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


tk102

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Ok thanks to TK's help (via pm system) the problem is fixed.

 

first(if you have excel which speeds it up) download Excel 2DA Add-in from http://www.starwarsknights.com/tools.php

 

and follow the readme instructions to get that enabled(i guess you could use the 2da editor in kotor tool, but the excel is a lot faster)

 

next you need to open your KoTOR II spells.2da

 

then locate the line that has

FORCE_POWER_CHOKEF | 136329 | 136330

and change the numbers 136329 and 136330 to **** (4 asterisks) and write the 2da file back out to your override.

 

 

That should fix it(unless you have other conflicts)

 

This solution is for the people who don't have Darth333's Choke Anyone mod but use Shem's Ultimate Sound Mod(includes those who use his Super-Enhanced mod as well, because you need the Ultimate Sound Mod to use it.)

 

The error is due to the line with FORCE_POWER_CHOKEF which references Darth333's Choke Anyone mod.

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This seems like the best place to ask my question.

 

I have TSL for the Xbox and I want to try my hand at using KSE on the save files there. All I need to know, for starters, is how to transfer the required files from the Xbox to the PC, and viceversa. From there, I am sure I can handle the rest of the process myself.

 

Can someone lend me a hand? :smilehug:

 

For the record, I don´t have a modded Xbox, nor do I have Action Replay.

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  • 3 weeks later...

How do i make mods work i have no idea help me add ~ snip ~

 

 

 

Please do not post e-mail addies (#9). It invites spam-bots and mail harvesters.

 

However, if you need help installing mods, the first step is to read the included readme file (of the mod). Usually the modder will take you through the install steps.

 

You can also visit the How To Install Mods Thread. It may help with the finer details. :)

 

Welcome to the Forums! :waive1: ~ Cz

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I had been using KSE 2.0.7, and it was working fine, then I updated to v3.3.3 and now there is a problem with portraits. In KotOR I, the portraits are all wrong. For Bastila, it shows HK-47, Carth's portrait is one of the female PC's (pfhb3), and for my custom character, the portrait in-game is blank, though it shows up correctly in the program.

 

Some important details:

 

*There is no problem in TSL.

*I tried v3.3.2a, and it still did not work.

*In KSE, the correct pictures are shown for the portraits.

*All of the portraits are in my Override folder, but I have the same problem when I use a portrait that is not in my Override.

*There is no error message from KSE.

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Are you saying the portraits for Bastila, and Carth within KSE are wrong or are their portraits within the game wrong? Do you have portraits.2da in the override?

 

Since you mentioned that you upgraded from 2.0.7 when this occurred, you might have leftover files in your temporary directory causing problems. Browse to c:\documents and settings\(your username)\local settings\temp and delete all folders that begin with "pdk". Then try making portrait changes with KSE again and see if it starts appearing correctly.

 

If that fails, make a kse.log file in the same folder as KSE and try doing the modifications again. The kse.log file will capture extra information for debugging. You can email it to me at the email address in the kse-readme.txt.

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Are you saying the portraits for Bastila, and Carth within KSE are wrong or are their portraits within the game wrong? Do you have portraits.2da in the override?

The portraits show up correctly in KSE, they are only wrong in-game.

 

I do have portraits.2da in my Override.

 

Since you mentioned that you upgraded from 2.0.7 when this occurred, you might have leftover files in your temporary directory causing problems. Browse to c:\documents and settings\(your username)\local settings\temp and delete all folders that begin with "pdk". Then try making portrait changes with KSE again and see if it starts appearing correctly.

I deleted the folder - there was only one, pdk-Dan (Dan is my username) - and changed the portraits then saved, but they were still wrong.

 

If that fails, make a kse.log file in the same folder as KSE and try doing the modifications again. The kse.log file will capture extra information for debugging. You can email it to me at the email address in the kse-readme.txt.

This is the log file:

 

07-18-2007 21:44:35 KSE startup v3.3.3
07-18-2007 21:44:35 KSE found KotOR1 saves directory in I:\Program Files\LucasArts\SWKotOR
07-18-2007 21:44:35 KSE found KotOR2 saves directory in I:\Program Files\LucasArts\SWKotOR2
07-18-2007 21:44:36 KotOR1 appearance.2da override detected.
07-18-2007 21:44:37 KotOR1 portraits.2da override detected.
07-18-2007 21:44:38 KotOR2 spells.2da override detected.
07-18-2007 21:44:38 KotOR2 appearance.2da override detected.
07-18-2007 21:44:40 KotOR2 portraits.2da override detected.
07-18-2007 21:44:48 ---------Termination---------

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If you remove portraits.2da from your override, what happens to your modified savegame? Does it get fixed? Is there a chance you have the KotOR2 portraits.2da in your KotOR1 override or vice versa?

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Yes, removing the portraits.2da fixed the problem. I just checked and the file is from the right game (KotOR1). The file is modified; there is one extra line (#41) for my custom character's portrait.

btw, without the portraits.2da file, there is a blank (transparent) square for the custom portrait. This is the same as with the file.

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I dunno if this has been covered yet and ive been havin trouble finding alot to do with this but my classes are all skrewy.

 

I wanted to change my character's class, but when i did it duznt give me the option to select new powers. Also, now when i lvl up, the game freezes up and exits right when i go to the powers menu.

 

I checked the savegame editor to see what was the matter, but when i changed his class again, the EDITOR froze up and exited.

 

Now when i restarted the editor, the classes field is blank and i cant add any new ones, what do i do?

 

P.S. I'm currently running 3.3.2

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Sounds like your savegame is partially corrupted. :( I hope you have a backup or another recent savegame.

