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Old 01-29-2007, 08:31 AM   #161
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Quote:
Originally Posted by T7nowhere
You can always just replace Uthars double bladed saber for a custom model from another mod.
That's what I did. I've given him Blood of Malevolence. Sorry you lost that model, but what can you do? I'm quite happy with what I've got.

@T7: I've noticed that when I face Bastila on the Star Forge, she's wielding her yellow saber instead of her red one. I've got two modified Bastila Star Forge .utc's in my override, and I've got her armed with your red saber in both. Could they be messing with your script?


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Old 01-29-2007, 01:05 PM   #162
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Quote:
Originally Posted by T7nowhere
I lost it, along with 50 other max scenes and unfortunately I didn't have the time nor inclination to make a new model.

You can always just replace Uthars double bladed saber for a custom model from another mod.

That would be a good idea. Which file would I need to modify and what entry in the file would need the change?

Also, about what I said about Yuthura in the spoiler block, how would I go about making a mod enhancement that would allow her to offer either one of her sabers to you when you speak to her?

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Old 01-30-2007, 12:13 AM   #163
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Quote:
Originally Posted by Qliveur
That's what I did. I've given him Blood of Malevolence. Sorry you lost that model, but what can you do? I'm quite happy with what I've got.
I did the same thing.

Quote:
@T7: I've noticed that when I face Bastila on the Star Forge, she's wielding her yellow saber instead of her red one. I've got two modified Bastila Star Forge .utc's in my override, and I've got her armed with your red saber in both. Could they be messing with your script?
Try playing through the module without the utc's and see if she still has a yellow saber. You will need to load the module fresh though, loading from a save game won't change the utc's.

Quote:
Originally Posted by MdKnightR
That would be a good idea. Which file would I need to modify and what entry in the file would need the change?
Lightsaber 7 pack Try this mod. It has all the sabers from my 6 pack plus qui-gon's. Also included in Uthars utc with Blood of Malevolence. I meant to release this with WotOR but I didn't have the time and it looks like I won't have the time to add the other things I wanted to so I won't hold it back. The sabers can use all 7 colors in KotoR, although you will have to cheat them in(I know it sucks, but like I said I don't have the time to finnish it.) ANyway It will work without glitches with WotOR, but I can't guarantee it will cooperate with other mods.

Quote:
Also, about what I said about Yuthura in the spoiler block, how would I go about making a mod enhancement that would allow her to offer either one of her sabers to you when you speak to her?

It all depends on where and when you want her to give you the saber. Aside from that you could edit one of the games dialogue then add a simple giveitem script to it.

Code:
void main ()
{
	object osaber = CreateItemOnObject("t7_yuthsith01",GetFirstPC());
}
You can't get any simpler than this.
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Old 01-30-2007, 12:33 AM   #164
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I would like to get it on Dantooine. Would you happen to know which file contains that dialog I'd need to modify? Sorry, but I am a noob at this kind of modding.

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Old 01-30-2007, 01:01 AM   #165
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Quote:
Originally Posted by MdKnightR
I would like to get it on Dantooine. Would you happen to know which file contains that dialog I'd need to modify? Sorry, but I am a noob at this kind of modding.
It should be in the "danm14aa" module in the KOTOR Tool. Find the area that says "Dialogue". Open that up and you should see a file that says, "dan13_yuthura.dlg". That would be your file.

As for Uthar's lightsaber, I started out using one of T7's models he made for Mjpb3 called the Darth Nemesis hilt.

http://gamemods.mjpb3.net/K008.php

I then converted it so it uses a red blade. Then I changed my mind and made it Jorak's hilt while using another hilt that Oldflash made for Uthar's saber.


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Old 02-01-2007, 11:30 PM   #166
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This is amazing stuff T7. Like a lot of people, I've been waiting (impatiently) for this ever since the discussion in Modding Requests started. I thought that the models for Yuthura's sabers were so good that I started a recruit mod for her. Maybe I'll actually finish it now that the sabers are out!

