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USM Released!!!


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@sluggard, try taking Visas with you off / on the Ebon Hawk. Area transitions seem to knock out dialog 'quirks' that TSL seems to like doing... (on rare occasions)...

Thanks for the suggestion. I tried this, but no go, at least not after multiple efforts. I've installed a number of mods, and just reinstalled the USM_Released mod and tried again before I ever mentioned it here. I'm wondering if there is some other mod/dialog conflict. But I really do appreciate the suggestion. It may come in handy another time.

 

And ChAiNz.2da, just want you to know, you're one of the coolest "modders." I appreciate what you and others have done to make KOTOR I & II more enjoyable. You guys go out of your way to be helpful here, and I am grateful for all your work and help.

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OK, I stumbled on to the solution. I simply renamed the game I was playing, and when I approached Visas immediately afterward, *presto* the dialog for constructing her new lightsabre appeared!

 

Perhaps one of the knowledgeable modders can explain to me how renaming a game can then spawn what otherwise wasn't working.

 

BTW, I still can't spawn the dialog yet for Visas to create her *second* lightsabre, but perhaps I need to work with her a little more, or do something else I'm too ignorant to figure out.

 

Again, my gratitude goes out to all of you helpful folks here.

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OK, I stumbled on to the solution. I simply renamed the game I was playing, and when I approached Visas immediately afterward, *presto* the dialog for constructing her new lightsabre appeared!

 

Perhaps one of the knowledgeable modders can explain to me how renaming a game can then spawn what otherwise wasn't working.

Wow.. and that's in a kewl way.. hehehe I wouldn't have ever thought about trying that. Thanks for the tip :thumbsup:

 

As quirky as TSL gets, I wouldn't doubt by renaming the save, you jumbled around some bytecode.. :lol:

 

BTW, I still can't spawn the dialog yet for Visas to create her *second* lightsabre
I don't think she will.

 

It was a group decision to have the bonified qualified Jedi-before-you-were members to not make a secondary saber (for the PC or anyone else). This was to distinguish them a little moreso than your average "I was a bounty-hunter, but now I'm almost as good as a Jedi as you are" type character. Kreia's, Visas', the Jedi Masters' & the Sith Lords' sabers should all unique (I'm pretty sure).. ;)

 

And ChAiNz.2da, just want you to know, you're one of the coolest "modders." I appreciate what you and others have done to make KOTOR I & II more enjoyable. You guys go out of your way to be helpful here, and I am grateful for all your work and help.
Thank You. :)

But hey, I'm just trying to re-pay the folks here for all the massive help I received (and still receive). We're all in this modding madness together.. and hundreds of crazy nuts think better than a loner nut.. :nut::D

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I don't think she will.

 

It was a group decision to have the bonified qualified Jedi-before-you-were members to not make a secondary saber (for the PC or anyone else). This was to distinguish them a little moreso than your average "I was a bounty-hunter, but now I'm almost as good as a Jedi as you are" type character. Kreia's, Visas', the Jedi Masters' & the Sith Lords' sabers should all unique (I'm pretty sure).. ;)

Ahhhh, that makes sense, and is very hepful too.

 

Thank You. :)

But hey, I'm just trying to re-pay the folks here for all the massive help I received (and still receive). We're all in this modding madness together.. and hundreds of crazy nuts think better than a loner nut.. :nut::D

Well, I mean every word of it. Hats off to all you good folk!

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I'm working on a very simple mod that will make Bao-Dur a Jedi Sentinel instead of a Jedi Guardian. I need to make a change in baodur.dlg so that the game will state "Bao-Dur has now become a Jedi Sentinel" instead of "Bao-Dur has now become a Jedi Guardian."

 

I noticed that USM uses baodur.dlg. I want to make my mod compatible with USM so:

 

1) I seek permission to add the necessary dialog changes to USM's baodur.dlg

 

2) It looks like USM's baodur.dlg doesn't have all of Bao-Dur's dialog tree. Do all I need to do is add the dialog branches I'm changing to the file and everything should work OK?

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^^^

If you want to make your mod compatable with USM, your going to need to edit the dialog that is in the last fix. It's fine by me if you want to edit a version of the dlg from USM, but I would recommend also including a version with only your changes(incase someone doesn't want to install USM or isn't able too).

 

In responce to #2 I'm not sure what you mean, All the dialog branches in the games baodur.dlg should also be in USM's baodur.dlg, I only added nodes, not remove them. If you know of specific nodes missing from USM's file I would appreciate knowing.

 

That aside though, if you want to change Bao-Dur's Jedi class and still have it compatable with USM you will need to edit a few other things.

