF file using this field type.

sekan
08-03-2007, 10:09 AM
Hi everybody and no Stoffe and tk102 I'm not gona ask a question. I'm gona realese my first JE mod :D

Name: Three Brothers

This mod add three powerful gem. Sekan, Lespoon and Mindtwistah gem.

Author: Sekan
Special Thanks to: Mindtwistah

Sekan's Gem Information
Location: Spirit plain. This gem has the same location as the demon sword.
Effect: + 10 Body + 10 Mind + 2 Spirit

Lespoon's Gem information.
Location: Pirate workshop. You can find this gem in a cheast in the Treasure room.
Effect: + 10 mind + 5 Body + 5 spirit

Mindtwistah's Gem
Location: Teahouse if you help old mother kwan to get back her teahosue.
Effect: + 15 Spirit + 3 Body + 3 Mind

Download it Here (http://www.speedyshare.com/781989547.html)

Permission: You can edit this gems so much you want but if you want the realese your change you must ask me first.

Eisenhower
08-05-2007, 03:04 AM
Firstly I must say I have no modding experience in Bioware's games whatsoever. I did do a little in Homeworld, but I don't have the patience to learn scripting languages and such.

While playing Jade Empire, aside from feeling slightly deflated at the lack of mods, I also wasn't particularly fond of the graphic for Silk Fox. I was wondering, was it easy/possible to replace Silk Fox's graphic with the one for the Princess? Without causing too much problems, that is. If you can tell me where to go and what to use to accomplish this, that would also be most excellent.

Secondly (and off-topic), does anyone find the staff style useful? Seems the sword is better because of the sweeping attacks. Staff has a long reach, but I like charging into the middle of enemies and using the sword attack to decimate them.

Finally, is it possible/easy to change the passive bonuses of ... gah I forget her name, the girl from the school who you rescue from the cave. Her, the demon girl and Sky, can you change their bonuses to include all three of the stat regen powers like the monk from ghost-Dirge? I think sky does the focus regen, the demon does health and the girl from school does spirit, I'm hoping to get all three all the time. Also, to give both Sagacious Zu and Silk Fox both the + martial/weapon style bonuses. I think Sagacious gives you weapon bonuses and Silk Fox gives you martial style bonus.

Thanks in advance.

stoffe
08-05-2007, 05:13 AM
I was wondering, was it easy/possible to replace Silk Fox's graphic with the one for the Princess?

It's possible, but does have a somewhat quirky side-effect. To do it, open the appearance.2da file with a text-editor. On the lines with row label 35 and 201, change the value in the MODELA column from (35) N_Silk_ to N_Prnces_ and (201) N_SilkNM_ to N_Prnces_ respectively. This will switch out the character model.

However, since some of the textures for this model only exists in the module where you first land in the Imperial City you'll need to extract those files and place them in the override folder to be globally available.

I don't remember exactly what files you need, but extract h_prnces01.txb, n_prnces01.txb and n_prnces_.mdx from a_300-a.rim and n_prnces_.mdl from a300.rim into your override folder (skip any files that already exists there though, you only need the ones that aren't already there, and the already existing ones are probably higher resolution). You can use JEFindRes for this, just search for *_prnces* and it should list all the relevant files.

The above mentioned quirk you should be aware of though is that the Princess model has no impact hooks. This means that it's impossible for enemies to hit her with melee attacks, so she'll never sustain any damage from melee grunts.


Secondly (and off-topic), does anyone find the staff style useful? Seems the sword is better because of the sweeping attacks.

The staff style does seem to be of the "mildly useless when used by you, very annoying when used against you" variety, at least by more than one enemy.


Finally, is it possible/easy to change the passive bonuses of ... gah I forget her name, the girl from the school who you rescue from the cave.

"Only one man would dare give me the raspberries... DAWNSTAR!"

*Ahem*... Yes, it's possible to change what effect the support styles of the various party members have. To use Dawnstar an an example, open the dstar.2da file. This file defines Dawnstar's character progression as you go up in levels. Look for the supporteffect column, the number listed here is a line number in the effects.2da file.

It's 46 for Dawnstar, which points to the EFFECT_MODSTATOVERTIME line in effects.2da. This is a multipurpose effects though, and the supporteffectparam column in dstar.2da specifies more exactly what it does. To determine what the parameter value means we need to look up what sort of parameters the EFFECT_MODSTATOVERTIME effect takes.

This is determined by the value in the 2da column in effects.2da, which is set to 86 for this particular effect. This number in turn is a reference to a line number in the 2das.2da file, which essentially lists the names of other 2da files that contain parameter info. Looking up line 86 in 2das.2da it says modstatovertime in the file column, which means the modstatovertime.2da file is used.

The supporteffectparam column value back from dstar.2da is thus a line number in the modstatovertime.2da file. That column had the value set to 2 for dawnstar, and looking at line 2 we see that, sure enough, it's set to RECOVERCHI_1. To make a long story short, look down to line 4 and you'll see RECOVERALLSTATS_1, which is what Abbot Song uses. To make Dawnstar do the same, change the value in the dstar.2da file in the supporteffectparam column to 4 for all rows in the file.

To change what the support style does for other party members you use the similar approach, but use their specific 2da file instead of dstar.2da (sfox.2da, chaika.2da etc...).

You can even change what their support style does entirely by changing the value in the supporteffect column. You should probably stick to "over time" effects listed in effects.2da if you do though. Or you could make their support style either increase in potency or do different things as they level up by setting different values in their columns for the different lines in the dstar.2da (and other follower 2DAs).

Eisenhower
08-05-2007, 09:50 AM
Ouch...

brain hurt.

So essentially I just need a text editor and a program called JEFindRes for all this, right?

stoffe
08-05-2007, 09:57 AM
Ouch...

brain hurt.

So essentially I just need a text editor and a program called JEFindRes for all this, right?

Yes. JEFindRes is an utility that lets you search among the game's resource files and extract things. There is a link to it in the first post in this thread.

Most 2DA files in the game are tables in plain text format and as such it should be enough with a text editor to modify them. Personally I prefer to use UltraEdit since it uses monospace fonts and you can set columns and headers to be independently scrollable, but any text editor should do.

For the few 2da files that are in binary format you'll need a converter, there should be a link to one in the first post as well. Or you can use this archive (http://www.papagamer.com/files/formatted_2da.7z) which contains most of the 2DA files from the game converted to text format with fixed column width to make them easier to hand-edit. (You'll need 7zip (http://www.7zip.org/) to unpack it.)

You then place any files you've edited in the override folder to make them game use them. I'd recommend that you make a backup copy of that whole folder just in case before you start modding so you have something to fall back to if things get screwed up.

Eisenhower
08-05-2007, 06:11 PM
I did the replacing silk fox's model with princess lian, but now her face is all black. I forgot to save a backup copy of the override folder though, so the original .txb, .mdl and .mdx for princess is missing from override. It worked while I was in the imperial city proper, but when I entered the arena her face turned black.

Any chance you can upload the originals? I'd rather have silk fox than an untextured face.

I just think the ninja look is overplayed.

Thanks for all your help!

stoffe
08-05-2007, 06:33 PM
I did the replacing silk fox's model with princess lian, but now her face is all black. I forgot to save a backup copy of the override folder though, so the original .txb, .mdl and .mdx for princess is missing from override. It worked while I was in the imperial city proper, but when I entered the arena her face turned black.


Did you do as I mentioned in the previous post and extracted all the N_Prnces_ files from the RIM data files into your override folder? Some of the textures are only found in the Imperial City landing area module normally, and you'll need to extract them to the override folder for them to work everywhere. Make sure the files are directly in the override folder and not in any sub-folders within it.

It should work fine if you do, I'm using the princess look in my current game without problems (aside from the aforementioned one that she's impossible to hit with melee attacks when using that model).

Edit: Oops... forgot about one... h_prnces01.txb should contain the head texture so you'll need to extract that one too. Sorry about that. :)

Eisenhower
08-06-2007, 02:33 AM
Yay, much thanks. It works perfectly now!

Eisenhower
08-07-2007, 01:03 AM
While playing, I screwed up the talk trees and managed to activate the Sky romance thread when I only wanted the Princess one. Is there any way to de-activate the sky thread or change the variable to Princess? I was persuing the Princess thread but apparently Sky overrides her. so... any help on that would be appreciated. I can't go back saves because I don't know how far back this got activated.

I know which one is on because right before you fly to the Imperial Keep the first time, the princess says take care of your business and sky is the only option, which I didn't take.

Playing a female character, btw.

stoffe
08-07-2007, 09:53 AM
While playing, I screwed up the talk trees and managed to activate the Sky romance thread when I only wanted the Princess one. Is there any way to de-activate the sky thread or change the variable to Princess?

You could try to change the global variables that seemingly keep track of these things. I don't know if it's sufficient in your situation, but it worked for me to do "late switching" in Dirge when I unwittingly had managed to avoid any romantic entanglements at all. :)

A script like this might work. I've attached a compiled version below if you don't have a script compiler handy to do so yourself. Unzip its content into your game's override folder.

void main() {
SetGlobalBoolean("J00_SILKFOX_ROMANCE_DONE", FALSE);
SetGlobalBoolean("J00_SILKFOX_ROMANCE", TRUE);
SetGlobalBoolean("J00_SKY_ROMANCE", FALSE);
}


Then you need to run the script from somewhere. The easiest way is usually to attach it to a "reward event" (or whatever to call it) near where you currently are in the game. I.e. when the game gives you silver, some item or XP it would run the script as well. The rewards are set in 2da files with an ar_ prefix, there is a column where you can set the name of a script file to run (without the NCS suffix).

