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Modding K2 (xbox stuff, for now)


StormSinger

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Originally posted by Mandalorian X

These are Xbox Save right? You said two weeks, good to hear it.

 

 

No, these are not xbox saves (as in editing game saves alone)

when it come to 2da files and such. However, we can make saves out of the mods--> #1 mod the files, #2 start a game,#3 then save. Certain mods get saved and others don't.

 

Mods that DON'T get saved are; Textures mods, head changing, changing the standard clothes, creaturespeeds, Portrait, SoundSets, Mdl mods, DLG mods, spell mods Area mods (like making new maps and such) <---to name a few.

 

Mods that DO get saved; custom items, stats, "Changing the Play character to another character in the game will actually save", Doors, plasteel bins, metal boxes, can be changed with costom items and saved>Like I said these are just a few to name.

 

"Game Save editing"for the xbox is an Ideal for those that do not wish to go the "Mod chip in the xbox" route. "But" there is the problem with resigning the sig files. "Somebody will crack it if they haven't already"...

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Originally posted by Dak Vesser

No, these are not xbox saves (as in editing game saves alone)

when it come to 2da files and such. However, we can make saves out of the mods--> #1 mod the files, #2 start a game,#3 then save. Certain mods get saved and others don't.

 

Mods that DON'T get saved are; Textures mods, head changing, changing the standard clothes, creaturespeeds, Portrait, SoundSets, Mdl mods, DLG mods, spell mods Area mods (like making new maps and such) <---to name a few.

 

Mods that DO get saved; custom items, stats, "Changing the Play character to another character in the game will actually save", Doors, plasteel bins, metal boxes, can be changed with costom items and saved>Like I said these are just a few to name.

 

"Game Save editing"for the xbox is an Ideal for those that do not wish to go the "Mod chip in the xbox" route. "But" there is the problem with resigning the sig files. "Somebody will crack it if they haven't already"...

 

There are already numerous edited gamesaves available for KOTOR2 on the XBOX (see http://www.codejunkies.com for instance), the most noteable of which is the one that allows you to play the not fully developed HK factory mission. Doesn't that mean that someone has already figgured out how to resign the save file?

 

I have no idea exactly what can be accomplished with just modifying the save game files for the xbox, but as it stands it's certinly welcomed! I wonder what else is hidden in the game, that could be accessed with modified xbox save files?

 

I'm not ready to mod my xbox yet, so thanks to anyone who pursues this.

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Originally posted by Tonku-Lhasa

There are already numerous edited gamesaves available for KOTOR2 on the XBOX (see http://www.codejunkies.com for instance), the most noteable of which is the one that allows you to play the not fully developed HK factory mission. Doesn't that mean that someone has already figgured out how to resign the save file?

 

It could be they figured out how to use the cheat warp command.

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Originally posted by Darkkender

It could be they figured out how to use the cheat warp command.

 

Forgive my ignorance on this issue, but there has to be more to it than using the "cheat warp". I have several other modified save files where abilities have been modified far beyond any thing one could accomplish in-game.

 

Someone knows, but perhaps their not sharing? :(

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I don't use the Xbox I was only making a speculative guess as I know various console systems have different methods of cheating and since there was alot of similarities between the pc and xbox I was thinking maybe somebody figured away to hack that out of it. Thats why I tried phrasing my statement more as a shot in the dark than as fact.

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Actually, I don't touch the save file itself other than to remove the large - and annoying - filler file that makes the save too large for a memory card.

Files can be extracted/accessed from the SAVEGAME.sav file though, much the way KSE does.

The only reason I have to do this is to get some of the information the game adds to various files in a save. I don't need to edit the actual save file, since I can edit the blueprint files directly.

 

I got to the HK factory with a warp function which is part of a utility band I made. I just made a version that droids can use as well (hooked to a shield).

 

I've modded this game the same way as the PC version of the first game has been modded (Ktool, Leto, etc), and as the new one will be as soon as people get their hands on it.

 

There is another area not included in the game, but from the look of it, it's a test area. Strange place.

 

Yes, I can get to models and textures as well.

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Originally posted by StormSinger

Actually, I don't touch the save file itself other than to remove the large - and annoying - filler file that makes the save too large for a memory card.

Files can be extracted/accessed from the SAVEGAME.sav file though, much the way KSE does.

The only reason I have to do this is to get some of the information the game adds to various files in a save. I don't need to edit the actual save file, since I can edit the blueprint files directly.

 

I got to the HK factory with a warp function which is part of a utility band I made. I just made a version that droids can use as well (hooked to a shield).

 

I've modded this game the same way as the PC version of the first game has been modded (Ktool, Leto, etc), and as the new one will be as soon as people get their hands on it.

 

There is another area not included in the game, but from the look of it, it's a test area. Strange place.

 

Yes, I can get to models and textures as well.

 

Now that is ingenious! So basicaly put, you created a new item, that allowed you to WAP to the HK factory, and then saved the game and uploded the file for distribution? But that must mean that an unmodded XBOX can incorporate a new created item if one is "legaly" generated into a useable save file?

 

Is it just me, or does this really throw open the floodgates of possibility for this game?

 

I'd love to see the test area.