Last edited by jimbo32; 02-02-2007 at 12:02 AM.
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Old 02-04-2007, 11:00 PM   #167
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Okay, as I said before, I am a complete noobie at this. I used Kotor Tool's Conversation Editor to open up the dan13_yuthura.dlg so I could edit it with your script. However, I'm not sure where to put the script in. Each of the fields for script won't accept one that long. Please help with highly detailed instructions, if you will. Thanks!

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Old 02-04-2007, 11:49 PM   #168
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You need to compile the script first then put the file name (without the extension) into the "script to run for this node" box on the "node Scripts" tab.

Also you may want to read this thread. http://www.lucasforums.com/showthread.php?t=143681
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Old 02-05-2007, 02:36 AM   #169
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Thanks, T7. I got it now. Now I'm just having a hard time deciding what to place in the dialog to make it make sense that she's giving you her saber.

Now, about the Lightsaber 7 Pack....I tried installing it tonight and it gave me this error....

• Error: Critical error: Unable to locate file to patch, "kas22_darkjedi01.utc" file not found! (GEN-9)

It also stopped shy of full installation by 3 files. Please help.


Last edited by MdKnightR; 02-05-2007 at 02:47 AM.
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Old 02-05-2007, 03:07 AM   #170
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Quote:
Originally Posted by MdKnightR
Now, about the Lightsaber 7 Pack....I tried installing it tonight and it gave me this error....

• Error: Critical error: Unable to locate file to patch, "kas22_darkjedi01.utc" file not found! (GEN-9)

It also stopped shy of full installation by 3 files. Please help.
Oh, you can ignore that error, unless it prevents the rest of the mod from installing.

What were the 3 files that were not installed? Did the files have an error next to them?
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Old 02-05-2007, 03:13 AM   #171
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^^^ No. It just seemed to have stopped shy of fully installing is all. Your folder had 328 files in it, but my Override folder only had 325 new files in it. I don't know which ones didn't install. I tested the battle with Uthar, and the BOM saber is there and he uses it. Other than that, I don't know how it will react.

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Old 02-05-2007, 12:25 PM   #172
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Well one file in the tslpatcher folder is "changes.ini" (used only buy the installer) and a another would be "info.rtf"(also only used by the installer) and the last m34aa.are this file should have been copy and/or edited, but because it was after the "kas22_darkjedi01.utc" the action to edit the file didn't complete. You can live without that file in your override, all it does is place a different onenter script that spawns crystal formations in the shyrack caves(same crystal formations as the ones in USM)

Anyway I corrected the mistake with the installer
lightsaber_7_pack2007_1.02 you can either run the installer again or open the file m34aa.are and edit the onenter node to look like this OnEnter=k_pkor34_areaent.

Last edited by T7nowhere; 02-05-2007 at 08:20 PM.
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Old 02-05-2007, 05:24 PM   #173
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Just a heads up T7.

The icons for the Blood of Malevolence crystals are mis-named in the new 7-pack - the links are broken.

Example:
iw_dbrcrstl_207.tga

should be:
iw_dblcrstl_207.tga

Once they're named properly, everything's cool.

Otherwise, great job. It's nice to have all of the sabers available in every colour.
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Old 02-05-2007, 06:18 PM   #174
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^^Well, I'm glad you guys are paying attention.

I corrected those files and reuploaded the mod, for anyone that already has the mod, you can go ahead and rename the files:

iw_dbrcrstl_207.tga
iw_dbrcrstl_208.tga
iw_dbrcrstl_209.tga
iw_dbrcrstl_210.tga
iw_dbrcrstl_211.tga
iw_dbrcrstl_212.tga
iw_dbrcrstl_213.tga

To
iw_dblcrstl_207.tga
iw_dblcrstl_208.tga
iw_dblcrstl_209.tga
iw_dblcrstl_210.tga
iw_dblcrstl_211.tga
iw_dblcrstl_212.tga
iw_dblcrstl_213.tga
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Old 02-05-2007, 06:53 PM   #175
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One more thing - where is the "m34aa.are" file supposed to go? I just went to the Shyrack caves and there were no crystal formations.

The patcher is puting it in Override.
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Old 02-05-2007, 08:20 PM   #176
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^^^ it is set up to either edit the m34aa.are file if it is in your override or it will copy the file to override then edit it. Unfortunately it doesn't help that I forgot to add the files to the installation.