If you can't get it to work, say where in the game you are currently and perhaps I can find a suitable 2da file to use.

Eisenhower
08-07-2007, 10:34 PM
So I just, unzip those files into override and get playing?

I'm not understanding this scripting stuff, more complex than I'm used to.

I'm *right* at the part where you enter the imperial palace for the first time, after leaving the imperial city.

virumor
08-08-2007, 03:56 AM
I have a question: is it possible to get the Sword of the Bough (which is a sword upgrade for Silk fox during the siege of Dirge) from the beginning?

In items.2da this upgrade has number #546, the script that is mentioned is j07_a_wpn_32. What I tried is putting this script and number in ar_town.2da in the row #35 after_chapter_screen but this does not seem to work... I do get a 'received sword of bough' message but nothing is added to the styles screen.

This method does work for any other long sword/staff update, though (demon/dragon sword, etc), so I do not know why this doesn't work for Silk Fox's weapon upgrade (and I guess the same would be true for the upgrades for the Black whirlwind and Dawn Star).

I guess changing weapon "j00_sword02" to "j00_sword03" + changing the NameRef/Descref on line #29 in stylesuperlist.d2a might do it, but I'm just wondering why you can't just add this upgrade if you can do it with Dragon/Demon sword.

stoffe
08-08-2007, 06:26 AM
So I just, unzip those files into override and get playing?

I'm not understanding this scripting stuff, more complex than I'm used to.

I'm *right* at the part where you enter the imperial palace for the first time, after leaving the imperial city.

No, you'd need to make the game run the script somewhere as well. I've attached a modified variant of the reward table for the Imperial Palace (first visit/act 4) below. Unzip its content into the override folder along with the scripts attached to the previous post. This file should make the game run the script which adjusts the romance variables after either Yahzen or ChaiKa have been beaten after their final confrontation when you first arrive at the palace (when you receive a technique as reward for helping one beat the other).

Hopefully there are no romance related conversations that need to be done before that.

stoffe
08-08-2007, 06:54 AM
I have a question: is it possible to get the Sword of the Bough (which is a sword upgrade for Silk fox during the siege of Dirge) from the beginning?


If I understand this correctly you are trying to give the sword to the player character?

The problem is most likely that the script you are running (j07_a_wpn_32) is trying to apply an upgrade to a style/weapon that your character does not possess (Silk Fox's longsword). You'll need to use a script that applies the upgrade to the player character's longsword style instead. Something like this (compiled variant attached below):


void main() {
if(!GetHasStyle(GetPlayer(), STYLE_SINGLESWORD))
AddCombatStyle(GetPlayer(), STYLE_SINGLESWORD, 1, STYLEMAP_NONE, TRUE);

ApplyStyleAdvanceLine(GetPlayer(), STYLE_SINGLESWORD, 48);
}

virumor
08-08-2007, 07:09 AM
Thank you, I understand.

So the method I suggested of changing the weapon listed in stylesuperlist.2da in line 29 which is the Single sword weapon style, namely j00_sword02 (Fortune's favourite) to j00_sword03 (Sword of the broken bough), would not work?

Another possibility could be changing the Dragon sword to Sword of the bough in StyleAdvance.2da... this should make it possible to purchase it in the Imperial city.

Unfortunately for modding I cannot go beyond editing 2da files; I am horribly bad in anything even remotely connected to programming, hence I cannot write any scripts that work.

stoffe
08-08-2007, 04:23 PM
So the method I suggested of changing the weapon listed in stylesuperlist.2da in line 29 which is the Single sword weapon style, namely j00_sword02 (Fortune's favourite) to j00_sword03 (Sword of the broken bough), would not work?

That would probably work as well if you just want to change the appearance and name of the player's longsword to that of the one Silk Fox gets at Dirge, using the weapon model and description override StrRef from styleadvance.2da and setting in on line 29 in stylesuperlist.2da.


Unfortunately for modding I cannot go beyond editing 2da files; I am horribly bad in anything even remotely connected to programming, hence I cannot write any scripts that work.

2DA editing should be enough if you want to switch around the names and weapon models of various styles. Jade Empire seems to rely very heavily on 2DA files for its game data, making the need for scripts much smaller than in earlier Aurora engine games like KOTOR and NWN.

Eisenhower
08-09-2007, 03:11 AM
The thing for Silk Fox's romance didn't work. Oh well, I was curious how the Sky ending went anyhow. Besides, I have a savegame from before I met Silk Fox, so even though I have to play through it again I can correct my mistake.

I thought the Sky deal was sorta like Carth Onasi with Dustil, I chose the options to find out more of his daughter, hoping there'd be some quest regarding that that I haven't seen.

Thanks much for your help, Stoffe. I'll wait a little longer until there are a few more mods/skins for Jade Empire and I'll restart the game and not make the silly mistakes I already have.

sekan
08-09-2007, 05:19 AM
Was she outside the tent? Or did you just miss the romance ?

Anyway i made a horrible mistake when i tried to have romance with Sky.
He was outside the tent but bcz i missed a dialog i couldn't finish the romance and i couldn't get into the tent...

Here is what i did wrong

I can not get the Romance Conclusion Scene (Kiss scene) with my lover at Dirge, did I screw up somewhere?

The problem that most people miss the romance due to 1 dialogue that's very easy to miss (I know because I did).

- Provided you talked to them on Chapter 1 and 2, Basically the point is there are 3 dialogue runs for each romance interest at chapter 3. And people can easily miss the second run.


+ First Dialogue: Right at the beginning (right after Silk Fox joint)

+ Second Run: After one of the 2 Lotus recruiter meet you. Note that this dialogue becomes available right after you meet one of them.

+ Third Run: After you received one of the Lotus seal.


- The thing is usually people after meet one of the recruiter will go right for the quest and solve it, thus miss out the second dialogue. Especially if you're doing the Arena, since you probably just meet the excution recruiter and run through the arena not knowing there is one romance dialogue for this period.



Example for Silk Fox:

- you have to talk to her after she joint you and before you meet with with either of the recruiters.

-talk to her again after the Inquistor or Excutioner approach you and before you finish one of the quests. (again, this is an easy one to miss, unless you have that particular follower with you and chat with him/her by chance).

-Then talk to her again after you finished one of the recruiting quest and before you enter the forstress area.


Don't do the same mistake as i did...

virumor
08-09-2007, 05:48 AM
Usually after completing a part of the main quest, a yellow arrow will appear over your followers' heads. That's how you know when to speak up.

It suffices to speak to every follower each time you return to your base camp. I did it this way with Sky (whom I never used as a follower) and I did not miss the romance.

If you want to romance Silk Fox with a female character, though, you need to either ignore or reject Sky.

sekan
08-11-2007, 03:12 PM
Jade Empire Savegame Editor v0.4 released

I've uploaded the initial release of a savegame editor for Jade Empire. See the first post of this thread for the download link.


Edit: I've also uploaded SAC Utils to extract/pack the the save.sac file just in case anyone wants to try low level tweaking of their savegames with K-GFF.

Edit: v0.2 released: Fixed Appearance behavior -- now shows list and found an extra field in the GFF that needed to be tweaked to get the changes to stick.

Edit: v0.3 released: Added Weapons, Plot Items, Flyer Improvements, Techniques, Amulet, Gems nodes. Also added ability to Add/Remove Styles and the aforementioned elements

Edit: v0.4 released: Added Henchmen selection/availability and fixed style bars (was off by one)

That is awesome :D

But i have a bug. When i try to add a style to the game it's not showing any of the new styles . With other words nothing has changed. All style i have tried to add was cut so is it possible to add cut styles or will the game crash?

Edit: I tried to add ice shard and it worked. But is it possible to restore the cut styles?

stoffe
08-11-2007, 03:18 PM
That is awesome :D

But i have a bug. When i try to add a style to the game it's not showing any of the new styles . With other words nothing has changed. All style i have tried to add was cut so is it possible to add cut styles or will the game crash?

Styles marked as "cut" are not present in the game and only have a few junk lines left in the 2DA files since you can't remove lines safely from a 2DA file without an enormous amount of work. (This is a "problem" in all games using 2DA files, KOTOR has such dummy entries as well for appearances, force powers, feats etc that didn't end up in the final version of the game.)

Many of the NPC and creature styles won't work if assigned to the player either, since they don't have data set that is required by player styles. There are a few, like Monkey Paw, that does work (even if the upgrade of it is improperly configured) when assigned to the player, but generally you should be prepared for lots of crashes if you assign styles that are not meant for use by the player (standard ones or ones added by mods).

sekan
08-13-2007, 02:21 PM
No, TSLPatcher would not work to use for many types of JE modding in its current state. The KOTOR games (and NWN) use the TLK V3.0 format for the dialog.tlk file, while Jade Empire uses the TLK V4.0 format. Since TSLPatcher was made for KOTOR it does not handle this format.

Further, TSLPatcher only deals with 2DA files in binary 2DA V2.b format. Jade Empire supports this format, but many of the 2DA files, especially modded ones, are in the older 2DA V2.0 text format instead.

Lastly, while the GFF format is roughly the same in KOTOR and JE, the latter has a new data type added to the format. TSLPatcher's GFF handling is not aware of this data type, for aforementioned reasons. It would probably complain if it encounters data types it does not recognize when loading a GFF file using this field type.

Well... is it possible to make a JE patcher?

stoffe
08-13-2007, 05:30 PM
Well... is it possible to make a JE patcher?

