Darth333 Posted August 16, 2005 Share Posted August 16, 2005 I'll check with the team members if the % of chances to spawn certain crystals can be slightly modified. And if everyone agrees, I could post a new script. Some crystals are indeed very very rare and you need to be extremely lucky to get them. Note that some containers have also been excluded from the random loot. I don't remember about the containers in the cache but it could be the case. Link to comment Share on other sites More sharing options...
jimbo32 Posted August 17, 2005 Share Posted August 17, 2005 Is it possible that there is something in my Override not working properly? I just finished the fight with the bounty hunters on Onderon (led by the Twylek), and got two Padawans and a Rocarian (@lvl. 23). According to the random loot readme included with the mod, I should have a much better chance of getting something else. (I'm assuming that these are stage 1 crystals - correct?) Getting one of these at this point I could understand, but the odds of getting three from one fight would seem to be long. Sorry for the hassle, but I really like the mod and would prefer to get the crystals "legally" rather than using KSE. Link to comment Share on other sites More sharing options...
TheOssusKeeper Posted August 21, 2005 Share Posted August 21, 2005 here is a question for those using the USM. I was wondering if anyone has had trouble with the USM as far as starting a new game and when getting to the Exile's trial cutscene, it freezes up? This was my problem, I installed the USM while playing a couple of differ. games (after the trial scene) and had no problems at all, but when i went to start and play a new game and played up to the trial cutscene, the exile walks in and then just stands there, the cutscene would not continue... so i did some investigating and found that when i renamed (backed up) the zez.utc file that comes with the USM, it worked fine from then on... Just wondering if anyone else had this problem? I found that there are several of the same type of utc files in many of the modules and for example: c_ithorian_001 is used in a few modules but have differ. stats... i extracted a dead ithorian utc file and place items on his dead body, then placed it in the override folder, i found that it overrides All c_ithorians_001 utc files in all modules... And i was unable to talk to the Ithorian at the Ithorian's shuttle bay on citadel station... so basically this may be the same problem with the zez.utc file not letting the exile's trial scene play properly... just a thought... (maybe just a fluke in my game) Here is a screenshot of where it hung up on me... http://img390.imageshack.us/img390/4083/exiletrial5zs.jpg Link to comment Share on other sites More sharing options...
SpaceAlex Posted August 22, 2005 Share Posted August 22, 2005 here is a question for those using the USM. I was wondering if anyone has had trouble with the USM as far as starting a new game and when getting to the Exile's trial cutscene, it freezes up? This was my problem, I installed the USM while playing a couple of differ. games (after the trial scene) and had no problems at all, but when i went to start and play a new game and played up to the trial cutscene, the exile walks in and then just stands there, the cutscene would not continue... so i did some investigating and found that when i renamed (backed up) the zez.utc file that comes with the USM, it worked fine from then on... Just wondering if anyone else had this problem? I found that there are several of the same type of utc files in many of the modules and for example: c_ithorian_001 is used in a few modules but have differ. stats... i extracted a dead ithorian utc file and place items on his dead body, then placed it in the override folder, i found that it overrides All c_ithorians_001 utc files in all modules... And i was unable to talk to the Ithorian at the Ithorian's shuttle bay on citadel station... so basically this may be the same problem with the zez.utc file not letting the exile's trial scene play properly... just a thought... (maybe just a fluke in my game) Here is a screenshot of where it hung up on me... http://img390.imageshack.us/img390/4083/exiletrial5zs.jpg Hmm, the .utc file for Zez in that module (950COR) is npc_vrook002.utc (used in quite a few modules). zez.utc is an unique utc file, used only on 305NAR (Jek Jek Tar Tunnels), so that shouldn't be a problem. Link to comment Share on other sites More sharing options...
TheOssusKeeper Posted August 22, 2005 Share Posted August 22, 2005 like i said, i'm not sure why there was such a hick-up like that, but once dealing with that file the game worked right... i haven't put the file back yet, but i will to see if anything changes... like i mentioned it must have just been a fluke in my game... or maybe whatever triggers that cutscene had something wrong with it, maybe one of the other Council members utc files... oh well, it's fixed now, but still not 100% sure what caused it... Link to comment Share on other sites More sharing options...
T7nowhere Posted August 23, 2005 Author Share Posted August 23, 2005 ^^^ zez.utc shouldn't effect that scene, atleast it hasn't in my 2 play throughs of that scene. Strange that it would work fine when the file is removed. Link to comment Share on other sites More sharing options...
DanteS2005 Posted August 30, 2005 Share Posted August 30, 2005 Wonderful mod guys!! I'm running a localized version of the game, at first i had problem while i was trying to complete the Build your own lightsaber quest, then i used the Language Converter (as someone pointed out earlier in this thread) to succesfully fix the problem. But there's something else that is bothering me. When i look in my inventory both USM lightsabers and USM crystals don't have a name. The icon appears normally, but just the name ain't there. Is it supposed to be so? If not, how could i fix this problem? I tried using the Language converter to overwrite the USM UTI files in the override folder into my language (which is italian, btw) but it didn't work. Any idea? Edit: I actually solved the problem when i traslated the UTI files, but the modify isn't retroactive. Is there a way to edit the inventory in order to let hte names appear? Link to comment Share on other sites More sharing options...
