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Old 01-22-2011, 01:17 PM   #361
kwix
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Quote:
Originally Posted by Kzer-Za View Post
Iíve made a mod that adds a playable version of Drunken Master style in game. It does less damage than the original but can be improved with style points like any other martial style. The question is how do I add the name and description of this style in dialog.tlk? I mean, I know that this style should be added to items.2da and the columns STRREF_NAME and STRREF_DESC should give the numbers of the corresponding entries in dialog.tlk, but how do I chose in which entries to place the name and description? Do I just pick any entries that do not contain any data yet (say, just for example, 2770 for the name and 2771 for description) or are there certain sections of dialog.tlk where such things should be placed? For instance, "such things should be placed in the section between 50,000th and 70,000th entries". Are there rules of such kind or do I just pick whichever entries that are empty?
As far as I can tell, there are no rules among Jade Empire modders who gets to homestead which part of the dialog.tlk. The game engine itself doesn't care and unfortunately there's no tool like the TSLPatcher for this game. That means, it's all up to you. The only advice I can give is, to install the mods you would like yours to be compatible with and take it from there.

Quote:
Originally Posted by Kzer-Za View Post
Also I have a question concerning the game itself. Whether I get Eyes of the Dragon or Crimson Tears they look the same. Can anyone tell me if it is how it's supposed to be or it's a glitch? And if it is, then could you post a screenshot with Crimson Tears, please?

Thanks in advance, people!
Nope. No glitch. There's three models for the dual swords but only a single model for the dual sabers: J00_DblBFly02.
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Old 01-24-2011, 05:28 PM   #362
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Thanks! Now I'm trying to make Crimson Tears look like the sabers of Aishi the Mournful Blade. The simple way (to replace J00_DblBFly02 with J00_DblSw03 in styleadvance.2da) didn't work. My guess is, because they use different StuntModel. But I don't know how to make a style use a different StuntModel after the upgrade. A pity...
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Old 01-24-2011, 05:56 PM   #363
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I don't think it's possible, either. Yes, you could write a script that removes the old style and replaces it with the new one, but it is not possible to read out the advancements of the old style and apply them to the new one. Most definitely not possible. Sorry!
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Old 01-27-2011, 03:03 PM   #364
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Hi all, how about an MDLOps that works properly with Jade Empire models. we're willing to pay money for it. the tool should still remain public but hopefully money will get smart people motivated. contact me if you're interested. thanks!
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Old 02-08-2011, 03:50 PM   #365
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Hey I just started playing this game again. Is there still no way to rotate the camera in exporation mode?!
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Old 02-08-2011, 06:10 PM   #366
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I'm curious to know, has anyone figured out a way to correct the floating ribbons bug for the main character?
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Old 02-15-2011, 09:33 PM   #367
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Quote:
Originally Posted by DarthParametric View Post
Someone asked me for a Radiant Jen Zi version of my Wu the Lotus Blossom/Scholar Ling as Dawn Star mods, so here it is:
Thanks DarthParametric, think this would work great with Stoffe's beautiful Radiant Jen Zi skin!


Trust me, most of the names I have been called you can't translate in any language...they're not even real words as much as a succession of violent images.
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Old 02-15-2011, 11:05 PM   #368
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If it's just a reskin they should work fine together, but I've never tried it myself.
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Old 02-16-2011, 05:51 PM   #369
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Does anyone happen to know where to find Fading Moon's head? I've unpacked all the heads from data\j04_necropolis and none of them seemed to be the thing.
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Old 02-21-2011, 05:51 AM   #370
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A mod adds Death's Hand style, but the Popup description in the UI (e.g. if you press #1 key you would get Legendary Strike) when it's selected is blank and in Jade Empire Savegame Editor the Title displays:
ERROR: NO SEMICOLON AFTER STATEMENT

Does anyone know how I can fix the title to display properly, in JSE and the UI? The style does function correctly?

Secondly anyone know where edit % of chance of the Knock Down effect, in the Dragon Eye gem as the effect doesn't show up in the gems.2da? I found the Knockback effect in MultipleEffects.2da and the Defense of the Heaven's Blessing (Air Defense) in DamageArmor.2da.


Thanks for any help.

Follow up, anyone interested the Description Code for Death's Hand Style is 27565 and the ID Code is 68427. Also found the Effects.2da but it only gives Durations of Effects like Knockback, nothing on Percent/Chance so far.


Trust me, most of the names I have been called you can't translate in any language...they're not even real words as much as a succession of violent images.