Most likely, it's not exactly rocket science any of it, and most of the relevant file formats are already known. It would just require someone with the time, desire and motivation to do it. :)

I don't think I'll try to adapt TSLPatcher for Jade Empire though. It's a horrible mess that has grown way beyond what it was originally intended for. As such it's pretty much held together with steel wire and duct tape and not designed (if you could call it designed at all) for being easily expandable or changeable. It would probably be easier to just start over from scratch. :)

sekan
08-14-2007, 01:21 PM
This is my second JE mod. This mod add the elephant demon style. You will get it when you kill the elephant demon.

Enjoy

Elephant Demon (http://www.speedyshare.com/840535634.html)

Edit:
Here is a new weapon style i have made

Moon Light (http://www.speedyshare.com/239364350.html)

The weapon is a spear that is slow but strong. It doesn't have the same fighting animations as the staff.

sekan
08-16-2007, 06:56 AM
I now how bioware get coorinates now :D

Dear Bioware,

How do you get coordinates in the game? And is it possible to make a script that fires the coordinates?

~The fun side ( That is me :p )


script would do that, yes:

I believe PrintLocation( GetLocation( GetPlayer()) should work. If not you can use PrintVector( GetPositionFromLocation( GetLocation( GetPlayer())))

The Gizka
08-17-2007, 05:30 PM
Does anyone know where i can find the files for this sun lian model?
http://img522.imageshack.us/img522/1066/sunlianmodelzg9.jpghttp://img522.imageshack.us/img522/3874/sunlianmodel2ep8.jpg
She appears like this when you land in the imperial city for the first time.
(no mask, ribbons hanging down from her head and the yellow things hanging from her arms)

stoffe
08-17-2007, 06:25 PM
Does anyone know where i can find the files for this sun lian model?
http://img522.imageshack.us/img522/1066/sunlianmodelzg9.jpghttp://img522.imageshack.us/img522/3874/sunlianmodel2ep8.jpg
She appears like this when you land in the imperial city for the first time.
(no mask, ribbons hanging down from her head and the yellow things hanging from her arms)

That model is using the files

a_300-a.rim (j04_city_core)
h_prnces01.txb
n_prnces01.txb
n_prnces_.mdx

a300.rim (j04_city_core)
n_prnces_.mdl

It's used by appearance type 82 (in appearance.2da). Keep in mind though that this model have no impact hooks, so it's impossible to harm her with melee attacks if using it. :)

The Gizka
08-17-2007, 07:02 PM
That model is using the files

a_300-a.rim (j04_city_core)
h_prnces01.txb
n_prnces01.txb
n_prnces_.mdx

a300.rim (j04_city_core)
n_prnces_.mdl

It's used by appearance type 82 (in appearance.2da). Keep in mind though that this model have no impact hooks, so it's impossible to harm her with melee attacks if using it. :)
When i extract those files and rename them to
H_Silk01.txb
N_Silk01.txb
N_SilkNM_.mdx
and
N_SilkNM_.mdl
And place them in the override folder she appears like this
http://img101.imageshack.us/img101/6889/wrongoj7.jpg
with the mask and nothing hanging from the arms :(

stoffe
08-17-2007, 07:17 PM
When i extract those files and rename them to
H_Silk01.txb
N_Silk01.txb
N_SilkNM_.mdx
and
N_SilkNM_.mdl
And place them in the override folder she appears like this
http://img101.imageshack.us/img101/6889/wrongoj7.jpg
with the mask and nothing hanging from the arms :(

Weird, looks like you haven't replaced the model, just the texture. I suspect the models are named internally as well, and if you just change the filename and not the object name it causes trouble.

You shouldn't need to rename/replace the models, just change the value in the MODELA column for line 35 and 201 to N_Prnces_ in the appearance.2da file and she'll use that model instead. (You'll still need to extract the model and textures to the override folder though.)

The Gizka
08-18-2007, 05:47 AM
Weird, looks like you haven't replaced the model, just the texture. I suspect the models are named internally as well, and if you just change the filename and not the object name it causes trouble.

You shouldn't need to rename/replace the models, just change the value in the MODELA column for line 35 and 201 to N_Prnces_ in the appearance.2da file and she'll use that model instead. (You'll still need to extract the model and textures to the override folder though.)
Didn't know you had to change the text file as well :P
It's working perfectly now, thanks :D

tk102
08-21-2007, 10:40 PM
Just fixed the bug in JSE that was causing journal entries to disappear and updated download link in the first post.

sekan
08-28-2007, 01:55 PM
void main() {
if(!GetHasStyle(GetPlayer(), STYLE_SINGLESWORD))
AddCombatStyle(GetPlayer(), STYLE_SINGLESWORD, 1, STYLEMAP_NONE, TRUE);

ApplyStyleAdvanceLine(GetPlayer(), STYLE_SINGLESWORD, 48);
}



What if i want to add a magic style to the game? How would i do then? And Which file is that the script search in?

stoffe
08-28-2007, 03:17 PM
What if i want to add a magic style to the game? How would i do then? And Which file is that the script search in?

Assuming you've added your new style to the stylesuperlist.2da and StyleData.2da file (and created the new 2DA files required for it), you could use a script fired from a reward event to add the style to the player. You use the line number from stylesuperlist.2da to do this. So if for example you add your new style at line 111, the script could look like:


void main() {
if(!GetHasStyle(GetPlayer(), 111))
AddCombatStyle(GetPlayer(), 111, 1, STYLEMAP_NONE, TRUE);
}


Though you don't need to make any script at all if you do it properly like the other styles in the game and add the style as a powerup item instead. You do this by adding a new line for it in powerups.2da. On this line, set the columns like:
name = text label for your item, doesn't matter
useablebynpc = 0
script = j99_g_addstyle
soundcue = pl_powerup
guiicon = ui_i_powerup
scriptvalue = line number in stylesuperlist.2da
combatonly = 0
(Set all other to ****)

Then you add a new line to items.2da which points to your new powerup. Set the columns like:
LABEL = text label for your item, doesn't matter
TYPE = powerups
ID = line number in powerups.2da of your new line
COST = silvers a merchant would sell the style for
3DMODEL = w_icon_test
ICON = name of your TGA file with the style icon
STRREF_NAME = dialog.tlk strref to entry with the name of your style
STRREF_DESC = dialog.tlk strref to entry with the description text of your style
SCRIPT = ****
REWARD = 9

With this done, all you need to do to grant your style is to modify one of the ar_*.2da files (which handles handing out rewards and loot for the various areas) and set the line number of your line in items.2da in the Item column and your style will be given when that reward is handed out.

If the reward event you want to use already gives out another item you can specify several items separated by a comma, like... "177,42" ...to give out both item 177 and item 42.

sekan
08-29-2007, 09:42 AM
Assuming you've added your new style to the stylesuperlist.2da and StyleData.2da file ...if for example you add your new style at line 111, the script could look like...

Thanks :D

Though you don't need to make any script at all if you do it properly like the other styles in the game and add the style as a powerup item instead. You do this by adding a new line for it in powerups.2da....
I know that you could do that but the module i want to place the style in have no 2da. Thanks anyway :)

Acleacius
09-04-2007, 06:41 AM
Hi, thanks for all the work on JE. :)

Does the "Jade Empire Savegame Editor v0.5" link work for anyone?
Instead of givng me the file, here the link " http://www.starwarsknights.com/forumdl/jse_05.zip " I am getting sent to the front page of StarWarsKnights.

I am unable to find the file in the download links either, if its broken current for others as well, could someone please maybe link it to the Filefront Jade Empie page?
http://browse.files.filefront.com/Jade+Empire+Special+Edition+Modifications/;2057564;/browsefiles.html


Thanks. :)

tk102
09-04-2007, 09:39 AM
Hi, you'll have to click on the link from the first post of this thread or the link in your post to have the correct permissions to download the file. (The link must come from the lucasforums.com domain.) You can't enter the URL directly into your browser.

Gargoyle King
09-04-2007, 09:46 AM
Hi, i know JE has nothing to do with LA at all, but do you think JE would get it's own dedicated space here on LF? Maybe not LFJE.com but atleast a subsection of the kotor LF space in which all JE related stuff goes into such as JE mods, JE technical issues, JE fanfics etc., i think it would be a good idea especially now that JE modding has started.

stoffe
09-04-2007, 11:05 AM
Hi, i know JE has nothing to do with LA at all, but do you think JE would get it's own dedicated space here on LF? Maybe not LFJE.com but atleast a subsection of the kotor LF space in which all JE related stuff goes into such as JE mods, JE technical issues, JE fanfics etc., i think it would be a good idea especially now that JE modding has started.

Since Lucasforums is part of a fan-network dedicated to Lucas-related creations the chances for a whole separate new section for a game that has nothing to do with Lucasfilm/Lucasarts is pretty minimal, I'd guess.

The Outlander club forum (this one) should work fine for the things you mention though, you can make more than one thread for a game here to discuss different aspects of it. :)

Gargoyle King
09-04-2007, 02:05 PM
Since Lucasforums is part of a fan-network dedicated to Lucas-related creations the chances for a whole separate new section for a game that has nothing to do with Lucasfilm/Lucasarts is pretty minimal, I'd guess.

The Outlander club forum (this one) should work fine for the things you mention though, you can make more than one thread for a game here to discuss different aspects of it. :)Oh that's good then, atleast it has somewhere on this forum, thanks for clearing that up with me! :)

Acleacius
09-05-2007, 05:24 AM
tk102
"Hi, you'll have to click on the link from the first post of this thread"

Ahh, the trick was to right click and save as, I couldn't get it to work with pasting in a browser or left clicking. though it could have been Zone Alarm.

