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USM Released!!!


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So Thanks for the lanuage pack it worked wonders!

 

Was wondering tho if it would be possible for the Npc's to make double bladed sabers?

By way of making more content or whatever or have the Player choose what type of saber single or double was just wondering

 

love the mod!

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Originally Posted by gharidos

how do i input the codes to fix the stage 1 crystal bug?

First, copy the contents of USMrandom_source to a temporary folder and replace the file usm_loot.nss with the one from the updated random loot patch to include the changes made for the updated script.

 

Open the file and find the routine void Usm_PlaceTreasure(object oContainer = OBJECT_SELF) under the comment "Set planetary and lvl conditions to spawn the USM crystal and robes loot:" near the beginning of the file.

 

The variables for the routine should look like this:

void Usm_PlaceTreasure(object oContainer = OBJECT_SELF)

{

string sModule = GetModuleName();
string sTag = GetTag(OBJECT_SELF);
string sSub = GetSubString(sModule,3,3);
string sSubTag = GetSubString(sTag,0,7);
int nRoll=Random(100);
int nChance;
int nPCLevel = GetGlobalNumber("G_PC_LEVEL");
int stage1;
int stage2;
int stage3;
int stage4;

Make a new integer nRoll2 by adding the line int nRoll2=Random(100); like this:

void Usm_PlaceTreasure(object oContainer = OBJECT_SELF)

{

string sModule = GetModuleName();
string sTag = GetTag(OBJECT_SELF);
string sSub = GetSubString(sModule,3,3);
string sSubTag = GetSubString(sTag,0,7);
int nRoll=Random(100);
int nRoll2=Random(100);
int nChance;
int nPCLevel = GetGlobalNumber("G_PC_LEVEL");
int stage1;
int stage2;
int stage3;
int stage4;

 

Then scroll down to the line:

if (nRoll <= nChance) //checks if there will we loot and if yes, then check which crystal category

Leave this line as it is, but replace every other nRoll in this function with nRoll2 like this:

 if (nRoll <= nChance) //checks if there will we loot and if yes, then check which crystal category
   { 
   //once more, let's check if we are in a DS area. If yes, then create neutral or DS loot
   if ((sSub=="KOR") || (sSub=="MAL" ) || (sSub=="NIH" ) || (sModule == "410DXN") ||  (sModule == "903MAL") || (sModule == "904MAL") ||  (sModule == "905MAL") ||  (sModule == "906MAL") || (sModule == "411DXN"))
       {
       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();
          }
       }
//once more, let's check if we are in a DS area. If no, then create neutral or LS loot
   else if ((sSub!="KOR") || (sSub!="MAL" ) || (sSub!="NIH" ) || (sModule != "410DXN") ||  (sModule != "903MAL") || (sModule != "904MAL") ||  (sModule != "905MAL") ||  (sModule != "906MAL") || (sModule != "411DXN"))
       {
       if  (nRoll2<stage1) 
          { 
           UsmGeneralLoot1();
          }

      else if ((nRoll2>=stage1) && (nRoll2<stage2)) 
          { 
           UsmGeneralLoot2();
          }

      else if ((nRoll2>=stage2) && (nRoll2<stage3)) 
          {    
           UsmGeneralLoot3();
          }

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

 

You are now ready to recompile the scripts. Compile the whole USMrandom_source and copy the compiled NCS files and the usm_loot.nss to your KotOR2 override. Overwrite the old files.

 

That should do it unless I forgot something important...

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Originally Posted by gharidos

ok im not sure if i was able to do this right...i opened the usm_loot.nss using the kotor tool text editor > changed stuff that should be changed > Script > Script is for kotor 2 > compile > overwrite.

usm_loot.nss is the only script you need to modify. Just make sure you have other scripts included in the USMrandom_source in the same folder. Those scripts contain calls for the functions included in usm_loot.nss. See the tutorial how to compile scripts for instructions for compiling multiple scripts.

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Well, hello there, my friends, I'm new here, in fact I only signed up here because of a problem if mine^^

So, I had the problem that the Handmaiden doesn't talk to me when she is in my group or on the Ebon Hawk. She talked to me in the Telos Academy, though....

I got an error message containing this, or someting like it^^: Dialouge error: Conversation contains either an CONTINUE NODE or an END NODE. Please contact a Designer. Or omething like that. This was solved by just removing the USM mod files. Now I can speak and train my Handmaiden...., but I can't use the great USM mod.

If I just reinstall the mod, the samething happens.

Is there a way to get both things to work??

I appreciate every single reply^^

 

Ohh, by the way, I forgot to mention I'm using a Non-English version of the Game, does that maybe create the problem?? Would be the first time, normally I can run english mods.