Here is the new link Lightsaber 7 pack 1.02

Sorry about this, but if you have installed the mod already I advise you to remove all the files this mod installed then copy the backed up files from the tslpatcher backup folder that was created in the install folder, then run the installer again.

The easyest way to remove the files from the Lightsaber 7 pack is to select all the files(ctrl+a) in the tslpatchdata folder(deselect "changes.ini" and "info.rtf" by holding ctrl+left click) then rightclick one of the highlighted files and select copy and then paste the files into your override folder and allow them to overwrite all the files(which will select all the files this mod uses in your override which will allow you to easily delete the mods files).

Hopefully no more problem will be found.

Last edited by T7nowhere; 02-05-2007 at 08:34 PM.
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Old 02-07-2007, 12:35 AM   #177
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Lightbulb

Quote:
Originally Posted by T7nowhere
Hopefully no more problems will be found.
Heh. Just another heads up T7. This one's for WotOR though.

The "kas_bandon.utc" from the upgrades1.02_to_1.03 has the wrong tag. It's tagged as "kor_bandon", so the cut-scene at the bottom of the elevator doesn't fire properly (and no fight).

I just went through something similar with my recruitment mod for Yuthura (thanks to stoffe and Darth333 i figured it out before I pulled out all of my hair), so that was the first thing I checked when the cut-scene didn't start.

cheers.

EDIT:
One more thing - I noticed that the new crytals in the 7-pack don't have a description. Although they look fine in Kotor Tool, when you check them in-game all it says is "no description set".

I tried opening a few up in GFFEditor, and got an error:
"A warning has occured:
File: D:\nwn_xp1\Dev\utilities\Editors\GFFEditor\GFFTree Nodes.cpp
Line#: 326
Press Abort to quit, Retry to debug, or Ignore to continue"

Retry gave an external exception 80000003.

I'm not sure what all of this means, but I thought it might be helpful.

Last edited by jimbo32; 02-07-2007 at 01:02 AM.
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Old 02-07-2007, 09:28 AM   #178
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Thanks, I'll fix those things up tonite if I have time.
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Old 02-09-2007, 07:02 PM   #179
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Quote:
Originally Posted by T7nowhere
Thanks, I'll fix those things up tonite if I have time.
One more thing T7 (for now ).

Someone reported the issue back on page 2, but you may have missed it. On the Leviathan in the interrogation chamber, Bastila is invisible. Unfortunately, I didn't have a save close to that point, so I couldn't troubleshoot the problem. It looks like that module uses p_bastilla001.utc, if that makes any difference. (There appears to be something screwy with the in-game version of that file as well - Kotor Tool won't open it)

I'll let you know if I find anything else.
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Old 02-09-2007, 09:01 PM   #180
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You are right, it is the utc that is causing the glitch with bastila in the interrogation.

I think dismissed suggestion of my mod being responsible for that glitch. this is really a D'OH! moment, I knew I shouldn't have trusted that those utc's were safe.

Anyone that has not yet reached the leviathan, please remove the files p_bastilla001 and p_bastilla002 from your override. I apologize fort he inconvience this has caused anyone. Removing those files will not affect the rest of the mod, until the Unknownworld and then only if you Join with Bastila on the temple summit. I'll figure out a way around this.

Quote:
Originally Posted by jimbo32
EDIT:
One more thing - I noticed that the new crytals in the 7-pack don't have a description. Although they look fine in Kotor Tool, when you check them in-game all it says is "no description set".

I tried opening a few up in GFFEditor, and got an error:
"A warning has occured:
File: D:\nwn_xp1\Dev\utilities\Editors\GFFEditor\GFFTree Nodes.cpp
Line#: 326
Press Abort to quit, Retry to debug, or Ignore to continue"

Retry gave an external exception 80000003.

I'm not sure what all of this means, but I thought it might be helpful.
Are you sure that the crystals have no description in your game, In my game they say "Large crystal formation" I downloaded my mod and reinstalled it and it still shows up with Large Crystal Formations, just as it should.

perhaps you corrupted the utp files when you opened them with the nwn gff editor. I would recomend only using KT or K-gff.
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Old 02-09-2007, 09:45 PM   #181
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Sorry, I should have been more specific. The crystal formations are fine - it's the saber crystals that are missing their descriptions (and it's all of them - not just the few I opened in GFFEditor).

