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Old 08-05-2007, 09:57 AM   #121
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Quote:
Originally Posted by Eisenhower
Ouch...

brain hurt.

So essentially I just need a text editor and a program called JEFindRes for all this, right?
Yes. JEFindRes is an utility that lets you search among the game's resource files and extract things. There is a link to it in the first post in this thread.

Most 2DA files in the game are tables in plain text format and as such it should be enough with a text editor to modify them. Personally I prefer to use UltraEdit since it uses monospace fonts and you can set columns and headers to be independently scrollable, but any text editor should do.

For the few 2da files that are in binary format you'll need a converter, there should be a link to one in the first post as well. Or you can use this archive which contains most of the 2DA files from the game converted to text format with fixed column width to make them easier to hand-edit. (You'll need 7zip to unpack it.)

You then place any files you've edited in the override folder to make them game use them. I'd recommend that you make a backup copy of that whole folder just in case before you start modding so you have something to fall back to if things get screwed up.

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Old 08-05-2007, 06:11 PM   #122
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I did the replacing silk fox's model with princess lian, but now her face is all black. I forgot to save a backup copy of the override folder though, so the original .txb, .mdl and .mdx for princess is missing from override. It worked while I was in the imperial city proper, but when I entered the arena her face turned black.

Any chance you can upload the originals? I'd rather have silk fox than an untextured face.

I just think the ninja look is overplayed.

Thanks for all your help!
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Old 08-05-2007, 06:33 PM   #123
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Quote:
Originally Posted by Eisenhower
I did the replacing silk fox's model with princess lian, but now her face is all black. I forgot to save a backup copy of the override folder though, so the original .txb, .mdl and .mdx for princess is missing from override. It worked while I was in the imperial city proper, but when I entered the arena her face turned black.
Did you do as I mentioned in the previous post and extracted all the N_Prnces_ files from the RIM data files into your override folder? Some of the textures are only found in the Imperial City landing area module normally, and you'll need to extract them to the override folder for them to work everywhere. Make sure the files are directly in the override folder and not in any sub-folders within it.

It should work fine if you do, I'm using the princess look in my current game without problems (aside from the aforementioned one that she's impossible to hit with melee attacks when using that model).

Edit: Oops... forgot about one... h_prnces01.txb should contain the head texture so you'll need to extract that one too. Sorry about that.


Last edited by stoffe; 08-05-2007 at 06:44 PM.
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Old 08-06-2007, 02:33 AM   #124
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Yay, much thanks. It works perfectly now!
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Old 08-07-2007, 01:03 AM   #125
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While playing, I screwed up the talk trees and managed to activate the Sky romance thread when I only wanted the Princess one. Is there any way to de-activate the sky thread or change the variable to Princess? I was persuing the Princess thread but apparently Sky overrides her. so... any help on that would be appreciated. I can't go back saves because I don't know how far back this got activated.

I know which one is on because right before you fly to the Imperial Keep the first time, the princess says take care of your business and sky is the only option, which I didn't take.

Playing a female character, btw.
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Old 08-07-2007, 09:53 AM   #126
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Quote:
Originally Posted by Eisenhower
While playing, I screwed up the talk trees and managed to activate the Sky romance thread when I only wanted the Princess one. Is there any way to de-activate the sky thread or change the variable to Princess?
You could try to change the global variables that seemingly keep track of these things. I don't know if it's sufficient in your situation, but it worked for me to do "late switching" in Dirge when I unwittingly had managed to avoid any romantic entanglements at all.

A script like this might work. I've attached a compiled version below if you don't have a script compiler handy to do so yourself. Unzip its content into your game's override folder.
Code:
void main() {
    SetGlobalBoolean("J00_SILKFOX_ROMANCE_DONE", FALSE);
    SetGlobalBoolean("J00_SILKFOX_ROMANCE", TRUE);
    SetGlobalBoolean("J00_SKY_ROMANCE", FALSE); 
}
Then you need to run the script from somewhere. The easiest way is usually to attach it to a "reward event" (or whatever to call it) near where you currently are in the game. I.e. when the game gives you silver, some item or XP it would run the script as well. The rewards are set in 2da files with an ar_ prefix, there is a column where you can set the name of a script file to run (without the NCS suffix).

If you can't get it to work, say where in the game you are currently and perhaps I can find a suitable 2da file to use.
Attached Files
File Type: zip st_foxfix.zip (399 Bytes, 434 views)

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Old 08-07-2007, 10:34 PM   #127
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So I just, unzip those files into override and get playing?

