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


tk102

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Originally posted by tk102

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).

...

 

oh well, thanks for the reply though. :)

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I am an avid RPG player and a tremendous fan of the KOTOR series so far and i would like to say i am deeply impressed with the work done by the modding community for KOTOR and TSL, most especially the savegame editor!

keep up the fan-freaking-tastic work!:D

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Hey there! My compliments on the latest KSE! I really love these two games and being able to create the characters the way I want them to be just gives you that EXTRA sense of 'cool.'

 

I just wanted to ask though, where do I go to edit Force Powers like Force Storm or Force Wave and Throw Lightsaber? I can't seem to find them anywhere in the dropdown lists?

 

Am I missing something?:confused:

 

 

:thumbsup: Again, great stuff!:cheers:

 

 

Sorry! My bad! My bad! I found them!!

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the new version works, and the faces do show up in the upper-right hand corner when you highlight them on the list.

 

this would probably reguire a lot of work, but would it possible to display pictures of the character models when they're selected on the editor? It would save the trouble of having to go back and forth from the game to the editor deciding on a model you like

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Hello,

Sorry, I havent been able to find an answer to this, so I´m posting here...

Is there some sort of guide for editing the global scripts? I mean something that can tell me what OBE 511 or whatever means, and what´s the meaning of the numbers besides it?

This is the problem I want to fix

After almost thirty hours of playing KOTOR II, I seem to have found a problem...After following the light side (in a general way) I arrived in Oberon, and decided to follow the General...planning to infiltrate his organization and betray him, in almost the same way go could play along with the assasination of the Sith Lords of Korriban in the first KOTOR. I left the planet met the other Jedi Masters, and left peacefully, but aparently this was not an option in Oberon, since coming back the jedi left me no choice but to fight....and after killing him, the game decided to label me sith and force me to go on the dark path of the storyline.

So, can anything be done about it? I have a save game just before finishing the tomb...so is there a way to fix my game so that I may continue on the path of the light side story? I dont mind beign a sith...but I was hoping to finish off the game with my first choice of alignment, and then go a second time as the oposite....

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Originally posted by tk102

v3.2.9 released

After having fun with porting eiz's tpc2tga code to Perl, I figured why not add images for the items in KotOR/TSL.

 

Screenshot

 

Very cool I'll give you 2 :thumbsup::thumbsup:

 

This new addition make KSE much more aesthetically pleasing and dare I say... beautiful ;)

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v3.2.10 released

 

svösh discovered a bug in 3.2.9 where baseitems.2da in the TSL override would prevent item's icons from appearing. That bug has been fixed

 

Also added the ability to see portraits and item icons that have .tga files in the override folder.

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@svösh: You should be able to see them now. :) The .tga files have to be in your override root folder -- subfolders in the override aren't supported.

 

 

@PsyckoSama:

Sounds like you have a TSL spells.2da file in your KotOR override folder.

 

Other possiblities:

- KotOR dialog.tlk in your TSL folder

- the paths in your registry are pointed to the wrong game

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@PsyckoSama:

Sounds like you have a TSL spells.2da file in your KotOR override folder.

 

I doubt it considering I don't have any post-KOTOR2 PC release mods in the override...

 

Other possiblities:

- KotOR dialog.tlk in your TSL folder

 

I haven't modded TSL yet so I can't see how that might work...

 

- the paths in your registry are pointed to the wrong game

 

Any ideas how and where to check? I don't like mucking around in the reg (and for good reason)

 

Hmm... would the fact that I still have KSE v2.11 (which works) on my computer fowl anything up?

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Originally posted by PsyckoSama

I try and run kse v3.28 and v3.210 but it gibves me an error that says its trying to read past the end of the diologue.tlk and mentions the kotor1 spells.2da before crashing...

 

and ideas what the heck is up?

 

I got this exact same error last night. The problem was I have All-in-one Force Power mod installed But I recently updated the game to 1.03(don't ask why I just did that) and so the patch overwrote the dialog.tlk that is installed by All-in-one Force Power mod. So if you have that mod installed then you will want to reinstall the dialog.tlk from the mod.

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Originally posted by tk102

@PsyckoSama:

Try making a file called kse.log in the same directory as KSE. Then try to run KSE to make it crash. After that happens, post the contents of kse.log here.

 

04-02-2005 23:22:45 KSE startup v3.2.10

04-02-2005 23:22:46 KSE found KotOR1 saves directory in C:\Games\SWKotOR

04-02-2005 23:22:46 KSE found KotOR2 saves directory in C:\Games\SWKotOR2

04-02-2005 23:22:46 KotOR1 spells.2da override detected.

Dialog.tlk error: Attempted to read past end of end of dialog.tlk

(tried to read string 49295 but dialog.tlk has 49265 entries)

Breadcrumb: KotOR1 Spells.2da at /PerlApp/Bioware/TLK.pm line 32.

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Ran into the same problem while porting the Force Powers over to TSL from KOTOR1. They still work VERY well, I just need to get some help with the names over the powers in the combat icon over the target. Right now it seems attached to a dlg line already in the game. Some long sentences, some just names like HK-47.

 

Once this is fixed I may just send it to Darth333 for the final AIO aspect of things :cool::D

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Originally posted by tk102

1st suggestion: I don't understand.

If you have HK-47 and Hanharr in your party during the save, you may change it to Visas and Handmaiden or whichever party members you want instead of them (if you have them in your party, i can also see that you have already put an "if" like that: every npc you can have in your party is shown with details in the npc tree)

 

Originally posted by tk102

2nd suggestion: Do you mean you'd like to see the icons for porce powers and feats?

 

Yes. If they are tpc of course, but if they're not... I'll try to figure how to convert them to tga format ;)

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v3.2.11 released

Another bug caught by svösh has been fixed.

 

This bug caused KSE to not display the icons of .uti files in the override. (Now fixed).

 

@XTra KrazzY:

Ok I understand. I'll put those on my to-do list as well. :)

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