Thanks. :)

vinea
09-05-2007, 07:41 PM
tk102

I get the error "Can't call method "fbl" without a package or object reference at jse.pl line 391.

I did a quick google for fbl and Perl just in case it was something obvious but nothing jumped out at me.

I also had problems downloading via the link using explorer but oddly Safari worked just fine.

Oh hey, and thanks for the editor. :)

tk102
09-05-2007, 09:13 PM
tk102

I get the error "Can't call method "fbl" without a package or object reference at jse.pl line 391.

I did a quick google for fbl and Perl just in case it was something obvious but nothing jumped out at me.
Line 391? That means you either have no experience points or no name. :xp: Try getting at least 1 experience point first. Bioware skimped at every possible point from writing data to the savegame file it seems.

fbl is an internal function that I wrote, but I commend your search. :)

vinea
09-06-2007, 09:42 AM
Line 391? That means you either have no experience points or no name. :xp: Try getting at least 1 experience point first. Bioware skimped at every possible point from writing data to the savegame file it seems.

fbl is an internal function that I wrote, but I commend your search. :)

Heh...I skimmed through the source code and didn't see it so figured it was in one of the includes I don't have.

Troubleshooting a little more I can edit saves from right after character creation (0 xp) up until I pick up my first follower (um...whats her name :) ). I've got saves and autosaves after the I have the amulet but before I enter the troll cave and I've leveled at least once that I get the error on.

Heh...I did DL activestate perl to try to debug a bit but couldn't figure out where to get bioware/gff.pm and bagged it. Found references to it on the NWN mod site so I just figured it came with some bioware mod toolkit for NWN...which I don't have. :)

I can email you a save if you like but I'm guessing I'm missing something from my system that y'all typically have on yours.

tk102
09-06-2007, 10:17 AM
Sure go ahead an email me the save; I'm curious. The address should be in the readme.txt.

Char Ell
09-08-2007, 12:08 AM
Hey tk! First I want to say thanks to you for making the JE Savegame Editor. I just noticed earlier this week that you had made this tool. This is where I do most of my "modding." ;)

{deleted content}

EDIT: Didn't mean to kill this thread. Just ignore this post and carry on. :)

sekan
09-15-2007, 04:30 AM
I'm trying to add so a weapon drains focus but i can't get it work. This is what i have done:

There are a column
in the stylesuperlist.2da that have the name style cost and it's a 2da file that are called stylecost.2da

Here is some important informations in stylecost.2da

0 NONE
1 Transformation
2 Weapon
3 Transformation_Golem
4 Transformation_Horse
5 Transformation_Red
6 MagicStyle
7 Transformation_Toad

So now i add 2 to the stylecost column in the stylesuperlist.2da but nothing changes when try weapon in the game. Also when i remove stylecost for a weapon in stylesuperlist and replace it with **** the weapon still drains focus.

So could anyone help me with this?

stoffe
09-15-2007, 06:37 AM
I'm trying to add so a weapon drains focus but i can't get it work. This is what i have done:

So now i add 2 to the stylecost column in the stylesuperlist.2da but nothing changes when try weapon in the game. Also when i remove stylecost for a weapon in stylesuperlist and replace it with **** the weapon still drains focus.


You don't set style effects in stylesuperlist.2da, those are set in the stylenameac.2da files for each style. The lines in this file represents different attacks used by this style (usually 3 standard swings, power attack and the area attack). You set an effect number (from effects.2da) in the effectid column for the attacks you want to apply that effect when used.

sekan
09-15-2007, 07:22 AM
You don't set style effects in stylesuperlist.2da, those are set in the stylenameac.2da files for each style. The lines in this file represents different attacks used by this style (usually 3 standard swings, power attack and the area attack). You set an effect number (from effects.2da) in the effectid column for the attacks you want to apply that effect when used.

And Stoffe saves the day again :) Thank you very much :thmbup1:

~Brain.Wav`
10-19-2007, 09:18 PM
Got a question.. been making a few vanity mods (mostly just recolors and such, inspired by stoffe's recolor of Jen Zi). Anyway, I was attempting to reskin Scholar Ling, I've got it mostly done (other than some cleanup), but two big things stand out: the ribbons on her arms, and the peacock feather.
The feather isn't a huge deal, but the ribbons are... and I have no idea what to even begin looking under for the texture for them. Does anyone have any ideas?

stoffe
10-21-2007, 02:34 PM
two big things stand out: the ribbons on her arms, and the peacock feather.
The feather isn't a huge deal, but the ribbons are... and I have no idea what to even begin looking under for the texture for them. Does anyone have any ideas?

Don't know exactly, but the flowing ribbons on the other models I've looked at was using the same body texture as the rest of the outfit. You can try making a copy of the texture and color different parts of it in very bright distinctly recognizable colors and then look in-game to try to pinpoint what part of the texture is used.

Hando
10-21-2007, 10:53 PM
Sounds interesting, I'll get into this in a few days.

~Brain.Wav`
10-22-2007, 08:00 PM
Don't know exactly, but the flowing ribbons on the other models I've looked at was using the same body texture as the rest of the outfit. You can try making a copy of the texture and color different parts of it in very bright distinctly recognizable colors and then look in-game to try to pinpoint what part of the texture is used.
That's what I figured it would be too, but I've recolored pretty much everything on the texture. Maybe I missed some little bit... The feather, though, I know isn't on that texture.

Thanks though.

Negative Sun
11-10-2007, 08:57 AM
Right, quick question...

I'm trying to finish the Lord Lao sub-quest but I'm playing in Jade Master mode and I can't adjust the flyer difficulty and that last flyer mission from Kang is absolute bollocks!
I get pwnd in like less than 10 seconds every time!!!

Can anyone help me with a custom cheat or some way to unlock the difficulty for the flyer mission alone or something like that?

Ztalker
11-10-2007, 09:30 AM
He first shoots right in front of you (go above-left). The next shot is to the left, so you have to stay down. The shots after this are randomised.

You can use the 'green tri-shot' gun for the best. After a little while, the little balls surrounding the thing will break apart, after which the big central sphere will do so as well.

Good luck! :)

Negative Sun
11-10-2007, 09:35 AM
I take it you're talking about the final boss in that mission?

Haven't even made it that far ;)
I take insane amounts of damage in that stupid Grand Master mode for the flyer missions...

jamng
11-23-2007, 06:41 PM
I can't seem to download the JE Savegame Editor. Is there another working link?

Radish
12-22-2007, 04:31 PM
That's what I figured it would be too, but I've recolored pretty much everything on the texture. Maybe I missed some little bit... The feather, though, I know isn't on that texture.The texture file for Ling's dangly stuff is p_lingx01. Wu similarly has p_blossomx01 for her dangly stuff. My suspicion is that the "x" suffix is Official Lingo for "dangly stuff texture".

I'm trying to finish the Lord Lao sub-quest but I'm playing in Jade Master mode and I can't adjust the flyer difficulty and that last flyer mission from Kang is absolute bollocks!
I get pwnd in like less than 10 seconds every time!!!

Can anyone help me with a custom cheat or some way to unlock the difficulty for the flyer mission alone or something like that?diffmodify.2da contains the multipliers to damage taken and dished out at each difficulty level, as well as odds of power ups and enemy aggressiveness and stuff. Note, as far as I know changes will effect the whole game, not just flyer stages (likely exception being whatever the "minigame" column does).

**

Now, to the primary purpose of this post: To introduce (and elicit testing of) my Big Gay Romance Fix.

http://home.comcast.net/~psiradish/games/JEningxlian.jpg
This mod endeavors to fix the problems with the romantic climaxes for same-sex couples in Jade Empire. First and foremost, it makes the kiss scene play in its entirety (as demonstrated above). Secondly, a few of the more senseless gender conditionals in the dialog preceding the kiss are removed. For example, Silk Fox will vocally insist on a kiss regardless of her lover's gender (previously she only did this for male PCs), and male player characters may vocally insist on a kiss from Sky (previously only an option for female PCs).

HOWEVER!!!
So far I've only had the opportunity to test the fixes for Silk Fox. Indeed meaning that THE FIXES FOR SKY ARE COMPLETELY UNTESTED. That warning given, I would appreciate someone trying them out to see if they work, as Sky's kiss dialog was a bit trickier than Lian's ("Oh, hey, a branch that ends the scene early if the the kiss is same sex." *delete*).

Download here (http://home.comcast.net/~psiradish/games/JEgayfix.rar)

Lantzen
12-23-2007, 09:57 AM
This maybe is best suited for the real Jade Empire thread, but since i think it's slipped down to page two and im to lazzy to find it i ask here (It's atleast about modding^^)

Im thinking of replaying the game again, and since there seems to be some activity to the modding of the game i ask is there any most have mods that have arrived, or any really good mods that you can recommend ? And i think i saw a list about some cut content when i was still playing the game, is there any mods that restore some of then ? I prefere things that supposed to be in the game then fan things

@Radish: Think im gonna try out your mod if i reinstall :D

Alkonium
12-23-2007, 09:44 PM
Now, to the primary purpose of this post: To introduce (and elicit testing of) my Big Gay Romance Fix.

http://home.comcast.net/~psiradish/games/JEningxlian.jpg
This mod endeavors to fix the problems with the romantic climaxes for same-sex couples in Jade Empire. First and foremost, it makes the kiss scene play in its entirety (as demonstrated above). Secondly, a few of the more senseless gender conditionals in the dialog preceding the kiss are removed. For example, Silk Fox will vocally insist on a kiss regardless of her lover's gender (previously she only did this for male PCs), and male player characters may vocally insist on a kiss from Sky (previously only an option for female PCs).

