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AIOFPM version 3.0.1 (all-in-one-force powers) - KotOR 1 -


Darth333

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Update:

 

I've played through enough to get Meditation and sanctuary again.

 

Sure enough, it was the Spells.2da file.

 

With meditation changed back to list as force_power_meditation (instead of claiming to be a second force_power_sanctuary), I saved the game, opened KSE 2.2, and opened the tree all the way into force powers, without an error. So at least the KSE error is gone. I'll update again if I can put all the powers on without having it bogusly claim I have to take more.

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Hey Darth333, I keep trying to finish up my final release of my recruit mod character and one of my hang ups has been trying to make it compatible with all the hoards of new mods out. I was going to be using the spells.2da out of the AIOFPM would you like me to hold off untill you release this revision, or would you like to include the datapad script spell in your revised AIOFPM? Either way works for me as I've been focused on making all my mods compatible with the mods that are out there that are most commonley used. So I've had some large delays on releasing my mods in a bug free fashion. That and busy with 2 jobs through christmas has left little time for actual modding.

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Now, to post it in the right thread...

 

I've tested the edited spells.2da. It fixes the KSE problem, but... with all powers selected, it still claims you have new ones, and says to select them.

 

Automatic levelling after a point sidesteps it, but is undesirable.

 

Also, I've noticed, when KSE shows 'available' force powers, it doesn't show the new ones. It only shows new ones in 'show all' with the droid items and the NPC mob powers, or things that didn't get used.

 

Possibly a connection? Is part of it not acknowledging the new things as new available powers? It seems to acknowledge some, when recommending powers, but...

 

Hrm.

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Originally posted by Jennaida

I've tested the edited spells.2da. It fixes the KSE problem, but... with all powers selected, it still claims you have new ones, and says to select them.

Are you talking about KSE or the game. I don't follow...

Also, I've noticed, when KSE shows 'available' force powers, it doesn't show the new ones. It only shows new ones in 'show all' with the droid items and the NPC mob powers, or things that didn't get used.

The checkbox forces KSE to read the spells.2da file in full (using the one the override folder if present). That is normal KSE behavior.

 

Sounds like an issue with the priority columns but I haven't investigated yet.

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Re: KSE

 

KSE was rendering an error when opening savegames, which was traced to two columns being named Force_Power_Sanctuary at the front.

 

Showing in KSE as available all the time doesn't worry me, what does is that it isn't acknowledging all of them as chosen when they all are. On some modded games, that becomes an issue around upper top levels. Suppose I can just work around it, but I'm just noting it. :)

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I had to read your post a couple of times...

 

Let me see if I understand...

 

You open up a savegame in KSE. Sometimes it gives an error. You don't mind it so much. What you do mind is that Force Powers which were originally possessed by the character aren't being shown.

 

Now, that is because KSE is not able to display the force powers properly... because:

 

1) The spells.2da file in the override folder has improper entries (as you say)

 

2) The character has a force power index number that does not exist in override spells.2da file

 

3) The character has a force power that does not exist in the original spells.2da file and the Show All Force Powers is not being checked.

 

When KSE can't display the info it stops right there. So if legitimate force powers existed after the force power that was causing the problem, they won't be shown.

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Essentially, it wasn't showing for the character in the section. They show right on the force power list. It stopped giving the error on show all force powers, and started showing them all for the character without error, when I changed the name entry for that one duplicated one.

 

It's working fine now on the KSE end. :)

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  • 1 month later...

Hey all- I know that I am reviving an old thread, but I figured that it would be better to place this here than start a new thread. So here goes: will the AIOFPM work with TSL and especially with the new force powers that have been released by the modders here? Also- if it is not compatible at the present time, are there any plans to make it compatible with TSL in the pipeline? Muchas Gracias

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Nope, sorry but you can't just plug in the AIOFPM files into your KotOR 2 Override, because Obsidian added several new force powers and that change the spells.2da and as of right now there are not enough force power mods to make it worth while to make an AIOFPM for TSL, and the probability of transfering the force powers from AIOFPM for KotOR 1 to TSL is not likely right now becxause you would need the permission of all the modders not just Darth333 :D

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  • 11 months later...
PCGM was down for a few hours ChAiNz, that's what I believe he was referring too. Yes, it's back up now.

Ahhh... sorry, my bad.. thanks for the heads up man :)

 

@gdw, you may need to run an Adware/Spyware Cleaner.. and clear out your internet cache...

 

PCGM tends to have problems with things like that...

 

Also, I don't think it plays nice with download accelerator progs either, but not sure... :giveup:

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