mCrvn Posted March 27, 2005 Share Posted March 27, 2005 how can one remove the max dex bonus restriction from the armor mentioned in the topic? or maybe one of you specialists could make it for me? would be grateful... Link to comment Share on other sites More sharing options...
Bob Lion54 Posted March 27, 2005 Share Posted March 27, 2005 This tutorial by T7nowhere may help. It is actually about building armor from the ground up, but it covers the item properties as well. http://www.lucasforums.com/showthread.php?s=&threadid=143176 I hope it helps. Link to comment Share on other sites More sharing options...
mCrvn Posted March 27, 2005 Author Share Posted March 27, 2005 Statement: Starting to read and understand. I hope i'll be able to create/edit it on my own. Well maybe not totally on my own... Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted March 27, 2005 Share Posted March 27, 2005 Originally posted by mCrvn how can one remove the max dex bonus restriction from the armor mentioned in the topic? or maybe one of you specialists could make it for me? would be grateful... If you open the .uti in Fred's newest KotOR Tool, there's a property in the Item Editor Properties called "Max Dex Bonus" that you can add I haven't experimented with it myself, but it seems like an "easy" route you can at least try first before delving into anything major Link to comment Share on other sites More sharing options...
Guyver619 Posted March 27, 2005 Share Posted March 27, 2005 Easiest way would be either up the max dex bonus OR change the baseitem to basic clothes, and add whatever defense is lost in an extra defense attribute. Of course, with the latter option, you need to do some copying and renaming of models and textures. Link to comment Share on other sites More sharing options...
mCrvn Posted March 27, 2005 Author Share Posted March 27, 2005 well i wanted to remove this constraint, not implement it - fortunately i didn't have to do it, as it seems that an overlay or underlay made it... so all i had to do - was to remove the upgrade... Link to comment Share on other sites More sharing options...
Bob Lion54 Posted March 27, 2005 Share Posted March 27, 2005 Originally posted by mCrvn well i wanted to remove this constraint, not implement it - fortunately i didn't have to do it, as it seems that an overlay or underlay made it... so all i had to do - was to remove the upgrade... Glad it worked out for you. Link to comment Share on other sites More sharing options...
mCrvn Posted March 27, 2005 Author Share Posted March 27, 2005 well the question's still on, as it looked like. yet even removing all the upgrades haven't removed that constraint - tried to use kotor tool and the help/link you've given - no satisfactory results - everytime the armor is worn, whatever would i do, there's always the problem with max dex bonus - that's really annoying. i think it's a result of ingame restrictions around zeison sha armor, yet not 100% sure. so if someone would know how to take care of this spoiler ;-) please do not hesitate and let your knowledge see the light ;-) Link to comment Share on other sites More sharing options...
Nodakrattler Posted March 27, 2005 Share Posted March 27, 2005 Check in baseitem.2da, the zeison sha armor is line 102 all the way at the bottom. Then roll over to the left and find the column dexbonus, this sets the maxdex for all the armour. If you scroll up to lines 35-43, these are your robes to class9 armour, you'll notice the robes have -1 and ingame don't restrict dex, where the armours have 0-5 and that's their dex restriction ingame. If you want to make it just for one item copy the row, that it normally uses, and paste it at the bottom, put the next coresponding number in (Row Label), make your change to the dexbonus, and then you'll need a GFF editor to open the uti to change the baseitem to your new one. Kotor Tool cannot change to baseitem past line 103. That's why you need the GFF editor. You can find one here in the tut's http://www.lucasforums.com/forumdisplay.php?s=&forumid=592 Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted March 27, 2005 Share Posted March 27, 2005 Originally posted by Nodakrattler Kotor Tool cannot change to baseitem past line 103. That's why you need the GFF editor. You can find one here in the tut's http://www.lucasforums.com/forumdisplay.php?s=&forumid=592 My version of KT will?? If you go into Tools > Options > Other Select the "Look in Game's Override folder for 2DA files" checkbox Make sure you place your updated / edited baseitems.2da in your override before starting up KT... Start KT and open your .uti file. In the General tab, in the Base Item drop-down, your newly added line will show towards the bottom of the list. It's worked for me countless times Link to comment Share on other sites More sharing options...
