tk102 Posted March 12, 2004 Author Share Posted March 12, 2004 v1.3.1 released Patched a bug that disallowed force powers from being added to NPCs who got a jedi class addition. Note: If you add a jedi class to an NPC, you must still add one force power -- that bug hasn't been fixed yet. If you don't the game will crash if you open up that NPC's 'Powers' menu. Edit: I've got Canderous running around as a Soldier/Guardian using 'Fear' on Hulak Wraids. Link to comment Share on other sites More sharing options...
tk102 Posted March 13, 2004 Author Share Posted March 13, 2004 v1.3.2 released Patched a bug that disallowed force powers from being removed from NPCs who got a jedi class addition. T7 or anyone else, I'd like to hear whether or not your savegames remain legit after multiclassing. Just be sure to keep a 1-force power minimum on jedi classes. Link to comment Share on other sites More sharing options...
Goran Posted March 13, 2004 Share Posted March 13, 2004 Originally posted by Kitty Kitty Hold up a sec Goran, We weren't saying that the romance mod broke anything. The problem is if you use KSE to hack your save game and actually set yourself to be both genders - which while similar, is NOT what the romance mod does - breaks the game. Well, it doesn't "break" it, but it causes a problem in some places.. the first of which being between the Endar Spire and Taris. It will also happen if you use the editor to make your ORIGINAL class anything but the 3 you can choose at character creation. I know the problem is in a check in a script someplace.. the trouble is figuring out a way around it, since most of them aren't available as source - just compiled versions. =/ -Kitty Some where I missed a paragraph. Must not have had my coffee yet or something lol. I meant to say that, to by pass the gender prob, I was using an outside gender mod. I haven't tinkered with the NPC non Jedi's as far as powers go. But I did give everyone in the group all feats possible. I am gonna run through it again with the new editor, and see if i can have the full party as Jedi's. All though I did not give my non jedi's any jedi powers, I did use the editor on all the Jedi's, including my main char once I got trained as a guardian, to give them all the powers possible, and completed both light and dark sides with no ill effect. Has anyone tried this editor out yet? Can I get Jedi powers at the very begining, with out having to worry about the cut scene? and BTW if I haven't said it before TK, I appreciate all the hard work and effort you have put into this. Link to comment Share on other sites More sharing options...
njcboy Posted March 13, 2004 Share Posted March 13, 2004 Hi, Is the "Master Flurry" in the feats list? I just couldn't find it. Link to comment Share on other sites More sharing options...
Jackel Posted March 13, 2004 Share Posted March 13, 2004 on the feat list the second to last feat is called "whirlwind attack (master flurry)" this is what its named as , no idea why but hey add that and you have your feat added Link to comment Share on other sites More sharing options...
tk102 Posted March 13, 2004 Author Share Posted March 13, 2004 The cutscenes still get you stuck entering and leaving Taris. The problem is buried in the compiled scripts for the cutscenes. (Was able to contact Lil' Jawa by email though and asked him to take a peek at the problem in his spare time.) Link to comment Share on other sites More sharing options...
Goran Posted March 13, 2004 Share Posted March 13, 2004 Forums slowing down again, Well, I guess I can just use the padawan mod for the time being. Everything else on the editor works fine. So no complaints here. Good Job man. Link to comment Share on other sites More sharing options...
Helodermatid Posted March 14, 2004 Share Posted March 14, 2004 I think I know what causes the problem where if you're not a male/female and you're not one of the three normal starting classes you won't be able to complete the endar spire->taris cutscene successfully. In the module STUNT_00 there is a cut00_convers.dlg. Each of the starting entries for this file has a startingconditionals script associated with them. The scripts that fire are: k_small.ncs for male scoundrel k_small_female.ncs for female scout k_medium.ncs for male scout k_medium_female.ncs for female soldier k_tall.ncs for male soldier k_tiny.ncs for female scoundrel If you're not one of the above combination, then the conversation will proceed no longer (and you're stuck in the cutscene). This conversation eventually calls k_ren_visionland which loads tarm02af module. One fix for this is to add a starting entrylist to this dlg file which has no script associated with it (blank "active" field). This way, you can get pass the cutscene regardless of your combination. Now, if you do this, you'll run into another similar problem. In the module tarm02af (Taris apartment) there is a tar02_carth022.dlg file that also contain class/gender check. This is found in the third ReplyList's EntriesList field. The associated scripts this time are: k_pend_bedtall.ncs for male soldier k_pend_bedmed.ncs for male scout or female soldier k_pend_bedsml.ncs for male scoundrel or female scout k_pend_bedtiny.ncs for female scoundrel Again, if you edit this .dlg file and add another entry with no script in the active field, you would be able to get pass this dialog. I stopped testing at this point, but there may be other cutscenes dialog file that you need to edit if you want to play through with a nonstandard class/gender combination. Link to comment Share on other sites More sharing options...
tk102 Posted March 14, 2004 Author Share Posted March 14, 2004 Great freaking detective work H! Question -- I'm looking at the cut00_convers.dlg file right now. I see the StartingList and the CResRefs listed in it. My question is: How does swkotor.exe define k_tall, etc.? If that could be fooled or defaulted, then the problem would be solved without having to remove the StartingList altogether. Link to comment Share on other sites More sharing options...
