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Modding K2 (xbox stuff, for now)


StormSinger

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I suppose I may as well say something about this since I've been editing this game since the day I brought it home.

 

Very mod-friendly overall, but tons of new things to work with... and I'm STILL digging through the files.

The upgrades situation is a major departure from the first game. No doubt you're familiar with the basic upgrades in K1... not many there. This time, there are hundreds. There's so much to work with, I'm drowing in possibilities.

 

The rocket launcher is just too cool. I've changed the original rockets to fire force powers and it work perfectly. No scripting, no fussing, just a click on the old dropdown menu and select the ability... done. Even buff powers work.

 

The number of things to work with is truly staggering.

 

Because of so many new scripting functions, there were many scripts I couldn't compile. After adding a number of entries to the nwscript.nss and rebuilding the scripts.bif, I was able to get things working right.

Hopefully, there will be a new compiler for the PC version and I won't have to deal with so many workarounds.

Puppets are nice... now if I could only figure out how to properly assign them to the PC... :rolleyes:

 

Anyway, I've written around 200 new scripts to support a multi-use armband I'm using to test things out and I do plan on releasing it as an xbox mod (probably a PC mod too when that makes it to the shelves) when I work out all the details.

It should be very useful to anyone who mods the game, since it has dozens of functions. Playing with it is another matter, but you all know how that goes.

 

So... if anyone has any questions about the game from a modding perspective, ask and I'll answer what I can.

 

btw... I'm using Ktool for most of the editing. It chokes on some of the out of bounds values, but that's to be expected with the extensive additions to the various 2da files. Overall, it works pretty well.

 

all for now.... Storm (aka VoxAngel)

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I set up a root folder on my PC (KotOR 2) and 3 basic content folders, an override folder, plus a couple of working folders.

 

dataxbox (bifs)

modules (erf & rim)

rimsxbox (also rims, but I don't think Kt is reading them... they may have a header it can't read)

 

I set the paths and that's about it. Anything Kt can't handle, I edit with Leto.

I have access to dialogs, areas and all bif content, which is pretty much all I need for the time being. I do get 2 errors when I open Kt about a corrupt/altered chitin.key, but it doesn't keep the program from opening. And it hasn't kept me from using it.

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Can't get at the textures as far as I know. Even some of the erf files have an invalid header as far as the GFF editor is concerned.

 

I'd be happy to help Fred with the files. I'm guessing they're somewhat different (in minor ways) from what the PC version will be - as was K1 -, but he still may be able to work with them.

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VoxAngel! It's about time you showed up over here! :) I've seen the 2da's, templates.bif, and scripts.bif, along with a number of savegames ;) and it looks like KotOR was simply appended to make K2 for the most part.

 

Some of the new aspects have me wondering. What are puppets exactly and how are they used? How about TIME -- there seem to be new functions that deal it. (Edit: Eh, maybe those time functions were there all along... )

 

Good to see you here.

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I just haven't been here for awhile.

 

There aren't that many file changes that I can see. It's pretty much the same as the first. Even the devs said it would be no more or less moddable than the last... they were right.

 

Puppets are basically NPC's, but they aren't added to the NPC table, they have their own table. They're assigned to an NPC and both are added to their respective tables.

When the NPC spawns, the puppet spawns with them. They aren't controllable by the player. I like it because it doesn't take up a space in the party.

The nwscript.nss has entries for the basic remote and 2 "others", so it's something to work with.

 

Basic commands are:

 

// 836

// RWT-OEI 07/17/04

// This function adds a Puppet to the Puppet Table by

// template.

// Returns 1 if successful, 0 if there was an error

// This does not spawn the puppet or anything. It just

// adds it to the party table and makes it available for

// use down the line. Exactly like AddAvailableNPCByTemplate

int AddAvailablePUPByTemplate( int nPUP, string sTemplate );

 

// 837

// RWT-OEI 07/17/04

// This function adds a Puppet to the Puppet Table by

// creature ID

// Returns 1 if successful, 0 if there was an error

// This does not spawn the puppet or anything. It just

// adds it to the party table and makes it available for

// use down the line. Exactly like AddAvailableNPCByTemplate

int AddAvailablePUPByObject( int nPUP, object oPuppet );

 

// 838

// RWT-OEI 07/17/04

// This function assigns a PUPPET constant to a

// Party NPC. The party NPC -MUST- be in the game

// before calling this.