I'm not understanding this scripting stuff, more complex than I'm used to.

I'm *right* at the part where you enter the imperial palace for the first time, after leaving the imperial city.
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Old 08-08-2007, 03:56 AM   #128
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I have a question: is it possible to get the Sword of the Bough (which is a sword upgrade for Silk fox during the siege of Dirge) from the beginning?

In items.2da this upgrade has number #546, the script that is mentioned is j07_a_wpn_32. What I tried is putting this script and number in ar_town.2da in the row #35 after_chapter_screen but this does not seem to work... I do get a 'received sword of bough' message but nothing is added to the styles screen.

This method does work for any other long sword/staff update, though (demon/dragon sword, etc), so I do not know why this doesn't work for Silk Fox's weapon upgrade (and I guess the same would be true for the upgrades for the Black whirlwind and Dawn Star).

I guess changing weapon "j00_sword02" to "j00_sword03" + changing the NameRef/Descref on line #29 in stylesuperlist.d2a might do it, but I'm just wondering why you can't just add this upgrade if you can do it with Dragon/Demon sword.

Last edited by virumor; 08-08-2007 at 04:24 AM.
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Old 08-08-2007, 06:26 AM   #129
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Quote:
Originally Posted by Eisenhower
So I just, unzip those files into override and get playing?

I'm not understanding this scripting stuff, more complex than I'm used to.

I'm *right* at the part where you enter the imperial palace for the first time, after leaving the imperial city.
No, you'd need to make the game run the script somewhere as well. I've attached a modified variant of the reward table for the Imperial Palace (first visit/act 4) below. Unzip its content into the override folder along with the scripts attached to the previous post. This file should make the game run the script which adjusts the romance variables after either Yahzen or ChaiKa have been beaten after their final confrontation when you first arrive at the palace (when you receive a technique as reward for helping one beat the other).

Hopefully there are no romance related conversations that need to be done before that.
Attached Files
File Type: zip ar_palace4.zip (495 Bytes, 321 views)

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Old 08-08-2007, 06:54 AM   #130
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Quote:
Originally Posted by virumor
I have a question: is it possible to get the Sword of the Bough (which is a sword upgrade for Silk fox during the siege of Dirge) from the beginning?
If I understand this correctly you are trying to give the sword to the player character?

The problem is most likely that the script you are running (j07_a_wpn_32) is trying to apply an upgrade to a style/weapon that your character does not possess (Silk Fox's longsword). You'll need to use a script that applies the upgrade to the player character's longsword style instead. Something like this (compiled variant attached below):

Code:
void main() {
    if(!GetHasStyle(GetPlayer(), STYLE_SINGLESWORD))
        AddCombatStyle(GetPlayer(), STYLE_SINGLESWORD, 1, STYLEMAP_NONE, TRUE);
    
    ApplyStyleAdvanceLine(GetPlayer(), STYLE_SINGLESWORD, 48);
}
Attached Files
File Type: zip st_foxme.zip (421 Bytes, 230 views)

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Old 08-08-2007, 07:09 AM   #131
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Thank you, I understand.

So the method I suggested of changing the weapon listed in stylesuperlist.2da in line 29 which is the Single sword weapon style, namely j00_sword02 (Fortune's favourite) to j00_sword03 (Sword of the broken bough), would not work?

Another possibility could be changing the Dragon sword to Sword of the bough in StyleAdvance.2da... this should make it possible to purchase it in the Imperial city.

Unfortunately for modding I cannot go beyond editing 2da files; I am horribly bad in anything even remotely connected to programming, hence I cannot write any scripts that work.
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Old 08-08-2007, 04:23 PM   #132
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Quote:
Originally Posted by virumor
So the method I suggested of changing the weapon listed in stylesuperlist.2da in line 29 which is the Single sword weapon style, namely j00_sword02 (Fortune's favourite) to j00_sword03 (Sword of the broken bough), would not work?
That would probably work as well if you just want to change the appearance and name of the player's longsword to that of the one Silk Fox gets at Dirge, using the weapon model and description override StrRef from styleadvance.2da and setting in on line 29 in stylesuperlist.2da.

Quote:
Originally Posted by virumor
Unfortunately for modding I cannot go beyond editing 2da files; I am horribly bad in anything even remotely connected to programming, hence I cannot write any scripts that work.
2DA editing should be enough if you want to switch around the names and weapon models of various styles. Jade Empire seems to rely very heavily on 2DA files for its game data, making the need for scripts much smaller than in earlier Aurora engine games like KOTOR and NWN.

