StormSinger Posted December 20, 2004 Share Posted December 20, 2004 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... 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) Link to comment Share on other sites More sharing options...
90SK Posted December 20, 2004 Share Posted December 20, 2004 Thats good news! I'm glad to hear that the modding is as good as predicted, though I'm a little befuddled as to how your using KT on an X-Box. Can you enlighten me? Link to comment Share on other sites More sharing options...
StormSinger Posted December 20, 2004 Author Share Posted December 20, 2004 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. Link to comment Share on other sites More sharing options...
Darkkender Posted December 20, 2004 Share Posted December 20, 2004 Dude you really should pass this info onto Fred maybe if you can forward him the files he can have an update out for kotor 2 before we even get for the pc. This would be great for the community you know. Link to comment Share on other sites More sharing options...
90SK Posted December 20, 2004 Share Posted December 20, 2004 Can you get at the textures? Link to comment Share on other sites More sharing options...
StormSinger Posted December 20, 2004 Author Share Posted December 20, 2004 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. Link to comment Share on other sites More sharing options...
tk102 Posted December 20, 2004 Share Posted December 20, 2004 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. Link to comment Share on other sites More sharing options...
StormSinger Posted December 20, 2004 Author Share Posted December 20, 2004 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. Link to comment Share on other sites More sharing options...
Xavier2 Posted December 20, 2004 Share Posted December 20, 2004 Do you have news on the models format? Link to comment Share on other sites More sharing options...
StormSinger Posted December 21, 2004 Author Share Posted December 21, 2004 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 Link to comment Share on other sites More sharing options...
Montross87 Posted December 21, 2004 Share Posted December 21, 2004 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... Link to comment Share on other sites More sharing options...
Darkkender Posted December 21, 2004 Share Posted December 21, 2004 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. * Link to comment Share on other sites More sharing options...
Dak Vesser Posted December 24, 2004 Share Posted December 24, 2004 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. Link to comment Share on other sites More sharing options...
StormSinger Posted December 24, 2004 Author Share Posted December 24, 2004 Put the override folder in the game directory. K2 doesn't look for it anywhere else (apparently). Link to comment Share on other sites More sharing options...
Dak Vesser Posted December 24, 2004 Share Posted December 24, 2004 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!!!!! 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! But I still I love the game Link to comment Share on other sites More sharing options...
EnderWiggin Posted December 24, 2004 Share Posted December 24, 2004 Originally posted by Dak Vesser; Edited for language by EW 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!!!!! 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! But I still I love the game I sense some anger here...... 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_ Link to comment Share on other sites More sharing options...
StormSinger Posted December 24, 2004 Author Share Posted December 24, 2004 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. Link to comment Share on other sites More sharing options...
Dak Vesser Posted December 24, 2004 Share Posted December 24, 2004 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! Link to comment Share on other sites More sharing options...
Montross87 Posted December 25, 2004 Share Posted December 25, 2004 StormSinger, I was wondering if you have found any of this items in the game. Malaks armor Malaks lightsaber and Jolees robes. Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted December 25, 2004 Share Posted December 25, 2004 I can't wait to start modding KotOR 2 :D Link to comment Share on other sites More sharing options...
StormSinger Posted December 25, 2004 Author Share Posted December 25, 2004 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. Link to comment Share on other sites More sharing options...
Montross87 Posted December 25, 2004 Share Posted December 25, 2004 Great thanks, I look forword to your KOTOR saves coming up, keep us informed! Link to comment Share on other sites More sharing options...
Dak Vesser Posted December 26, 2004 Share Posted December 26, 2004 Originally posted by Uchiha Itachi I can't wait to start modding KotOR 2 :D May I suggest that you play it first before you mod it Link to comment Share on other sites More sharing options...
Montross87 Posted December 30, 2004 Share Posted December 30, 2004 I noticed someone uploaded your "HK-47 factory" side quest to codejunkies.com, and didnt give any credit to you for making it. =/ Link to comment Share on other sites More sharing options...
StormSinger Posted December 30, 2004 Author Share Posted December 30, 2004 Noticed that, did you? Yeah, someone was having trouble loading it to their card, so I pointed him to the original and he had no trouble with it. Cheap rip, it happens. Link to comment Share on other sites More sharing options...
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