// Both the PUP and the NPC have

// to be available in their respective tables

// Returns 1 if successful, 0 if there was an error

int AssignPUP( int nPUP, int nNPC );

 

// 839

// RWT-OEI 07/17/04

// This function spawns a Party PUPPET.

// This must be used whenever you want a copy

// of the puppet around to manipulate in the game

// since the puppet is stored in the party table

// just like NPCs are. Once a puppet is assigned

// to a party NPC (see AssignPUP), it will spawn

// or disappear whenever its owner joins or leaves

// the party.

// This does not add it to the party automatically,

// just like SpawnNPC doesn't. You must call AddPuppet()

// to actually add it to the party

object SpawnAvailablePUP( int nPUP, location lLocation );

 

// 840

// RWT-OEI 07/18/04

// This adds an existing puppet object to the party. The

// puppet object must already exist via SpawnAvailablePUP

// and must already be available via AddAvailablePUP*

// functions.

int AddPartyPuppet(int nPUP, object oidCreature);

 

// 841

// RWT-OEI 07/19/04

// This returns the object ID of the puppet's owner.

// The Puppet's owner must exist and must be in the party

// in order to be found.

// Returns invalid object Id if the owner cannot be found.

object GetPUPOwner(object oPUP = OBJECT_SELF);

 

// 842

// RWT-OEI 07/19/04

// Returns 1 if the creature is a Puppet in the party.

// Otherwise returns 0. It is possible for a 'party puppet'

// to exist without actually being in the party table.

// such as when SpawnAvailablePUP is used without subsequently

// using AddPartyPuppet to add the newly spawned puppet to

// the party table. A puppet in that in-between state would

// return 0 from this function

int GetIsPuppet(object oPUP = OBJECT_SELF );

 

Haven't looked into the other yet, but there are a lot of useful commands that were missing before. Should be real interesting to see what people come up with.

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This is the output from mdlops of one of the models.

 

# mdlops ver: 0.5alpha1 from binary source

# model A_JEDIROBE_001

filedependancy a_jedirobe_001 NULL.mlk

newmodel A_JEDIROBE_001

setsupermodel A_JEDIROBE_001 NULL

classification Character

setanimationscale 1

 

beginmodelgeom A_JEDIROBE_001

bmin -5 -5 -1

bmax 5 5 10

radius 7

node dummy A_JEDIROBE_001

parent NULL

wirecolor 1 1 1

 

specular 0.000000 0.000000 0.000000

 

shininess 0.000000

 

endnode

node trimesh g_A_JEDIROBE_001a

parent A_JEDIROBE_001

position -0.0600592009723186 -0.148752003908157 0

orientation 0 0 0 0

diffuse 1 1 1

ambient 0 0 0

render 1

shadow 1

wirecolor 1 1 1

 

specular 0.000000 0.000000 0.000000

 

shininess 0.000000

 

bitmap A_JEDIROBE_001

verts 15

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Originally posted by Montross87

Hey StormSinger, I was wondering if you have any tutorials on modding the Xbox? There is a new KSE on Pcgamemods.com that I wanted to use for my KOTOR on XBox, but I have no idea how to start...

 

there is a link further down in this thread can kotor/kotor2 xbox saves be edited? that was posted by tk102 that leads to a tutorial on soft modding a xbox. It was comprehensive enough that I'm considering getting an xbox even more now just so i can soft mod it.

 

*My inner and outer geek loves this stuff thats why I built my pc with 2 ethernet adapter connections. :D*

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The Puppet table makes sence --> It explains the floating sentry ball buzzing around Bao Dur. You can't control it but it will follow him thus follow you & shoot when it's time to shoot. "Heh!"

 

Have you noticed that it has no clipping?

I mean you could go right up to it & walk right through. Weird.