Last edited by Acleacius; 02-24-2011 at 04:13 PM.
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Old 02-21-2011, 05:07 PM   #371
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I read through the "Making new gems, effects and techniques" but don't see the actual commands to add an item like weapon or gem, would I just need to change *RewardStyle* with *RewardGem* or *RewardWeapon* then the appropriate ID code? I guess it would be good to know also if there is a way to give a Quantity, if possible.

This is the added scripting for adding the extra styles in the j00_lti_rhino.nss,
Quote:
// You bought the game online! Enjoy Rhino Style.
DelayCommand(3.0, RewardStyle(105));
DelayCommand(3.0, RewardStyle(22));
DelayCommand(3.0, RewardStyle(46));
DelayCommand(3.0, RewardStyle(48));
DelayCommand(3.0, RewardStyle(82));


Thanks for any help.


Trust me, most of the names I have been called you can't translate in any language...they're not even real words as much as a succession of violent images.
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Old 02-24-2011, 06:12 PM   #372
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Quote:
Originally Posted by Kzer-Za View Post
Does anyone happen to know where to find Fading Moon's head? I've unpacked all the heads from data\j04_necropolis and none of them seemed to be the thing.
Download JEFindRes (link is in this thread) and try to search for a CRE (creature) file with the word "moon" in it. *moon* would be a good search term. If you find one, extract the file and open it with K-GFF (link is in this thread as well). There you'll find the HeadType, which points to a row in heads.2da. There you'll find the name of the model file.

Quote:
Originally Posted by Acleacius View Post
A mod adds Death's Hand style, but the Popup description in the UI (e.g. if you press #1 key you would get Legendary Strike) when it's selected is blank
In your follow-up you post the StrRefs for the name and the description. Then I suppose, you've already found out, that you need a TLK editor like TalkED (link is in this thread) to edit the two of them, haven't you?

Quote:
Originally Posted by Acleacius View Post
Secondly anyone know where edit % of chance of the Knock Down effect, in the Dragon Eye gem as the effect doesn't show up in the gems.2da? I found the Knockback effect in MultipleEffects.2da and the Defense of the Heaven's Blessing (Air Defense) in DamageArmor.2da.
You won't find anything in the 2DAs. The knockback is hard-coded somewhere and can't be modified.

Quote:
Originally Posted by Acleacius View Post
I read through the "Making new gems, effects and techniques" but don't see the actual commands to add an item like weapon or gem, would I just need to change *RewardStyle* with *RewardGem* or *RewardWeapon* then the appropriate ID code? I guess it would be good to know also if there is a way to give a Quantity, if possible.
You can find the prototypes of all functions and some small scraps of documentation in nwscript.nss. Hint: Look for "CreateItem"! The "itemType" you will need to specify, is a row number from items.2da. If the gem doesn't have a name that's easy to search for, you could try to search for the gem's ID - the row number from gems.2da.

Last edited by mimartin; 09-05-2011 at 04:29 PM.
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Old 03-05-2011, 01:42 PM   #373
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Post Jade Empire in Style

I'm not sure my mod is out of Beta. I'm even less sure it ever will be. But it's playable, has lots and lots of content and it's about time. And so I'm releasing it into the wild today!

The official download location:

http://social.bioware.com/project/4236/

And this will be the mod's homepage:

http://jade-empire-in-style.com

At this very moment the homepage is very light on content. Getting the mod done had a higher priority until today. But I've already sketched the design, made a few screenshots, written a few things and recorded a few clips for youtube. It'll improve...

So, please, download the mod and give it a whirl! Bug fixes, comments and suggestions are still very welcome! Post them in the project-forum (first link), please! Oh, and er, check back on the mod's homepage in a week or three!
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Old 03-07-2011, 10:55 AM   #374
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Thanks for your answers and help kwix.

I got your mod page linked looking forward to trying this, thanks for your work on it.


Trust me, most of the names I have been called you can't translate in any language...they're not even real words as much as a succession of violent images.
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Old 09-03-2011, 05:41 AM   #375
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I know this thread is stale and I know this is all about KotOR, but quite frankly I don't know who to turn to, so I might as well ask here: Is there anybody who could port MDLops to Jade Empire? I'm asking because I've created a fairly large mod for Jade Empire, but I'm hitting a dead end now. At this point in time the mod consists "only" of code and 2da/gff-edits. I was *not* able to edit a single model - let alone create new ones. Unfortunately I do not have the required 3D chops to write an importer/exporter myself. So: Is there anybody who might be able to help? tk102? stoffe? Adinos? Somebody else?