Helodermatid Posted March 14, 2004 Share Posted March 14, 2004 Wow what band is that, tk102? You actually don't delete the startinglist entries. Just add one more (for cut00_convers.dlg that would be #6) and for the active field, leave that blank. That would then be the default. For the Index DWORD, just put any valid entries, say 2. That might screwed up the cut scene a little but that wouldn't be a big problem. k_tall returns true if the PC is a male soldier, false otherwise. If k_tall is true then StartList entry 0 will fire, calling EntryList 10 (read from Index field) , which then calls ReplyList 10(read from EntryList 10->RepliesList ->Index field), which then runs k_ren_visionland (read from ReplyList 10->Script) [and also calls EntryLists 11 and so on]. Your suggestion also works: if we remove k_tall from the active field of StartList 0 then this branch will fire if all other branch's ACTIVE field script returns false. This should also solve the problem. Hope this makes sense Link to comment Share on other sites More sharing options...
tk102 Posted March 14, 2004 Author Share Posted March 14, 2004 Thank you for explaining that so well. When I get a little time, I'll package the modified .dlg files with KSE and hopefully that will be that. P.S. That's my band from college. I'm that electric bass player. Link to comment Share on other sites More sharing options...
tk102 Posted March 14, 2004 Author Share Posted March 14, 2004 Fixed dialogs are now available. I've bundled them with KSE.zip file, but you can also download them separately here. Link to comment Share on other sites More sharing options...
tk102 Posted March 17, 2004 Author Share Posted March 17, 2004 v1.3.3 releasd Found and eliminated a pesky bug that caused KSE to close when opening up a savegame near the Jedi Enclave on Dantooine. (For those who care: It was due to a case sensitivity issue -- the savenfo.res referred to the lastmodule as "Danm13" while the savegame.sav stored it as "danm13".) Link to comment Share on other sites More sharing options...
Goran Posted March 17, 2004 Share Posted March 17, 2004 Using the Padawan Mod and the Both gender mod is fantastic with this editor. I have already run through it Lightside and Darkside. With the editor I am able to give everyone in my party Force powers, and I do mean all the force powers, not to mention feats. It's freaking awesome. I can boost or lower my stats to make it easier or harder. Great Job Man!!! Best Savegame editor I have ever played around with!!! I bosted all my team mates stats so high, that I almost had a neverending battle on the temple summit when I went over the darkside. It was fantastic. Took me an hour to defeat Jolee and Juhani lol. Mainly cause I was letting auto attack do all the work. Link to comment Share on other sites More sharing options...
darth makaan Posted March 17, 2004 Share Posted March 17, 2004 hey tk102 will there be one that will replace or add items? Link to comment Share on other sites More sharing options...
CrackTek Posted March 20, 2004 Share Posted March 20, 2004 Awesome Editor tk... One thing I'm having a problem with is HP and FP for the main character. They aren't taking in the new values. I also am wondering if you'll be adding inventory hack to this as well. Keep up the good work!! Link to comment Share on other sites More sharing options...
Tianhou_Zhong Posted March 20, 2004 Share Posted March 20, 2004 What do you mean by "make your PC or NPC immortal"? Link to comment Share on other sites More sharing options...
tk102 Posted March 20, 2004 Author Share Posted March 20, 2004 Darth Makaan, CrackTek: No plans right now to do any inventory stuff with KSE. Tianhou_Zhong: Try out the Min1HP setting and you tell me. See gameunlimited's contribution to this thread. Link to comment Share on other sites More sharing options...
Tianhou_Zhong Posted March 21, 2004 Share Posted March 21, 2004 Is that mean you can make your self and your NPC invincible(God Mod)? Because on the Endar Spire the Min1HP setting was on by it self. And when I am on taris, The Min1HP setting was off by it self! Link to comment Share on other sites More sharing options...
tk102 Posted March 21, 2004 Author Share Posted March 21, 2004 More like you can't die. Your minimum hitpoints become 1 (alive barely) instead of 0 (dead/unconscious). So it's not the same as the invulnerability cheat. I think it's used for things like the Juhani fight, the Bastilla fight, etc. where the game doesn't let you kill the opponent in order to further the plot. Link to comment Share on other sites More sharing options...
Tianhou_Zhong Posted March 21, 2004 Share Posted March 21, 2004 Ohhhhhhhhhh ! Thanks a lot TK! Your Savegame Editor better and better!!! Link to comment Share on other sites More sharing options...
darth makaan Posted March 22, 2004 Share Posted March 22, 2004 Originally posted by tk102 Darth Makaan, CrackTek: No plans right now to do any inventory stuff with KSE. Tianhou_Zhong: Try out the Min1HP setting and you tell me. See gameunlimited's contribution to this thread. is it at least possible? Link to comment Share on other sites More sharing options...
CrackTek Posted March 22, 2004 Share Posted March 22, 2004 I was still just wondering if anyone else is having issues with giving say your Fresh new lvl 1 Charater say 200 HP to start with and then starting the game and s/he doesn't have said 200 HP's? I have been trying to figure this out. Anyone else having this problem or am I just a morron and I'm doing something wrong? Link to comment Share on other sites More sharing options...
tk102 Posted March 23, 2004 Author Share Posted March 23, 2004 Sorry about that -- I meant to update the readme. Max Hit Points and Max Force Points are recalculated by swkotor.exe upon loading, despite your edits. http://sithres.board.dk3.com/2/viewtopic.php?p=207#207 Link to comment Share on other sites More sharing options...
Weiser_Cain Posted March 23, 2004 Share Posted March 23, 2004 Hmm that gives me a good idea for a mod. A new feat that adds a multiplyer to your force points... Link to comment Share on other sites More sharing options...
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