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View Full Version : Making Mods play nicely with one another


Allronix
06-19-2009, 03:18 AM
For those of us who are running a dozen or two mods on their copy of KOTOR 1 or KOTOR2, what advice can you give those who are crazy enough to do the same?

DarthJacen
06-19-2009, 03:22 AM
Make sure each mod you have has a TSL patcher, if not put the one that doesn't in first and use the other one next to keep it compatible.

Exile007
06-19-2009, 03:29 AM
If you see any file that is the filetype ".2da", be SURE that you do not have another copy of that in your Override. When you copy the .2da file over, you will overwrite the other mod's changes to that .2da file and replace it with new changes. The common error of the game crashing when one talks to a mod-made character comes from an appearance.2da error where the appearance of the character is invalid. What can be done about this? Ask a modder what changes were made to that .2da file so he/she can merge the files to make them compatible. You can also use stoffe's 2da Merger tool to merge the files, found in the Tools (http://www.starwarsknights.com/tools.php) section of StarWarsKnights.com

zakske
06-19-2009, 06:21 AM
You could always compare the... how are they called ugh... 2da, uti, utp,... files with TSL patcher, choose the mdl, mdx, tga,... files you like most, make scripts compatible manually and set up TSL patcher to install the mods... It could take some (a lot of) time and it is not guaranteed to work completely :p

I tried it, but will have to try again, my game crashed after the Leviathan and I will have to start completely over :p...

Btw, 24 mods should not take that long... Maybe it wouldn't be wise to add another 24 :) ...

Could you mention what mods you are trying to combine?