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Old 08-09-2007, 03:11 AM   #133
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The thing for Silk Fox's romance didn't work. Oh well, I was curious how the Sky ending went anyhow. Besides, I have a savegame from before I met Silk Fox, so even though I have to play through it again I can correct my mistake.

I thought the Sky deal was sorta like Carth Onasi with Dustil, I chose the options to find out more of his daughter, hoping there'd be some quest regarding that that I haven't seen.

Thanks much for your help, Stoffe. I'll wait a little longer until there are a few more mods/skins for Jade Empire and I'll restart the game and not make the silly mistakes I already have.
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Old 08-09-2007, 05:19 AM   #134
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Was she outside the tent? Or did you just miss the romance ?

Anyway i made a horrible mistake when i tried to have romance with Sky.
He was outside the tent but bcz i missed a dialog i couldn't finish the romance and i couldn't get into the tent...

Here is what i did wrong

Quote:
I can not get the Romance Conclusion Scene (Kiss scene) with my lover at Dirge, did I screw up somewhere?

The problem that most people miss the romance due to 1 dialogue that's very easy to miss (I know because I did).

- Provided you talked to them on Chapter 1 and 2, Basically the point is there are 3 dialogue runs for each romance interest at chapter 3. And people can easily miss the second run.


+ First Dialogue: Right at the beginning (right after Silk Fox joint)

+ Second Run: After one of the 2 Lotus recruiter meet you. Note that this dialogue becomes available right after you meet one of them.

+ Third Run: After you received one of the Lotus seal.


- The thing is usually people after meet one of the recruiter will go right for the quest and solve it, thus miss out the second dialogue. Especially if you're doing the Arena, since you probably just meet the excution recruiter and run through the arena not knowing there is one romance dialogue for this period.



Example for Silk Fox:

- you have to talk to her after she joint you and before you meet with with either of the recruiters.

-talk to her again after the Inquistor or Excutioner approach you and before you finish one of the quests. (again, this is an easy one to miss, unless you have that particular follower with you and chat with him/her by chance).

-Then talk to her again after you finished one of the recruiting quest and before you enter the forstress area.
Don't do the same mistake as i did...


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Old 08-09-2007, 05:48 AM   #135
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Usually after completing a part of the main quest, a yellow arrow will appear over your followers' heads. That's how you know when to speak up.

It suffices to speak to every follower each time you return to your base camp. I did it this way with Sky (whom I never used as a follower) and I did not miss the romance.

If you want to romance Silk Fox with a female character, though, you need to either ignore or reject Sky.
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Old 08-11-2007, 03:12 PM   #136
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Quote:
Originally Posted by tk102
Jade Empire Savegame Editor v0.4 released

I've uploaded the initial release of a savegame editor for Jade Empire. See the first post of this thread for the download link.


Edit: I've also uploaded SAC Utils to extract/pack the the save.sac file just in case anyone wants to try low level tweaking of their savegames with K-GFF.

Edit: v0.2 released: Fixed Appearance behavior -- now shows list and found an extra field in the GFF that needed to be tweaked to get the changes to stick.

Edit: v0.3 released: Added Weapons, Plot Items, Flyer Improvements, Techniques, Amulet, Gems nodes. Also added ability to Add/Remove Styles and the aforementioned elements

Edit: v0.4 released: Added Henchmen selection/availability and fixed style bars (was off by one)
That is awesome

But i have a bug. When i try to add a style to the game it's not showing any of the new styles . With other words nothing has changed. All style i have tried to add was cut so is it possible to add cut styles or will the game crash?

Edit: I tried to add ice shard and it worked. But is it possible to restore the cut styles?


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Old 08-11-2007, 03:18 PM   #137
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Quote:
Originally Posted by sekan
That is awesome

But i have a bug. When i try to add a style to the game it's not showing any of the new styles . With other words nothing has changed. All style i have tried to add was cut so is it possible to add cut styles or will the game crash?
Styles marked as "cut" are not present in the game and only have a few junk lines left in the 2DA files since you can't remove lines safely from a 2DA file without an enormous amount of work. (This is a "problem" in all games using 2DA files, KOTOR has such dummy entries as well for appearances, force powers, feats etc that didn't end up in the final version of the game.)

Many of the NPC and creature styles won't work if assigned to the player either, since they don't have data set that is required by player styles. There are a few, like Monkey Paw, that does work (even if the upgrade of it is improperly configured) when assigned to the player, but generally you should be prepared for lots of crashes if you assign styles that are not meant for use by the player (standard ones or ones added by mods).