T7nowhere Posted August 30, 2005 Author Share Posted August 30, 2005 ^^^ The only way to do this would be to save a list of all the crystals and sabers you have found and then break them down at the workbench and use KSE to add fresh copys of the UTI's that you converted to your characters Inventory(If you do this remember to remove the upgrades from the sabers.) Oh, you can also use KSE to find out which USM items you have found there all marked with USM at the start of the file name.Before you use KSE on any save game make sure to keep a backup of it Just in case something goes wrong. When you click on your savegames inventory in KSE a list will come up, the items highlighted blue are items that are currently in your inventory, Items highlighted in Red are Custom items found in your K2 Override, Items in black are items not in your inventory. After you add the items don't forget to Commit the changes. Link to comment Share on other sites More sharing options...
wasa7 Posted August 30, 2005 Share Posted August 30, 2005 Hello every one, Has someone noticed that the 4th update link for the USM mod doesn't work? I've tried to download it but everytime I try it will take me to a new internet explorer window full of strange codes. I wish I knew the problem so I can help you guys. Anyhow, please let me know when is fixed so I can get the update. Thank you all Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted August 30, 2005 Share Posted August 30, 2005 Hello every one, Has someone noticed that the 4th update link for the USM mod doesn't work? I've tried to download it but everytime I try it will take me to a new internet explorer window full of strange codes. I wish I knew the problem so I can help you guys. Anyhow, please let me know when is fixed so I can get the update. Thank you all Try holding down the "Alt" key while clicking the link... Also, once the 'code' stops loading, you can try saving the page as "upcrystals.2da" (without quotes)... if that doesn't work, I'll pack the upcrystals.2da in a zip file for easier downloading Link to comment Share on other sites More sharing options...
Soogz Posted August 30, 2005 Share Posted August 30, 2005 he hehe, I finally got it to work, after all of these month, lol. I had to take the files out of subfolders, that was why it was not working. So on that note, thanks to the mods, and admins, that helped me solve my problem. THANKS! ----SOOGALICIOUS Link to comment Share on other sites More sharing options...
DanteS2005 Posted August 31, 2005 Share Posted August 31, 2005 Bug report: While i was in the Shyrack Cave on Korriban i found 25 (twentyfive) Red Ryth Crystals in a Large crystal formation, along with a lorridian crystal (i think that this detail will make it easier for you to understand which formation is bugged). My PC was level 23 or 24 by that time. Hope this may be helpful. I even know of one party member if talked to right will "give" you on of the former Sith Lord lightsabers DM Uhm? Are you talking about... Edited at the request of the creator of this "easter egg": hehe yes, you got the right answer but that's a secret... shhhh! - D333 Link to comment Share on other sites More sharing options...
Shem Posted September 24, 2005 Share Posted September 24, 2005 I actually took the time to play a game with the ultimate saber mod so see how it works. Very impressive. I'm not finished with that game, but I really love it so far, and I'm sure I'll love it to the end. There was one thing that really bothered me and it's not the work on the sabers. It was the new dialogue added. Lots of misspellings, along with punctuation errors, etc. Anyway, I actually went back to fix those, but my KOTOR Tool crashes for some reason when I try to edit the dialogue files. If I was able to complete it, I was considering sending T7 the new updated files when completed. Then leave it open to you for an updated release. A minor thing was the Darth Bandon sabers. They're single bladed. In KOTOR, Darth Bandon used a double-bladed lightsaber. I did edit it for my personal use so they are double-bladed for my version, which I did a simple edit to the .uti files. And another thing I personally think would make it cooler is lightsabers for the Sith Assassins. Scripting .ncs files isn't something I have knowledge of, and the SA's use a lot of the same tags, which leads to the SA's being idle on one of the maps on the Harbinger (Map 152HAR), and some of the Sith Soldiers use the same tags on the Freedon Nadd mission out in the field (Map 410DXN), and are idle as a result. Again, that my personal opinion about the SA's having sabers, but I strongly believe that it would be a very popular update. Link to comment Share on other sites More sharing options...