HOWEVER!!!
So far I've only had the opportunity to test the fixes for Silk Fox. Indeed meaning that THE FIXES FOR SKY ARE COMPLETELY UNTESTED. That warning given, I would appreciate someone trying them out to see if they work, as Sky's kiss dialog was a bit trickier than Lian's ("Oh, hey, a branch that ends the scene early if the the kiss is same sex." *delete*).

Download here (http://home.comcast.net/~psiradish/games/JEgayfix.rar)
Awesome, I was planning on romancing Silk Fox as Radiant Jen Zi before I uninstalled Jade Empire to free up harddrive space.

AzureSkyy
01-01-2008, 12:37 AM
Could someone help instruct me as to how to award myself either the second Viper Style scroll, or to simply award my character the Viper style? I posted a more detailed account of this, (http://http://www.gamebanshee.com/forums/jade-empire-50/viper-95158.html) but I can't seem to find any way to get it, other than taking the extensive effort of replaying the game once I've gotten Jade Master. I would much rather mod the thing, and learn how to do (extremely) simple things such as that, and say, playing with the difficulty's effects on damage given/taken. Any help would be lovely, and I thank you all, for both all the amazing effort you've put in here, and for any help given on this issue of mine. Danke.


~Matt.-

stoffe
01-02-2008, 08:12 AM
Could someone help instruct me as to how to award myself either the second Viper Style scroll, or to simply award my character the Viper style?

You can use scripts to give the player new styles. Here's a simple example script that gives the Viper style along with 10 points to spend on improving styles:

#include "j00_i_styles"

void main() {
RewardStyle(STYLE_VIPER, STYLEMAP_NONE, -1, TRUE, FALSE);
AddCombatStylePoints(GetPlayer(), 10);
}

Compile the script and put the resulting NCS file in the game's override folder. To use the script it will need to be run from somewhere though.

The easiest way is to modify the game's standard reward system to give you the style. The game uses the set of 2DA files whose names starts with ar_ to specify rewards given out for a particular area of the game.

If, for example, you want to give out the style in the school/village you start in you could modify the ar_town.2da file. The label column should give a decent idea what each reward line belongs to. Find a suitable one where the script column is currently (set to ****) and put the name of your script that gives the style here.

(I'm using the Lionpuzzle_placed_silver_in_bowl line to give my home made styles at the start of the game. It triggers when placing a coin at the shrine of the old master behind Master Li's home.)

kasimmorathi
01-08-2008, 07:53 PM
I suppose I can consider this both poke to see if this is still active or not and a request. Most of the efforts seem to have been made around modeling the female characters in the game, which is all well and good except that I thought they were pretty well designed to begin with. It's the male characters that bug me. Furious Ming has that gigantic Chinese dragon on his back which I end up staring at so much it begins to look like he's either half fish or simply very hairy. Lu the Prodigy has tiny arms that seem fairly out of proportion to his body.

I love the way the monk looks, except his eyebrows which seem to be curling upwards like some old fashioned mustache. He shaves his head and has those gigantic things? Come on. But the uniform is top notch, I love the flowing robes thing, especially with the Scholar female character. I understand that I'm being fairly nitpicky here, but with so much attention focused upon the female character models, I was hoping for some attention to the male models and maybe sprucing up a few of them. Believe me, if I had even the slightest artistic skills I would be trying it myself, but unfortunately the only thing I was gifted with as a child was a raging sense of dry humor.

ExPacis
01-16-2008, 06:14 PM
tk102: When using your savegame editor (using 0.6 atm), any save I attempt to open returns the following:

Can't call method "fbl" without a package or object reference at jse.pl line 393.

Any ideas?

Revan_Pwn_Malak
01-20-2008, 10:36 AM
I'm currently working on a series of gems. Now I'm guessing you put how much they modify your stats in the dialog.tlk, but how DO you know how much to put there? Take one of my gems for example I'm using effects 62, 64, and 65. With the parameters each 12. So would I say that this gem adds 12 to body, mind, and chi?

Janan Pacha
01-22-2008, 09:19 AM
It's of note, several of the mods linked no longer work (three brothers and Moon Light mods, for example) as the host has deleted them for being too old.

sekan
01-22-2008, 10:34 AM
It's of note, several of the mods linked no longer work (three brothers and Moon Light mods, for example) as the host has deleted them for being too old.


Here (http://files.filefront.com/Elephant+Demon+And+Moon+Light+Mod/;8405703;/fileinfo.html) is a link to Elephant demon and moon light mod.

Unfortunately is Three brothers is gone becuase i had to format my computer and Elephant demon and light moon was the only mods that was uploaded on another side :(

Can any one that have Three brother send it to me so i can upload it again?

Thanks and take care

McTitan
01-24-2008, 09:16 AM
I really like the moon light mod Sekan, great mod!

sekan
01-24-2008, 10:27 AM
I really like the moon light mod Sekan, great mod!

Thank you for saying that and for downloading it :)

My request still remains: Can any one that have Three brother send it to me so i can upload it again?

FireAnne
01-30-2008, 09:28 AM
Hey there.. :D Well, I know nobody seems to visit this forum, but.. I was wondering, if it is somehow possible to for example have Wi's body and Radiant Li's head.. ^^

TheJynXeD
02-02-2008, 03:45 PM
I was wondering if anyone found out which script files control preset forced-combat events (in particular, the one at the beginning of Chapter 7 in the Imperial Palace - Lotus Assassins running down the stairs). There is something seriously wrong in this event script that causes a real showstopping bug - namely, that you start off in combat mode, but at a certain point the Lotus Assassins reach on the stairs, you get forced to leave combat mode and you can't kill the Lotus Assassins, blocking your game progress permanently. You can't kill them, talk to them, anything. Bioware says issues like this are supposedly timing bugs, but I call shennanigans.

I'd like to find out if we can fix that on our end to "force" you and your companion to remain in combat mode.

I've tried reloading from different save games and whatnot and I always end up stuck at this point of the game, no matter Open Palm or Closed Fist or whatever PC character I pick. Really annoying after having spent many hours playing up to this point.

The only clue I have from looking around in the Override folder are the files j08_palace.are and j08_palace.sav, which have script functions, etc called into action, but they're in a binary format so I can't see the actual data outside of the plain-text column/list header names.

Any ideas?

toastysquirrel
02-02-2008, 03:58 PM
Is anyone aware if there's a camera-rotate mod? I really loved this game on the Xbox, but the PC port is starting to feel a bit undercut; camera rotation is one of the main things this game feels like its missing. Combat - if/when you get pushed up against a wall - just gets sloppy without being able to change the vantage point.

Please say there is one :)

TheJynXeD
02-03-2008, 02:28 AM
Edit the .ini file to say the following:

[Input Options]
Free Look=1

[Config1]
Free Look=v

Where v is any key not already bound to another game function.

Note: sometimes you WILL get "stuck" using this. Just use the block action (I believe this is the space key by default, or for best results, map it to the middle mouse button) to escape any stickyness by performing a dive roll.

toastysquirrel
02-03-2008, 02:18 PM
Edit the .ini file to say the following:

[Input Options]
Free Look=1

[Config1]
Free Look=v

Where v is any key not already bound to another game function.

Note: sometimes you WILL get "stuck" using this. Just use the block action (I believe this is the space key by default, or for best results, map it to the middle mouse button) to escape any stickyness by performing a dive roll.
Thanks for the info Jynx, unfortunately it didn't seem to work, at least not as I had expected. I use a gamepad, but I figured out where to make the edits to affect it. What I got however was instead of being able to control the camera, the camera perspective switches from third-person to first-person. Plus when you engage in combat it automatically switches back to third-person.

I'm curious if I'm still missing something, or if that's how it's supposed to behave. Either way, what I'm ideally after is the ability to move the camera around the PC *while* in third person, without affecting the PC's positioning. I'm pretty sure that was how it worked in the Xbox version. I think that's also how the camera worked in KOTOR1 and possibly KOTOR2.

Thanks again :)

jimbo32
02-04-2008, 12:03 AM
I was wondering if anyone's found a way to remove the "magic" glow around some of the weapons? I'm sure it must be defined in one of the *.2da'a, but I'll be darned if I can find it anywhere.

Also, is there a tutorial anywhere for adding new styles and upgrades? I noticed while going through the *.2da's that there are a number of weapons (like crescents and butterflies(?)) which don't seem to be in the game (unless an NPC has them somewhere). It would be interesting to see what they look like.

@toastysquirrel: I'm fairly sure that the "vanity mode" camera control was removed for some reason. Strange decision IMO, but what do I know? :confused:

Edit: Forget what I said about unused weapons. The "Butterfly" model is used for "Crimson Tears", and the rings and crescents appear to have been left out of the final game (no models present).

McTitan
02-11-2008, 01:56 PM
hello all!

I'd like to present my More "lightside" Furious ming skin
he looks a bit more nicer now :)

screens:
http://img216.imageshack.us/img216/4217/screen0001sn6.th.jpg (http://img216.imageshack.us/my.php?image=screen0001sn6.jpg)

http://img215.imageshack.us/img215/8815/screen0002rl3.th.jpg (http://img215.imageshack.us/my.php?image=screen0002rl3.jpg)

http://img215.imageshack.us/img215/9851/screen0003um9.th.jpg (http://img215.imageshack.us/my.php?image=screen0003um9.jpg)

link to file:
link (http://files.filefront.com/furious+ming+light+siderar/;9614321;/fileinfo.html)

instalation help:
just unzip all the files with winrar to your override folder and delete all the txb files with the same name, if you dont do this the new skin wont show up.

note: I dont know if you can see it but he has blue eyes

hope you enjoy it :)

HK-52
03-29-2008, 02:20 PM
Request: Please put your relases to this thread: http://www.lucasforums.com/showthread.php?p=2442997#post2442997

squall01
03-29-2008, 07:55 PM
Hello everyone!