Nodakrattler Posted March 27, 2005 Share Posted March 27, 2005 Originally posted by ChAiNz.2da My version of KT will?? If you go into Tools > Options > Other Select the "Look in Game's Override folder for 2DA files" checkbox Make sure you place your updated / edited baseitems.2da in your override before starting up KT... Start KT and open your .uti file. In the General tab, in the Base Item drop-down, your newly added line will show towards the bottom of the list. It's worked for me countless times When'd that get in there? Well I guess I should pay more attention when installing updates:D Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted March 27, 2005 Share Posted March 27, 2005 Originally posted by Nodakrattler When'd that get in there? Well I guess I should pay more attention when installing updates:D Fred likes to sneak the "cool stuff" under the wire As huge as his WIP thread is, I wouldn't doubt that it got lost and mixed in with the other posts. I just happened to remember the post that explained this when I saw this thread... and remembering something that DK had posted about the Segan Wyndh mod and his baseitem revelation Link to comment Share on other sites More sharing options...
Darkkender Posted March 28, 2005 Share Posted March 28, 2005 Yeah it was around the time we got the TSL Segan Wyndth edition armor in that Fred did this for us. However we are still experiencing problems with the uti editor not saving changes to the uti file. So I use Kototr Tool as my GFF editor reference and then use NWNeditor to actually edit my GFF files. As loaded down as Fred has been I'm not going to push him. Link to comment Share on other sites More sharing options...
mCrvn Posted March 28, 2005 Author Share Posted March 28, 2005 i think, i did something wrong with that fancy editors, as now - whenever i click on the icon of the darthmalak's armor the game crashes instantly. well i haven't been playing with the foce shield mask either yet the game crashes whenever i try to give it to mandalore... maybe it's a problem due to my never-up-till-now upgradeing the game... Link to comment Share on other sites More sharing options...
OZGOD Posted March 29, 2005 Share Posted March 29, 2005 Actually, I'm trying to do this too - I've done the following: 1. Used KT to extract the baseitems.2da into my Override folder; 2. Used KT to create a new row in the extracted baseitems.2da copying the 102 Zeison Sha base armor, where I changed the Dexbonus column to -1, then saving it (note I didn't change anything else - was I supposed to?); 3. Reloaded the baseitems.2da in my Override to confirm the change occurred and it had; 4. Used KT to change a_robe_26.uti (the Darth Malak file) base item to the SECOND Zeison Sha base item (the one I changed in baseitems.2da) 5. I noticed that there was a property called Defense Bonus (Melee) 4 in the Properties tab. I didn't delete this. Should I have deleted this? I thought that it was the base item which determined the dex bonus? 6. Saved it in my override under the same name (a_robe_26.uti). Went into the game (I already had it on my character) and there was no change. Do I need to cheat it in using the console or KSE? I also noticed that when I went back to KT to check the .uti file that it had reverted to the original .uti file (the one I didn't modify). Do I need to set up anything in KT's options (like Build BIF tree at Startup)? Or should it automatically be picking up the a_robe_26.uti file in my Override anyway? Cheers for any help. Link to comment Share on other sites More sharing options...
boinga1 Posted March 29, 2005 Share Posted March 29, 2005 I don't think you can add to a 2da file (I know you can't with appearances.2da, anyways). If you're just trying to edit the Malak armor, I would recommend extracting it, editting it, and putting it in your Override folder. If by "reverted" you mean that the armor in the list in KT was the same, that is correct. If you mean you opened your custom utc with KT and it was not changed, then that is a problem. You did save the file after editting it, yes? It may be possible that you need to cheat to get the item again, but I don't think that is the problem. Might be worth a shot, however. To original poster: if the Max Dex bonus is a problem, I recommend editting it to make it something really high. I don't think you can get rid of the restriction entirely, without changing the armor type from "Zeison Sha" to "Jedi Robe." Link to comment Share on other sites More sharing options...
