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T7nowhere

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^^^ it is set up to either edit the m34aa.are file if it is in your override or it will copy the file to override then edit it. Unfortunately it doesn't help that I forgot to add the files to the installation.

 

Here is the new link Lightsaber 7 pack 1.02

 

Sorry about this, but if you have installed the mod already I advise you to remove all the files this mod installed then copy the backed up files from the tslpatcher backup folder that was created in the install folder, then run the installer again.

 

The easyest way to remove the files from the Lightsaber 7 pack is to select all the files(ctrl+a) in the tslpatchdata folder(deselect "changes.ini" and "info.rtf" by holding ctrl+left click) then rightclick one of the highlighted files and select copy and then paste the files into your override folder and allow them to overwrite all the files(which will select all the files this mod uses in your override which will allow you to easily delete the mods files).

 

Hopefully no more problem will be found.

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Hopefully no more problems will be found.

 

Heh. Just another heads up T7. This one's for WotOR though. :)

 

The "kas_bandon.utc" from the upgrades1.02_to_1.03 has the wrong tag. It's tagged as "kor_bandon", so the cut-scene at the bottom of the elevator doesn't fire properly (and no fight).

 

I just went through something similar with my recruitment mod for Yuthura (thanks to stoffe and Darth333 i figured it out before I pulled out all of my hair), so that was the first thing I checked when the cut-scene didn't start.

 

cheers.

 

EDIT:

One more thing - I noticed that the new crytals in the 7-pack don't have a description. Although they look fine in Kotor Tool, when you check them in-game all it says is "no description set".

 

I tried opening a few up in GFFEditor, and got an error:

"A warning has occured:

File: D:\nwn_xp1\Dev\utilities\Editors\GFFEditor\GFFTreeNodes.cpp

Line#: 326

Press Abort to quit, Retry to debug, or Ignore to continue"

 

Retry gave an external exception 80000003.

 

I'm not sure what all of this means, but I thought it might be helpful.

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Thanks, I'll fix those things up tonite if I have time.

 

One more thing T7 (for now ;) ).

 

Someone reported the issue back on page 2, but you may have missed it. On the Leviathan in the interrogation chamber, Bastila is invisible. Unfortunately, I didn't have a save close to that point, so I couldn't troubleshoot the problem. It looks like that module uses p_bastilla001.utc, if that makes any difference. (There appears to be something screwy with the in-game version of that file as well - Kotor Tool won't open it)

 

I'll let you know if I find anything else. :D

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You are right, it is the utc that is causing the glitch with bastila in the interrogation.

 

I think dismissed suggestion of my mod being responsible for that glitch. this is really a D'OH! moment, I knew I shouldn't have trusted that those utc's were safe.

 

Anyone that has not yet reached the leviathan, please remove the files p_bastilla001 and p_bastilla002 from your override. I apologize fort he inconvience this has caused anyone. Removing those files will not affect the rest of the mod, until the Unknownworld and then only if you Join with Bastila on the temple summit. I'll figure out a way around this.

 

EDIT:

One more thing - I noticed that the new crytals in the 7-pack don't have a description. Although they look fine in Kotor Tool, when you check them in-game all it says is "no description set".

 

I tried opening a few up in GFFEditor, and got an error:

"A warning has occured:

File: D:\nwn_xp1\Dev\utilities\Editors\GFFEditor\GFFTreeNodes.cpp

Line#: 326

Press Abort to quit, Retry to debug, or Ignore to continue"

 

Retry gave an external exception 80000003.

 

I'm not sure what all of this means, but I thought it might be helpful.

 

Are you sure that the crystals have no description in your game, In my game they say "Large crystal formation" I downloaded my mod and reinstalled it and it still shows up with Large Crystal Formations, just as it should.

 

perhaps you corrupted the utp files when you opened them with the nwn gff editor. I would recomend only using KT or K-gff.

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Sorry, I should have been more specific. The crystal formations are fine - it's the saber crystals that are missing their descriptions (and it's all of them - not just the few I opened in GFFEditor).

 

Anyway, when I opened them with the GFFEditor, I copied a few from my override to my desktop. The ones in override haven't been touched.

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Oh Ok, I think I know whats happening in your game then, you are probably trying to put a double saber crystal in a normal saber hilt or a normal saber crystal in a double saber hilt. none of the crystals will work if you put them in a short saber and you can only use a double saber crystal in a double saber and normal crystal in a normal hilt.

 

If you put a crystal in a hilt and the hilt turns into a grenade which has no description then just cancle out without assembling it and your saber will be fine.

 

All of the uti's are fine on my end and from my uploaded .rar, so I can't really say whats is going on at your end if it's not what I suggested it could be.

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Nope, it's not the null-grenade thing (c'mon T7, gimme a little credit).

 

If you look at them in your inventory or at the workbench before upgrading a saber (ie: mouse-over) it says "no description set". It does that for all of the crystals in the 7-pack. Once you assemble a saber, the description for those is fine. I've uninstalled and reinstalled the mod. Same results.

 

I'll try it with a clean override and let you know what the results are.

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You should also try to load the crystals into another savegame with kse.

 

False alarm. Sorry about that T7.

