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


tk102

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heya all, I was wondering if you guys could lend aid here...

 

I've finished all the planets, and managed to get Atton, Bao-Dur and Mira to become jedi.

 

However, the Handmaiden is stubborn as a donkey... keeps saying 'Why are you here?' and all the conversation choices lead to 'stay with her then'...

 

I used the savegame editor to up my influence over her to 100 and adjusted the global numerics 'Hand_angry' & 'Hand_final' to zero.

 

This managed to get me back to the 'Why are you here part'.... but as far as i know, there is no way to backtrack even more in the game...

 

Is there any way that the savegame editor can change some values to get her to be amicable again?

 

Please help.

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hello,

is it possible to make a light weigth version of this tool for xbox users who doesnt have 2da.bif and other required files? maybe able to change things that posibbly wouldnt need bif files like name, ability points, money, xp, etc?

 

it looks like a great tool, but i don't have access to those required files since my xbox is not modded.

thanks in advance.

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I was wondering if there was a method by which I could copy-paste directives from one save to another? I lost some important data well tooling around (i.e. an NPC) and I'd rather like him back. The HK-47 has disappeared entirely off my ship and he is no longer in "NPCs" but I do have a copy of him in a very old, corrupted save.

 

Cheers.

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Journal editing anyone? (just like tes editor):

-Journal entry name, complete/incomplete

-the right side (where you put the values usually) will be used to radio buttoned journal options(the game does have "quest entries" from 0 and up)+desc. for each one at the bottom...(what it says in the journal)

-Button to complete journal entry

-add journal entries(??? not necessary ???)

 

This seems very complicated, but without desc and radio buttons and only a "complete" button will do ;)

 

EDIT: First post... SAY SOMETHING PLEASE... REPLY...

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v3.2.7 released

Added Components and Chemicals to the treeview for TSL savegames.

 

@hus: It is possible, but I doubt I will have time to hardcode everything. Plus that would add a 3rd version to maintain (already have KSE and KSEA).

 

@Lakario: Don't know exactly what you mean, but I think the answer is no in regards to adding NPCs.

 

@Xtra Krazzy: Your request has been noted. And welcome to the forums!

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(I thought you would fix this after two versions but here goes):

You forgot to update the "3.2.5" at the bottom right corner of the program.

 

BTW think of adding computer spikes and parts as well, and I'm really grateful for the chems and comps, managing them before was tough(adding them to the list everytime).

 

:fett: KSE RULEZ :fett:

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Originally by Guyver619

I just downloaded the latest version.. and it's a great program you got there, but I noticed one thing.

 

Now, I'm hoping it's not just my computer, when whenever I open a uti file with the GFF editor, it automatically sets the upgrade lvl to 0.

 

Anyone else have that problem?

:eyeraise: Er'... Guyver619 I believe you have the wrong thread this is the KSE thread not KOTOR Tool's thread...

 

I have never been able to open an item .uti in KSE. :D

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Originally posted by XTra KrazzY

(I thought you would fix this after two versions but here goes):

You forgot to update the "3.2.5" at the bottom right corner of the program.

 

:o How embarrassing.

 

BTW think of adding computer spikes and parts as well

Unlike chems/comps, spikes and parts are recorded in the inventory.res file as normal stacked items and should appear under the inventory node.
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Hey!

 

I`m a new member from Norway, and I`ve been here frequently here from when you started this page. I most say you have made KOTOR a better game whit KSE! It`s a great save game editor!!

 

But.... I got problems with the latest versions. I can use KSE 2.1.1.am but when I have tried to use kse 326 or 327, they won`t load. Do you have any idea what the problem might be?

 

Greetings from Norway...

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I`ve tried kse 3.2.7. But I read the "readme" file for kse 211a, so maybe it`s because I use non-English versions of Windows XP?

 

EDIT: bluss bluss :o ...or maybe I didn`t read what u "said"... ;) ksea 3.2.7 works fine... :)

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Hey, no problem. As I said I am glad to help.

 

BTW any progress(or will there be any) on the journal thing? because right now i used some tools and built my own "quest completer". it's basucally a dialog with the battered robot from dantooine that I edit constantly, and I can never know what the quest entry num. will be (especially for quests that I can't find where to solve them(like "redemption" for instance(I used entry #91))) and it will be a tool for the dumber ppl among us (no offence), that [cannot]/[don't want to] go through these tough stages of editing the journal through the game.

 

Thanks in advance.

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BTW any progress(or will there be any) on the journal thing?

I haven't yet decided whether or not to include this functionality into KSE.

 

It appears that the data for Journal entries is stored in the PartyTable.res file. For KotOR, chaning the Journal states doesn't appear to be an issue since no scripts in that game use the GetJournalEntry function provided in nwscript.nss (they use Globals instead). However TSL does use the GetJournalEntry function in a number of scripts to track the plot. Changing the values could corrupt the plot of the game. (But one could argue: so can the globals.)

 

So basically this is a non-answer to your question, except insofar as I've

looked at what it would take. :)

 

Edit: I take that back, there are a couple instances of GetJournalEntry function in KotOR:

k_ptat20aa_acqui.ncs

k_ptat_noraceyet.ncs

k_ptat_norules.ncs

k_ptat_pazzjour.ncs

k_ptat_sandjourn.ncs

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KSE is compiled with Perl/Tk 804.027. KSEA is compiled with Perl/Tk 800.024. The former is Unicode-aware which means it bends over backwards to try to handle other non-ANSI characters.

 

Unfortunately, it fails for reasons that are slightly mysterious. KSEA does not try to do anything fancy and it seems to work just fine for everyone. KSE is prettier though and has more display options.

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ahh ok, here can i make a sugestion for the editor... in the areas where you can change the skins... maybe making the skin appear so you know what skin you are selecting when you select a skin. Like the Player Portrait and Player model i mean, and any where else that models or skins are selected.

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Originally posted by tk102

I haven't yet decided whether or not to include this functionality into KSE.

 

You could add "USE WITH YOUR OWN RISK, IT MAY DAMAGE YOUR PLOT!(only if it's not a "Bonus quest")":p

 

EDIT: if you already know what that quest entry writes in your journal(if you do add that to the journal editor), then it will not be as risky as what i do(#91)... The only thing that bothers me is the connection between the journal entries and the global vars.

 

Originally posted by tk102

Implementing eiz's tpc2tga code was something I once considered but I was boggled by it and left it aside rather than try to convert the VC++ to Perl.

 

tpc2tga means portrait files to pictures? if so, then maybe i could help with porting the code from vcpp to pl... just because i think the idea will contribute alot to the gui when changing a portrait ;)

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