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StormSinger

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  • Replies 66
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OK, then here you go.: utm file for larrim

 

Entry = (56,33), Element = (452, 115), VarName = (1832, 14)

VarData = (2056, 517), MultiMap = (2573, 460), List = (3033, 132)

 

Entry[0] = (-1, 0, 10)

Entry[1] = (0, 40, 4)

Entry[2] = (1, 56, 3)

Entry[3] = (2, 68, 3)

Entry[4] = (3, 80, 3)

Entry[5] = (4, 92, 3)

Entry[6] = (5, 104, 4)

Entry[7] = (6, 120, 3)

Entry[8] = (7, 132, 3)

Entry[9] = (8, 144, 3)

Entry[10] = (9, 156, 3)

Entry[11] = (10, 168, 3)

Entry[12] = (11, 180, 3)

Entry[13] = (12, 192, 4)

Entry[14] = (13, 208, 3)

Entry[15] = (14, 220, 3)

Entry[16] = (15, 232, 3)

Entry[17] = (16, 244, 3)

Entry[18] = (17, 256, 3)

Entry[19] = (18, 268, 3)

Entry[20] = (19, 280, 4)

Entry[21] = (20, 296, 3)

Entry[22] = (21, 308, 3)

Entry[23] = (22, 320, 4)

Entry[24] = (23, 336, 4)

Entry[25] = (24, 352, 4)

Entry[26] = (25, 368, 4)

Entry[27] = (26, 384, 4)

Entry[28] = (27, 400, 3)

Entry[29] = (28, 412, 3)

Entry[30] = (29, 424, 3)

Entry[31] = (30, 436, 3)

Entry[32] = (31, 448, 3)

 

Element[0] = (11, ResRef, larrim)

Element[1] = (12, LocName, Larrim)

Element[2] = (10, Tag, Larrim_Store)

Element[3] = (5, MarkUp, 110)

Element[4] = (5, MarkDown, 40)

Element[5] = (11, OnOpenStore, )

Element[6] = (0, BuySellFlag, 3)

Element[7] = (15, ItemList, LIST=0)

Element[8] = (11, InventoryRes, g_a_class4001)

Element[9] = (2, Repos_PosX, 0)

Element[10] = (2, Repos_Posy, 0)

Element[11] = (0, Infinite, 1)

Element[12] = (11, InventoryRes, g_a_class5001)

Element[13] = (2, Repos_PosX, 1)

Element[14] = (2, Repos_Posy, 0)

Element[15] = (11, InventoryRes, g_a_class6001)

Element[16] = (2, Repos_PosX, 2)

Element[17] = (2, Repos_Posy, 0)

Element[18] = (11, InventoryRes, g_i_cmbtshot001)

Element[19] = (2, Repos_PosX, 3)

Element[20] = (2, Repos_Posy, 0)

Element[21] = (11, InventoryRes, g_i_progspike01)

Element[22] = (2, Repos_PosX, 4)

Element[23] = (2, Repos_Posy, 0)

Element[24] = (11, InventoryRes, g_i_medeqpmnt01)

Element[25] = (2, Repos_PosX, 5)

Element[26] = (2, Repos_Posy, 0)

Element[27] = (0, Infinite, 1)

Element[28] = (11, InventoryRes, g_i_trapkit001)

Element[29] = (2, Repos_PosX, 6)

Element[30] = (2, Repos_Posy, 0)

Element[31] = (11, InventoryRes, g_i_trapkit004)

Element[32] = (2, Repos_PosX, 7)

Element[33] = (2, Repos_Posy, 0)

Element[34] = (11, InventoryRes, g_i_trapkit010)

Element[35] = (2, Repos_PosX, 8)

Element[36] = (2, Repos_Posy, 0)

Element[37] = (11, InventoryRes, g_i_trapkit007)

Element[38] = (2, Repos_PosX, 9)

Element[39] = (2, Repos_Posy, 0)

Element[40] = (11, InventoryRes, g_i_parts01)

Element[41] = (2, Repos_PosX, 0)

Element[42] = (2, Repos_Posy, 1)

Element[43] = (11, InventoryRes, g_i_parts01)