The modding thread has been inactive for a long time and it is a shame for such a great game.

I have just bought and installed Jade Empire on my pc and am looking for all the mods released so far.

Does anyone know how I could modify the 2da files so as to get the Viper martial style and the Tempest magic style at the beginning of the game?

I have tried following several instructions on the web but in vain...

Can someone please explain this to me with simple words?

-----------------------------------------------------------------------

I have found some of Caramel Boy's mods (death hand style, master li's magic style, fox transformation), and some other ones (elephant transformation style and moon light, gay romance fix).

There have been some other mods released but I couldn't find them anywhere because the links were broken. Those are:

- Leopard Fist By Caramelboy
- Boneseer's Monkey Paw Martial style mod
- Three brothers mod by "the fun side" (same author as the elephant transformation and moon light mod)

Has anyone managed to grab any of them? Has anyone created new mods?

Thanks in advance! Cheers!

-------------------------------------------------------------------------
PS: description of the Three Brothers mod:

Name: Three Brothers

This mod add three powerful gem. Sekan, Lespoon and Mindtwistah gem.

Author: Sekan
Special Thanks to: Mindtwistah

Sekan's Gem Information
Location: Spirit plain. This gem has the same location as the demon sword.
Effect: + 10 Body + 10 Mind + 2 Spirit

Lespoon's Gem information.
Location: Pirate workshop. You can find this gem in a cheast in the Treasure room.
Effect: + 10 mind + 5 Body + 5 spirit

Mindtwistah's Gem
Location: Teahouse if you help old mother kwan to get back her teahosue.
Effect: + 15 Spirit + 3 Body + 3 Mind

Thanks in advance! Cheers!

sekan
03-30-2008, 07:03 AM
- Leopard Fist By Caramelboy
- Boneseer's Monkey Paw Martial style mod
- Three brothers mod by "the fun side" (same author as the elephant transformation and moon light mod)



I had There Brothers mod on my computer but it had a crash so i had to reinstall everything. The only reason that i have Elephant and moon light mod up is that they where up on filefront.

Anyone that have Three brothers could you send it to me? If you haven't figured it out I'm the fun side.

EDIT: I forgot that i and Carmelboy always was sure to make our mods compatible so i the Leopard Fist is in elephant demon but you can't get it in-game and it will have no icon. The level system may also be broke. You have to use Jade empire save game editor to get it.

vishnu
04-14-2008, 04:03 PM
I've been poking at the .2da files trying to figure out how harmonic combos work. I can't seem to find a flag in the support style .2da that sets up the harmonic combo. I want to change what attacks trigger the combo, and/or what type of globe you get from it (change storm dragon to give a chi globe instead of a focus globe, for example)

there's a "EFFECT_HARMONICSTART" entry in effects.2da but it doesn't seem to be referenced at all in the style's .2da file

tk102
04-14-2008, 04:10 PM
I think stoffe addressed this in post #50 of this thread

Jump to post #50 (http://www.lucasforums.com/showthread.php?p=2317643)

vishnu
04-14-2008, 06:01 PM
Hrm, I read this whole thread I don't know how I missed that. Anyways it helped me figure out how to trigger harmonic combos but unless I'm (again) missing something I can't seem to control what type of globe is produced by executing the combo. I tried swapping the synergystart number for one from a combo that produces the globe I want, but while it changed the killing graphic it didn't change which globe was produced.

Acleacius
04-19-2008, 10:25 AM
sekan, I haven't checked this thread in a while but I do have your file, here is Three Brothers.zip and the only place I could think to post it was on FileFront hope this is ok. :)
http://files.filefront.com/Three+Brotherszip/;10037014;/fileinfo.html

sekan
04-19-2008, 10:42 AM
sekan, I haven't checked this thread in a while but I do have your file, here is Three Brothers.zip and the only place I could think to post it was on FileFront hope this is ok. :)
http://files.filefront.com/Three+Brotherszip/;10037014;/fileinfo.html

I that thought that nobody had it.


Thousands of thanks to you Acleacius. I really mean it :thmbup1:

Garrard
04-20-2008, 06:25 PM
Okay. So I'm new at this whole modding thing, so please go easy on me. ^_^

I downloaded the JSE so I could change my appearance into the Watcher. But when I select TheWatcher_m as my appearance and start the game it crashes and gives me the following message:


An Assertion failed in .\ccreatureappearance.cpp

Line number 354

Programmer says: CCreatureAppearance::CreateBodyAppearance(): Model not found N_Watchr_


It did the same thing when I tried Death's Hand or the Ravager.

Help me, please. :x

stoffe
04-20-2008, 08:39 PM
I downloaded the JSE so I could change my appearance into the Watcher. But when I select TheWatcher_m as my appearance and start the game it crashes and gives me the following message:


Have you checked that the model and texture are available where you try to use it? Some of the NPCs have their model and textures only added to the module where they appear, not in the global game data. In those cases you need to extract the model and texture files and place in your override folder.

Garrard
04-21-2008, 05:04 AM
I have not.

How would I go about doing that? Thanks for the quick help. :)

stoffe
04-21-2008, 05:26 AM
I have not.
How would I go about doing that? Thanks for the quick help. :)

You'll have to look up the name of the model used by the appearance type in the appearance.2da file. Searching the label column in this file for TheWatcher_m reveals that it is defined on line 172. Check the modelA column to get the name of the model file used, in this case N_Watchr_.

You can use the JEFindRes utility to search for this file name to find and extract it. You should get a MDL and a MDX file (N_Watchr_.mdl and N_Watchr_.mdx). You'll also need the texture; those files have a TXB extension. Those are usually stored in the same RIM file as one of the above model files and are named similarly. Searching for *N_Watch* with JEFindRes reveals it to be n_watchr01.txb in this case.

Extract those 3 files and put them in the game's override folder to make them accessible from anywhere within the game.

I don't remember if the appearance.2da file already is located in the override folder. If not you can extract it from the game data files as well. No need to extract that file into the override folder though since you just need it to check what model names to search for. :)

Garrard
04-21-2008, 07:22 AM
That worked perfectly. Thanks a lot, stoffe. :D

Aider VII
04-23-2008, 01:59 PM
Is it at all possible to get mings head on lu's body or lu's body onto mings?

ProphetDoom
04-24-2008, 05:47 PM
Hey all just sharing a simple monk zheng reskin I did. Wanted to give him a more shaolin style robe, and removed dots on forehead. Heres the link.

http://rapidshare.com/files/110203191/Monk_Zheng_Reskin.rar

Ghost Down
04-25-2008, 11:17 AM
Screenshot would be nice, mate :)

Aider VII
04-26-2008, 10:51 AM
Stoffe (or anyone) i tried what u said about the watcher with other things from the appearances 2da, i only did it with ppl, i got the mdx the mdl and the txb but most of the time i got either a plain black head or no head at all, am i missing a file or what?

stoffe
04-26-2008, 11:36 AM
Stoffe (or anyone) i tried what u said about the watcher with other things from the appearances 2da, i only did it with ppl, i got the mdx the mdl and the txb but most of the time i got either a plain black head or no head at all, am i missing a file or what?

Presumably the head texture is missing. See if you have a file named h_watchr01.txb in your override folder. If not, extract it from the game data (with JEFindRes or the like) and place it in your override folder.

Aider VII
04-26-2008, 12:31 PM
yeh i found the H_ files the completely missing heads neaded th mdl as well, does anyone know if u can change your appearance to that of student wen (the guy with the headband at the starting school) the only student appearnce i can find is the one thats the same as Si Pat, i couldnt find Wens H_ file and i tried to test with gaos head and i cudnt get it to work

I wonder mainly because he is one of those characters with a shared body but multiple heads (eg him, woo and gao)

Acleacius
05-12-2008, 04:37 PM
To introduce (and elicit testing of) my Big Gay Romance Fix.
Thanks for your mod, I am currently trying it and noticed it doesn't seem to have removed the Male/Female check in regards to Dawn Star with a Female PC. Is this correct?
After the fight on the beach with the Pirate Ship, you should be able to flirt with her, as a Female if the Check was removed, correct?


Thanks for any tips. :)

Lantzen
05-13-2008, 02:13 AM
From my understanding the mod aint gonna open up new romances, just fix the kiss scene if you are gay/lesbian at the end

Acleacius
05-13-2008, 04:35 AM
Thanks Lantzen. :)

Anyone know what it would take to remove the Male/Female checks for Dawn Star, file name and could this be accomplished with a text editor?