Last edited by stoffe; 08-12-2007 at 07:00 AM.
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Old 08-13-2007, 02:21 PM   #138
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Quote:
Originally Posted by stoffe
No, TSLPatcher would not work to use for many types of JE modding in its current state. The KOTOR games (and NWN) use the TLK V3.0 format for the dialog.tlk file, while Jade Empire uses the TLK V4.0 format. Since TSLPatcher was made for KOTOR it does not handle this format.

Further, TSLPatcher only deals with 2DA files in binary 2DA V2.b format. Jade Empire supports this format, but many of the 2DA files, especially modded ones, are in the older 2DA V2.0 text format instead.

Lastly, while the GFF format is roughly the same in KOTOR and JE, the latter has a new data type added to the format. TSLPatcher's GFF handling is not aware of this data type, for aforementioned reasons. It would probably complain if it encounters data types it does not recognize when loading a GFF file using this field type.
Well... is it possible to make a JE patcher?


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Old 08-13-2007, 05:30 PM   #139
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Quote:
Originally Posted by sekan
Well... is it possible to make a JE patcher?
Most likely, it's not exactly rocket science any of it, and most of the relevant file formats are already known. It would just require someone with the time, desire and motivation to do it.

I don't think I'll try to adapt TSLPatcher for Jade Empire though. It's a horrible mess that has grown way beyond what it was originally intended for. As such it's pretty much held together with steel wire and duct tape and not designed (if you could call it designed at all) for being easily expandable or changeable. It would probably be easier to just start over from scratch.

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Old 08-14-2007, 01:21 PM   #140
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Exclamation Two New Style!

This is my second JE mod. This mod add the elephant demon style. You will get it when you kill the elephant demon.

Enjoy

Elephant Demon

Edit:
Here is a new weapon style i have made

Moon Light

The weapon is a spear that is slow but strong. It doesn't have the same fighting animations as the staff.


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Last edited by sekan; 08-15-2007 at 01:48 PM.
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Old 08-16-2007, 06:56 AM   #141
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I now how bioware get coorinates now

Quote:
Dear Bioware,

How do you get coordinates in the game? And is it possible to make a script that fires the coordinates?

~The fun side ( That is me )

Quote:
script would do that, yes:

I believe PrintLocation( GetLocation( GetPlayer()) should work. If not you can use PrintVector( GetPositionFromLocation( GetLocation( GetPlayer())))


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Old 08-17-2007, 05:30 PM   #142
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Does anyone know where i can find the files for this sun lian model?

She appears like this when you land in the imperial city for the first time.
(no mask, ribbons hanging down from her head and the yellow things hanging from her arms)

Last edited by The Gizka; 08-17-2007 at 05:53 PM.
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Old 08-17-2007, 06:25 PM   #143
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Quote:
Originally Posted by The Gizka
Does anyone know where i can find the files for this sun lian model?

She appears like this when you land in the imperial city for the first time.
(no mask, ribbons hanging down from her head and the yellow things hanging from her arms)
That model is using the files

a_300-a.rim (j04_city_core)
h_prnces01.txb
n_prnces01.txb
n_prnces_.mdx

a300.rim (j04_city_core)
n_prnces_.mdl

It's used by appearance type 82 (in appearance.2da). Keep in mind though that this model have no impact hooks, so it's impossible to harm her with melee attacks if using it.

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Old 08-17-2007, 07:02 PM   #144
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Quote:
Originally Posted by stoffe
That model is using the files

a_300-a.rim (j04_city_core)
h_prnces01.txb
n_prnces01.txb
n_prnces_.mdx

a300.rim (j04_city_core)
n_prnces_.mdl

It's used by appearance type 82 (in appearance.2da). Keep in mind though that this model have no impact hooks, so it's impossible to harm her with melee attacks if using it.
When i extract those files and rename them to
H_Silk01.txb
N_Silk01.txb
N_SilkNM_.mdx
and
N_SilkNM_.mdl
And place them in the override folder she appears like this

with the mask and nothing hanging from the arms
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Old 08-17-2007, 07:17 PM   #145
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Quote:
Originally Posted by The Gizka
When i extract those files and rename them to
H_Silk01.txb
N_Silk01.txb
N_SilkNM_.mdx
and
N_SilkNM_.mdl
And place them in the override folder she appears like this

with the mask and nothing hanging from the arms
Weird, looks like you haven't replaced the model, just the texture. I suspect the models are named internally as well, and if you just change the filename and not the object name it causes trouble.