Element[44] = (2, Repos_PosX, 1)

Element[45] = (2, Repos_Posy, 1)

Element[46] = (11, InventoryRes, g_w_blstrpstl001)

Element[47] = (2, Repos_PosX, 2)

Element[48] = (2, Repos_Posy, 1)

Element[49] = (0, Infinite, 1)

Element[50] = (11, InventoryRes, g_w_ionblstr01)

Element[51] = (2, Repos_PosX, 3)

Element[52] = (2, Repos_Posy, 1)

Element[53] = (11, InventoryRes, g_w_sonicpstl01)

Element[54] = (2, Repos_PosX, 4)

Element[55] = (2, Repos_Posy, 1)

Element[56] = (11, InventoryRes, g_w_poisngren01)

Element[57] = (2, Repos_PosX, 5)

Element[58] = (2, Repos_Posy, 1)

Element[59] = (11, InventoryRes, g_w_stungren01)

Element[60] = (2, Repos_PosX, 6)

Element[61] = (2, Repos_Posy, 1)

Element[62] = (11, InventoryRes, g_w_stungren01)

Element[63] = (2, Repos_PosX, 7)

Element[64] = (2, Repos_Posy, 1)

Element[65] = (11, InventoryRes, g_w_sonicgren01)

Element[66] = (2, Repos_PosX, 8)

Element[67] = (2, Repos_Posy, 1)

Element[68] = (11, InventoryRes, g_w_fraggren01)

Element[69] = (2, Repos_PosX, 9)

Element[70] = (2, Repos_Posy, 1)

Element[71] = (0, Infinite, 1)

Element[72] = (11, InventoryRes, g_w_vbroshort01)

Element[73] = (2, Repos_PosX, 0)

Element[74] = (2, Repos_Posy, 2)

Element[75] = (11, InventoryRes, g_w_vbroswrd01)

Element[76] = (2, Repos_PosX, 1)

Element[77] = (2, Repos_Posy, 2)

Element[78] = (11, InventoryRes, g_w_lngswrd01)

Element[79] = (2, Repos_PosX, 2)

Element[80] = (2, Repos_Posy, 2)

Element[81] = (0, Infinite, 1)

Element[82] = (11, InventoryRes, g_w_shortswrd01)

Element[83] = (2, Repos_PosX, 3)

Element[84] = (2, Repos_Posy, 2)

Element[85] = (0, Infinite, 1)

Element[86] = (11, InventoryRes, g_w_qtrstaff01)

Element[87] = (2, Repos_PosX, 4)

Element[88] = (2, Repos_Posy, 2)

Element[89] = (0, Infinite, 1)

Element[90] = (11, InventoryRes, g_w_stunbaton01)

Element[91] = (2, Repos_PosX, 5)

Element[92] = (2, Repos_Posy, 2)

Element[93] = (0, Infinite, 1)

Element[94] = (11, InventoryRes, g_i_belt010)

Element[95] = (2, Repos_PosX, 6)

Element[96] = (2, Repos_Posy, 2)

Element[97] = (0, Infinite, 1)

Element[98] = (11, InventoryRes, g_i_belt006)

Element[99] = (2, Repos_PosX, 7)

Element[100] = (2, Repos_Posy, 2)

Element[101] = (11, InventoryRes, g_i_frarmbnds01)

Element[102] = (2, Repos_PosX, 8)

Element[103] = (2, Repos_Posy, 2)

Element[104] = (11, InventoryRes, g_a_class7001)

Element[105] = (2, Repos_PosX, 9)

Element[106] = (2, Repos_Posy, 2)

Element[107] = (11, InventoryRes, g_i_progspike01)

Element[108] = (2, Repos_PosX, 0)

Element[109] = (2, Repos_Posy, 3)

Element[110] = (11, InventoryRes, g_w_rptnblstr01)

Element[111] = (2, Repos_PosX, 1)

Element[112] = (2, Repos_Posy, 3)

Element[113] = (0, ID, 5)

Element[114] = (10, Comment, )

 

