Seamhainn Posted August 19, 2007 Share Posted August 19, 2007 Hello! The column deletesavegrouponenter in the modulesave.2da file has the following entries: 1, 2, 3, 4, 5, 6, and 99. 99 happens in module unk_m41aa, so I assume this entry deletes all or most parameters/globals etc. when reaching the Unknown Planet. I could change that entry by hand, but can I change that entry with a script, too? How must it look like? Thanks and take care Link to comment Share on other sites More sharing options...
stoffe Posted August 19, 2007 Share Posted August 19, 2007 I could change that entry by hand, but can I change that entry with a script, too? How must it look like? No, you can't affect what's dropped from the savegame via scripts. That's just governed by the modulesave.2da file. The deletesavegrouponenter column for a module corresponds to values set in the savegroup column for other modules. All modules which has that value in their savegroup column will be removed from the savegame when you enter the module the line corresponds to. Modules that have **** in their savegroup column (or aren't included in modulesave.2da) will never get cleared out. Link to comment Share on other sites More sharing options...
Seamhainn Posted August 19, 2007 Author Share Posted August 19, 2007 But in essence I could change the file by hand and include my SWKotOR/data/2da.bif file in a mod and the changes would work for the players who would download the mod and would drop my 2da.bif in their appropiate folder? Is the 2da.bif file compatible with every language version (I guess it is, but I want to be sure)? The Groups are are: 1 = Endar Spire 2 = Taris 3 = Dantooine 4 = Kashyyyk, Korriban, Manaan, Tatooine, stunt_16, stunt_18 5 = Leviathan, ebo_m40aa, stunt_12, stunt_14 6 = Unknown World, ebo_m41aa 99 = ebo_m40ad What stand stunt_16, stunt_18, ebo_m40aa, stunt_12, stunt_14, ebo_m41aa, ebo_m40ad for? The last time I played Gamesunlimited's After Ending Mod, I could visit Dantooine and the Starforge (Unknown World I am not sure about). Any idea which groups must not be deleted? Thanks and take care! Link to comment Share on other sites More sharing options...
spyblade Posted August 19, 2007 Share Posted August 19, 2007 You wouldn't even need to include the whole 2da bif , just the edited modulesave.2da file is needed for dropping in the override folder. Unless of course your mod includes editing all the other 2da files. Edited- The stunt files stand for cutscenes. Which ones I'm not sure but you can look at their modules in Kotor Tool. And you can use the warp cheat to see them. Link to comment Share on other sites More sharing options...
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