 

Anyways, I have a question for Storm;

 

I'm having issues with the "Override" folder-->It appears that KotOr II is ignoring the damn thing, leaving me to believe that it's no longer an option.

 

I put the Override Folder in "/E/TDATA/4c410014/Override/" right? Stuck in a few modded 2da files like creaturespeed and portraits just to test it out,

 

And Nothing happened.

 

So is it just me?

Did I put the Override in the wrong place?

Or did the Devz diz-continue it all together?

 

Because lately. I've had to use the BifEditor, packing it all in the Cache folder --> That's a proccess I'd rather do without.

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:eek: Are you serious?

 

You mean I have to Rip the whole kotor II on the HDD in order for the Override to work?

 

We didn't have to do that with the first KoTOR.

 

Dyum! I guess i'm gonna have to buy a bigger harddrive or settle with just the Cache/Dataxbox for now.

 

Damn you Obsidian! Fix your damn game! Fix your glitches and FIX the damn Lagging in the Frame Rate because it is slow as hell durring battle.

 

Let's all tell Obsidian & Lucasarts to give of all us who piad over $50 bux for this Christmas rushed & therefore butchured version, "Give" us an actual working copy (like a Platnum Series) FOR FREE!!!!! :mad:

 

The PC version will have free updates why can't the xbox? It's not even offering Xbox Live like they said it would! so they lied to us!!!!!

 

Good going Obsidian! :mad:

 

But I still I love the game :D

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Originally posted by Dak Vesser; Edited for language by EW

:eek: Are you serious?

 

You mean I have to Rip the whole kotor II on the HDD in order for the Override to work?

 

We didn't have to do that with the first KoTOR.

 

Dyum! I guess i'm gonna have to buy a bigger harddrive or settle with just the Cache/Dataxbox for now.

 

* you Obsidian! Fix your * game! Fix your glitches and FIX the * Lagging in the Frame Rate because it is slow as * durring battle.

 

Let's all tell Obsidian & Lucasarts to give of all us who piad over $50 bux for this Christmas rushed & therefore butchured version, "Give" us an actual working copy (like a Platnum Series) FOR FREE!!!!! :mad:

 

The PC version will have free updates why can't the xbox? It's not even offering Xbox Live like they said it would! so they lied to us!!!!!

 

Good going Obsidian! :mad:

 

But I still I love the game :D

 

 

I sense some anger here...... :p

 

And the answers to your questions - It's because the PC has more memory, more capability, and most importantly, iT iS tHe uLtImAtE gAmInG mAcHiNe!!!!

 

_EW_

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Personal preferences aside, the fact that there is no DLC for K2 is exactly the reason the override doesn't work the way it did before.

K1 was set up to look for the extra content folder where the saves are kept.

K2 = no DLC and no need to look for the extra folder. Still, it does use one if the game is on the HD.

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Originally posted by StormSinger

Personal preferences aside, the fact that there is no DLC for K2 is exactly the reason the override doesn't work the way it did before.

K1 was set up to look for the extra content folder where the saves are kept.

K2 = no DLC and no need to look for the extra folder. Still, it does use one if the game is on the HD.

 

 

 

Well, that's good. At least it has that.

 

I was a little worried at first that Obsidian might have taken out the Override so no one could mess around with their new textures and what not.

 

They did change the headers(I think) on the .wav files so Winamp or Windows Media Player wouldn't play them. K2 does have all the music as .wma format but it's all mono (no Stereo) "How Odd"

 

K1's xbox version, you could play all the .wav & .wma in stereo.

 

Maybe if I sent Fred Tetra one of them, he could fiqure out a way to get'em playable if he wanted to.

 

(Personal Note) As for the hard drive, I'll just wait till after Xmas and buy "A Much BIGGER ONE" . I have some other games allready ripped -->So of course there's no more room for a 3 gig RPG game.

 

"Hard Drive too small" Now that's the story of my life! :D

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The robes and armor are in the item templates, so they weren't really difficult to dig up.

The saber is another matter... there's an entry in the dialog.tlk "Malak's Lightsaber", but that isn't a definite indication of the item being in the game itself. I haven't found it myself, but it may be there somewhere.

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