VarName[0] = ResRef

VarName[1] = LocName

VarName[2] = Tag

VarName[3] = MarkUp

VarName[4] = MarkDown

VarName[5] = OnOpenStore

VarName[6] = BuySellFlag

VarName[7] = ItemList

VarName[8] = InventoryRes

VarName[9] = Repos_PosX

VarName[10] = Repos_Posy

VarName[11] = Infinite

VarName[12] = ID

VarName[13] = Comment

 

00000000 06 6C 61 72 72 69 6D 08 00 00 00 1E 9E 00 00 00 larrim

00000010 00 00 00 0C 00 00 00 4C 61 72 72 69 6D 5F 53 74 Larrim_St

00000020 6F 72 65 00 0D 67 5F 61 5F 63 6C 61 73 73 34 30 ore g_a_class40

00000030 30 31 0D 67 5F 61 5F 63 6C 61 73 73 35 30 30 31 01 g_a_class5001

00000040 0D 67 5F 61 5F 63 6C 61 73 73 36 30 30 31 0F 67 g_a_class6001 g

00000050 5F 69 5F 63 6D 62 74 73 68 6F 74 30 30 31 0F 67 _i_cmbtshot001 g

00000060 5F 69 5F 70 72 6F 67 73 70 69 6B 65 30 31 0F 67 _i_progspike01 g

00000070 5F 69 5F 6D 65 64 65 71 70 6D 6E 74 30 31 0E 67 _i_medeqpmnt01 g

00000080 5F 69 5F 74 72 61 70 6B 69 74 30 30 31 0E 67 5F _i_trapkit001 g_

00000090 69 5F 74 72 61 70 6B 69 74 30 30 34 0E 67 5F 69 i_trapkit004 g_i

000000A0 5F 74 72 61 70 6B 69 74 30 31 30 0E 67 5F 69 5F _trapkit010 g_i_

000000B0 74 72 61 70 6B 69 74 30 30 37 0B 67 5F 69 5F 70 trapkit007 g_i_p

000000C0 61 72 74 73 30 31 0B 67 5F 69 5F 70 61 72 74 73 arts01 g_i_parts

000000D0 30 31 10 67 5F 77 5F 62 6C 73 74 72 70 73 74 6C 01 g_w_blstrpstl

000000E0 30 30 31 0E 67 5F 77 5F 69 6F 6E 62 6C 73 74 72 001 g_w_ionblstr

000000F0 30 31 0F 67 5F 77 5F 73 6F 6E 69 63 70 73 74 6C 01 g_w_sonicpstl

00000100 30 31 0F 67 5F 77 5F 70 6F 69 73 6E 67 72 65 6E 01 g_w_poisngren

00000110 30 31 0E 67 5F 77 5F 73 74 75 6E 67 72 65 6E 30 01 g_w_stungren0

00000120 31 0E 67 5F 77 5F 73 74 75 6E 67 72 65 6E 30 31 1 g_w_stungren01

00000130 0F 67 5F 77 5F 73 6F 6E 69 63 67 72 65 6E 30 31 g_w_sonicgren01

00000140 0E 67 5F 77 5F 66 72 61 67 67 72 65 6E 30 31 0F g_w_fraggren01

00000150 67 5F 77 5F 76 62 72 6F 73 68 6F 72 74 30 31 0E g_w_vbroshort01

00000160 67 5F 77 5F 76 62 72 6F 73 77 72 64 30 31 0D 67 g_w_vbroswrd01 g

00000170 5F 77 5F 6C 6E 67 73 77 72 64 30 31 0F 67 5F 77 _w_lngswrd01 g_w

00000180 5F 73 68 6F 72 74 73 77 72 64 30 31 0E 67 5F 77 _shortswrd01 g_w

00000190 5F 71 74 72 73 74 61 66 66 30 31 0F 67 5F 77 5F _qtrstaff01 g_w_

000001A0 73 74 75 6E 62 61 74 6F 6E 30 31 0B 67 5F 69 5F stunbaton01 g_i_

000001B0 62 65 6C 74 30 31 30 0B 67 5F 69 5F 62 65 6C 74 belt010 g_i_belt

000001C0 30 30 36 0F 67 5F 69 5F 66 72 61 72 6D 62 6E 64 006 g_i_frarmbnd

000001D0 73 30 31 0D 67 5F 61 5F 63 6C 61 73 73 37 30 30 s01 g_a_class700

000001E0 31 0F 67 5F 69 5F 70 72 6F 67 73 70 69 6B 65 30 1 g_i_progspike0

000001F0 31 0F 67 5F 77 5F 72 70 74 6E 62 6C 73 74 72 30 1 g_w_rptnblstr0

00000200 31 00 00 00 00 1

 

