Racter Posted September 21, 2006 Share Posted September 21, 2006 I have the PC and X-Box version of KotOR, and the X-Box version of TSL. I downloaded a modded save made by Jay "FNG" and fired it up to make sure it worked. Then, I took the files PC saves have in them and put those in a folder in the same directory I keep my PC saves, opened KSE, changed what I wanted, saved. I placed the modified versions of those into a copied version of FNG's save, zipped it up and put it on my memory card. However, when I try and load it, KotOR says the game is damaged. GLOBALVARS, PARTYTABLE, SAVEGAME.sav, savenfo, and Screen are used in PC saves, so I figured that's what I needed to change. KSE treated it EXACTLY like a PC save, so I assumed that part worked fine. However, the original FNG save has some crazy ass green things called Broderbund Poster Type files that PC saves don't have. I think I need to change something with those (I remember reading somewhere that headers are a problem), I just don't know what. Any help would be greatly appreciated. Link to comment Share on other sites More sharing options...
RedHawke Posted September 21, 2006 Share Posted September 21, 2006 The readme file for KSE has info on editing XBox save games... Manually specifying the game installation path (Xbox users take heed) ---------------------------------------------------------------------- You can manually specify the installation path for KotOR or TSL by right clicking the node that says "Knights of the Old Republic" or "The Sith Lords". A popup menu will appear next to your cursor. Choose 'Change Installation Path' and you will be prompted to browse for the installation folder. The tree will be updated automatically if savegames are found. Note that KSE expects the following files and file structure: \dialog.tlk \saves\(various save folders)\savegame.sav \saves\(various save folders)\savenfo.res \saves\(various save folders)\globalvars.res \saves\(various save folders)\partytable.res \texturepacks\swpc_tex_gui.erf [OPTIONAL - for item/spell/portrait picture display] \override\(.2da files or .uti files) [OPTIONAL] (As of v3.3.3, the chitin.key and various .bif files are not required) ------------------------------ Note for Xbox users: Sig files ------------------------------- Sig files are signatures that tell the Xbox that the savegame is legitimate. There are 7 .sig files that are required for a legitimate Xbox savegame: SAVE_PARTY.sig SAVE_VARS.sig SAVE_INFO.sig screen.sig SAVE_HEADERVAR.sig SAVE_DATA.sig SAVE_HEADER.sig KSE can create the first 6 of them. The SAVE_HEADER.sig cannot be recreated by KSE at this time. Therefore Xbox users will need to preserve their original SAVE_HEADER.sig and cross their fingers that it their KSE-edited game will accept that .sig file. KSE began generating .sig files automatically as of v2.2.0. As of v3.3.2, KSE will now only generate .sig files if a .sig file exists in your \saves\(whatever) directory. If you haven't copied over the .sig files from your Xbox with savegame.sav file, you can create a dummy file with a .sig extension in that savegame folder and that will be enough for KSE to know that you want to generate .sig files when you edit your game. See. Here is the KSE Thread browsing that might also help you out. Lastly, as this is about KSE moving to the T3-M4 A.D.C. Forum... Link to comment Share on other sites More sharing options...
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