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Jade Empire modding (see first post for info summary)


stoffe

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i have modded xbox, and some reskins on kotors also, but there's no new models possible.

however, it's caused they're in different format (pc kotors and xbox kotors, i mean).

So if i take Jade Empire xbox, and extract death's hand model directly from game, somehow, and replace some other ingame model with it, theoretically it would work.

 

i believe i can't use pc models, or am i wrong?

 

can someone tell me about xbox and pc JE gifferences?

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  • 2 weeks later...

Quick question here.

As my expriment to create a new style is progressing (slooowly), I noticed that in superstylelist.2da we have the animation settings (like sm_01-a for ParaPalm). But there are numbers missing, like sm_02-a, sm_04-a and even sm_8-a to sm_12-a and so forth - and some of these, even some that are actually listed, can't be found in the data folder.

 

Can someone shed some light on this?

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  • 4 weeks later...
That model is using the files

 

a_300-a.rim (j04_city_core)

h_prnces01.txb

n_prnces01.txb

n_prnces_.mdx

 

a300.rim (j04_city_core)

n_prnces_.mdl

 

It's used by appearance type 82 (in appearance.2da). Keep in mind though that this model have no impact hooks, so it's impossible to harm her with melee attacks if using it. :)

 

So while searching, I came across this post from aaaaages ago. I've been looking into using Sun Lian as a player model, but I'm having this exact problem with impact hooks. Is there any way at this point to make it workable?

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  • 4 months later...

I know,its a stupid thing to ask. But is there any way you can get camera view close to npcs? Cause I am having a lot of trouble seeing the errors of skins I am working on.

And I have seen only 2 yellow lines in dawn star's texture.One is very big and the other is so small. I just want to know is there any way I can use 3dmax to find the lightmaps. It would be a lot easier for me to remove them that way. If you don't understand which lines I mean see the yellow lines below in the pics.

 

ds1.jpg

dsaf2ab1.jpg

dsaf2ab1b.jpg

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could anyone tell me how (or better give me) to add weapons from the beginning ?i mean demon/dragon sword,crimson tear and etc. ?i tried JSE,but i don't see point in"add weapon" option there,as it don't add anything (i spend 4+ hours only on search for any info about "how to",but didnt find anything)

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  • 3 weeks later...

Hi there!

 

I created a new mod which is at a stage now where I urgently need beta testers. I already posted an announcement here, but since this is *the* modding thread, I figured, I had to post it here as well. Sorry in advance, if this is considered a cross-post!

 

Here's a quick listing of its main features:

 

  • Almost every style in the Jade Empire is learnable. There are 12 martial styles; 3 support styles; 5 magic styles; 8 weapon styles - most of which can be upgraded; 9 transformations; and 2 unique styles.
    (I included all of Lothario's styles btw and wrapped them in a small quest.)
  • I added a new way to learn styles: Through combat. Defeat an opponent who uses an unknown style and you may get a chance to learn it. How big that chance is, depends on how much damage you take in the process. If you do well, a special store will pop up right at the end of the combat round, where you will be able to buy that new style for a tenth of what it would cost at regular stores. I also added/modified a few opponents for the specific purpose of giving you the opportunity to learn new styles.
  • A number of styles have been modified:
    • Dire Flame does no longer produce Health power-ups, but Chi power-ups.
    • Stone Immortal now produces Focus power-ups instead of Chi power-ups. (or was it Health? I forgot...)
    • Storm Dragon is no longer a game breaker. You cannot paralyze opponents for sheer indefinite amounts of time anymore. You cannot do any damage to their health anymore. And you cannot start a harmonic combo with it, either.
      You can do something completely new, however: You can replenish your Focus and drain that of your opponent with Storm Dragon. It has become the twin brother of Spirit Thief.
    • Drunken Master can be leveled now. You simply level it by using it. The longer you stay in that style, the more advancements are applied. Beware, though: If you switch to another style they're gone. Next time you'll have to get drunk all over again...
    • Horse Demon Transformation, Red Minister Transformation, Jade Golem Transformation and Toad Demon Transformation are no longer handed to you for free. You will have to pay lots of silver for them or win them in combat!

    There are more style changes, but I leave it at that...

    [*] You no longer get free style points at level-up. You will have to earn them in combat. Your opponents will drop them in the form of black orbs that you can pick up. With the lowly gimps you have a 50 percent chance to get a style point, but your chances will sink, if you allow them to pummel you a lot. With the more dangerous opponents, you have a 100 percent to get not just one but several style points, but how many points you actually get, depends, again, on how well you do in combat.

    [*] If you re-play JE for the combat, you may start to find the cutscenes a bit annoying. Who wants to watch minutes of unskippable intro again and again and again? So I started to move the autosaves. I deleted the ones before the opening cutscenes and created new ones between the cutscenes and the combat. Upon reload you'll find yourself directly in combat. Perfect for re-play!