 

Normally when you change a class to a Jedi class, you can expand the Jedi class node and find a child node named "Force Powers". Highlighting that node should bring up a selection list where you can add new powers. Sounds like the corruption occurred back from the very first step where it didn't let you add new powers. :-?

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Yeah,

 

Unfortunately i've had this problem before, and reloading from a different spot has always helped.

 

I think i've figured out the problem though,

 

i modded my character to master then went and got prestige class, which of course skrewed it all up. I went back and changed it to consular, got the prestige, and lvled myself to compensate, so now i cant lvl in the game without it conflicting.

 

I'm startin a new game

but thnx for the quick reply

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  • 4 weeks later...

I once made all my Party members droids, and then made them all wild starwars animals. That also brings up a question i have:

How can you make droid party members have the same item equip system as human characters, and visa versa?

I once mad eAtton a Droid and HK-47 a Soldier, but it didn't change their equip screens, even after swapping what character they where through their soundset in the editor.

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I am having a problem with kse 3.3.3 and KOTOR1.

 

When I click on the save game's NPC list, i get the following:

08-26-2007 11:00:33 #1#000002 - Game1#NPCs clicked

08-26-2007 11:00:33 AVAILNPC1 read into memory 31046 bytes). Parsing module

error:Negative length at /PerlApp/Bioware/GFF.pm line 1079.

 

Tk::Error: Negative length at /PerlApp/Bioware/GFF.pm line 1079.

Tk::Widget::Callback at /PerlApp/Tk/Widget.pm line 1079

Tk::Tree::IndicatorCmd at /PerlApp/Tk/Tree.pm line 77

Tk::Widget::Callback at /PerlApp/Tk/Widget.pm line 1080

Tk::HList::ButtonRelease1 at /PerlApp/Tk/HList.pm line 282

Tk::HList::ButtonRelease_1 at /PerlApp/Tk/HList.pm line 98

<ButtonRelease-1>

(command bound to event)

 

This is running on WinXP.

 

Also, when I try to go from South Beach back into the Temple Exterior, the autosave just hangs there on this same file (at about 15-20%) and doesn't do anything.

 

Thoughts?

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  • 1 month later...

Getting the following error trying to open a brand new save game in KOTOR1 (v1.0.3) in the first room of the Endar Spire.

 

10-25-2007 08:40:12 KSE startup v3.3.3

10-25-2007 08:40:12 KSE found KotOR1 saves directory in E:\Star Wars Knights of the Old Republic

10-25-2007 08:40:13 KotOR1 appearance.2da override detected.

10-25-2007 08:40:20 #1#000004 - Game3 clicked

10-25-2007 08:40:20 Populating Level1 for #1#000004 - Game3

10-25-2007 08:40:20 Populating Feats: #1#000004 - Game3#Feats

10-25-2007 08:40:20 Populating Journal for #1#000004 - Game3

error:Can't use string ("0") as an ARRAY ref while "strict refs" in use at kotor_savegame_editor3.3.3.pl line 4148.

 

Tk::Error: Can't use string ("0") as an ARRAY ref while "strict refs" in use at kotor_savegame_editor3.3.3.pl line 4148.

main::Populate_Journal at kotor_savegame_editor3.3.3.pl line 4148

main::What at kotor_savegame_editor3.3.3.pl line 862

Tk::Widget::Callback at /PerlApp/Tk/Widget.pm line 1079

Tk::Tree::IndicatorCmd at /PerlApp/Tk/Tree.pm line 77

Tk::Widget::Callback at /PerlApp/Tk/Widget.pm line 1080

Tk::HList::ButtonRelease1 at /PerlApp/Tk/HList.pm line 282

Tk::HList::ButtonRelease_1 at /PerlApp/Tk/HList.pm line 98

<ButtonRelease-1>

(command bound to event)

10-25-2007 08:40:32 ---------Termination---------

 

Tried KSEA and got essentially the same thing -

 

10-25-2007 08:41:21 KSE startup v3.3.2 alternate

10-25-2007 08:41:21 KSE found KotOR1 saves directory in E:\Star Wars Knights of the Old Republic

10-25-2007 08:41:22 KotOR1 appearance.2da override detected.

10-25-2007 08:41:26 #1#000004 - Game3 clicked

10-25-2007 08:41:26 Populating Level1 for #1#000004 - Game3

10-25-2007 08:41:27 Populating Feats: #1#000004 - Game3#Feats

10-25-2007 08:41:27 Populating Journal for #1#000004 - Game3

Tk::Error: Can't use string ("0") as an ARRAY ref while "strict refs" in use at kotor_savegame_editor3.3.2.pl line 4101.

main::Populate_Journal at kotor_savegame_editor3.3.2.pl line 4101

main::What at kotor_savegame_editor3.3.2.pl line 827

Tk::Widget::Callback at /PerlApp/Tk/Widget.pm line 988

Tk::Tree::IndicatorCmd at /PerlApp/Tk/Tree.pm line 76

Tk::Widget::Callback at /PerlApp/Tk/Widget.pm line 989

Tk::HList::ButtonRelease1 at /PerlApp/Tk/HList.pm line 271

Tk::HList::ButtonRelease_1 at /PerlApp/Tk/HList.pm line 94

(command bound to event)

10-25-2007 08:41:31 ---------Termination---------

 

There are a couple of mods installed, but most I've used previously without dramas from KSE. I've never encountered anything like this before.

 

Edit: Hrmm.....perhaps it was the fact it was right at the start. Played through to the second level after Trask leaves and made a save. KSE opened it up fine and saved the changes without any errors.

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  • 2 weeks later...

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