RedHawke Posted March 29, 2005 Share Posted March 29, 2005 Originally posted by OZGOD Actually, I'm trying to do this too - I've done the following: 1. Used KT to extract the baseitems.2da into my Override folder; 2. Used KT to create a new row in the extracted baseitems.2da copying the 102 Zeison Sha base armor, where I changed the Dexbonus column to -1, then saving it (note I didn't change anything else - was I supposed to?); 3. Reloaded the baseitems.2da in my Override to confirm the change occurred and it had; 4. Used KT to change a_robe_26.uti (the Darth Malak file) base item to the SECOND Zeison Sha base item (the one I changed in baseitems.2da) Sounds right so far. Originally posted by OZGOD 5. I noticed that there was a property called Defense Bonus (Melee) 4 in the Properties tab. I didn't delete this. Should I have deleted this? No, the property Defense Bonus (Melee) simply adds additional defense to an item, over what is listed as the base defense for the armor/item in baseitems.2da. Originally posted by OZGOD 6. Saved it in my override under the same name (a_robe_26.uti). As of now you will have to do your actual .uti item editing in a GFF Editor, because KT cannot handle any of TSL's .ut* files as the editors in KT are not up to speed yet. See the locked Forum listed above that has tools in the name for a list of available GFF Editors. Originally posted by OZGOD Went into the game (I already had it on my character) and there was no change. Do I need to cheat it in using the console or KSE? You will have to spawn a new item for your changes to take effect, once you pick up an item it loads as it is to your save game, the same goes with entering a new area for the first time. Originally posted by OZGOD I also noticed that when I went back to KT to check the .uti file that it had reverted to the original .uti file (the one I didn't modify). Do I need to set up anything in KT's options (like Build BIF tree at Startup)? Or should it automatically be picking up the a_robe_26.uti file in my Override anyway? As I said above, as of now you will have to do your actual .uti item editing in a GFF Editor, because KT cannot handle any of TSL's .ut* files as the editors in KT are not up to speed yet. Mind you, we should not try and rush Fred Tetra, it took him quite a while to create then perfect KT from nothing, and even if the files in TSL are similar to KOTOR I it can be even a more difficult task to try to find those small differences between the files in the 2 games. Originally posted by OZGOD I thought that it was the base item which determined the dex bonus? Yes the file baseitems.2da determines the base Maximum Dexterity Bonus for an armor item but in TSL there is also a item property to enhance this further. Originally posted by OZGOD Cheers for any help. You are welcome! Originally posted by boinga1 I don't think you can add to a 2da file (I know you can't with appearances.2da, anyways). Actually boinga1, you can add new rows to a 2da file, but you cannot add columns. Link to comment Share on other sites More sharing options...
OZGOD Posted March 29, 2005 Share Posted March 29, 2005 Originally posted by boinga1 I don't think you can add to a 2da file (I know you can't with appearances.2da, anyways). If you're just trying to edit the Malak armor, I would recommend extracting it, editting it, and putting it in your Override folder. Thanks for the reply, Boinga1. Yep, that's what I did - I edited the .uti file (changed the Base Armor type to the one I created in baseitems.2da as mentioned above) and then saved it and put it in my override folder. So you reckon that editing the 2da didn't work? It seemed to - seems to be that the problem is that the game isn't recognising the (edited) .uti which is in the Override. If by "reverted" you mean that the armor in the list in KT was the same, that is correct. If you mean you opened your custom utc with KT and it was not changed, then that is a problem. You did save the file after editting it, yes? Yes, I saved it...how do I open my custom .uti with KT? When I open KT and expand the BIFs/templates.bif to look at Blueprint, Item it just calls up the original (unchanged) .uti. Thanks for the reply! EDIT: Oops, you replied while I was posting Redhawke (another reply, thank you! ) - I'll read your reply now, hopefully my questions have been answered. KT looks like a great tool as long as I can get my head around it! Link to comment Share on other sites More sharing options...
OZGOD Posted March 29, 2005 Share Posted March 29, 2005 Originally posted by RedHawke As of now you will have to do your actual .uti item editing in a GFF Editor, because KT cannot handle any of TSL's .ut* files as the editors in KT are not up to speed yet. See the locked Forum listed above that has tools in the name for a list of available GFF Editors. This answered my question. I'll go do this now. Thank you! You will have to spawn a new item for your changes to take effect, once you pick up an item it loads as it is to your save game, the same goes with entering a new area for the first time. OK...how does this work if the item is already existing in my inventory? Do I have to drop it into a container and then spawn the new item, or is it ok to retain the item and spawn an additional one? I might drop it anyway just to be sure. Mind you, we should not try and rush Fred Tetra, it took him quite a while to create then perfect KT from nothing, and even if the files in TSL are similar to KOTOR I it can be even a more difficult task to try to find those small differences between the files in the 2 games. I'm already indebted to Fred Tetra even at this early stage, I think. I'm happy for him to work at his own pace. Thanks again...I'll be back to (hopefully) announce success! Link to comment Share on other sites More sharing options...