 

I'm still not sure what was causing the problem though. When I installed the mod in a clean override and started a new game, everything was fine (I added a few crystals with KSE to check them). I then uninstalled it, put all of my other mods back (with the backed-up .2da's) and reinstalled. I had to go through my most recent save with KSE and replace all of the 7-pack crystals, but once I did that everything was good.

 

Some kind of screw-up with the .2da's I'm guessing - my fault no doubt. My override is a little sensitive sometimes.

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  • 2 weeks later...

The "kas_bandon.utc" from the upgrades1.02_to_1.03 has the wrong tag. It's tagged as "kor_bandon", so the cut-scene at the bottom of the elevator doesn't fire properly (and no fight).

 

Did anyone figure out how to fix this problem? I am now at Kashyyyk and I am experiencing the same thing.

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Ran into another issue with the Bastila *.utc's T7.

 

After finishing up in the temple on the Unknown World, I went back to the Ebon Hawk. When trying to take off for the Star Forge, instead of the cut-scene with Carth, Dadonna, and Vandar I got nothing but a black screen. I removed your modded Bastila files from override, and tried again - the cut-scene fired just fine.

 

I had a quick look at the six files, and they all appear to be OK. I'm not sure what could be causing the problem. Any ideas?

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Ran into another issue with the Bastila *.utc's T7.

 

After finishing up in the temple on the Unknown World, I went back to the Ebon Hawk. When trying to take off for the Star Forge, instead of the cut-scene with Carth, Dadonna, and Vandar I got nothing but a black screen. I removed your modded Bastila files from override, and tried again - the cut-scene fired just fine.

 

I had a quick look at the six files, and they all appear to be OK. I'm not sure what could be causing the problem. Any ideas?

I had the same problem. But after I restarted my system and played it, it worked. Odd.

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  • 3 weeks later...
I had the same problem as jimbo32.

Removed the bastila files, and it worked.

 

Thanks for the tip, jimbo32.

 

I am having the same problem, but I am afraid to remove the Bastilla files in Override. Mainly because if I take them out, won't it affect the rest of the story on the Star Forge?

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To quote myself from a few messages up on this page.

 

Anyone that has not yet reached the leviathan, please remove the files p_bastilla001 and p_bastilla002 from your override. I apologize fort he inconvience this has caused anyone. Removing those files will not affect the rest of the mod, until the Unknownworld and then only if you Join with Bastila on the temple summit. I'll figure out a way around this.

 

If you have Bastila join up with Revan on the Temple summit, it will be safe to remove all of the p_bastilla001 to p_bastilla006 UTCs after you save with her in your party.

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Actually just removing the p_bastilla001.utc and p_bastilla002.utc is enough. Heck even remove p_bastilla003.utc while you're at it. From my personal experience when Bastila joins your party if dark side, the game 99.9% of the time uses the p_bastilla004.utc file. Only once did the game in the countless times I've beaten K1, Bastila joined you using the p_bastilla006.utc file. I've never seen it use the p_bastilla001.utc, p_bastilla002.utc, p_bastilla003.utc, and p_bastilla005.utc file and I've beaten it on my PC around 50 times.

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  • 3 weeks later...
Actually just removing the p_bastilla001.utc and p_bastilla002.utc is enough. Heck even remove p_bastilla003.utc while you're at it. From my personal experience when Bastila joins your party if dark side, the game 99.9% of the time uses the p_bastilla004.utc file. Only once did the game in the countless times I've beaten K1, Bastila joined you using the p_bastilla006.utc file. I've never seen it use the p_bastilla001.utc, p_bastilla002.utc, p_bastilla003.utc, and p_bastilla005.utc file and I've beaten it on my PC around 50 times.

 

 

Okay, so, me, being the newbie-modder that I am, my question is, what exactly are the p_bastilla files used for?

 

And going back a little further in the thread, are you going to create another patch to this very fine mod that fixes the little glitches like the kas_bandon.utc thing?

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Okay, so, me, being the newbie-modder that I am, my question is, what exactly are the p_bastilla files used for?

 

And going back a little further in the thread, are you going to create another patch to this very fine mod that fixes the little glitches like the kas_bandon.utc thing?

 

 

I hope to eventually, when I have some free time to devote to it and an inclination to do so ;) .

 

For now though the major fixes that need to be addressed are discussed and solved in this thread.

 

btw, the p_bastila.utc's only place the saber I made on her.

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  • 2 weeks later...

I have Wotor (with the fixes from this thread), Lactose-Intolerant´s jedi-armors as well as a couple of (harmless) .2da changes in my override.

 

The game freezes on me when trying to leave the Temple in the Unknown World with Bastila (or with Juhani & Jolee, for that matter). The freeze occurs during the autosave immediately after I exit the temple (turning off autosave didn´t help).

 

Would WOTOR have anything to do with it? I´m completely stumped, and can´t find a way to finish my game. Any help is appreciated.

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^^^

This is the first report I've had about this occuring. You could try removing all the mods from your override and then leave the temple. Just make sure that you unequip all modded items from the npc's. Or just remove any 2DAs, then try it.

 

What are the harmless 2da changes, maybe they are not so harmless.

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