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KotOR and KotOR2 Savegame Editor (KSE) - Current Version: 3.3.3


tk102

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Originally posted by Midgetman

Ok I got it to work. I used KSEA instead.

 

Ah yes, that helped.

 

Is it possible to use custom soundfiles? I added some to the StreamSounds folder, but I cannot seem to assign them to my NPC...

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The man with many guns is back for now at least.

 

Sorry that I have been gone for awhile but I have working my but off tring to get my computer upgraded in time for Kotor2 and geting the money needed to get the game in the first place.

 

now back to the subject

 

tk it's nice to see that somethings will stay (other than our troops in irag) the way they were ment to be. In other words the editor sounds great and I will give feed back as soon as possible.

 

P.S. it's also nice to see that kittiy is back.

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@zerodaze:

My ability to troubleshoot xbox problems is very limited since I don't have one myself. I assume you followed all the instructions correctly, so the next thing to do is to make a file called kse.log in the same directory as KSE. Then try to perform the exact same edits. Send the log file and the results of whether the xbox rejected the savegame to the email address in the readme.txt.

 

@Hybris: Haven't seen Kitty Kitty in about 6 months.

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yep, followed the ish to a T.

 

tried a bunch of stuff, and the only time it would crap out is when changing the attributes (and force powers, but thats listed as a bug)

 

anywho, i will email that file off to you tonight.

 

if you need someone to test xbox stuff for you, i have no problem helping out.

(catch me on aim its in my profile)

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Originally posted by tk102

Done. KSE v3.2.6 is functional once again and the download link has been reinstated.

 

Nice work TK! I just used this for the first time with TSL and I like it a lot. I am also glad you include your source Perl file. Even though I do not use Perl, it really makes you appreciate how much work went into the program.

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@Hive: Maybe someday I'll add that functionality. I suspect it would cause more problems than it solves however.

 

@beancounter: :) The code distributed is about 1/3 of the code... What you see does not include the modules that to be written to read/write GFF, ERF, 2DA, TLK, and BIF/KEY files. :xp:

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@Uchiha Itachi: (you mean the 3.2.6 version). KSE will not read subfolders in the Override folder. Here is the excerpt from kse-readme.txt that I recently added:

---------------------------------------------

Override Folder: Subdirectories NOT supported

---------------------------------------------

Although TSL supports subdirectories in the Override folder, KSE does not. Too often,

there are two or more files that are named the same and KSE would have to make some arbritrary decision as to which one to use. Inevitably this will generate bug reports because the end-user expected the other file to be used by KSE. So to save us both that grief, if you wish to add custom items to your inventory or use some custom 2da file, you will need to make sure that you copy those custom files into your override root folder, perform your KSE edits, then remove them. (Note that KotOR also does not recognize subdirectories.)

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Hey all! This is a really great effort.

 

I encountered a problem in my game of kotor 2... I accidentally sided with the wrong faction on Onderon and only realised after completing Nar Shaddar... is there any way to rectify this problem?

 

I checked out the savegame editor (great work man) but im not sure if there's any option for changing the status of quests - the commands look really intimidating. So if anyone could chime in, help would be greatly appreciated.

 

Thx

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Maybe I’m blind..or just plain stupid. But when I use the Ksea I can’t find a way to enable/disable (force) powers. I just get the “feat powers” list up in ksea (even when I mark the box “show all feat/powers”). Help anyone?

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Originally posted by tk102

@Hive: Maybe someday I'll add that functionality. I suspect it would cause more problems than it solves however.

 

I suspect that this would have to be relatively complex for KSE anyways due to the fact that the NPC's are added to your party via scripting with the internal scripting program which are firing during the game. Also changing before and after global and numeric booleans don't add the party members so this would make it much more difficult I suspect.

 

However TK I could send you a compilation of save files if it would help you to check file variables to compare to.

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The way I envisioned it, would be to read in the p_*.utc file of the NPC to recruit from templates.bif and then modify it as necessary to make a AVAILNPC*.utc file that would be tucked into the savegame. Then modify the partytable.res to make sure that NPC is marked as available and selectable.

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Originally posted by tk102

The way I envisioned it, would be to read in the p_*.utc file of the NPC to recruit from templates.bif and then modify it as necessary to make a AVAILNPC*.utc file that would be tucked into the savegame. Then modify the partytable.res to make sure that NPC is marked as available and selectable.

 

:eek::confused: Oh, wait I get it.:p I guess this is what I get for piping up eh.:cool:

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