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Combat Simulation Arena v4


stoffe

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okay, now its serious. it now happens ALL THE TIME and i cant go to the arena :( maybe its because im at malachor V now...

 

Have you installed any other mods since earlier? This problem is quite weird since I can't get it to crash during transition no matter where in the game I'm doing it. Thus I'm suspecting incompatibility with some other mod I don't use to be the cause. I can't really fix a problem that doesn't occur on my computers. :(

 

Does anyone who only have this mod installed, and no other, experience these same crashing problems? Unless someone can help me try to locate the source of this error I can't do anything about it.

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Have you installed any other mods since earlier? This problem is quite weird since I can't get it to crash during transition no matter where in the game I'm doing it. Thus I'm suspecting incompatibility with some other mod I don't use to be the cause. I can't really fix a problem that doesn't occur on my computers. :(

 

Does anyone who only have this mod installed, and no other, experience these same crashing problems? Unless someone can help me try to locate the source of this error I can't do anything about it.

 

 

this is the error code hope it helps :( i even tried breakign down the old and making a new telepoter but it doesnt word :(

 

<?xml version="1.0" encoding="utf-8" ?>

 

<ExceptionReport Version="4">

<Application Build="30130" Command=""C:\Program Files\LucasArts\SWKotOR2\swkotor2.exe""/>

<OperatingSystem Type="2"><Version Major="5" Minor="1" Build="2600"/></OperatingSystem>

<Exception Code="C0000005" Address="00523275"><Module Section="0001" Offset="00122275" FileName="C:\Program Files\LucasArts\SWKotOR2\swkotor2.exe"/></Exception>

<Registers EAX="00000000" EBX="7F000000" ECX="00000000" EDX="0022EEF4" ESI="07C2EAC8" EDI="7FFFFFFB" CS="001B" EIP="00523275" SS="0023" ESP="0022EEFC" EBP="FFFFFFFF" DS="0023" ES="0023" FS="003B" GS="0000" Flags="00010246"/>

<BackTrace>

<Frame ProgramCounter="00523275" StackAddress="0022EEFC" FrameAddress="FFFFFFFF">

<Module Section="0001" Offset="00122275" FileName="C:\Program Files\LucasArts\SWKotOR2\swkotor2.exe"/>

<StackHexDump From="0022EEFC" To="0022EF7C">a6 00 00 00 c8 ea c2 07 ff ff ff ff 00 00 00 7f 54 52 31 05 00 00 00 00 00 00 00 00 00 00 00 00 11 fa 5a 00 00 00 00 00 a6 00 00 00 fb ff ff 7f 00 50 31 05 00 00 00 7f ff ff ff ff ff 57 9f 05 ff d5 c0 07 48 57 9f 05 0c f1 22 00 dc dd 7b 00 02 00 00 00 b8 40 c0 07 ff d5 c0 07 ff 57 9f 05 00 50 31 05 00 00 00 00 9f d9 5a 00 fb ff ff 7f 02 00 00 00 a8 50 31 05 f0 ec 61 00 35 01 00 00</StackHexDump>

</Frame>

</BackTrace>

</ExceptionReport>

 

 

ok scrap that all. i ahve found the source of the bug: trayus academy.

its all good now, when i exit trayus academy ( i just defeated sion, dunno if it changes anything) i can go to the arena again =D yays

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  • 3 weeks later...

Hey, stoffe! :waive1:

 

I see that on your "to do" list you mention adding support for your High Level Force Powers mod. My question is: isn't that already possible by properly editing the included "st_inc_powers.nss" script before installing?

 

Also: is there any way to add support far all of your powers? The list in the include file doesn't include "Pull," "Blindness," "Strike," "Destruction," "Static Field," "Deception," "Bombard" and "Spirit Exodus." Could these just be added to the list in "st_inc_powers.nss" along with their line numbers from "spells.2da," or would something else be required?

 

If so, would you mind listing the proper names of these powers so that I could do so? I noticed that the names can differ between what's in the script and what's listed in "spells.2da."

 

Thanks! :)

 

Oh, and I also added Beancounter's Hardcore Mod to the "st_ai_master.nss" script in the same fashion as you made possible in your Improved Combat A.I. mod and it seems to work fine. WARNING: Anyone trying this should go with the easy or moderate settings with the Sim Arena, even if you use the insane setting in the regular game (as I do) or your PC and party will never get out alive. ;)

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I see that on your "to do" list you mention adding support for your High Level Force Powers mod. My question is: isn't that already possible by properly editing the included "st_inc_powers.nss" script before installing?

 

It's been a while since I last did anything with this mod, but if I remember correctly it will currently give some of the bigger "boss" type enemies some high level powers if enabled in that file.

 

Also: is there any way to add support far all of your powers? The list in the include file doesn't include "Pull," "Blindness," "Strike," "Destruction," "Static Field," "Deception," "Bombard" and "Spirit Exodus." Could these just be added to the list in "st_inc_powers.nss" along with their line numbers from "spells.2da," or would something else be required?

 

Should be possible, unless some of the powers assume they are used by the player or party member (don't remember for sure, but I don't think so). The st_inc_powers.nss is just an include file containing some constants that are used by other scripts whenever they need to refer to any of the powers. Some of the constants turned out to be a bit unintuitively named since I renamed the powers before releasing the mod. Their names do not need to match anything in spells.2da though, they only hold the line number in this file where the power got installed.

 

The combat AI scripts uses these constants to assign them to the NPCs, and to make the NPCs use them in battle. Thus the combat AI would have to be updated to use those other powers as well.

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  • 3 weeks later...
Hard way: Move the appearance.2da file out of your override folder and then run the Arena mod installer. When it's done open the appearance.2da file it has placed in the override folder with KotorTool and manually apply any changes (changed cell values or new rows) that the other mod had made with the old format 2DA file. Without knowing which mod it is you have I can't say exactly what you'd need to change.

 

The arena mod will not work properly without the updated version of this file. The game will crash when certain combatants spawn if it's not present.

 

Ahhhhh... *sigh of satisfied curiosity*

 

I sent you a PM asking this very question, Stoffe, before I found this topic. (includes link to the mod I want to add.) This clarifies whether or not the file is important. But now I need to know how to do things the hard way.

 

Any help would be appreciated.

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