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View Full Version : HELP! with TSL problem


classyActington
08-03-2007, 02:26 AM
Hi everybody. I only recently discovered this site and have been downloading to mods for KOTOR II: TSL. I have played the game with the mods up to the point where Mira commandeers The Exile's environment suit for the meeting with Visquis. However, when I have Mira go to the door to the private lounge in Jekk Jekk Tar, it does not trigger the event where Visquis' minions get ready to trap her by locking doors. Instead Mira just backs away from the door and going towards it again, repeatedly. I tried reinstalling the game and playing from Atton's battle with the Twin Suns without any mods installed, but the same thing happens. I assume the culprit mod's effects are already stored in the saved game or something. What I want to know is: is there any way to trigger this event manually so that I don't have to trash all my progress up to this point? Thanks for any help or advice you guys can give. I love your site!

Qui-Gon Glenn
08-03-2007, 02:03 PM
Do you have Ender Wiggin's Suvam Tan mod, the one that places him on Nar Shadaa? This mod currently will break your game every time. It changes the appearance of Visquis, which breaks a cutscene. I managed to fix it by removing most of the mod...

classyActington
08-03-2007, 02:57 PM
Do you have Ender Wiggin's Suvam Tan mod, the one that places him on Nar Shadaa? This mod currently will break your game every time. It changes the appearance of Visquis, which breaks a cutscene. I managed to fix it by removing most of the mod...

I did, in fact, have that mod; however, I removed all mods and the problem persists. I already have talked to Suvam Tan once in the game; could that be the problem? Could you perhaps give a bit more detail about how you went about exorcising "most of the mod". Thanks for your help with this!

stoffe
08-03-2007, 04:30 PM
I did, in fact, have that mod; however, I removed all mods and the problem persists. I already have talked to Suvam Tan once in the game; could that be the problem? Could you perhaps give a bit more detail about how you went about exorcising "most of the mod". Thanks for your help with this!

Much of the data about an area gets loaded the first time you visit that particular area and is then stored in the savegame. This means that even if you remove the files related to a mod that makes some change to an area the game state will stay the same since the data isn't loaded from the override folder or game data files any more, but from the save game.

So, the only way to "roll back" would be to either load a save from before you first entered the area in question (the easy way), or to perform surgery on your savegame file to remove that particular area from the save data (the hard way). The latter option is somewhat risky depending on what area it is, since the area will be reset to its default state (i.e. doors might get opened/locked again, triggers might fire again etc) which can cause trouble for some quests if, for example, a door that was unlocked as part of a particular quest suddenly gets locked again.

If you want to try modifying the savegame you'll need an ERF editor. You can find one on the Starwarsknights modding tools page (http://www.starwarsknights.com/tools.php#gmt). Then locate the folder for your savegame in the Saves folder and make a backup copy of that savegame, just in case something goes wrong. Then open the SAVEGAME.sav file with the ERF editor. This file is an archive that contains some data files, among them a .SAV file for each area you have visited in the game. Find the .SAV file (for example 301NAR.SAV for the Nar Shaddaa landing pad) for the offending area and delete it, and then save your changes to SAVEGAME.sav.

You should probably not delete the area your characters are currently in though, that would likely cause problems.

classyActington
08-03-2007, 06:02 PM
Much of the data about an area gets loaded the first time you visit that particular area and is then stored in the savegame. This means that even if you remove the files related to a mod that makes some change to an area the game state will stay the same since the data isn't loaded from the override folder or game data files any more, but from the save game.

So, the only way to "roll back" would be to either load a save from before you first entered the area in question (the easy way), or to perform surgery on your savegame file to remove that particular area from the save data (the hard way). The latter option is somewhat risky depending on what area it is, since the area will be reset to its default state (i.e. doors might get opened/locked again, triggers might fire again etc) which can cause trouble for some quests if, for example, a door that was unlocked as part of a particular quest suddenly gets locked again.

If you want to try modifying the savegame you'll need an ERF editor. You can find one on the Starwarsknights modding tools page (http://www.starwarsknights.com/tools.php#gmt). Then locate the folder for your savegame in the Saves folder and make a backup copy of that savegame, just in case something goes wrong. Then open the SAVEGAME.sav file with the ERF editor. This file is an archive that contains some data files, among them a .SAV file for each area you have visited in the game. Find the .SAV file (for example 301NAR.SAV for the Nar Shaddaa landing pad) for the offending area and delete it, and then save your changes to SAVEGAME.sav.

You should probably not delete the area your characters are currently in though, that would likely cause problems.

Thanks for the advice. That was the ticket!

tango110
01-28-2008, 01:22 AM
just delete n_quarren002.utc (from suav tens mod) befor you go into the docks and anton talks to you about going into the jekk jek tarr and it will work. after you kill visquith(the squid like looking dude) in the areana you can restore that file and it will work