T7nowhere Posted September 24, 2005 Author Share Posted September 24, 2005 It was the new dialogue added. Lots of misspellings, along with punctuation errors, etc. Anyway, I actually went back to fix those, but my KOTOR Tool crashes for some reason when I try to edit the dialogue files. If I was able to complete it, I was considering sending T7 the new updated files when completed. Then leave it open to you for an updated release. The misspelling is my fault, I guess I need a proof reader for my dialogs One thing you should know is to not edit TSL dialogs with KT(it will corrupt the TSL dlg files) Use tk102's Dialog editor http://www.starwarsknights.com/tools.php#de A minor thing was the Darth Bandon sabers. They're single bladed. In KOTOR, Darth Bandon used a double-bladed lightsaber. I did edit it for my personal use so they are double-bladed for my version, which I did a simple edit to the .uti files. Well you see the thing about modding is that the modder gets to make the mod the way they want to. Making Bandons lightsaber Single bladed was a conscious decision by svösh, the model was intended for a K1 mod by another modder, Unfortunately the mod was not finnished before TSL was released. And another thing I personally think would make it cooler is lightsabers for the Sith Assassins. Scripting .ncs files isn't something I have knowledge of, and the SA's use a lot of the same tags, which leads to the SA's being idle on one of the maps on the Harbinger (Map 152HAR), and some of the Sith Soldiers use the same tags on the Freedon Nadd mission out in the field (Map 410DXN), and are idle as a result. Again, that my personal opinion about the SA's having sabers, but I strongly believe that it would be a very popular update. Changing the weapons of npc's that use the same tag/utc isn't really a problem. Actually scripting it wouldn't be that difficult, however it is pretty time consuming to find all the references coding it then testing. The only SA that I gave sabers to are the ones you meet in Nadds temple on Dxun. If you really want SA with sabers you might want to take a look at Prime's Putting the Sith Back in The Sith Lords There are several good examples in his mod which explains how to switch npc's appearances and weapons. Link to comment Share on other sites More sharing options...
SITHSLAYER133 Posted September 24, 2005 Share Posted September 24, 2005 damm good mod its to good for us mortals Link to comment Share on other sites More sharing options...
General Kenobi Posted September 24, 2005 Share Posted September 24, 2005 Well since the USM thread has made it back up on the front page I'll go ahead and let you guys know of the "easter egg/goodie mistake?" I found. I personally love the feature BUT when you find Vash's body on Korriban you can loot it once. Then if you keep doing it everytime you open her up she'll have different versions of her saber crystal. You can end up with 10 of every color or more if you open her up enough. Just thought I'd find out if it was intentional General Kenobi Link to comment Share on other sites More sharing options...
Darth333 Posted September 24, 2005 Share Posted September 24, 2005 No, I forgot to set a variable for her. I made the fix but I am working on balancing the random script a little better before releasing it. Link to comment Share on other sites More sharing options...
Shem Posted September 24, 2005 Share Posted September 24, 2005 The misspelling is my fault, I guess I need a proof reader for my dialogs One thing you should know is to not edit TSL dialogs with KT(it will corrupt the TSL dlg files) Use tk102's Dialog editor http://www.starwarsknights.com/tools.php#de I downloaded it and have worked on the dialogues already. I have T3 completely fixed. I believe I have the Handmaiden fixed. I can't find anything else that needs to be worked on. I'm currently working on Atton and have fixed some of it up. Well you see the thing about modding is that the modder gets to make the mod the way they want to. Making Bandons lightsaber Single bladed was a conscious decision by svösh, the model was intended for a K1 mod by another modder, Unfortunately the mod was not finnished before TSL was released. Oh, okay. Link to comment Share on other sites More sharing options...
Shem Posted September 25, 2005 Share Posted September 25, 2005 I just finished working on the dialogues for the main characters and have sent it to T7 via email just about a minute ago. Since there was so much to work on, I may have miss a little teak here and there. However, I can guarantee that I did fix at least 95%-99% of it. I now leave it up to the USM team to use it as an update. Link to comment Share on other sites More sharing options...
General Kenobi Posted September 25, 2005 Share Posted September 25, 2005 No, I forgot to set a variable for her. I made the fix but I am working on balancing the random script a little better before releasing it. Aah kewl Nice to see a new version of the random script coming out as I think I know what it's all about I have an off topic question too BTW "Where does the crafted pc lightsaber versions of your party members sabers come from? I've never seen the uti's for them? Just wondering. General Kenobi Link to comment Share on other sites More sharing options...
T7nowhere Posted September 25, 2005 Author Share Posted September 25, 2005 I have an off topic question too BTW "Where does the crafted pc lightsaber versions of your party members sabers come from? I've never seen the uti's for them? Just wondering. They are dynamically created by the game using some funky scripting functions that the devs added to TSL. X for excluded, hiding they are not. Link to comment Share on other sites More sharing options...
TreeX Posted September 25, 2005 Share Posted September 25, 2005 errm... just a query but i'm just wondering, if you've got mods like oldflash's 10 lightsabers, 9doubleblades etc would the mods conflict? mainly cause when i first tried it , they'd SAY they built the lightsaber but never do. errm... yeah if anyone could tell me if i screwed up again i'd be very happy Link to comment Share on other sites More sharing options...
Renegade Angel Posted September 27, 2005 Share Posted September 27, 2005 Yeah, they'd conflict I bet. Ask T7 Link to comment Share on other sites More sharing options...
T7nowhere Posted September 28, 2005 Author Share Posted September 28, 2005 oldflash's lightsaber packs will not conflict with USM. his saber packs replace the default saber models. Link to comment Share on other sites More sharing options...
Renegade Angel Posted September 28, 2005 Share Posted September 28, 2005 So, has the pack been updated since I stopped visiting Holowan? Link to comment Share on other sites More sharing options...
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