Thanks for any tips. :)

Tupac Amaru
05-13-2008, 12:07 PM
Anyone know what it would take to remove the Male/Female checks for Dawn Star, file name and could this be accomplished with a text editor?You need to modify the gender checks from a couple of scripts: j04_a_ds_romfem.ncs, j04_a_sf_dspcfem.ncs and j04_c_rom_dstar.ncs. These are the scripts I have used:

// j04_a_ds_romfem.nss
// Disabled Dawnstar romance for female players.

int GetDSRomanceActive() {
return(GetGlobalBoolean("J00_DAWNSTAR_ROMANCE"));
}

void SetDSRomance(int nStatus) {
SetGlobalBoolean("J00_DAWNSTAR_ROMANCE", nStatus);
}

void SetDSEvil(int nStatus) {
SetGlobalBoolean("J00_DAWNSTAR_EVIL", nStatus);
}

void SetDSEvilPath(int nStatus) {
SetGlobalBoolean("J00_DAWNSTAR_EVILPATH", nStatus);
}

void main() {
object oPlayer = GetPlayer();
int iGender = GetGender(oPlayer);

// TA: keep romance active.
/*
if(iGender == GENDER_FEMALE && GetDSRomanceActive() == TRUE) {
SetDSRomance(FALSE);
SetDSEvil(FALSE);
SetDSEvilPath(FALSE);
}
*/
}

// j04_a_sf_dspcfem.nss
// Disabled Dawnstar romance for female players.

int GetDSRomanceActive() {
return(GetGlobalBoolean("J00_DAWNSTAR_ROMANCE"));
}

void SetDSRomance(int nStatus) {
SetGlobalBoolean("J00_DAWNSTAR_ROMANCE", nStatus);
}

void SetDSEvil(int nStatus) {
SetGlobalBoolean("J00_DAWNSTAR_EVIL", nStatus);
}

void SetDSEvilPath(int nStatus) {
SetGlobalBoolean("J00_DAWNSTAR_EVILPATH", nStatus);
}

void main() {
object oPlayer = GetPlayer();

// TA: don't disable romance.
/*
if(GetGender(oPlayer) == GENDER_FEMALE) {
SetDSRomance(FALSE);
SetDSEvil(FALSE);
SetDSEvilPath(FALSE);
}
*/
}

// j04_c_rom_dstar.nss
// Checks if Dawnstar romance is active.

int GetDSRomanceActive() {
return(GetGlobalBoolean("J00_DAWNSTAR_ROMANCE"));
}


int StartingConditional() {

// TA: allow for any gender.
if(GetDSRomanceActive()) {
return TRUE;
} else {
return FALSE;
}

/*
// Original lines.
object oPlayer = GetPlayer();
int iGender = GetGender(oPlayer);

if(GetDSRomanceActive() == TRUE && iGender == GENDER_MALE) {
return TRUE;
}
return FALSE;
return TRUE;
*/
}

Acleacius
05-13-2008, 12:13 PM
[b]Jade Empire Savegame Editor v0.6 released

Wanted to report a bug at least it seems like it to me. When I try to add some gems, specificly the Greater Monk & Scholar Gems of Fate, they appear in the game.

However when I add them to the amulet they don't seem to work, i.e. they are -5 each of their respective stats to give you more power ups. At this point I have a Warrior gem of Fate I received in game, which does work by subtracting -5.

Secondly once I remove the each of the gems I added to the necklace they disappear from inventory, since there stats don't work and they disappear from inventory once removed from the amulet, made it seem like a bug.

Thanks for you work on this tk102. :)


You need to modify the gender checks from a couple of scripts: j04_a_ds_romfem.ncs, j04_a_sf_dspcfem.ncs, j04_c_ds_femstor and j04_c_rom_dstar.ncs. These are the scripts I have used:

Wow, this looks Amazing Tupac Amaru, thanks. :)

Apologizes, this is probably a dumb question but could I copy these to a text file then name them respectively? Or would I need to get a extractor tool to retrieve each file, then use some type of complier/decompiler?

Tupac Amaru
05-13-2008, 04:04 PM
Apologizes, this is probably a dumb question but could I copy these to a text file then name them respectively? Or would I need to get a extractor tool to retrieve each file, then use some type of complier/decompiler?This is just the source code. You need to save them as .nss files and compile them with the NWN script compiler. If you aren't familiar with scripts I have uploaded the compiled scripts here. (home.arcor.de/eriktheviking/je_ds_forall.zip) Put the .ncs files and optionally the .dlg into the game's override. The .dlg just removes the quick fade out during the kiss scene.

Acleacius
05-13-2008, 07:56 PM
Tupac Amaru, ROCKS! :cheers: :standing ovation:

I haven't complied before but am interested in learning. The amount of things to learn is sort of overwhelming and it's hard to know where to start. This seems like a good place to start.

Thanks. :)

The Last Ninja
05-14-2008, 04:52 PM
Just wondering, anyone been able to download the monk zheng reskin lately ?
Can t seem to be able to download it from this damn rapidshare server !!!

Acleacius
05-17-2008, 05:27 AM
The Last Ninja I tried looking on the first post at the list of mods to try to download it as a test but don't see a link.

Does anyone know if it's possible to unlock the number of Henchmen you can have at one time? As in NWN2 and MotB for example if you wanted to hear a fuller version of the dialog you could add all of the companions at once. I wasn't sure if this was a common trait between all games made with this engine.

Secondly did anyone else remember getting very extreme darkening of the PCs face (Scholar Ling was the one I really noticed it on) during in game cutscenes?
At initial release it was very prominent for me and drove me to distraction with all the cutscenes. Add in the bizarre and annoying tradition at Bioware tradition of NOT allowing anyone to set Control Functions for Mouse keys ( Aurora issue?) . Along with all the fun consoleitis functionality caused my head to explode. :explode:

Yet now after playing the game several months later, I am not suffering from any notable PC face darkening. Since there hasn't been patch I am guessing this could have been some rare driver issue with ATI. :confused:

HK-52
05-17-2008, 01:24 PM
I have a question, do you know Death Hand's sword and dagger?(yes)well, there is a mod to have that style, but, is possible to change the sword and dagger of the style?
for all that don't know what I mean I'll give you an example:
Combine Dragon Sword with Death Hand's dagger (in white)

Acleacius
05-17-2008, 05:13 PM
Is there anyway to unlock the Horizontal Camera lock?

HK-52 there are so few mods for JE and I don't remember seeing one which textured Death's Hand swords. Actually besides the 3 mods Stoffe has listed on the first page (there are less than 5 additional in this thread iirc) the one your referring to (which adds a few styles, increases leveling speed and removes Fog of War) are the only ones I have seen.

HK-52
05-21-2008, 05:15 PM
But where are those mods? well, is there a possibility to take death hand mask model, retexture it and add to a character?(Tiger Shen)

ulic3190
05-22-2008, 04:12 PM
Hi all,
I have a small dream and that is to remove or at least change one of the NPC characters in the game.

I bought this for the xbox when it first came out and loved it apart from one single thing... the little girl possessed by two demons really really freaked me out.

I know that you can "save her" at the end of the game, but that really did not work for me. I know that it may sound kind of weird but I really didnt like it. Its like the black spot on the page that no matter which way I look will not go away.

Then I came upon this thread, I went out and bought the pc game today, it maybe premature as I am still not sure if its possible yet still after looking here it may be possible to change the character to something else at least.

I have never modded anything, but would really been keen to try it out to play this game again.

So the question:

What can I do with the demon possesed girl character...
Can I remove her altogether ( as I never play with her it will not matter )?
Can I delete the model she uses so that nothing shows up with out causing game problems?
Can I change the model to something else other than the little girl?
Can I skip that scene altogher where she joins the team and still get all the awards in the area?

I have no idea what is/or is not possible maybe there are options I do not even know about, but now you may have an idea of my goals please can someone here help a total newbie to fix this thing.

Yours hopefully
Ulic from Ireland

Acleacius
05-24-2008, 02:36 AM
HK-52 the only ones I know of are in this thread, in the first post and then I seem to recall a couple in the thread. As an example one redoing the clothing of the Monk and another one with less tattoos on another male. There is one mod with about 5 built-in mods like removing Fog of War, adding Death's Hand Style and more. It's called je_pappagamer_mods or you could just try to go to pappagamer website and search for Jade Empire. If you can't find it or it's no longer available I have it and could post it to File Front.

I am not a modder as currently I can only edit text type files, so I can't answer those. :)


ulic3190 I don't think you can remove her all together or any of your other ideas, except maybe replacing her model with an adult female, though you would have to re-record her voice if that bothered you also, as it would be the same. I guess it could be a male but with a female voice, now that would be kind of demonish. :D

sekan
05-24-2008, 11:02 AM
I have a bug to add to the Jade Empire Savegame Editor

When I add gems to my game with Jade Empire Savegame Editor v0.6 they don't work. I have tried added them directly to the amulet and in to the inventory and different saves but it won't work. I have my own mod Three brothers installed that changes gems.2da if that would help.

Could you fix this Tk102?

Acleacius
05-25-2008, 12:02 AM
Sekan I posted this same problem and now your reminding me I found a solution until TK102 has time for a fix. All you need to do is immediately sell them to a vendor then buy them back, without clicking on them to mount or unmount them on the necklace.

Basically you will need some extra cash, too. :)

sekan
05-27-2008, 04:09 PM
Sekan I posted this same problem and now your reminding me I found a solution until TK102 has time for a fix. All you need to do is immediately sell them to a vendor then buy them back, without clicking on them to mount or unmount them on the necklace.

Basically you will need some extra cash, too. :)

I'll have to try that :)

Thanks

Acleacius
05-31-2008, 10:54 AM
TK102, I may have found another bug. When I use Quick Save and edit it, the next time I use the Quick Save it fails to work correctly and never works again, especially the Quick Load. I can see a backup file but all other data is lost in the folder.

Once I load the edited Save I basically have to delete the Quick Save folder, then go back in the game and make a new Quick Save. Iirc this happens on Hard Saves as well, not 100% sure as I use Quick Save 99% of the time as a save to edit. This maybe just me as I don't recall seeing this posted before, even though it's a real pain, I can't think what would cause it.