    [*] A bunch of new gems and techniques have been added and some existing ones have been modified:

    • There's a new technique only Open Palm characters may be able to aquire in a certain side quest in the Necropolis. It allows your character to (slowly) regenerate your Health, Chi and Focus while you're not in combat. The more Open Palm you are, the quicker you will regenerate.
    • There's a new gem, that only Closed Fist characters can equip, that increases the transfer-effects of Spirit Thief and Storm Dragon. How much the effects increase depends on how much you're aligned to the path of the Closed Fist. Additionally it comes with a damage armor, that steals Chi and Focus from every opponent who hits you. You may be able to acquire this gem in Tien's Landing...
    • Earth armor gems and fire armor gems have been added to the air armor gems, that already exist in the game world. Not only are they damage shields, but they also provide immunity to the magic that fuels them: an earth armor protects against Stone Immortal. A fire armor protects against dire flame. And air armor now protects against Tempest. You may equip only one armor at a time, though.
    • There's a new technique, you may be able to acquire in the Imperial City, that increases the speed of *all* your martial styles.

    There's more, but I leave it at that...

    [*] I also made some changes to the economy:

    • You'll get more silver out of combat, so you should be able to buy a few goodies more.
    • Some more (but not all!) styles have been added to select stores. A few other items have been added as well.
    • The genie merchant has been made more useful. He now buys and sells at regular rates instead of the crappy ones from vanilla Jade Empire.
    • The effects have of the Lucky Hand gem have been increased.
    • Two NPCs - Hui and Abbot Song - now sell a few items as well.

    There's more, but I leave it at that...

    [*] Specializations are an experimental addition. If you specialize on one of your stats you will do bonus damage. If you invest substantially more in Health, than in Chi or Focus, you'll become a Martial Arts specialist. Favoring Chi will make you a magician and favoring Focus will turn you into a weapon master. The more drastic the difference between your favored stat and the others, the bigger the bonus damage becomes. Specialization is applied after effects, which means your gems will factor in as well. It should be possible to change your specialization by carefully re-arranging your gems.

 

The mod comes in an English and a German version.

 

Since this is a Beta release, I don't want to upload it to a public server, just yet. So if you're interested in becoming a beta-tester, send me a PM and I'll mail the mod to you (ca. 5 MB)!

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  • 1 month later...

I’ve made a mod that adds a playable version of Drunken Master style in game. It does less damage than the original but can be improved with style points like any other martial style. The question is how do I add the name and description of this style in dialog.tlk? I mean, I know that this style should be added to items.2da and the columns STRREF_NAME and STRREF_DESC should give the numbers of the corresponding entries in dialog.tlk, but how do I chose in which entries to place the name and description? Do I just pick any entries that do not contain any data yet (say, just for example, 2770 for the name and 2771 for description) or are there certain sections of dialog.tlk where such things should be placed? For instance, "such things should be placed in the section between 50,000th and 70,000th entries". Are there rules of such kind or do I just pick whichever entries that are empty?

 

Also I have a question concerning the game itself. Whether I get Eyes of the Dragon or Crimson Tears they look the same. Can anyone tell me if it is how it's supposed to be or it's a glitch? And if it is, then could you post a screenshot with Crimson Tears, please?

 

Thanks in advance, people! :)

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I’ve made a mod that adds a playable version of Drunken Master style in game. It does less damage than the original but can be improved with style points like any other martial style. The question is how do I add the name and description of this style in dialog.tlk? I mean, I know that this style should be added to items.2da and the columns STRREF_NAME and STRREF_DESC should give the numbers of the corresponding entries in dialog.tlk, but how do I chose in which entries to place the name and description? Do I just pick any entries that do not contain any data yet (say, just for example, 2770 for the name and 2771 for description) or are there certain sections of dialog.tlk where such things should be placed? For instance, "such things should be placed in the section between 50,000th and 70,000th entries". Are there rules of such kind or do I just pick whichever entries that are empty?

 

As far as I can tell, there are no rules among Jade Empire modders who gets to homestead which part of the dialog.tlk. The game engine itself doesn't care and unfortunately there's no tool like the TSLPatcher for this game. That means, it's all up to you. The only advice I can give is, to install the mods you would like yours to be compatible with and take it from there.

 

Also I have a question concerning the game itself. Whether I get Eyes of the Dragon or Crimson Tears they look the same. Can anyone tell me if it is how it's supposed to be or it's a glitch? And if it is, then could you post a screenshot with Crimson Tears, please?

 

Thanks in advance, people! :)

 

Nope. No glitch. There's three models for the dual swords but only a single model for the dual sabers: J00_DblBFly02.

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Thanks! Now I'm trying to make Crimson Tears look like the sabers of Aishi the Mournful Blade. The simple way (to replace J00_DblBFly02 with J00_DblSw03 in styleadvance.2da) didn't work. My guess is, because they use different StuntModel. But I don't know how to make a style use a different StuntModel after the upgrade. A pity...