Darkkender Posted March 29, 2005 Share Posted March 29, 2005 Originally posted by boinga1 I don't think you can add to a 2da file (I know you can't with appearances.2da, anyways). Not sure what you mean by this are you refering to adding columns or rows. You can add rows to most of the 2da files and be able to access them in game. However you cannot add columns. Baseitems and appearance.2da files are common files to have additional rows added to them. If you're just trying to edit the Malak armor, I would recommend extracting it, editting it, and putting it in your Override folder. If by "reverted" you mean that the armor in the list in KT was the same, that is correct. If you mean you opened your custom utc with KT and it was not changed, then that is a problem. You did save the file after editting it, yes? As has been said above by myself and repeated by Redhawke, But it bears repeating. Currently KT has been having issues with saving changes to gff files in that it has not been doing so. So what you have to do is edit your GFF files with an external GFF editor. Link to comment Share on other sites More sharing options...
RedHawke Posted March 29, 2005 Share Posted March 29, 2005 Originally posted by OZGOD OK...how does this work if the item is already existing in my inventory? Do I have to drop it into a container and then spawn the new item, or is it ok to retain the item and spawn an additional one? I might drop it anyway just to be sure. It doesn't matter, when you do your giveitem cheat the new item will spawn with it's new properties, you can keep the old item or you could break the old one down, or sell it. Link to comment Share on other sites More sharing options...
OZGOD Posted March 29, 2005 Share Posted March 29, 2005 OK, I've gotten the GFFEditor and have selected my uti file (a_robe_26) in my Override and worked out the variable to change (BaseItem) to 104 (which was the additional row I added to the baseitems.2da file using KT). Since the 104 row was the "copy" of the Zeison Sha armor (value 102) but without the Max Dex Bonus of 4 (I changed that value to -1 in row 104) this should mean that my base item has no max dex bonus and therefore should provide the full dexterity bonus like a normal bunch of robes would, right? Now, one other question - is there anything else I need to change, aside from the .uti file mentioned above? Because I seem to have missed something... Link to comment Share on other sites More sharing options...
RedHawke Posted March 30, 2005 Share Posted March 30, 2005 Originally posted by OZGOD OK, I've gotten the GFFEditor and have selected my uti file (a_robe_26) in my Override and worked out the variable to change (BaseItem) to 104 (which was the additional row I added to the baseitems.2da file using KT). Since the 104 row was the "copy" of the Zeison Sha armor (value 102) but without the Max Dex Bonus of 4 (I changed that value to -1 in row 104) this should mean that my base item has no max dex bonus and therefore should provide the full dexterity bonus like a normal bunch of robes would, right? Sounds right to me... Originally posted by OZGOD Now, one other question - is there anything else I need to change, aside from the .uti file mentioned above? Because I seem to have missed something... To answer your question we need more info... What exactly is happening to lead you to believe you missed something? Link to comment Share on other sites More sharing options...
mCrvn Posted March 30, 2005 Author Share Posted March 30, 2005 thank you all for the help. i wasn't even suspecting that my little question could arise to such an impressive discussion. thanks again for your replies - i did as you said, used the tools you recommended and finally my malak armor has no max dex restriction. just as the information for the who have spoken of increasing the dex high as to "overwhelm" the restriction - it won't work! the game engine just lets the character have the dex as high as the max dex bonus restricts. so any extra dex points are simply lost while the restriction works, eg while wearing such an armor... am i not right? if i got it wrong, do put me straight. Link to comment Share on other sites More sharing options...
OZGOD Posted April 4, 2005 Share Posted April 4, 2005 Originally posted by OZGOD OK, I've gotten the GFFEditor and have selected my uti file (a_robe_26) in my Override and worked out the variable to change (BaseItem) to 104 (which was the additional row I added to the baseitems.2da file using KT). Since the 104 row was the "copy" of the Zeison Sha armor (value 102) but without the Max Dex Bonus of 4 (I changed that value to -1 in row 104) this should mean that my base item has no max dex bonus and therefore should provide the full dexterity bonus like a normal bunch of robes would, right? Now, one other question - is there anything else I need to change, aside from the .uti file mentioned above? Because I seem to have missed something... Sorry I haven't been around...I got a bit tied up with work and couldn't get back to this till this week. It WORKS!!! I decided to breakdown the existing Malak armor in my inventory and then I used the console to give my character the new version and there's no longer a dex bonus. Thanks everyone for your help, I really do appreciate it. It's reasonably intuitive once you get the hang of it. Another quick question, hopefully a progression from what I learned above - now that I've learned now to edit existing armor using GFF Editor and KT and save it in my override, can I use the same method to create NEW armor? Ie use an existing item (the Malak armor) as a base and just change the name and the Tag and ResRef properties? I assume all you'd need as a minimum would be a new .uti file, right? I'll stick to changing parameters for now and see how I can change textures later. I'll give it a go anyway and see if it works. Link to comment Share on other sites More sharing options...
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