Moderator note [09-05-2011 04:22 PM]

moved to this thread


Last edited by mimartin; 09-05-2011 at 04:22 PM.
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Old 09-16-2011, 07:13 PM   #376
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Hello,
has anyone yet brought the Dawnstar-Mod from page 6 (romance for females) actually to work? I would really like to experience her romance, but I don't like to play males. I downloaded the compiled files (from post #216) and placed them into override, but the option "I'd rather see you smile." (or something like that - I play the german version), which I saw in a Youtube-Video (to check whether the mod works) doesn't appear.
I'm not experienced with modding of newer games so I hope someone here could tell me what to do.
Should I try and compile the text posted in #214 myself? If so, is there a tutorial anywhere over the internet which explains how?
Or could it be the point that I play the German version?
I would greatly appreciate any help; perhaps someone tried the same and accomplised it.

PS: Please excuse my bad English.
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Old 09-16-2011, 08:12 PM   #377
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The romance mod works fine. Whether you play the German or the English version makes no difference. Maybe you did not choose the right dialog options? You might want to read this.
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Old 09-17-2011, 02:39 AM   #378
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Unfortunately, it doesn't for me, I think.
I simply had no "flirting" dialogue choices at the coast after the fight against the pirates (Chapter1). I think there should be the "I'd rather see you smile." option I mentioned. Or is maybe just this option missing, but the rest works fine? I just want to be sure that the mod works before I play further.
I also "installed" those other mods, but they did'nt want to overwrite anything so I thought they should be compatible:

Kissfix (from here)
Dawnstar for all (obviously)
Bugfixes 2-5 (from the 14th post there: http://www.shsforums.net/topic/33420...re-pc-modlist/)
Reskins of Ling and Jen Zi (from here)
Monk Reskin (from here)
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Old 09-17-2011, 05:43 AM   #379
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There is not much flirting to be had in chapter 1 and I'm pretty sure that nothing you say has an influence on your chances later on. From chapter 2 on you will have to start choosing your options carefully, but chapter 1 doesn't matter much.
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Old 09-17-2011, 06:42 AM   #380
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Yes, I understand that, but I fear that if the flirting option in chapter 1 (as irrevelant as it is) doesn't appear the whole mod doesn't work properly. Because it should remove the genderchecks and they are obviously not removed, otherwise I should be able to say the "smile" thing, should I?
Or is there anything I'm getting wrong about how this mod works?
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Old 09-17-2011, 07:28 AM   #381
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Hm. Come to think of it: I've never played the game as a male character and I've flirted with Silk Fox, Dawn Star and both of them, but that "smile" line is news to me. It's probably non-essential.
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Old 09-17-2011, 08:13 AM   #382
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Ok, thank you, so you never encountered a flirt line on the beach? That sounds appeasing to me. So you would recommend me to simply play further? Is there any line in chapter1 that is usually gender-specific so I could be assured that the mod is working?

EDIT: Here's the link to the video I used to check whether the romance works (it's German): http://www.youtube.com/watch?v=Rik1P...eature=related
At 2:47 there is the first answer: "I'd rather see you smile. Is there something I could do for you?"

Last edited by Hina; 09-17-2011 at 09:18 AM.
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Old 09-17-2011, 09:53 AM   #383
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I just looked at the dialog file and it doesn't seem to make any difference at all, if your character is male and does get that line or female and does not get that option. If you want the line anyway, put this in your override folder: j00_dstar.dlg