MultiMap[0] = 0

MultiMap[1] = 1

MultiMap[2] = 2

MultiMap[3] = 3

MultiMap[4] = 4

MultiMap[5] = 5

MultiMap[6] = 6

MultiMap[7] = 7

MultiMap[8] = 113

MultiMap[9] = 114

MultiMap[10] = 8

MultiMap[11] = 9

MultiMap[12] = 10

MultiMap[13] = 11

MultiMap[14] = 12

MultiMap[15] = 13

MultiMap[16] = 14

MultiMap[17] = 15

MultiMap[18] = 16

MultiMap[19] = 17

MultiMap[20] = 18

MultiMap[21] = 19

MultiMap[22] = 20

MultiMap[23] = 21

MultiMap[24] = 22

MultiMap[25] = 23

MultiMap[26] = 24

MultiMap[27] = 25

MultiMap[28] = 26

MultiMap[29] = 27

MultiMap[30] = 28

MultiMap[31] = 29

MultiMap[32] = 30

MultiMap[33] = 31

MultiMap[34] = 32

MultiMap[35] = 33

MultiMap[36] = 34

MultiMap[37] = 35

MultiMap[38] = 36

MultiMap[39] = 37

MultiMap[40] = 38

MultiMap[41] = 39

MultiMap[42] = 40

MultiMap[43] = 41

MultiMap[44] = 42

MultiMap[45] = 43

MultiMap[46] = 44

MultiMap[47] = 45

MultiMap[48] = 46

MultiMap[49] = 47

MultiMap[50] = 48

MultiMap[51] = 49

MultiMap[52] = 50

MultiMap[53] = 51

MultiMap[54] = 52

MultiMap[55] = 53

MultiMap[56] = 54

MultiMap[57] = 55

MultiMap[58] = 56

MultiMap[59] = 57

MultiMap[60] = 58

MultiMap[61] = 59

MultiMap[62] = 60

MultiMap[63] = 61

MultiMap[64] = 62

MultiMap[65] = 63

MultiMap[66] = 64

MultiMap[67] = 65

MultiMap[68] = 66

MultiMap[69] = 67

MultiMap[70] = 68

MultiMap[71] = 69

MultiMap[72] = 70

MultiMap[73] = 71

MultiMap[74] = 72

MultiMap[75] = 73

MultiMap[76] = 74

MultiMap[77] = 75

MultiMap[78] = 76

MultiMap[79] = 77

MultiMap[80] = 78

MultiMap[81] = 79

MultiMap[82] = 80

MultiMap[83] = 81

MultiMap[84] = 82

MultiMap[85] = 83

MultiMap[86] = 84

MultiMap[87] = 85

MultiMap[88] = 86

MultiMap[89] = 87

MultiMap[90] = 88

MultiMap[91] = 89

MultiMap[92] = 90

MultiMap[93] = 91

MultiMap[94] = 92

MultiMap[95] = 93

MultiMap[96] = 94

MultiMap[97] = 95

MultiMap[98] = 96

MultiMap[99] = 97

MultiMap[100] = 98

MultiMap[101] = 99

MultiMap[102] = 100

MultiMap[103] = 101

MultiMap[104] = 102

MultiMap[105] = 103

MultiMap[106] = 104

MultiMap[107] = 105

MultiMap[108] = 106

MultiMap[109] = 107

MultiMap[110] = 108

MultiMap[111] = 109

MultiMap[112] = 110

MultiMap[113] = 111

MultiMap[114] = 112

 

List[0] = 32

List[1] = 1

List[2] = 2

List[3] = 3

List[4] = 4

List[5] = 5

List[6] = 6

List[7] = 7

List[8] = 8

List[9] = 9

List[10] = 10

List[11] = 11

List[12] = 12

List[13] = 13

List[14] = 14

List[15] = 15

List[16] = 16

List[17] = 17

List[18] = 18

List[19] = 19

List[20] = 20

List[21] = 21

List[22] = 22

List[23] = 23

List[24] = 24

List[25] = 25

List[26] = 26

List[27] = 27

List[28] = 28

List[29] = 29

List[30] = 30

List[31] = 31

List[32] = 32

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okay, glad you have the original larrim file, so i'll tell you what things i changed in it.