Anyway, when I opened them with the GFFEditor, I copied a few from my override to my desktop. The ones in override haven't been touched.
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Old 02-09-2007, 10:39 PM   #182
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Oh Ok, I think I know whats happening in your game then, you are probably trying to put a double saber crystal in a normal saber hilt or a normal saber crystal in a double saber hilt. none of the crystals will work if you put them in a short saber and you can only use a double saber crystal in a double saber and normal crystal in a normal hilt.

If you put a crystal in a hilt and the hilt turns into a grenade which has no description then just cancle out without assembling it and your saber will be fine.

All of the uti's are fine on my end and from my uploaded .rar, so I can't really say whats is going on at your end if it's not what I suggested it could be.
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Old 02-09-2007, 11:20 PM   #183
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Nope, it's not the null-grenade thing (c'mon T7, gimme a little credit).

If you look at them in your inventory or at the workbench before upgrading a saber (ie: mouse-over) it says "no description set". It does that for all of the crystals in the 7-pack. Once you assemble a saber, the description for those is fine. I've uninstalled and reinstalled the mod. Same results.

I'll try it with a clean override and let you know what the results are.
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Old 02-10-2007, 03:38 AM   #184
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You should also try to load the crystals into another savegame with kse.
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Old 02-10-2007, 04:29 AM   #185
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Could you repack the mod again with all the fixes?

- Ghost Down


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Old 02-10-2007, 12:28 PM   #186
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Quote:
Originally Posted by T7nowhere
You should also try to load the crystals into another savegame with kse.
False alarm. Sorry about that T7.

I'm still not sure what was causing the problem though. When I installed the mod in a clean override and started a new game, everything was fine (I added a few crystals with KSE to check them). I then uninstalled it, put all of my other mods back (with the backed-up .2da's) and reinstalled. I had to go through my most recent save with KSE and replace all of the 7-pack crystals, but once I did that everything was good.

Some kind of screw-up with the .2da's I'm guessing - my fault no doubt. My override is a little sensitive sometimes.
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Old 02-10-2007, 01:20 PM   #187
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^^^ Thats ok, it happens.

Quote:
Originally Posted by Ghost Down
Could you repack the mod again with all the fixes?

- Ghost Down
Yes, I'm currently working on that.
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Old 02-21-2007, 02:25 AM   #188
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Quote:
Originally Posted by jimbo32
The "kas_bandon.utc" from the upgrades1.02_to_1.03 has the wrong tag. It's tagged as "kor_bandon", so the cut-scene at the bottom of the elevator doesn't fire properly (and no fight).
Did anyone figure out how to fix this problem? I am now at Kashyyyk and I am experiencing the same thing.

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Old 02-21-2007, 03:05 AM   #189
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Quote:
Originally Posted by MdKnightR
Did anyone figure out how to fix this problem? I am now at Kashyyyk and I am experiencing the same thing.
This is how you fix it.



See where I circled "kor_bandon". Make sure it says "kas_bandon".


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Old 02-24-2007, 09:23 PM   #190
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Ran into another issue with the Bastila *.utc's T7.

After finishing up in the temple on the Unknown World, I went back to the Ebon Hawk. When trying to take off for the Star Forge, instead of the cut-scene with Carth, Dadonna, and Vandar I got nothing but a black screen. I removed your modded Bastila files from override, and tried again - the cut-scene fired just fine.

I had a quick look at the six files, and they all appear to be OK. I'm not sure what could be causing the problem. Any ideas?
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Old 02-24-2007, 09:43 PM   #191
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Quote:
Originally Posted by jimbo32
Ran into another issue with the Bastila *.utc's T7.

After finishing up in the temple on the Unknown World, I went back to the Ebon Hawk. When trying to take off for the Star Forge, instead of the cut-scene with Carth, Dadonna, and Vandar I got nothing but a black screen. I removed your modded Bastila files from override, and tried again - the cut-scene fired just fine.