Quote:
Originally Posted by Hina View Post
Is there any line in chapter1 that is usually gender-specific so I could be assured that the mod is working?
Sorry. I don't remember the game without this mod.
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Old 09-17-2011, 10:17 AM   #384
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Hey, thank you. It's not a matter of this line, I only feared that the whole romance won't appear. I'm happy that I can now reassured go on with playing this game. You really made my day!
But now for the theory: How can it be that this line didn't appear? I thought Tupac Amaru's mod would remove the gender checks?
And: You seem to be experienced with modding, given how fast you made this .dlg.
I downloaded the Dialog Editor and tried to play around a bit; but how do you actually know where certain lines are? Because the application asks me at loading which lines from the dialog.tlk I want to load.
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Old 09-17-2011, 11:12 AM   #385
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The gender checks are not like some sort of switch you can turn on or off. It's much more basic than that. You can attach "conditional scripts" to the dialog lines. The conditional decides whether that line will be shown or not. Tupac Amaru's mod modifies a number of important conditionals in a few key scenes, but it most likely misses a few of the less important ones.
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Old 09-17-2011, 01:11 PM   #386
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Ah, interesting. So the mod opens only the romance and not the seperate flirtations.
Once again: Big thank for your help!
Would it be possible to just search the dialog file for "gender=male" and add a "female" at the lines in question? Not that I would have the time to do this (unfortunately)... Just a curious question.
Anyway, I'm glad to be able to play on and I think I should also leave a "Thank you!" for Tupac Amaru for writing this mod.
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Old 09-17-2011, 03:11 PM   #387
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It's probably easier to just play the game and be a little on the lookout for inconsistent gender checks. Tell you what: If you find something else, let me know and I fix it!
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Old 09-17-2011, 04:06 PM   #388
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That's nice, but how could I do this? I won't know if there would be an option for a male if it don't shows up, would I?
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Old 09-17-2011, 05:27 PM   #389
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Would you prefer to do it the hard way? Sure. Why not? The name of the conditional that I just deleted is "j00_c_pcmale". There's also a "j00_c_pcfemale". You could try to extract all DLG files with JEFindRes and search for these strings in them. There may also be other scripts that refer to the gender... They most likely use the GetGender() function. You could extract all NCS files with JEFindRes, transcode them to PCODE with nwnnsscomp and search for "GetGender".
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Old 09-29-2011, 03:14 AM   #390
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Thumbs up Some help please!

First of all i wanna thank all you guys for the wonderfull work you do here, i found many answers to questions that puzzled me for a long time.
However i still need some help with something, here's my dilemma:
I am trying to play as a female pirate npc, i added the n_piratf.mdx,n_piratf.mdl,n_piratf.txb they all work fine for the body part.
However there are 2 head textures:h_piratf.txb and h_piratf02.txb but it doesn't matter wich one i put in the override folder, none of them work and the head on the character is missing.
Could somebody give me an insight what to do to make it work? Or do they use a different head textures.I found the pirate textures in the data, pirates folder.
Thanks in advance!
And great job so far
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Old 09-29-2011, 04:15 AM   #391
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By default the game engine can only handle complete models. It's also possible to force the engine to use separate models for body and head, but that requires some doing. Lots of doing, actually.

The best advice I can give is to wait for the next version of my mod, because I'm working on just that. Here's the teaser.

The second best advice would be to add this line to j00_een_default.nss:

Code:
SetAppearance(GetPlayer(), body, head);
(You will have to replace "body" with the row from appearance.2da and "head" with the row from heads.2da.)

Then compile this script with nwnnsscomp.exe. The link to the compiler is in this thread, I believe. You could also download the source code of my mod. It includes the compiler.

This is a simplistic solution and it will break occasionally. When you transform e.g. the head will not be restored when you transform back, but j00_een_default gets called whenever you load a savegame or when a different area is loaded - in other words: a lot.
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Old 09-29-2011, 04:51 AM   #392
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Thank you kwix for your fast reply.Guess i have to wait then because i don't seem to have a heads.2da file in my override folder.It just seems weird to me that the head textures exist but the game doesn't take it in consideration.
Thank you again and PS i got your mod, just great keep up the good work.
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Old 09-29-2011, 06:16 AM   #393
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The problem is that there's no way - besides scripting - to tell the game that you want to use a different head for a player character. For NPCs you have the CRE file. That file may specify a body *and* a head. But the same entries in the player's CRE file are ignored. That's because the CRE files are static, while the player's appearance is decided when you start a new game.

And: Bioware has decided - for the sake of simplicity, I suppose - that player characters may not have mixed models. If you pick a complete model - the Watcher e.g., or the Ravager - you should be fine. But if you do want to use a mixed model, you must do it the hard way. That means calling SetAppearance after every Transformation e.g., reverting the character to its original appearance before the in-game movies play, etc. etc.

To get (a human readable version of) the heads.2da you should download the lot of them from papagamer.com. The link is somewhere in this thread, I believe. You can also find it in the Credits section of my mod's web site.

Sorry that I don't have better news.

Last edited by kwix; 09-29-2011 at 06:24 AM.
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Old 09-29-2011, 06:21 AM   #394
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No problem kwix thanks again for your asistance and i wait till you relesea your new mod.
Best of luck and good work my friend!
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Old 02-02-2012, 12:15 AM   #395
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Quote:
Originally Posted by Doomsday347 View Post
I'm curious to know, has anyone figured out a way to correct the floating ribbons bug for the main character?
Seconded. This happens for all detached "wavy" clothing bits for every character model. Nothing in the settings or the .ini file helps...
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Old 06-25-2012, 04:30 PM   #396
aristey
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Dead mod link

Can anyone share the mod Bugfixes form this thread?
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Old 09-20-2012, 02:15 PM   #397
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Where is Closed Fist Dawn Star + Silk Fox Mod

Can you send me the link for Closed Fist Dawn Star + Silk Fox plz. That would really make my day since what you posted in 2009 is now gone. PLZ I HAVE BEING HUNTING FOR THIS DAMN THING! Just PM me ty

Quote:
Originally Posted by SpaceAlex View Post
*SPOILER WARNING*



I have a few mods and fixes I would like to share. It's nothing major, but I think they improve the game without adding things that would appear out of place.


