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StormSinger

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I'm putting myself in the line of fire here, since this may or may not be a taboo question. I've also tried the search function several times, only to end up staring at the same page for upwards of 10 minutes.

 

With that out of the way ...has anyone (other than myself) applied any of this to the xbox version? :eek:

Since I haven't seen any obvious posts about it here or anywhere else, I'm really beginning to wonder. I can't possibly be the only one who's figured out how ...not with so many people playing it.

I don't have the PC version as yet, or I'd be all over it. I'm a professional cg artist and have been working with graphics and modelling programs for many years, not to mention the fact that I've been a video game maniac for decades (and will be for life). Modding is a creative outlet for me and for the moment, it's xbox.

 

Anyway, if this IS a taboo subject here, just tell me so and I won't ever bring it up again. I'm not looking to start a flame fest, but I am tired of searching all over the web for hours a day looking for ANYONE else who's working with the xbox version.

 

Thanks, Storm~

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Sorry man I don’t have the xbox version but if you could find out what file format the xbox live files where maybe you could make the mods on your pc and upload them to a free site and try to down load them good luck . I will suggest getting the pc version from what I hear it blows the xbox version away in graphics quality.

 

svösh

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The files are pretty much standard for Bioware games. In fact, the tools that I've been using to mod the game are all designed for NWN. Leto's advanced editor works perfectly, and Ganymede's bif editor works without a hitch.

I can edit tlk, bif, ute, uti ...etc. I'm not asking if it's possible, since I already know it is. What I was really wondering is if anyone else had given it a shot, or was interested in trying it.

Granted, the PC version will always be better for modding, but not everyone has that option.

I'm looking to offer another option. I've only been working on it for a week so I don't have any idea how far I can take it, but so far, I've run into very few real problems.

I'm planning on uploading a save file with some mods so people can see what's possible.

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Nope it's not a taboo to talk about adding mods for the xbox version, after all your still talking about modding Kotor so I don't have a problem with it.

 

I don't have an xbox and will never buy one, but Im curious do the other mods made for the pc version work on Xbox and

vise<->versa. I think it's pretty cool that you actually figured out how to add mods to a consol.

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I haven't tried that yet, but I doubt it.

There is no override folder in the xbox version. There also aren't any 2da files (unless they also use a .bbe or .bco extension). Getting certain item info is a real pain because of it. None of which has stopped me from customizing items to ungodly proportions just to find out what's possible.

Anyway, it's been interesting. If I knew anything about coding, I could probably modify the existing tools to work with all the files ...for now, I do what I can.

 

I'll take a look at some mods and see what's what.

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storm,

 

this is of very big interest to me. i initially owned the xbox version, but went and bought the pc version so i could mod the game.

 

could you go slightly in-depth as to what you are using to mod the files? does kotor-tool work? or the .gff editor (those are the only tools i know how to use, haha)?

 

also, if i sent you a file i created from the pc version, could you transfer it to an xbox file and see if it works?

 

i think it would be the coolest to have my own custom lightsaber just waiting for me on korriban when i play the xbox version.

 

thanks.

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I've been trying to get someone interested in this for about a month now and I failed miserably ...until now.

 

Tools: (you can find all of these here> http://nwvault.ign.com/Files/other/categories/ )

NWN viewer (modified vers) - It crashes if you try to view mdl files, but for most of the rest it's fine.

Leto- Definitely my weapon of choice. The advanced editor lets me modify just about any file without any problems. It's made for NWN, so the tables aren't useable, but it's not much of a hinderance (I'm rewriting the xml file for KotOR values).

Bif packer/unpacker v1.0- I use this for it's obvious purpose and haven't had a single problem.

Kotor TLK- This seems to work fine for the dialog.tlk

 

I also use a hex editor (101 editor) to place items in rim files, since I've had problems trying to edited, repacked rims and I don't know about the "spawn item" angle just yet. This lets me "place" any items in any available containers as long as the byte space is the same. So you could actually leave the Endar Spire with your saber.

As for the Kotor-tool, I can't say. I have it, but I have yet to download .NET (I'm going to do that today).

 

I've downloaded a couple of mods to see what differences there are. For the most part, all of the files are the same as the xbox. I have a feeling the model formats are slightly different, but I haven't tested it yet. Textures may be an xbox format as well, even though they have the same extensions.