Thanks. :)

ulic3190
06-02-2008, 07:41 PM
Acleacius,
Thanks for the advice.

I admit that I have not been overly active at sorting out this problem, but here is what I have come up with so far...

1) Replaced the girl model with the Chai-Ka model so there is no more little girl visible.
2) Used the save game editor to remove the girl from the followers list

This means that she can not be used which helps a bit and the fact that there is no little girl visible.

What I would like to be able to do at this point is change the follower portrait, I just have no idea where it is.

Also I was thinking that it may be possible to do the following but I have no idea how...
Rig the meeting with wildflower so that as soon as you meet her instead of triggering the giggle conversation scene, the power source is added to your inventory and the character disapears.

Basically you skip the entire scene, yet still get the part you need to continue on the storyline.

Again though I have no idea where to find the things I would have to change.

I am throwing this out to the board so please if anyone knows a way to do this could they let me know how... or point me in the right direction.

Thanks in advance,
Ulic
Love from Ireland ;)

wannablessedbe
06-04-2008, 07:31 AM
This is just the source code. You need to save them as .nss files and compile them with the NWN script compiler. If you aren't familiar with scripts I have uploaded the compiled scripts here. (home.arcor.de/eriktheviking/je_ds_forall.zip) Put the .ncs files and optionally the .dlg into the game's override. The .dlg just removes the quick fade out during the kiss scene.

Does this also open the Silk Fox/Dawn Star 'threesome' romance for female PCs, or just the Dawn Star solo romance? If not, how would I go about enabling that? (And can I use the toolset for NWN or NWN2 to compile the scripts?)

Tupac Amaru
06-06-2008, 01:44 PM
Does this also open the Silk Fox/Dawn Star 'threesome' romance for female PCs, or just the Dawn Star solo romance? If not, how would I go about enabling that?Yes, that works as well.
(And can I use the toolset for NWN or NWN2 to compile the scripts?)I don't know. I have been using Kotor Tool's compiler.

wannablessedbe
06-06-2008, 03:03 PM
Yes, that works as well.
Keen... why should the boys get all the fun? :)

Pikmin
06-08-2008, 07:32 PM
Any chance Kotor Tool could be converted to a JE Tool by some one other than Fred? Also we need a JEPatcher

tk102
06-08-2008, 10:08 PM
Any chance Kotor Tool could be converted to a JE Tool by some one other than Fred?It's doubtful even Fred would try to "convert" KotOR Tool. He might use it as an example, but any JE Tool would likely be built from the ground up.

Pikmin
06-09-2008, 07:57 AM
ahh, well. I guess I'll get out my book on c++ coding. I'm also working on a patch for the technical issues JE has.

wannablessedbe
06-09-2008, 08:29 PM
ahh, well. I guess I'll get out my book on c++ coding. I'm also working on a patch for the technical issues JE has.

If you can fix the 'some pirates don't go hostile' bug and the 'Sir Roderick Fight' bug, I'll have your babies!


(Disclaimer: Offer to have your babies is hyperbole. It in no way denotes a contractual obligation for me to bear your offspring.)

Pikmin
06-10-2008, 09:54 AM
If you guys could provide me with a list of bugs you've encountered in the game, I would appreciate it.

wannablessedbe
06-10-2008, 12:11 PM
If you guys could provide me with a list of bugs you've encountered in the game, I would appreciate it.

Intermittent throughout:
After area transitions or saves (auto or manual) the camera will suddenly turn to point straight down. This can be remedied by a quicksave and quickload, or by crossing back over the area transition again, but it's still a hassle. This is probably the least 'game-breaking' bug I've encountered though.

Pirate Island (Tien's Landing plots)
The first area of the pirate island has a cutscene where you watch 3 pirates beat up a former pirate, now slave, and send him packing. He goes to fiddle with a rope, ostensibly to drop a cannon on their heads. If you choose the Open Palm path (Not dropping the cannon because there's an innocent slave on the dock with the three pirate scum), frequently the pirates won't turn hostile when you approach them. You can still talk to the slave, and he'll act as though you finished them off, but they'll all still be there. Again, not exactly game breaking, but annoying (and it robs you of sweet, sweet XP and OP points).

Later on in the Pirate Island, you come to a workshop where Kang has his flyer, The Magnificent Dragonfly, stored. When you enter, you fight some demons. Then, when you pass the Dragonfly headed toward the far side of the room from where you entered, it starts another encounter where an Ogre and 4 or 5 (I forget which) pirates attack you. If the bug occurs, one or two of those pirates won't go hostile, and just stand there on the walkway past the exit door... and even if it's only one of them, it's always the guy in the EXACT CENTRE of the walkway so you can't get past him. Probably the most game-breaking bug I've encountered.

Sir Roderick Ponce von Fontlebottom the Magnificent Bastard (Imperial City quests): When you go to fight Sir Roderick, odds are very good the battle area won't load properly, leaving the two of you standing in the middle of a void with a couple of barrels scattered here and there. Your controls don't work right, you can't damage Sir Roderick, and he doesn't fight back. Reloads may or may not help.

In all three of the latter cases, the fix given by Bioware is to change your display resolution and reload... and it does usually work, but it'd be nice if the bugs just went away entirely... plus the display resolution thing doesn't always work, especially with the pirates on the pier not turning hostile.


Aside from that, there are some clipping issues (ribbons, in particular, don't like to behave like they're actually attached to your model, often floating several inches away from you when you're moving), but those are the gamestopping AAAAAAARGH bugs I've encountered.

Pikmin
06-10-2008, 03:14 PM
Thank you.

The thing with the first batch of pirates not going hostile should be the easiest to fix, then the other pirates, the camera thing, and Sir Roderick.

The patch should take about a week or two depending on how busy I am with my other projects.

Laroona
06-13-2008, 10:56 PM
Hello!

Is there a way to change the skins of Sky and Zu? I know there is no way for a mod to romance Zu, but if I only have the choice to take sky than I prefer if he do not looks like an idiot it is enough he talks like one...

If there is a way, please try to explain it with easy words because my English is not the best, sorry for that and thanks for help

HK-52
06-19-2008, 04:38 PM
sure(I think), what do you want?
(if you talk spanish it could be easier for me)

MetalMilitia01
06-19-2008, 10:43 PM
Could anyone give me a quick tip for playing JE as an npc character? I have been dabbling with attempting this, but it seems like every time I try to add an npc model as a player their head is always missing. I use JEFindRes to search for the coresponding head files/textures and then extract these to the overdrive folder, but it never works. The only model that has worked is the Watcher model, using Stoffe's post in this thread as help. Every other time I try this the head is missing. Any ideas??

Thanks

Laroona
06-20-2008, 03:56 AM
sorry, no spanish also. I like that Sky looks like Zu, because Sky is the only one I can romance and I do not like him. I am working with Appereance-file but there are some problems. I do not know where I can change the fighting stile, the shown name and the Char data (which is shown when I select my follower)

Keeper_DP
06-20-2008, 06:54 PM
Well, how can I edit the 2da files to play as The Watcher? Iīve tried with the editor but this characters gives me an error. (Isnīt like kotor editor, there all the apparences works).

Please, help!

Thanks n_n

sekan
06-20-2008, 07:44 PM
Download JE find refresh (Can be found on first page, first post ) and start JE and load the game when you have changed so you're the Watcher. Now when the error message comes it should look like this error message
http://img103.imageshack.us/img103/6747/nybildub0.th.png (http://img103.imageshack.us/my.php?image=nybildub0.png)
The only thing that is important is the text in the red field
http://img337.imageshack.us/img337/5959/nybild2qe4.th.png (http://img337.imageshack.us/my.php?image=nybild2qe4.png)

Now open JE find refresh and write "N_Watchr_" without quotes .Press find. Now you will see four files but you only need one .Mdl file and one .Mdx file so no need to extract all four. Put those two files in the override. Now load the save again and it should work :D

majestix13
06-24-2008, 12:35 PM
This is just the source code. You need to save them as .nss files and compile them with the NWN script compiler. If you aren't familiar with scripts I have uploaded the compiled scripts here. (home.arcor.de/eriktheviking/je_ds_forall.zip) Put the .ncs files and optionally the .dlg into the game's override. The .dlg just removes the quick fade out during the kiss scene.

Excuse me, but you said 4 files need to be modified. There's only 3 pairs (+1 *.dlg file) in the zip. j04_c_ds_femstor.nss/j04_c_ds_femstor.ncs is missing.

Tupac Amaru
06-28-2008, 12:34 PM
Excuse me, but you said 4 files need to be modified. There's only 3 pairs (+1 *.dlg file) in the zip. j04_c_ds_femstor.nss/j04_c_ds_femstor.ncs is missing.My mistake I listed that script. It isn't needed. It opens some dialog choices for female characters as an alternative to the romance talk. I haven't disabled that dialog branch since it doesn't conflict with the romance.

Rypere
06-30-2008, 02:44 PM
Hey, I'm wondering if it would be possible to replace Dawn Stars model and textures with that of Radiant Zen Li, I've always disliked dawns muscular frame =] help would be apreciated, but my modding experience is somewhat limited.

thanks in advance.

chapDDR
07-16-2008, 07:00 PM
Does anyone have an extra Dialoge file in english or dutch for me? i could really use that

traversc
07-17-2008, 04:23 AM
Can someone point me in the right direction?

I want to know how to change the powerup orb that drops at the end of a harmonic combo. I thought it would be in the support style 2da, but it doesn't seem to be there. For the life of me, I can't figure it out. Any help would be appreciated.