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View Full Version : Modding uti files with GFFEditor...


Rorshach21
07-31-2007, 09:43 PM
I am modding my copy of the USM package (mostly cleaning up grammar and the like), and have noticed that around 25% of the time, the .uti file will 'lose' either its LocalizedName [CExoLocString] (its inventory label) or its DescIdentified [CExoLocString] (inventory description) data, with the result that either or both are blank. There does not seem to be any consistency to this bug...sabers with identical characteristics but different color crystals will experience it, so that, say, I can mod all 5 utis for Kreia's Walking Stick, but the green one will lose data. This is a consistent problem no matter how many times I restore the original and try again.

Any helpful hints?

Qui-Gon Glenn
08-01-2007, 01:35 AM
Are you using K-GFF? If not, do :)

Master Zionosis
08-01-2007, 08:24 AM
Yes, that would be the problem, I've been making a mod recently where I was using Bioware's gff editor, it screwed up pretty much everything I was doing, so use K-GFF.

rgdelta
08-02-2007, 05:46 AM
Also if you are using kgff make sure you click on another node before you save it as it does not apply your changes until you click on another node.