The uti files are they use the same basic refs, I don't think there'll be any problem using item mods with the possible exception of the tags (which is easily fixed).

The gff apps I've tried have all failed. There seems to be a slight difference in the file structure, but I'm getting by just fine without it.

Send the file if you want. I'll probably have to make a couple of minimal changes to get it working. Not really sure how much an item can be customized just yet as far as textures go, but stats don't pose any problem.

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Here's the method I've been using so far.

 

First I run BIF unpacker, find chitin.key, then extract templates.bif to a working folder.

Then I open (for example) g_w_vbrdblswd04.uti in Leto's advanced editor. When I'm finished editing, I save over the original, rebuild the bif and upload it to the /dataxbox directory and overwrite the previous file. Your items won't suddenly change if they're already in your save file, but when you load a new area for the first time (if the item can be found there) it will be your altered version. Placing items by editing the rim files in a hex editor works fine for the time being.

 

For now I can only work with the template items. If I want a unique item name and description I have to replace the original in the tlk file. The obvious problem with that is that other items using that base # will have the same text changes. This isn't a problem with unique items like Ordo's heavy repeater, but with something like a saber, it sucks. Minor hurdle, really.

 

Since I'm sort of working in the dark, someone who has been modding the PC version may be able to work things out a little faster.

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okay, let me know if this will work, since i'm confused as to what you have to do (we're using different tools is part of the problem):

 

i made two new custom items: g1_w_lghtsbr55.uti, and g_a_mstrrobe55. neither of these items appear in-game obviously, so as you said, that would be a problem.

 

however, i edited the sith sarcophogas on korriban, k39_sabersarc.utp, to include both my custom saber and robes, as well as the sith lightsaber. so they are now included in the normal game without overriding an existing item.

 

is that right? i don't have my xbox here (i'm at school for two more weeks) so trying to figure this out is a pain. i'll send you the files if you give me your email (and if you think any of this will work), and you can try them out.

 

if it works, i'd gladly help you place any items you want in return.

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About a month ago I started placing items by hex editing the rim files and I wrote a guide about it here> http://www.angelfire.com/ca3/stormsinger/KotOR/hack.html < within 12 hours of posting it, I found myself on the Boiware dev site. After some reading, I realized how similar the files and game structure were. After downloading some tools for NWN, doing some reading and experimenting, I was modding items. At the time I wrote the guide, I knew very little about how the files were structured, so the information is somewhat lacking in accuracy as far as terms go (I did a lot of semi-educated guessing). Now that I know MUCH more about what the files are actually about, I can edit many more things by direct hexing. So if you take a look at the guide, keep this in mind :rolleyes:

Still, it's useful as far as placing items, and some other quick edits.

I've tried directly editing files after extracting them from the rim files and repacking them, but the game doesn't care for it. The levels either don't load at all, or load partially ...missing things. Possibly some sort of check the game does.

For the time being, I'll stick with my first method since I know it works.

Send the files if you want. stormsingerartz@hotmail.com

 

Like I mentioned in the other post, I'll have to change tags and such to get them to work, but I should be able to do it. I've tried some of the other saber mods and they work even though they have upgrade slots for crystals the xbox version doesn't have. eh, actually I changed all the upgrade types to melee weapon upgrades, so it was sort of overkill with all the possibilities active at once. :rolleyes:

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The items themselves would work fine since the structure is exactly the same as the xbox version. The problem I'm having is that string and resource refs point to non-existent resources and I don't know how to add new resources at this point.

 

To get them to work, I'd have to open the lightsaber template, delete the original properties list and import yours. This screws up your description, but esentially creates your lightsaber. The model ref (8) doesn't exist in the templates, so that has to be changed too. Same thing for the other items ...use a template, replace the props with yours and they work, sans descriptions.

If you use unique items as a base, then you can keep the descriptions by rewriting them in the tlk file.

 

If I could properly repack the rim files, it would take care of several problems. Using rim32_build.exe I can rebuild the rim, but it's a different size than the original even if I make NO changes. There's a large debug section in the center of the rim and this isn't being properly written ...which is the only problem I can see.

 

Another thing is adding new strings to the tlk. Frankly, I don't know how to assign them. If I could, then the problem with descriptions would be solved.

