View Full Version : Help with a few conflicts.

04-29-2007, 11:32 PM
I'm trying to make as many mods compatible as I can.

I know how to edit 2da. files and what not, and I figured out how to "blend" inventory lists (.utc, .utp, etc.) on my own.

The ones I'm having trouble with are .uti, .tga, .mdx and .mdl files. Admittedly, I don't really know what they do, nor if they're even compatible.

I tried opening the .uti file with the GFFCompare program, but the two looked too different for me to really understand what was going on. And, of course, the other three aren't readable by the program.

If someone could even point me in the right direction of some FAQs or whatever, that would be find also. I browsed through 15 or 20 pages of various Holowan forums, but I didn't find anything and I really didn't know what to make a search specific enough to avoid a gazillion hits.

I would like to know for two reasons: A.) Obviously because I want to have as many mods as possible, B.) I eventually plan to start (or I've already started) to do some mods of my own and would like them to be fairly compatible.

Thanks in advance for any help. :waive1:

04-30-2007, 12:05 AM
uti files are the item files for the game. They have differing properties and using the kotor tool is a good way to look at them and edit them. The tga files are image files and can be seen by compatible image viewers. I personally use IrfanView which you can find for free at download.com. But I edit them with Paint.Net, also free. The .mdl and .mdx files are model files, and to be honest, I don't know much at all about them. Some editing of the .mdl files can be done with a Hex editor. Hope that helps.

04-30-2007, 12:24 AM
Incompatibilities occur when you have two or more mods that are attempting to override the same file, usually a .2da file. Other files, such as .uti and .utc files, depend on the 2da files for their properties, so if you have to merge two 2da files together, you often have to also modify the files that depend on them.

2da incompatibilities are relatively easy to fix. TSLPatcher does an excellent job of it if the mod was distributed with it.

You could also have a conflict if two mods are trying to override the same template (*.ut*), model (mdl), skin file (tga), script (ncs) or something else. If that's the situation, fixing it is much more complicated, if possible at all. Fortunately that situation is much more rare.

As for FAQs, the closest we have are tutorial forums. You might take a look at the 2da editing tutorial forum (http://www.lucasforums.com/forumdisplay.php?f=596) to read about how different 2da files work and also look at the general editing tutorial forum (http://www.lucasforums.com/forumdisplay.php?f=592).


04-30-2007, 01:38 AM
Are you suggesting that if there are conflicts with the non 2da files that I shouldn’t even bother?

04-30-2007, 03:21 AM
No, they are just more difficult and require a case by case way of making them compatible. If I were you, I would separate them by item type for organizational purposes. Use Kotor Tool to find out the item if you are unsure. There are several threads in the general modding stickies on designing your own armor, lightsabers, and other items that are definitely a good read for someone unsure of uti editing. Some of the complications that arise when editing uti files is that most have tga, mdl, mdx files that incorporate with them. You will need to make sure everything is labeled correctly and the specifications in the uti file are exactly what you desire.

04-30-2007, 07:43 PM
UTI files are Item files: Such as weapons armor, masks, ect.

.tga files are textures for 3d models.

.mdl + .mdx of the same name comprise a single model(such as a model of a lightsaber could be w_lghtsbr_201.mdl and w_lghtsbr_201.mdx)

Now if you have two mods that use the same model name you will have to rename the model variation ( the number after the model name) and then you will need to open that models uti file and change the model variation node to match the model you renamed.

Now if you find that you do have to rename a model variation you should also open the models .mdl file in a hex editor and also rename the aurorabase( this will be the first reconizable word when viewed in hex. It should be the same as the models file name. The reason why you should do this is so that the game doesn't swap the model you want to use for another with the same aurorabase name.

For textures for weapons it is less likely that they will not conflict so you shouldn't need to worry about those, however in the case of robe or armor textures you may frequently find mods to conflict.

To correct a Robe conflict you can rename the texture variation(number after the texture name) of the texture and then edit the texture variiation field in the robes UTI file.

05-01-2007, 06:09 PM
Just out of curiosity, what would happen if I didn't do editing?

Say I replace "A" with "B" but left all of "A's" other files in the override; would "A" still be in the game and just look like "B", or would it get all screwy?

05-02-2007, 05:17 PM
Just out of curiosity, what would happen if I didn't do editing?
Things can and would get stuffed up real fast. You can get game crashes and other undesirable effects by blindly replacing mod files with ones from other mods.

Say I replace "A" with "B" but left all of "A's" other files in the override; would "A" still be in the game and just look like "B", or would it get all screwy?
It would get all screwy, or worse it would crash.