 

The conditional on node R317 will need to be changed from

c_npc_class 2

to

c_npc_class 1

 

This way it will check to see if Bao is a sentinal(instead of guardian) before allowing the dialog option that leads to him building his own saber.

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Thanks for that good info, T7nowhere. I've used KT to poke around the KotOR and TSL game files some but my actual modding experience has been limited to KotOR with a few minor changes to a couple of .2da files and adding some items to unique .utp files. In other words I'm still very much a noob at modding. :D I wouldn't trust what I say about dialog files as I'm still trying to figure out the dialog editing stuff. ;)

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  • 2 weeks later...

Heh, my first post, I was looking through the screenshots for this mod and stumbled on the Alora saber by Seprithro and immediatly fell in love with it. In the shot it shows the saber in four colors (red, green, blue, and orange.) Just wondering why there's only the red and green versions in the download, because my favorite saber color is blue...

 

By the way, this is a great mod, by far my favorite :)

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Bah, I really cant be bothered to sort out all of the 2da editing manually, especially since all but 3 of the games 2da files are in my override folder. I'll stick with what I've got. Are any of the (many many) lightsaber models released seperately, cause some of them are sooooooooo cool.

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None are released separately for tsl. The reason why the mod doen't use tslpatcher is simple.

 

1. TSL patcher wasn't available.

2. There are a couple hundred 2da edits and none of us involved with USM have had an interest in spending hour after tedious hour setting it up.

 

The simplest solution is to start with USM's 2da's and add each saber mod one by one. If you are not willing to do that, then it's simply your loss.

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  • 3 weeks later...

I just played the entire game till the end using the USM mod.

 

I didn't find many bugs with USM besides for some minor unimportant ones, a few spelling erros etc and I have to say it was a very cool experience! I'd like to congratulate the creators on this one, for a job well done.

 

One thing that did bother me somewhat though, is that it seems the drop ratio for rare loot has been upped quite a bit. As a result I found way too much rare stuff that you wouldn't find in a normal TSL game (example: I found 5 x Bindo's Band and 3 x Gray Jedi Robes in the same game). Rather unusual compared to the original TSL. The new lightsabers and crystals are cool, although somewhat overpowered which makes the game too easy in my oppinion.

 

Out of curiosity, I noticed there has been talks about an easter egg built into USM. I didn't encounter anything that I would percieve as an easter egg so far. If someone could be so kind and PM me the details about it if possible.

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As a result I found way too much rare stuff that you wouldn't find in a normal TSL game (example: I found 5 x Bindo's Band and 3 x Gray Jedi Robes in the same game). Rather unusual compared to the original TSL. The new lightsabers and crystals are cool, although somewhat overpowered which makes the game too easy in my oppinion.

 

Thats odd, I've never noticed anything like that, as far as I know the probability of the regular item drops is untouched by the USM loot scripts. Darth333 would know more about this though.

 

As for the sabers being overpowered, I quess some are, but really even the normal sabers can be overpowered with the right upgrade items. it realy depends on how you use them. If their overpowered then remove some upgrade items. ;)

 

It's great to hear you enjoyed it though. :)

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T7 btw, will thus mod be updated for compatibility with the restoration project when that is complete? and will that include making it use the TSLPatcher?

 

Maybe, but we don't know what changes they have made yet, so it's really to premature to start planning for that now. Making the mod use TSL patcher would still be a pain though. It would really depend on how many of us want to work on it again.

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I have a small question. I've already started playing the game, and I've gotten as far as creating my lightsaber on Dantooine. And I just recently downloaded this mod. I know the mod works because I've helped Visa's construct her lightsaber the "Hope of Katarr". So my question is is there a way to get Kreia's lightsaber w/o starting over? Because as of now I do not have her lightsaber.

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So my question is is there a way to get Kreia's lightsaber w/o starting over? Because as of now I do not have her lightsaber.

 

If you play on a PC you could try to spawn it with the cheat console by typing giveitem usm_lghtsbr_122. Keep in mind that the console is invisible in TSL. Type carefully to avoid typos as you can't see what you type. :)

 

What key combination you use to activate the console depends on the keyboard layout on your computer. On mine it's shift ´ ?, but on american/english keyboards I think it's the key above the TAB key.

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If you play on a PC you could try to spawn it with the cheat console by typing giveitem usm_lghtsbr_122. Keep in mind that the console is invisible in TSL. Type carefully to avoid typos as you can't see what you type. :)

 

What key combination you use to activate the console depends on the keyboard layout on your computer.

 

Okay I got it to work, thanks for the help. Guess I'll have to live with my save file saying "cheat used"...

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