I may have the chance to buy the PC version this weekend, which should give me a better working knowledge of what the hell I'm doing ...or trying to do. :rolleyes:

 

Basically, the items are perfectly useable with a few changes and I'm sure they could be hexed into place if nothing else.

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d'oh, i should have thought of that model reference.

 

i used the mantle of the force as my template, i forgot that wasn't in the original version of xbox. i'll just change the lightsaber to a normal green one instead, that should fix that.

 

as far as the tlk files, i can edit those no problem. but let's say i just put new strings at the end, and then reference those from my files, will that work? i'll do that, repackage everything, and re-send the new files to you.

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i am assuming you have a chip in your xbox? or how are you doing this because my comp sucks at running this game but i love mods. so if you could tell me how i could do this when i get back home in a couple of weeks i could start trying out some of this stuff and i might be able to help you out some

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okay, i re-sent everything. i decided i wanted my lightsaber and robes earlier than korriban, and placed them on nemo's corpse. i also created a sword and armor that you can buy from larrim on taris (oh yeah, he should also sell you everything at 1% of its value, and buy it back at 400%).

 

i created all new entries in the dialog.tlk, they are numbered 49253-49260, and i have correctly referenced these in the .uti files for each item. so it should all have a unique description and name.

 

let me know how this works out, i put stuff near the beginning this time so if you have to start a new game, it won't take you long to figure out if it's working or not (10mins max).

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Thanks DJ. I'm pretty sure I can get it all to work.

Since you mentioned Larrim's store, do you think you could post, or email a utm hierarchy (just a text)? I can get all the others from the NWN viewer, but there aren't any utm files in the bifs so I can't get it from there. I just need to know the numbering of the elements.

 

>WhiteStripes27

 

Yes, my xbox is modded and the game is run from the HDD. The method I'm using has been pretty much outlined in this thread, but I'm sure I'll be adding to it as I work out the kinks.

I could use any help you'd care to offer.

At the moment, I'm setting up Taris so I can save it and upload it to a couple of gamesave sites (and my own). That way, people will be able to get a feel for what's possible.

It's way over the top as far as the uber angle goes, but hey, it makes a point. :cool:

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okay, i don't really know what you're asking for, so i'll go for a few different approaches. as a first aside though, i'd like to ask: are you using kotor tool? it can easily do all these things and more with a simple interface. anyway, you say "the numbering of the elements" so i'm assuming you mean the order the info must be put in to the tree view. here goes:

BuySellFlag

Comment

ID

ItemList

LocName

MarkUp

MarkDown

OnOpenStore

ResRef

Tag

 

those are all pretty self-explanitory, but in the event that wasn't what you needed, just ask and i can help. i don't know how to save a .utm file to a text file, so i'm stumped there. but i did get some text info for you (this will be long):

 

[edit]: nevermind, i saved it as text, here it is (still long):

 

-1 [TopLevelStruct] = Type:UTM Ver:V3.2

BuySellFlag [bYTE] = 3

Comment [CExoString] =

ID [bYTE] = 5

ItemList

  • = ...

0 [user-defined Struct: 0] = ...

Infinite [bYTE] = 1

InventoryRes [CResRef] = g_a_class4001

Repos_PosX [WORD] = 0

Repos_Posy [WORD] = 0

1 [user-defined Struct: 1] = ...

InventoryRes [CResRef] = g_a_class5001

Repos_PosX [WORD] = 1

Repos_Posy [WORD] = 0

10 [user-defined Struct: 10] = ...

InventoryRes [CResRef] = g_i_parts01

Repos_PosX [WORD] = 0

Repos_Posy [WORD] = 1

11 [user-defined Struct: 11] = ...

InventoryRes [CResRef] = g_i_parts01

Repos_PosX [WORD] = 1

Repos_Posy [WORD] = 1

12 [user-defined Struct: 12] = ...

Infinite [bYTE] = 1

InventoryRes [CResRef] = g_w_blstrpstl001

Repos_PosX [WORD] = 2

Repos_Posy [WORD] = 1

13 [user-defined Struct: 13] = ...

InventoryRes [CResRef] = g_w_ionblstr01

Repos_PosX [WORD] = 3

Repos_Posy [WORD] = 1

14 [user-defined Struct: 14] = ...

InventoryRes [CResRef] = g_w_sonicpstl01

Repos_PosX [WORD] = 4

Repos_Posy [WORD] = 1

15 [user-defined Struct: 15] = ...

