T7nowhere Posted October 14, 2006 Author Share Posted October 14, 2006 ^^ you need t have completed the the PC's lightsaber quest with Bao-Dur and then talk to Visas on the Hawk. Link to comment Share on other sites More sharing options...
JediAthos Posted October 15, 2006 Share Posted October 15, 2006 ahhh...ty Link to comment Share on other sites More sharing options...
4815162342 Posted October 29, 2006 Share Posted October 29, 2006 what do you need to say to npc's to get them to build their personal saber (after they've become jedi)? Link to comment Share on other sites More sharing options...
Emperor Devon Posted October 29, 2006 Share Posted October 29, 2006 You need your own first. Link to comment Share on other sites More sharing options...
4815162342 Posted October 29, 2006 Share Posted October 29, 2006 ok Link to comment Share on other sites More sharing options...
Master Demonius Posted December 15, 2006 Share Posted December 15, 2006 just wanted to say that this mod is acompatable with oldflash's Final Touch mod Link to comment Share on other sites More sharing options...
Aurora Starfire Posted December 19, 2006 Share Posted December 19, 2006 Hi there, I really like this mod but I have a problem. When I try to teach Disciple more about the Force, I can only teach him the first level. After that, I can only teach him that, over and over again. I saw that this has been reported before in this thread, but that was a while ago and nothing seems to have been done about it. Is anyone working on fixing it? Thanks! Link to comment Share on other sites More sharing options...
T7nowhere Posted December 20, 2006 Author Share Posted December 20, 2006 ^^^ Really? I haven't read about that, I'll try to look into when I have time. Link to comment Share on other sites More sharing options...
87up Posted December 20, 2006 Share Posted December 20, 2006 Hi all Does this mod make you more powerfull with a lightsaber ? Link to comment Share on other sites More sharing options...
Emperor Devon Posted December 20, 2006 Share Posted December 20, 2006 Welcome to LF, 87up! What do you mean by that? There aren't any extra feats and whatnot that make your character more powerful with a lightsaber, though there's a lot of new sabers that are better than the standard ones. Link to comment Share on other sites More sharing options...
87up Posted December 20, 2006 Share Posted December 20, 2006 Hello Devon Thank you for the warm welcome... With better sabers you can do more damage right ? Link to comment Share on other sites More sharing options...
krazzed Posted December 22, 2006 Share Posted December 22, 2006 hello, I love USM and all of the extra features it adds to TSL. But I have found a glitch when i try to get Atton, The Handmaiden, and Mira to build thier own lightsaber. I say there is something we need to discuss to one of them and it starts the conversation again. I tried it with Visas and it worked just fine, I havent tried it with Bao-Dur because hes not a jedi yet. Other than this i really LOVE USM. Any help would be greatly appreciated. Link to comment Share on other sites More sharing options...
Aurora Starfire Posted December 22, 2006 Share Posted December 22, 2006 I personally have to level them up for a while before I can get them to build their lightsabers. Usually. (Am I right in thinking you have already built your saber with Bao-dur, 'cause you can't get the others to build their sabers unless you have built yours (although I have gotten a few of them to build their sabers without having mine built...must be a glitch or something)) Also, you can try it both on and off the Ebon Hawk, I believe I read somewhere that if it doesn't work on the Ebon Hawk, it might work off of it, and/or vice versa. Link to comment Share on other sites More sharing options...
Xolto Posted December 27, 2006 Share Posted December 27, 2006 Can someone please help me with my problem of merging USM and Movie Style Jedi Robes by Prime. My problem is I added lines 109/110 to the baseitems.2da, edited a_jediarmour_01/87/88.uti to where it reads baseitem: 109 for jediarmour_01 and 110 for jediarmour_87/88 and when in game I try to use "giveitem a_jediarmour_01" it won't work neither will it work for 87/88. I thought I did it right. I'll outline my steps to see if anything I did was wrong. Installed Kotor tools, installed USM/Jedi robes and opened baseitems.2da under override that came from the USM file and added 109 as jedi-heavyarmor and 110 as jedil-ightarmor. I copied the rows and pasted it and set the label #s correctly. Than I opened the .uti files and switch the baselines for jediarmour_01 to 109, jediarmour_87/88 to 110. After I switch them I cannot open them again because it says it causes an error. I save and quit and try to load the game and use giveitem to summon the items but it doesn't show up. Any help? Link to comment Share on other sites More sharing options...
lactose_ Posted December 27, 2006 Share Posted December 27, 2006 You have to make sure the various .uti files have the correct baseitem reference. Open them in KotorTool and check that they point to lines 109/110. Link to comment Share on other sites More sharing options...
Xolto Posted December 27, 2006 Share Posted December 27, 2006 Forget the quote it didn't work well. Instead heres a picture of where I changed the baseitem value not sure if it's correct. I only switched the numbers there. Before the value was 104. Link to comment Share on other sites More sharing options...