 

BTW, can I access the armband once in the HK factory save game file (I'm guessing not), or are there scripts that would be missing (as without modding my xbox I could not get the new data into my core game files, which currently only reside on the DVD)?

 

I know I'm showing my own ignorance here.... sorry.

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I started doing this last March. Since then I made several modded saves for the first game and I'm working on new saves for this one.

Yes, the save does incorporate completely new items which work fine as long as they aren't too complicated (ie, require scripts, dialogs, etc).

 

The "shield" I used as a warp device is still in the save, but there are MANY scripts as well as a dialog required to run it and those don't save. So, it's basically a dead item (as you asked).

 

I may upload another save with the test area just so people can take a look at it. There are a few areas - very odd - that are disconnected and I can't make those accessible through a save though.

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Originally posted by StormSinger

I started doing this last March. Since then I made several modded saves for the first game and I'm working on new saves for this one.

Yes, the save does incorporate completely new items which work fine as long as they aren't too complicated (ie, require scripts, dialogs, etc).

 

The "shield" I used as a warp device is still in the save, but there are MANY scripts as well as a dialog required to run it and those don't save. So, it's basically a dead item (as you asked).

 

I may upload another save with the test area just so people can take a look at it. There are a few areas - very odd - that are disconnected and I can't make those accessible through a save though.

 

By all means bring on the wierdo test area. Can new textures (ex. a new lightsaber model) be incorporated into a save that could be utilized on an unmoded xbox? Are things like new textures included in a save file?

 

I'd also be interested in seeing what items might have been developed but not included in the final game.

 

Time to get a new xbox to softmod soon. :) BTW, is the standard XBOX harddrive large enough to encompassing running KOTORII from the harddrive?

 

Thanks much.

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My utiity band uses 84 scripts for the warp function, but they're just StartNewModule scripts. I really need to use a location for some of them to keep from triggering opening cutscenes.

Since it was just a quick thing, I didn't bother with it at first and after I've been there, the scene doesn't trigger again.

 

Still, I hate getting stuck in a scene when I just need to check something out. :rolleyes:

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hey stormsinger, ive seen you around the gamefaqs forums too, and I had a question. Since ive just recently modded my x-box (with my sleek new xenium ice) What exactly can I do with kotor 2 now? can I port certain non .2da mods over? what are all my options now?

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Install the game on your xbox drive, create an override folder and your options are just about the same as they would be if the game were on your PC.

 

Non-2da? They work fine, unless you have some other reason for not wanting to use them.

If you can compile scripts, that's another option. Item and character editing, dialogs, merchants, whatever.

Your options really depend on what you want and how much effort you're willing - and able - to put into it (like most things).

 

I'm guessing more compatible tools will come along after the PC version is released. What's available now is useable with just a few restrictions, most of which can be worked around.

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So is it possible for me to take the Revans mask plus mod, throw it in the override folder on my hardrive, and alter the .2da, and poof, get those robes in my inventory? (with a script that starts me off with them) and play with my new robes? by the way, what folder or drive is the saves located in?

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If that mod has model files with it, you may have trouble. Textures work ok (tga) if they aren't the large size (the xbox has trouble with the larger texture files...slowdown/crash).

Models are iffy. Some work and some crash, it's sort of a crapshoot.

Otherwise, you can script the items in, or edit a container and drop them in. Whatever is easier.

 

Saves are here:

/E/UDATA/4c410014

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When the PC Version of TSL comes out, will it be possible to put into KOTOR1 features from TSL? For example, adding Force Crush to KOTOR1, or any other of the new feats/spells? Would any of the Mod's that have been made for KOTOR1 be useable ton TSL, for example items, such as Force Gloves? (forgotten who made them) Would any of this be possible between the two Xbox Versions of the Game?

 

How do I use StormSinger's HK Savegame? Do all the files need transfering across to the KOTOR Save Directory? (I have a Modded Xbox, if its relevant) Would transferring the whole thing across not overwrite all of my Current Saves?

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I wouldn't want to be the one who tries to add a K2 force power to K1. In fact, I definitely won't be. Scripts, animations, effect, etc... no thanks.

There is plenty that can be swapped as long as you account for the differences in available properties. K2 has more.

 

The HK save is used like any other. I honestly don't know if it would overwrite an existing save. Certainly, it wouldn't overwrite all of them.

If you've never used the K1 saves I made, you might take a look at a couple of them. They're basically what I'm talking about.

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Originally posted by Whitebloodcell

When the PC Version of TSL comes out, will it be possible to put into KOTOR1 features from TSL? For example, adding Force Crush to KOTOR1, or any other of the new feats/spells? Would any of the Mod's that have been made for KOTOR1 be useable ton TSL, for example items, such as Force Gloves? (forgotten who made them) Would any of this be possible between the two Xbox Versions of the Game?

 

How do I use StormSinger's HK Savegame? Do all the files need transfering across to the KOTOR Save Directory? (I have a Modded Xbox, if its relevant) Would transferring the whole thing across not overwrite all of my Current Saves?

 

Anything such as a item file or something that does not require a custom texture or model should be easy to port over as the model format is the only thing to change. Force powers that were removed or were custom made in the AIOFPM can easily be copied over as the 2da file format has not changed either. For the most part even textures should be okay they may need a little work though do to the different model format.

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