You shouldn't need to rename/replace the models, just change the value in the MODELA column for line 35 and 201 to N_Prnces_ in the appearance.2da file and she'll use that model instead. (You'll still need to extract the model and textures to the override folder though.)

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Old 08-18-2007, 05:47 AM   #146
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Quote:
Originally Posted by stoffe
Weird, looks like you haven't replaced the model, just the texture. I suspect the models are named internally as well, and if you just change the filename and not the object name it causes trouble.

You shouldn't need to rename/replace the models, just change the value in the MODELA column for line 35 and 201 to N_Prnces_ in the appearance.2da file and she'll use that model instead. (You'll still need to extract the model and textures to the override folder though.)
Didn't know you had to change the text file as well :P
It's working perfectly now, thanks
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Old 08-21-2007, 10:40 PM   #147
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Just fixed the bug in JSE that was causing journal entries to disappear and updated download link in the first post.
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Old 08-28-2007, 01:55 PM   #148
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Quote:
Originally Posted by stoffe
Code:
void main() {
    if(!GetHasStyle(GetPlayer(), STYLE_SINGLESWORD))
        AddCombatStyle(GetPlayer(), STYLE_SINGLESWORD, 1, STYLEMAP_NONE, TRUE);
    
    ApplyStyleAdvanceLine(GetPlayer(), STYLE_SINGLESWORD, 48);
}
What if i want to add a magic style to the game? How would i do then? And Which file is that the script search in?


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Old 08-28-2007, 03:17 PM   #149
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Quote:
Originally Posted by sekan
What if i want to add a magic style to the game? How would i do then? And Which file is that the script search in?
Assuming you've added your new style to the stylesuperlist.2da and StyleData.2da file (and created the new 2DA files required for it), you could use a script fired from a reward event to add the style to the player. You use the line number from stylesuperlist.2da to do this. So if for example you add your new style at line 111, the script could look like:

Code:
void main() {
    if(!GetHasStyle(GetPlayer(), 111))
        AddCombatStyle(GetPlayer(), 111, 1, STYLEMAP_NONE, TRUE);
}
Though you don't need to make any script at all if you do it properly like the other styles in the game and add the style as a powerup item instead. You do this by adding a new line for it in powerups.2da. On this line, set the columns like:
name = text label for your item, doesn't matter
useablebynpc = 0
script = j99_g_addstyle
soundcue = pl_powerup
guiicon = ui_i_powerup
scriptvalue = line number in stylesuperlist.2da
combatonly = 0
(Set all other to ****)

Then you add a new line to items.2da which points to your new powerup. Set the columns like:
LABEL = text label for your item, doesn't matter
TYPE = powerups
ID = line number in powerups.2da of your new line
COST = silvers a merchant would sell the style for
3DMODEL = w_icon_test
ICON = name of your TGA file with the style icon
STRREF_NAME = dialog.tlk strref to entry with the name of your style
STRREF_DESC = dialog.tlk strref to entry with the description text of your style
SCRIPT = ****
REWARD = 9

With this done, all you need to do to grant your style is to modify one of the ar_*.2da files (which handles handing out rewards and loot for the various areas) and set the line number of your line in items.2da in the Item column and your style will be given when that reward is handed out.

If the reward event you want to use already gives out another item you can specify several items separated by a comma, like... "177,42" ...to give out both item 177 and item 42.


Last edited by stoffe; 08-28-2007 at 03:29 PM.
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Old 08-29-2007, 09:42 AM   #150
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Quote:
Originally Posted by stoffe
Assuming you've added your new style to the stylesuperlist.2da and StyleData.2da file ...if for example you add your new style at line 111, the script could look like...
Thanks

Quote:
Originally Posted by stoffe
Though you don't need to make any script at all if you do it properly like the other styles in the game and add the style as a powerup item instead. You do this by adding a new line for it in powerups.2da....
I know that you could do that but the module i want to place the style in have no 2da. Thanks anyway


[size=1] My mods | My webiste
Are you trying to foooooool me?

Last edited by tk102; 08-29-2007 at 10:18 AM. Reason: Edited for brevity
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Old 09-04-2007, 06:41 AM   #151
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Hi, thanks for all the work on JE.

Does the "Jade Empire Savegame Editor v0.5" link work for anyone?
Instead of givng me the file, here the link " http://www.starwarsknights.com/forumdl/jse_05.zip " I am getting sent to the front page of StarWarsKnights.