 

first of all, i changed the values near the top, that read MarkUp and MarkDown. Mark up is how much he adds to an item value before he sells it to you, and mark down is how much he buys it back for. i changed markup to 1 and mark down to 400.

 

then, i just replaced two of the less-necessary items in his store (i think it was the vibrosword and a belt, i don't really remember) with my custom sword and armor.

 

hopefully, you were able to do that with this info plus my files to get it to work.

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Placing the items is not an issue, there isn't a store or container in the entire game that I haven't edited.

Hell, Taris is crawling with krayt dragons at the moment, so dropping a couple of items in a store isn't a problem.

No problem with the tlk resource either.

The problem is that those items MUST use an item name already in the item templates since I can't add new items. There is no override folder that I can simply dump files into and spawn them in the game via scripts, or whatever, so I'm stuck with this limitation.

Basically, you'll have to pick items already in the game and use those names for your new items. You can customize them any way you want (except for textures) but you must use an existing item name.

 

What I wanted the raw heirarchy of the store for was to be able to locate the "infinite" flags for items in a hex editor. Now I can enable or disable it. I use the same method to turn rakghouls into rancor. :eek:

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Just an update for anyone following this thread.

 

I mentioned that I couldn't find any 2da files, so I had no access to the basic info they contain. Up to now I've been more or less guessing values based on items I'm familiar with.

I had a feeling I was overlooking something that was right in front of me and I was right. I found the 2da files, and Kotor Tool does work with them. The problem of repacking the rim that contains the files is still firmly in place, but at least I can stop guessing about item values and properties.

 

A little progress ...better than none. :rolleyes: At this point I'll take whatever I can get.

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  • 2 months later...

I found the override folder. After you have downloaded the update from xbox live you can find the override folder in E:\TDATA\4c410003\$c\4c41000300000011\override. I havent tried using it yet but I am and I will let you know if it works.

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I tried putting the files in the override file but it wouldn't work because it would report that the Xbox Live Content was damaged. But then I got looking at swdirs.ini and I noticed it said OVERRIDE=.\Override so I put an override folder in the folder where the default.xbe for kotor is. I then put the skipspire mod in it because of it's ease to test and it worked perfect. I am going to test it to see if it works with other mods.

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Originally posted by balaco

I tried putting the files in the override file but it wouldn't work because it would report that the Xbox Live Content was damaged. But then I got looking at swdirs.ini and I noticed it said OVERRIDE=.\Override so I put an override folder in the folder where the default.xbe for kotor is. I then put the skipspire mod in it because of it's ease to test and it worked perfect. I am going to test it to see if it works with other mods.

 

That is some great news for Xbox users! :D

 

Wow, running PC mods on the Xbox... Hmm!

 

Keep us updated balaco!

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Originally posted by balaco

The Mech Malak mod works too. At the menu screen instead of seeing regular malak I see Mech Malak.

 

That is great news for Xbox users. I don't own an Xbox, though I have relatives who do, it is cool to see that someone has figured out how to do it! :D

 

You should try a few of the larger mods at pcgamemods.com and see if some of them work. Like ones with new items, .2da files, etc.

 

Also you should probably create a tutorial/instuctions on how to install them to the Xbox step-by-step and make a new Xbox Mods Installation Tutorial thread and post it here at Holowan. It would be a sure fire bet to be added to T7's Do you Want to mod SW-KotOR? Then Start here sticky.

 

You might have singlehandedly started a whole new thing here, Xboxers being able to use some or all PC Mods.

