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USM Released!!!


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I hate to be a pain, so I'll appologize in advance... I want to add the USM to my KotOR2, but I've been having some difficulty.

 

To start: All of the files I have currently, I got from FileFront, so if those versions are out-of-date, please tell me.

 

Currently I've installed:

The USM (Version from Filefront)

The Jedi Temple mod that adds the Jedi Temple and Courscant as a visitable location (from Filefront)

The Slender Bodies mod that makes women look womanly (and adds real underwear), also from Filefront

The Feats Gain mod, also from Filefront.

 

I first noticed trouble when I got to Harbinger - The expected encounter where Kreia loses her hand to Sleeps-with-Vibroblades (Atton's name is just so right) wasen't triggering. I found this to be odd...

 

Asking on those forums, I got no answer whatsoever. So I pulled a hatchet-job fix of my own; I renamed the Override folder, ran down the corridor to trigger the cut-scene. It triggered properly this time, but instead of attacking Sleeps-with-Vibroblades with her lightsaber, Kreia pulled a martial arts stance like she was about to kick his butt Jackie Chan style. While an amusing thought, I figured this wasen't right, so I came looking for further support.

 

What do I do to fix my game, preferably while keeping all of the mods listed and without starting over?

 

Also, on the first post of this thread, it made mention of a mod by someone named Stoffe that allowed you to bring along the Handmaiden as a female PC. Since I really, really hate the ever-loving bejeebers out of that whining prat, and I really, really want to bring along a vampire-pale mystic-in-white, I'd like to find this mod. Unfortunately, the Google has failed me; can you point me in the right direction?

 

Also, which updates to the USM will I need to download to make everything work? Will I have to purge the Mods folder entirely?

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I first noticed trouble when I got to Harbinger - The expected encounter where Kreia loses her hand to Sleeps-with-Vibroblades (Atton's name is just so right) wasen't triggering. I found this to be odd...

 

Do you have any files named newgeneric001.utt, newgeneric003.utt, 153atton.dlg, a_sionspawn.ncs, cheat_sion2.ncs or a_sion_cut2.ncs in your game's override folder? Those files are involved in triggering and running that scene.

 

If you have a newgeneric001.utt or newgeneric003.utt file in your override folder you should remove it since it will cause tons of trouble throughout the game since there are many triggers that use a local template with that name.

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Wanted to thank the modders for this. Very nice. I looked at the pics and they have a Blue Alora lightsaber but it doesn't look like it was included. At least I can't seem to find it in the UTC files or the notes. Did I just miss it somewhere or was it not included?

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^^^ it was not included. Seprithro decided to only include the green and red saber.

 

I don't suppose there's any chance of getting the file for a blue saber or directions on how to change one into a blued one? :).

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  • 2 weeks later...

Wonderful mod T7nowhere :)

 

I would like to see in the future where you can pick single hilt or doubleblade for the NPC's cause to me it would seem like Bao-Dur would have a double saber and maybe Atton. But then again that is just my preference

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Wonderful mod T7nowhere :)

 

I would like to see in the future where you can pick single hilt or doubleblade for the NPC's cause to me it would seem like Bao-Dur would have a double saber and maybe Atton. But then again that is just my preference

 

That'd be cool, but I saw it as a use for the double sabers I don't end up using for my PC (Much like I gave Visas Darth Maul's doublesaber from the Movie Saber Mod, in addition to her USM saber...).

 

But if you're reading, T7, the above idea would be a good idea for a patch... ;)

 

Also, someone needs to look into making the k_enter_601.ncs and old_enter_601.ncs files compatible with the Suvan Tam mod. :) I mentioned it in that thread too...lol ^_^ Just a thought...

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I just returned to playing TSL, and I decided to install the USM. When Kreia joined me, her lightsaber never appeared, and I hadn't had a single drop of anything USM by level 11. I had a crapload of mods installed, so I uninstalled.

