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USM Released!!!


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  • 2 weeks later...
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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!

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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.

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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.

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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?

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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.

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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

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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.

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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?
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  • 4 weeks later...

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.

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  • 2 weeks later...

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...

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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

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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.

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