InventoryRes [CResRef] = g_w_poisngren01

Repos_PosX [WORD] = 5

Repos_Posy [WORD] = 1

16 [user-defined Struct: 16] = ...

InventoryRes [CResRef] = g_w_stungren01

Repos_PosX [WORD] = 6

Repos_Posy [WORD] = 1

17 [user-defined Struct: 17] = ...

InventoryRes [CResRef] = g_w_stungren01

Repos_PosX [WORD] = 7

Repos_Posy [WORD] = 1

18 [user-defined Struct: 18] = ...

InventoryRes [CResRef] = g_w_sonicgren01

Repos_PosX [WORD] = 8

Repos_Posy [WORD] = 1

19 [user-defined Struct: 19] = ...

Infinite [bYTE] = 1

InventoryRes [CResRef] = g_w_fraggren01

Repos_PosX [WORD] = 9

Repos_Posy [WORD] = 1

2 [user-defined Struct: 2] = ...

InventoryRes [CResRef] = g_a_class6001

Repos_PosX [WORD] = 2

Repos_Posy [WORD] = 0

20 [user-defined Struct: 20] = ...

InventoryRes [CResRef] = g_w_vbroshort01

Repos_PosX [WORD] = 0

Repos_Posy [WORD] = 2

21 [user-defined Struct: 21] = ...

InventoryRes [CResRef] = g_w_vbroswrd01

Repos_PosX [WORD] = 1

Repos_Posy [WORD] = 2

22 [user-defined Struct: 22] = ...

Infinite [bYTE] = 1

InventoryRes [CResRef] = g_w_lngswrd01

Repos_PosX [WORD] = 2

Repos_Posy [WORD] = 2

23 [user-defined Struct: 23] = ...

Infinite [bYTE] = 1

InventoryRes [CResRef] = g_a_class5555

Repos_PosX [WORD] = 3

Repos_Posy [WORD] = 2

24 [user-defined Struct: 24] = ...

Infinite [bYTE] = 1

InventoryRes [CResRef] = g_w_qtrstaff01

Repos_PosX [WORD] = 4

Repos_Posy [WORD] = 2

25 [user-defined Struct: 25] = ...

Infinite [bYTE] = 1

InventoryRes [CResRef] = g_w_vbroswrd55

Repos_PosX [WORD] = 5

Repos_Posy [WORD] = 2

26 [user-defined Struct: 26] = ...

Infinite [bYTE] = 1

InventoryRes [CResRef] = g_i_belt010

Repos_PosX [WORD] = 6

Repos_Posy [WORD] = 2

27 [user-defined Struct: 27] = ...

InventoryRes [CResRef] = g_i_belt006

Repos_PosX [WORD] = 7

Repos_Posy [WORD] = 2

28 [user-defined Struct: 28] = ...

InventoryRes [CResRef] = g_i_frarmbnds01

Repos_PosX [WORD] = 8

Repos_Posy [WORD] = 2

29 [user-defined Struct: 29] = ...

InventoryRes [CResRef] = g_a_class7001

Repos_PosX [WORD] = 9

Repos_Posy [WORD] = 2

3 [user-defined Struct: 3] = ...

InventoryRes [CResRef] = g_i_cmbtshot001

Repos_PosX [WORD] = 3

Repos_Posy [WORD] = 0

30 [user-defined Struct: 30] = ...

InventoryRes [CResRef] = g_i_progspike01

Repos_PosX [WORD] = 0

Repos_Posy [WORD] = 3

31 [user-defined Struct: 31] = ...

InventoryRes [CResRef] = g_w_rptnblstr01

Repos_PosX [WORD] = 1

Repos_Posy [WORD] = 3

4 [user-defined Struct: 4] = ...

InventoryRes [CResRef] = g_i_progspike01

Repos_PosX [WORD] = 4

Repos_Posy [WORD] = 0

5 [user-defined Struct: 5] = ...

Infinite [bYTE] = 1

InventoryRes [CResRef] = g_i_medeqpmnt01

Repos_PosX [WORD] = 5

Repos_Posy [WORD] = 0

6 [user-defined Struct: 6] = ...