 

 

After reinstalling, I put in RedHawke's item pack and its booster, and the USM and started a new game. Again, Kreia's lightsaber has made no appearance, while RH's mods are working perfectly. Any help anybody could give would be greatly appreciated.

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Okay, so I uninstalled the booster pack and started a new game. Still not working, and the only other mod I have on is one specifically listed as compatible. I've reinstalled once, and restarted games 4 times. Any help would greatly appreiciated.

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Possibly, I'm not sure.

 

To fix it, do you think it would work if I reinstalled and .2da files from USM?

If you're using another mod that's in the USM's compatible list, then yeah.. "hopefully" it'll fix it.. (assuming it was a .2da problem) :)

 

** However, now that I realize.. RH recently made all of (or most of) his mods with the TSL Patcher... sooooo.. if the mod was installed via the Patcher (an .exe file) then no, using USM's .2da files will probably mess things up even worse..

 

sorry if that sounds confusing...

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This mod does look very cool and I installed it before when I first played TSL. However that game became very buggy and Im not quite sure if I should again. Also not to sound ungrateful but some of the saber hilts are not to my liking but others (like the Atris and Kreia designs) are. One thing that I really would like to install is the bug fixes inherent in this mod. Any way to install the bug fixes only?

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  • 3 weeks later...
Dude I can't get atton, bao-dur or mira to build a lightsaber Visas built hers just fine but none of the others. I tried on the hawk and off the hawk What going on?
Have you by any chance changed their Jedi class?
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I think Shem means if you changed what class of Jedi they are through KSE or something. For example, Atton is a Sentinel, but if you used KSE to change him to a Guardian or Consular, then that would most likely be the problem. However, I had the same problem, and I think I remember someone saying that the problem might be another mod that edits dialogue or something, which would make sense since the "padawans" build their lightsaber through talking to them.

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Originally Posted by gharidos

how can i get kavar's sabers? i killed him but when i checked the remains, its not there.

 

EDIT: the loot doesnt appear on the two other jedi masters too but i was able to get the sabers of sion and nihilus.

If I rebember correctly, the sabers appear directly in your inventory via the script givesaber.nss at the rebuilt enclave if you didn't kill the Masters. I didn't get the sabers on my DS playthrough at all. It seems that they are spawned on the Masters via scripts and do not appear to be droppable.

 

I also found a bug in the random loot script that makes the player get only stage1 crystals by random loot. This happens because the script uses the same randomly generated number to check if there is loot at all and determine what it is. If there is loot, the number must be less than 10 and only stage1 loot is possible.

int nRoll=Random(100);
if (nRoll<nChance) //checks if there will we loot and if yes, then check which crystal category. (nChange <= 10)
{
      if  (nRoll<stage1) 
          { 
          UsmDarkLoot1();
          }

      else if ((nRoll>=stage1) && (nRoll<stage2)) 
          { 
          UsmDarkLoot2();
          }

      else if ((nRoll>=stage2) && (nRoll<stage3)) 
          {    
          UsmDarkLoot3();
          }

       else if ((nRoll>=stage3)  &&  (nRoll<stage4))                               
          {    
          UsmGeneralLoot4();
          }

       else if (nRoll>=stage4)                              
          {    
          UsmDarkRobes();
          }
}

This can be fixed by taking another randomly generated number and using it check the crystal category.

int nRoll=Random(100);
int nRoll2=Random(100);
if (nRoll<nChance)
{
      if  (nRoll2<stage1) 
          { 
          UsmDarkLoot1();
          }

      else if ((nRoll2>=stage1) && (nRoll2<stage2)) 
          { 
          UsmDarkLoot2();
          }

      else if ((nRoll2>=stage2) && (nRoll2<stage3)) 
          {    
          UsmDarkLoot3();
          }

       else if ((nRoll2>=stage3)  &&  (nRoll2<stage4))                               
          {    
          UsmGeneralLoot4();
          }

       else if (nRoll2>=stage4)                              
          {    
          UsmDarkRobes();
          }
}

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