I had a quick look at the six files, and they all appear to be OK. I'm not sure what could be causing the problem. Any ideas?
I had the same problem. But after I restarted my system and played it, it worked. Odd.
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Old 03-13-2007, 06:17 AM   #192
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I had the same problem as jimbo32.
Removed the bastila files, and it worked.

Thanks for the tip, jimbo32.
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Old 03-19-2007, 03:16 AM   #193
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Quote:
Originally Posted by Master Michael
I had the same problem as jimbo32.
Removed the bastila files, and it worked.

Thanks for the tip, jimbo32.
I am having the same problem, but I am afraid to remove the Bastilla files in Override. Mainly because if I take them out, won't it affect the rest of the story on the Star Forge?

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Old 03-19-2007, 09:15 AM   #194
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You can put them back after you have landed safely on the Star Forge.
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Old 03-19-2007, 11:17 AM   #195
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To quote myself from a few messages up on this page.

Quote:
Originally Posted by T7nowhere
Anyone that has not yet reached the leviathan, please remove the files p_bastilla001 and p_bastilla002 from your override. I apologize fort he inconvience this has caused anyone. Removing those files will not affect the rest of the mod, until the Unknownworld and then only if you Join with Bastila on the temple summit. I'll figure out a way around this.
If you have Bastila join up with Revan on the Temple summit, it will be safe to remove all of the p_bastilla001 to p_bastilla006 UTCs after you save with her in your party.
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Old 03-19-2007, 11:23 AM   #196
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Actually just removing the p_bastilla001.utc and p_bastilla002.utc is enough. Heck even remove p_bastilla003.utc while you're at it. From my personal experience when Bastila joins your party if dark side, the game 99.9% of the time uses the p_bastilla004.utc file. Only once did the game in the countless times I've beaten K1, Bastila joined you using the p_bastilla006.utc file. I've never seen it use the p_bastilla001.utc, p_bastilla002.utc, p_bastilla003.utc, and p_bastilla005.utc file and I've beaten it on my PC around 50 times.


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Old 04-04-2007, 10:36 PM   #197
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Quote:
Originally Posted by Shem
Actually just removing the p_bastilla001.utc and p_bastilla002.utc is enough. Heck even remove p_bastilla003.utc while you're at it. From my personal experience when Bastila joins your party if dark side, the game 99.9% of the time uses the p_bastilla004.utc file. Only once did the game in the countless times I've beaten K1, Bastila joined you using the p_bastilla006.utc file. I've never seen it use the p_bastilla001.utc, p_bastilla002.utc, p_bastilla003.utc, and p_bastilla005.utc file and I've beaten it on my PC around 50 times.

Okay, so, me, being the newbie-modder that I am, my question is, what exactly are the p_bastilla files used for?

And going back a little further in the thread, are you going to create another patch to this very fine mod that fixes the little glitches like the kas_bandon.utc thing?
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Old 04-04-2007, 10:45 PM   #198
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Quote:
Originally Posted by Ryuujinn
Okay, so, me, being the newbie-modder that I am, my question is, what exactly are the p_bastilla files used for?

And going back a little further in the thread, are you going to create another patch to this very fine mod that fixes the little glitches like the kas_bandon.utc thing?

I hope to eventually, when I have some free time to devote to it and an inclination to do so .

For now though the major fixes that need to be addressed are discussed and solved in this thread.

btw, the p_bastila.utc's only place the saber I made on her.
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Old 04-14-2007, 02:36 PM   #199
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I have Wotor (with the fixes from this thread), Lactose-Intolerantīs jedi-armors as well as a couple of (harmless) .2da changes in my override.

The game freezes on me when trying to leave the Temple in the Unknown World with Bastila (or with Juhani & Jolee, for that matter). The freeze occurs during the autosave immediately after I exit the temple (turning off autosave didnīt help).

Would WOTOR have anything to do with it? Iīm completely stumped, and canīt find a way to finish my game. Any help is appreciated.
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Old 04-14-2007, 03:31 PM   #200
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^^^
This is the first report I've had about this occuring. You could try removing all the mods from your override and then leave the temple. Just make sure that you unequip all modded items from the npc's. Or just remove any 2DAs, then try it.

What are the harmless 2da changes, maybe they are not so harmless.
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