I am unable to find the file in the download links either, if its broken current for others as well, could someone please maybe link it to the Filefront Jade Empie page?
http://browse.files.filefront.com/Ja...owsefiles.html


Thanks.

Last edited by tk102; 09-04-2007 at 09:36 AM.
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Old 09-04-2007, 09:39 AM   #152
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Hi, you'll have to click on the link from the first post of this thread or the link in your post to have the correct permissions to download the file. (The link must come from the lucasforums.com domain.) You can't enter the URL directly into your browser.
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Old 09-04-2007, 09:46 AM   #153
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Hi, i know JE has nothing to do with LA at all, but do you think JE would get it's own dedicated space here on LF? Maybe not LFJE.com but atleast a subsection of the kotor LF space in which all JE related stuff goes into such as JE mods, JE technical issues, JE fanfics etc., i think it would be a good idea especially now that JE modding has started.
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Old 09-04-2007, 11:05 AM   #154
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Quote:
Originally Posted by Gargoyle_King
Hi, i know JE has nothing to do with LA at all, but do you think JE would get it's own dedicated space here on LF? Maybe not LFJE.com but atleast a subsection of the kotor LF space in which all JE related stuff goes into such as JE mods, JE technical issues, JE fanfics etc., i think it would be a good idea especially now that JE modding has started.
Since Lucasforums is part of a fan-network dedicated to Lucas-related creations the chances for a whole separate new section for a game that has nothing to do with Lucasfilm/Lucasarts is pretty minimal, I'd guess.

The Outlander club forum (this one) should work fine for the things you mention though, you can make more than one thread for a game here to discuss different aspects of it.


Last edited by stoffe; 09-04-2007 at 11:16 AM.
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Old 09-04-2007, 02:05 PM   #155
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Quote:
Originally Posted by stoffe
Since Lucasforums is part of a fan-network dedicated to Lucas-related creations the chances for a whole separate new section for a game that has nothing to do with Lucasfilm/Lucasarts is pretty minimal, I'd guess.

The Outlander club forum (this one) should work fine for the things you mention though, you can make more than one thread for a game here to discuss different aspects of it.
Oh that's good then, atleast it has somewhere on this forum, thanks for clearing that up with me!
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Old 09-05-2007, 05:24 AM   #156
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tk102
"Hi, you'll have to click on the link from the first post of this thread"

Ahh, the trick was to right click and save as, I couldn't get it to work with pasting in a browser or left clicking. though it could have been Zone Alarm.

Thanks.
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Old 09-05-2007, 07:41 PM   #157
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tk102

I get the error "Can't call method "fbl" without a package or object reference at jse.pl line 391.

I did a quick google for fbl and Perl just in case it was something obvious but nothing jumped out at me.

I also had problems downloading via the link using explorer but oddly Safari worked just fine.

Oh hey, and thanks for the editor.
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Old 09-05-2007, 09:13 PM   #158
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Quote:
Originally Posted by vinea
tk102

I get the error "Can't call method "fbl" without a package or object reference at jse.pl line 391.

I did a quick google for fbl and Perl just in case it was something obvious but nothing jumped out at me.
Line 391? That means you either have no experience points or no name. Try getting at least 1 experience point first. Bioware skimped at every possible point from writing data to the savegame file it seems.

fbl is an internal function that I wrote, but I commend your search.
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Old 09-06-2007, 09:42 AM   #159
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Quote:
Originally Posted by tk102
Line 391? That means you either have no experience points or no name. Try getting at least 1 experience point first. Bioware skimped at every possible point from writing data to the savegame file it seems.

fbl is an internal function that I wrote, but I commend your search.
Heh...I skimmed through the source code and didn't see it so figured it was in one of the includes I don't have.

Troubleshooting a little more I can edit saves from right after character creation (0 xp) up until I pick up my first follower (um...whats her name ). I've got saves and autosaves after the I have the amulet but before I enter the troll cave and I've leveled at least once that I get the error on.

Heh...I did DL activestate perl to try to debug a bit but couldn't figure out where to get bioware/gff.pm and bagged it. Found references to it on the NWN mod site so I just figured it came with some bioware mod toolkit for NWN...which I don't have.

I can email you a save if you like but I'm guessing I'm missing something from my system that y'all typically have on yours.
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Old 09-06-2007, 10:17 AM   #160
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Sure go ahead an email me the save; I'm curious. The address should be in the readme.txt.
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