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Ohh, by the way, I forgot to mention I'm using a Non-English version of the Game, does that maybe create the problem?? Would be the first time, normally I can run english mods.
Well, since there is dialogue files in this mod and they're English based, that could be your biggest problem there because you're replacing the dialogue file from tyour native language to the English language and it's probably not reading something right because of your game language version.
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You are kidding me, right?... No??, well than thank you very much tk102, thnak you.

I'll try it out.

P.S. Nice Avatar^^

 

Edit: Thank you tk102, thank you, it works, I can play on now. Thnaky you again, if I could I would hug you.... ähhmm, wait, no.. i wouldn't^^

Thank you.

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Well, I finally managed to get this to work- and it was worth it. I love how personalized and beautiful all the NPC's hilts are.

 

 

However, since beating the game sans cheats, I have no qualms about typing myself a new item. To that end, I was wondering what the .uti was to the Type-E lightsaber.

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I'd have a question about Atton's hilt. No, I don't have any trouble to make the scroundel build his weapon, actually the problem is that everytime Atton's lightsaber is in my sight, the game "lags". Frames become jerky.

If I use "H" to change Atton's weapons into dual Arkanian Pistols, then the game runs fine, but as soon as his saber appears, it's bugging.

And if I remove Atton from my party but wield the second saber he made, it's lagging too.

 

So I wondered what's wrong with Atton's hilt model ? (because it's also lagging when the saber is off, though a bit less) Are my graphic options too high to run correctly with it ?

 

Thanks anyway, because this mod is just great. The "perfect" touch that tSL lacked... It's my third or fourth playthrough and I must admit the "surprises" are great.

 

(though I hated the fact that I had to convert one-by-one all the .uti into French 0_ô)

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hmmm.. not sure to be honest. It may perhaps be one of the higher poly models in the USM. When you're wielding it, is he (or you) dual-wielding it or is there another version of it elsewhere (maybe a Bao-spawned copy made for your PC)?

 

Most of the sabers are a bit high(ish) poly than normal, but having several of them on the screen at any given time is bound to make something start cursing you... hehehe

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  • 3 weeks later...

I've got a bit of a problem and I'm not even certain it has anything to do with this mod. I've narrowed it down to USM and the Highlevel Force Powers both of which are the only other mods that have been installed when this took place. The problem itself is whenever I reach the part in the Nar Shadda section where Mira goes to the Jek Jek Tar in place of the Exile. After the conversation with Visquis when it goes to the loading screen for the next scene, it loads a bit, and then I get a message from Windows telling me TSL is not responding. This only happens after I install a new mod, and even then it's a bit selective about which mod causes problems. The other mods I've currently got installed are Slender Bodies For Females mod, and the HK Factory Restored mod. It also happened a while back when I installed one the movie style Jedi robe mods, but I can't remmeber which one, and I removed it believing it was the problem. If this doesn't sound anything like something that would about from your just lemme know and I'll move on the next one. Thanks.

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We didn't edit any of the Jekk Jekk Tar Modules, so its very unlikely that it would be USM thats causeing the game to crash.

 

If you can though, try testing the module without any mods installed, if you do this just make sure that you unequip any custom items from the characters.

 

If the crash doesn't occure then install one mod at a time until it does start to happen again.

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  • 2 weeks later...

I thought it was worth mentioning that the popularity of this mod is still going strong. It got its 10,000th download the other day and that happened in just over 7 months on FileFront. It actually got to 10,000 downloads at a faster pace than it ever did at PCGM despite it being a new mod at the time.

 

Congrats! :D

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I thought it was worth mentioning that the popularity of this mod is still going strong. It got its 10,000th download the other day and that happened in just over 7 months on FileFront. It actually got to 10,000 downloads at a faster pace than it ever did at PCGM despite it being a new mod at the time.

 

Congrats! :D

 

Yeah I uninstalled KOTOR 2 and reinstalled to test out some new mods since the TSL Restoration Project is getting (relatively) close to completion.

This mod just blew my mind. I found several others I didn't know about on my first playthrough, but this one is amazing !

Thanks !

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  • 2 weeks later...
  • 4 weeks later...

I have read through the thread, and cannot find the answer.. Well I see the question asked a lot, but I don't understand the answers given..

 

I have just the saber mod downloaded.. I am trying to make all my other guys Jedi Masters but I cannot. They don't have any special chats or anything. I pretty much just have the option to speak with them normally..

 

Is there a level the player needs to be before I can get them to be a Jedi?

 

Is there some other program I have to download to make them a Jedi?

 

Is there something I have to do in game?

 

I have already built my own lightsaber. The only worlds I have visited are Nal Shadda, Telos, and Pergus.

 

Help please? :) thanks!

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