1. Closed Fist Dawn Star + Silk Fox: This mod makes sure that if you convince both DS and SF to turn to the Dark Side, they will not turn on you if you recruit Death's Hand or/and poison the Water Dragon. As it stands right now, Dawn Star would always betray you if you romanced her together with Silk Fox, which made absolutely no sense to me; thus I created a mod to fix that. Now, she (or Silk Fox) will only turn on you if you didn't manage to turn her away from the path of harmony.

Issues: The only issue with this mod is that you will not be presented with description of what became of Dawn Star after the death of Li and the Water Dragon because the game assumes she is dead. I'm not exactly sure how to fix that, so if anyone has any ideas, please let me know. Note that this bug doesn't happen if you don't consume WD's spirit but still enslave Death's Hand.

Screenshots:

Show spoiler


Show spoiler


Show spoiler


2. Silk Fox Without Face Covering During Conversations: With this mod installed, Silk Fox will remove her face-covering when engaged in conversation and put it back on when it terminates. There is no animation for this, but that isn't a problem; you never get to see her covering disappearing in the middle of the conversation, so you can just assume she takes it off before she starts talking and then puts it back on immediately after she stops.

Issues: None that I know of. This mod is only active during chapter 3 (in chapter 2, she will always wear her covering), so it shouldn't cause any problems in the latter chapters in which she doesn't wear any covering at all.

Screenshots:

Show spoiler


Show spoiler


3. Black Whirlwind Arena Fix: There is a bug in the game that prevents you from asking BW about the arena after you defeat Lucky Cho. This mod aims to fix that. You can now ask him about the arena throughout the whole chapter 3; he has something new to say after Lucky Cho's defeat, when he learns the truth about his brother, and when you become an arena champion.

Issues: None, this mod fixes issues.

Screenshot:

Show spoiler


4. Greater Music Track Variety: Some music tracks are reused way too often, while some are not used at all. Installing this mod will fix that.

Issues: Hopefully none. I've made sure the music fits the areas, so you don't have to worry about things appearing out of place.


5. Party Members with More HP: This very simple mod (that took me quite a while to make ) will give your party members more hit points, which basically means they will not die nearly as often as they do now. They will not be dealing any more damage, so no need to worry about unbalancing the game.

Issues: none.


Installation: just copy everything from the mod folders and paste it into your override folder.


Download the mods
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Old 09-26-2012, 04:04 PM   #398
Hidraslick
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Hello I'm new in the forum, first I want to congratulate all of the tool makers for keeping Jade Empire Alive and the moders for all that amazing mods.

I got a couple of questions for you:

1. Can you tell me how much cut content the game has in some sort of list?
2 How can I add a new style? could you explain me please how to do it step by step?

3 Do you know where can I found lothario1132 mods?

4 How I add those style to a merchant or put them as a reward??

for example: I wanna add tien's justice as a separate weapon rather than a upgrade for one, also I wanna add the four lost styles (lothario1132 styles), I wanna know if you know how I could access to the locked flyer mission and after that I put this styles in game can I upgrade them with skill points or i must do something first??

Thank you. Sorry if I have a bad English

Last edited by Hidraslick; 09-26-2012 at 04:14 PM.
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Old 12-19-2012, 06:24 AM   #399
Vilemk0
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The tools needed to change characters to npc's are missing. T_T The links are all dead and I'm stuck. Can someone explain an easier way to change my character to executioner zogu or the watcher? Either that or provide the tools if you have them on hand? I tried using the save editor but I always got an error.
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Old 12-22-2012, 05:03 AM   #400
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Originally Posted by Vilemk0 View Post
The tools needed to change characters to npc's are missing. T_T The links are all dead and I'm stuck. Can someone explain an easier way to change my character to executioner zogu or the watcher? Either that or provide the tools if you have them on hand? I tried using the save editor but I always got an error.
We're currently experiencing some technical difficulties with the host of the starwarsknights.com site which those tools are located on. The service provider is working on resolving it but for some reason it seems to be taking an awfully long time. But they should hopefully be available again within a few days.


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