Darkkender Posted December 27, 2006 Share Posted December 27, 2006 As a Note Xolto this question should have been asked in the main Holowan Labs. However if you are trying to open the uti with Kotor Tool's uti editor you need to make sure your edited baseitems.2da is in override and KT knows to look inoverride for 2da's. Also if you are going to show screenshots it would help if you take one of your baseitems.2da file and of the error you are receiving. In the meantime would a moderator please split these last for posts into there own thread. Thanks Darkkender T7Edit:The post is acceptable in this thread as it does relate to merging USM with another mod, which may be helpfull to others that want to do the same thing. Link to comment Share on other sites More sharing options...
Xolto Posted December 27, 2006 Share Posted December 27, 2006 Didn't realize I didn't check the "Look in Game's Override folder for 2Da files" After I checked it and scrolled through the path to reach baseitems.2da under the tree path of KotorII---2da.bif---2d array---baseitems.2da it shows as unchanged. How do I set it to it recognizes my baseitems.2da in the overrider folder as the one to check? I've set my import path as C:\Program Files\LucasArts\SWKotOR2\Override Link to comment Share on other sites More sharing options...
lactose_ Posted December 28, 2006 Share Posted December 28, 2006 After I checked it and scrolled through the path to reach baseitems.2da under the tree path of KotorII---2da.bif---2d array---baseitems.2da it shows as unchanged. No, that's the game's default baseitems file. After you check the box, go open up the .uti again, and select the correct baseitem. Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted December 28, 2006 Share Posted December 28, 2006 No, that's the game's default baseitems file. After you check the box, go open up the .uti again, and select the correct baseitem. You'll need to close down KT entirely then re-open the program for the setting to take effect Link to comment Share on other sites More sharing options...
Xolto Posted December 28, 2006 Share Posted December 28, 2006 No, that's the game's default baseitems file. After you check the box, go open up the .uti again, and select the correct baseitem.After I checked the box, restarted the program and opened the uti files again, I put in the correct baseitem value # but it still doesn't work. Also when I save my edits of a_jediarmour_01/87/88 and I try to open them again as text files kotor tools would give me an error and to reopen those files I would have to open another .uti file as text and then point to a_jediarmour_#. Is that normal behavior? Link to comment Share on other sites More sharing options...
legend0fthefall Posted January 25, 2007 Share Posted January 25, 2007 Hallo Last year, back in Feb I asked if it were possible to change Atris's hilt saber color. Cannot remember what got in the way but almost a year later and I'd like to know if it can be done. I think I remember someone saying it is easily done. I would like to change Atris's Hilt saber from blue to silver. How can that be done? I've never modded for kotor...just nwn, nwn2, morrowind and oblivion. Link to comment Share on other sites More sharing options...
kingoftheabyss Posted February 5, 2007 Share Posted February 5, 2007 Hi....I've played through the game with the USM mod about 3 times now...It's perhaps the most thorough and pretty mod i've seen...I have trouble editring upcrystal.2DA files, but i can't even begin to imagine how much work you guys put into it... ..but enough of what would seem like sucking up...I'm having trouble, the Jedi Masters don't have their new lightsabers when they enter the enclave and they are not on their remains... ..I'm a Female PC...I killed Zez on Narshadaa but did the Light Sided Quests with the other 2. So When I came to the Enclave I fought Vrook and Kavar at the same time (Quite exciting = D)...I've tried where Kreia is in my party and when she isn't, yet still no Lightsabers...I have a saved game before I go into the enclave.. P.S.-Sorry if this question has been answered in this Thread before, but after reading through 3 pages my eyes where about to fall out of there sockets... Link to comment Share on other sites More sharing options...
DeSade Posted February 5, 2007 Share Posted February 5, 2007 First off, I think this post is in the right place, please let me know if it is not. I can't seem to get the NPC's to build their own sabres, I talk to them but the option just doesn't come up. Tried this with a LS exile and standard influence advancements and also with a DS exile using the mindprobe item that controls influence (100% for everyone) so I am not sure why I cannot trigger my apprentices to create their own. Maybe list the files that are responsible for this script as I have my mods in various folders in override files do not get overwritten if there is 2 of the same, but I am not sure how the game would handle finding 2 files the same, which one takes priority? Mod note: Merged thread from Holowan with the USM feedback thread. ~M Link to comment Share on other sites More sharing options...
stoffe Posted February 5, 2007 Share Posted February 5, 2007 I can't seem to get the NPC's to build their own sabres, I talk to them but the option just doesn't come up. (snip) Maybe list the files that are responsible for this script as I have my mods in various folders in override files do not get overwritten if there is 2 of the same, but I am not sure how the game would handle finding 2 files the same, which one takes priority? This sounds like the most likely reason why the new dialog options do now show up. You likely have another mod that modified some of those files as well. Search inside your override folder for any .dlg files that contain the names of the party members in their filename, and remove any that conflicts with the files from the USM. I don't know exactly in what sequence the game loads resources from subfolders within the override folder, but it will only use one of the files with the same name regardless, so you should take care to ensure there are no duplicates. Link to comment Share on other sites More sharing options...
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