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I don't think it's possible, either. Yes, you could write a script that removes the old style and replaces it with the new one, but it is not possible to read out the advancements of the old style and apply them to the new one. Most definitely not possible. Sorry!

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Hi all, how about an MDLOps that works properly with Jade Empire models. we're willing to pay money for it. the tool should still remain public but hopefully money will get smart people motivated. contact me if you're interested. thanks!

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  • 2 weeks later...

A mod adds Death's Hand style, but the Popup description in the UI (e.g. if you press #1 key you would get Legendary Strike) when it's selected is blank and in Jade Empire Savegame Editor the Title displays:

ERROR: NO SEMICOLON AFTER STATEMENT

 

Does anyone know how I can fix the title to display properly, in JSE and the UI? The style does function correctly?

 

Secondly anyone know where edit % of chance of the Knock Down effect, in the Dragon Eye gem as the effect doesn't show up in the gems.2da? I found the Knockback effect in MultipleEffects.2da and the Defense of the Heaven's Blessing (Air Defense) in DamageArmor.2da.

 

 

Thanks for any help.

 

Follow up, anyone interested the Description Code for Death's Hand Style is 27565 and the ID Code is 68427. Also found the Effects.2da but it only gives Durations of Effects like Knockback, nothing on Percent/Chance so far.

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I read through the "Making new gems, effects and techniques" but don't see the actual commands to add an item like weapon or gem, would I just need to change *RewardStyle* with *RewardGem* or *RewardWeapon* then the appropriate ID code? I guess it would be good to know also if there is a way to give a Quantity, if possible.

 

This is the added scripting for adding the extra styles in the j00_lti_rhino.nss,

// You bought the game online! Enjoy Rhino Style.

DelayCommand(3.0, RewardStyle(105));

DelayCommand(3.0, RewardStyle(22));

DelayCommand(3.0, RewardStyle(46));

DelayCommand(3.0, RewardStyle(48));

DelayCommand(3.0, RewardStyle(82));

 

 

 

Thanks for any help. :)

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Does anyone happen to know where to find Fading Moon's head? I've unpacked all the heads from data\j04_necropolis and none of them seemed to be the thing.

 

Download JEFindRes (link is in this thread) and try to search for a CRE (creature) file with the word "moon" in it. *moon* would be a good search term. If you find one, extract the file and open it with K-GFF (link is in this thread as well). There you'll find the HeadType, which points to a row in heads.2da. There you'll find the name of the model file.

 

A mod adds Death's Hand style, but the Popup description in the UI (e.g. if you press #1 key you would get Legendary Strike) when it's selected is blank

 

In your follow-up you post the StrRefs for the name and the description. Then I suppose, you've already found out, that you need a TLK editor like TalkED (link is in this thread) to edit the two of them, haven't you?

 

Secondly anyone know where edit % of chance of the Knock Down effect, in the Dragon Eye gem as the effect doesn't show up in the gems.2da? I found the Knockback effect in MultipleEffects.2da and the Defense of the Heaven's Blessing (Air Defense) in DamageArmor.2da.

 

You won't find anything in the 2DAs. The knockback is hard-coded somewhere and can't be modified.

 

I read through the "Making new gems, effects and techniques" but don't see the actual commands to add an item like weapon or gem, would I just need to change *RewardStyle* with *RewardGem* or *RewardWeapon* then the appropriate ID code? I guess it would be good to know also if there is a way to give a Quantity, if possible.

 

You can find the prototypes of all functions and some small scraps of documentation in nwscript.nss. Hint: Look for "CreateItem"! The "itemType" you will need to specify, is a row number from items.2da. If the gem doesn't have a name that's easy to search for, you could try to search for the gem's ID - the row number from gems.2da.

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  • 2 weeks later...

I'm not sure my mod is out of Beta. I'm even less sure it ever will be. But it's playable, has lots and lots of content and it's about time. And so I'm releasing it into the wild today!

 

The official download location:

 

http://social.bioware.com/project/4236/

 

And this will be the mod's homepage:

 

http://jade-empire-in-style.com

 

At this very moment the homepage is very light on content. Getting the mod done had a higher priority until today. But I've already sketched the design, made a few screenshots, written a few things and recorded a few clips for youtube. It'll improve...

 

So, please, download the mod and give it a whirl! Bug fixes, comments and suggestions are still very welcome! Post them in the project-forum (first link), please! Oh, and er, check back on the mod's homepage in a week or three!

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  • 5 months later...

I know this thread is stale and I know this is all about KotOR, but quite frankly I don't know who to turn to, so I might as well ask here: Is there anybody who could port MDLops to Jade Empire? I'm asking because I've created a fairly large mod for Jade Empire, but I'm hitting a dead end now. At this point in time the mod consists "only" of code and 2da/gff-edits. I was *not* able to edit a single model - let alone create new ones. Unfortunately I do not have the required 3D chops to write an importer/exporter myself. So: Is there anybody who might be able to help? tk102? stoffe? Adinos? Somebody else?

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