InventoryRes [CResRef] = g_i_trapkit001

Repos_PosX [WORD] = 6

Repos_Posy [WORD] = 0

7 [user-defined Struct: 7] = ...

InventoryRes [CResRef] = g_i_trapkit004

Repos_PosX [WORD] = 7

Repos_Posy [WORD] = 0

8 [user-defined Struct: 8] = ...

InventoryRes [CResRef] = g_i_trapkit010

Repos_PosX [WORD] = 8

Repos_Posy [WORD] = 0

9 [user-defined Struct: 9] = ...

InventoryRes [CResRef] = g_i_trapkit007

Repos_PosX [WORD] = 9

Repos_Posy [WORD] = 0

LocName [CExoLocString] = 0 strings

MarkDown [iNT] = 400

MarkUp [iNT] = 1

OnOpenStore [CResRef] =

ResRef [CResRef] = larrim

Tag [CExoString] = Larrim_Store

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hmm ...I asked for the wrong thing. What I need is the raw hierarchy. The one that looks like this:

 

Entry = (56,19), Element = (284, 92), VarName = (1388, 79)

VarData = (2652, 330), MultiMap = (2982, 304), List = (3286, 104)

 

Entry[0] = (-1, 0, 70)

Entry[1] = (0, 62, 1)

Entry[2] = (0, 63, 1)

Entry[3] = (0, 64, 1)

Entry[4] = (0, 65, 1)

Entry[5] = (0, 66, 1)

Entry[6] = (0, 67, 1)

Entry[7] = (0, 68, 1)

Entry[8] = (0, 69, 1)

Entry[9] = (1, 71, 1)

Entry[10] = (1, 72, 1)

Entry[11] = (1, 73, 1)

Entry[12] = (1, 74, 1)

Entry[13] = (1, 75, 1)

Entry[14] = (1, 76, 1)

Entry[15] = (2, 280, 3)

Entry[16] = (0, 292, 3)

Entry[17] = (2, 88, 1)

Entry[18] = (16, 89, 1)

 

Element[0] = (11, TemplateResRef, g_sithtroop07)

Element[1] = (0, Race, 6)

Element[2] = (0, SubraceIndex, 0)

Element[3] = (12, FirstName, Sith Assault Trooper)

Element[4] = (12, LastName, )

Element[5] = (2, Appearance_Type, 44)

Element[6] = (0, Gender, 0)

Element[7] = (5, Phenotype, 0)

Element[8] = (2, PortraitId, 0)

Element[9] = (12, Description, )

Element[10] = (10, Tag, G_SITHTROOP07)

Element[11] = (11, Conversation, )

Element[12] = (0, IsPC, 0)

Element[13] = (2, FactionID, 1)[0D]

Element[14] = (0, Disarmable, 0)

Element[15] = (10, Subrace, )

Element[16] = (10, Deity, )

 

..etc.

 

I have Kotor Tool, but it's only partially useable. I can make dozens of simple edits in a rim file via hex editor much faster ...but I need the element numbers.

 

Thanks.

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yikes, i have no idea how to get that info for you.

 

i have kotor tool, nwn explorer, tlk edit, that's it.

 

how would i get it with any of those tools?

 

also, what do you need it for? just placing larrim? because the file should be the same, just some of his wimpy-er items (short sword) replaced with my custom ones (custom vibrosword).

 

i read your guide, but it had nothing about what we're trying to do, so i'm confused, and it doesn't help that like i said, i don't have my xbox with me.

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NWN gives you 3 options to view most resources. At the bottom of the window there are 3 buttons:

 

Hierarchy

Raw Hierarchy

Binary

 

You can export it as a text file.

 

I think maybe I need to clarify one of the main problems I haven't found a way around yet.

The only reason this works so far is that I've been using template items. In order to add new items, with unique names, I have to be able to rebuild the key and erf files along with the bifs, which I can't (the bifs work fine). I've tried a couple of programs but haven't had much success. Until that happens, I can't add anything NEW to the bif files.

Same deal with the rim files. I can extract them fine, even edit all the files, but they don't repack properly.

Actually that guide is one of the keys to making this work. Since I can't repack a rim file, I hex edit it instead. Obviously this is limited, but I can still do quite a bit with a little creative editing.

 

Sure, I can add those items of yours to a store, or drop them in a container, but the game won't recognize them because I can't add new resources to the bifs or the rims ...yet.

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