 

Awesome job balaco! :D

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I am in the process of testing some mods that use .2da files right now. I am working on a tutorial but I don't think we are going to have problems with adding the override folder we are going to have problems with people that don't have a modded xbox that still want to use mods and that is impossible. If you do want too mod your xbox then I suggest you head over to www.xbox-scene.com. As for new items they must be placed somewhere in the game as there is no console to cheat and get any item.

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i think this is really cool. i dont have an xbox, and im not great modder so i dont understand anything that youre talking about, but this is really cool. everyone working on this deserves to be congratulated. my friend has an xbox and hes getting KOtoR soon, hes rented once and played mine, maybe it will work for him! once again nicely done

:thumbsup::laughing:

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The Mech Malak mod works too. At the menu screen instead of seeing regular malak I see Mech Malak.

 

Hey guys I just read this and I’m really happy I could help in some way to enhance your game :D keep it up !

 

svösh

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Originally posted by StormSinger

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:

 

 

Wait... so I can't do this without a modded Xbox? Damnit, but then I can't play online with a modded Xbox, right?

 

:(

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  • 3 weeks later...
Originally posted by balaco

I am in the process of testing some mods that use .2da files right now. I am working on a tutorial but I don't think we are going to have problems with adding the override folder we are going to have problems with people that don't have a modded xbox that still want to use mods and that is impossible. If you do want too mod your xbox then I suggest you head over to www.xbox-scene.com. As for new items they must be placed somewhere in the game as there is no console to cheat and get any item.

 

Saves with mods work fine on unmodded boxes, but I'm not sure about saves made using an override folder. I've had an OR folder on my box for months (just never posted about it) but the saves I made for general download were created before that.

 

If you haven't found the 2da files for the xbox version yet, they're in the global.rim and editing them is somewhat tricky since they have to be done within the rim via hex editor (unless someone has figured out another way).

I've made a lot of changes to the 2da's and haven't run into many problems so far.

 

Scripting is another option. I've edited the force power script quite a bit and managed to change lots of things. Haven't had much of a chance to play around with things lately since I've been upgrading all of my hardware, but I'm about to jump back into it.

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Originally posted by Alch3mist

Wait... so I can't do this without a modded Xbox? Damnit, but then I can't play online with a modded Xbox, right?

 

:(

 

ah young one u r wrong there is a way to have both...

check out xbox-scene.com for a tutorial on how to turn off youre mods on the xbox to play xbox live:D

of course u can turn them on again

i dont have xbox live but the tutorial will teach u all u need 2 know.

have fun..... ;)

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I tried editing the swplayer.ini and swdirs.ini to reflect the Override directory in F:\Games\Star Wars KotOR\Override\ and then I put the mech malak and a few other mods in there, but I can't get any of them to work. What am I doing wrong?

 

godzirra

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Originally posted by hyloth

I tried editing the swplayer.ini and swdirs.ini to reflect the Override directory in F:\Games\Star Wars KotOR\Override\ and then I put the mech malak and a few other mods in there, but I can't get any of them to work. What am I doing wrong?

 

godzirra

 

Do you have a non-english version of the game?

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You are not suppose to edit any of the .ini files. I never said I edited them. The dot before the foward slash in ./override stands for any folder. All you have to do is put an override folder in the folder that your default.xbe for kotor is.

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  • 4 weeks later...

Okay, I'm kind of following this but not really...

 

If I want to use mods, I can simply create a folder called "override" at the same level of my default.xbe?

 

And then what?

 

StormSinger/VoxAngel, I originally started down this path after dling your awesome save at xbox-saves.com... Great work!!! You have definately revived an old favorite for me.

 

Basicly, I'm looking for a save that has Bastilla's darkside underwear as equibable, modable armor in the beginning (well, once you get Bastilla, so beginning-ish). Other extras are neat too, but I think she'd look pretty bad playing through the whole game like that.

 

Any help or tuts to do this myself would be hot.

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ACtually, after getting the Yavin download from xbox live my over rides directory works fine. I'm not sure why....

 

 

On that note, I got the massive mod pack that someone put together (Really cool btw) but I cant get into the Sith base on Tarsis now :/ it freezes every time, no matter what.

 

The Twilek head for the female scout has a screwed up icon too.

 

Very cool, wish I could get everything to work rightthough :)

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