katarna Posted June 17, 2008 Share Posted June 17, 2008 I am a slightly experienced modder of both KotOR and TSL, but I was wondering if anyone could help me with a project I have been trying to work on for some time now. I would like to make certain armors on TSL not restrictive of Force powers. It seems to me that Exar Kun and Ulic Quel-Droma would not wear armor that would restrict the use of the Force. Also, I do not see why an armored flight suit would do it. At any rate, I am looking for detailed, step-by-step instructions on how to modify armors. I have used the KotOR Savegame Editor and the KotOR Tool and I have the GFF tool, but I have never used it, so if expertise in GFF editing is needed, can someone tell me where to get it? Thanks in advance. Link to comment Share on other sites More sharing options...
Gavroche Posted June 17, 2008 Share Posted June 17, 2008 Removing the Force Powers restriction for armors is not something difficult. Removing it for *certain* armors is more tricky ^^ Basically, the trick is to go in baseitems.2da (KotOR Tool > BIFs > .2da > ... IIRC), and to look for the "itemtype" column. It's one of the last columns, so scroll right and you should see it. You will see Jedi, Knights and Masters Robes all have the same itemtype, and each Armor has its own. So if you were to allow Force Powers for every armor, you would just need to change the itemtype of the armors to 38 (or 37, can't remember, one is for Jedi robes, the other is for disguises. Both will do the trick). It will only affect FP restriction as far as I know, since base defense bonus and max dexterity bonus are written in another column. Now if you want to remove the restrictions for specific armors, well, you will need to associate these armors to a new base item that you'll have to create. Let me explain : First you will open Exar's and Quel Droma's armors with GFF Editor and search for their "baseitem" number. This number refers to a row in baseitems.2da, if I'm not mistaken that would be the Armor_Class_4 line. Copy this row and paste it at the bottom of baseitem.2da. Give it a new row number (first column, just add 1 to the one above), a new name like Armor_Force_Users (not obligatory, but it will help you to identify it) and go to the itemtype column to set it to 37 or 38. Now open your armors again with GFF Editor, and change the baseitem number with the one corresponding to your new row. I hope I was clear with my explanations. If that's not the case, ask for precisions and I'll take some screenshots. NB: If Exar's Armor and Ulic's have not the same baseitem, you will need to create two new rows if you don't want to lose any defense bonus on one of them. As for the Armored Flight Suit, look at the bottom of baseitem.2da, you should be a line called like that. Go to the itemtype and... You know what to do now <edit />Don't know how much you have been modding, so I'll precise: Ulic and Exar's armors can be found in .uti files (BIFs > templates > Blueprint, Item), probably with the name of a_light_xx or a_medium_xx. Given the number of armors, you could use the KSE to directly have the name of the armors' files. It is written with the name of the item. Link to comment Share on other sites More sharing options...
katarna Posted June 17, 2008 Author Share Posted June 17, 2008 OK, Thanks for the help, but I still cannot get it to work. I think my problem is that the baseitems.2da file is not saving with the new data. Do you know the proper method for making this work? I should mention that i have modded other armors properties with the KotOR Tool, but have never changed their item type. Also, I want to do this for TSL and I am running it on Vista. I don't know if that makes a difference, but there it is. Link to comment Share on other sites More sharing options...
Gavroche Posted June 17, 2008 Share Posted June 17, 2008 Well, to save your changes, just go on the up-left corner of the screen and select "Save as .2DA", then select your Override directory and save the file there as "baseitems.2da". Next time I'll come with screenshots, I'll promise '^^ Don't know why Vista would interfere, though I know players have had plenty of troubles with it. There are threads about it in the Help forums IIRC, but I don't think it causes troubles when it comes to modding. Link to comment Share on other sites More sharing options...
katarna Posted June 17, 2008 Author Share Posted June 17, 2008 Alright, thanks, I will try it and get back to you. Link to comment Share on other sites More sharing options...
EnderWiggin Posted June 17, 2008 Share Posted June 17, 2008 If you're editing a new line in a *.2da and you finish and save right away, it doesn't actually commit the changes for some reason. Click to an unedited line after you're done your edits but before your save. I know it's what's given me trouble in the past. _EW_ Link to comment Share on other sites More sharing options...
katarna Posted June 18, 2008 Author Share Posted June 18, 2008 Thanks, that did it. All the mods work now, it was my testing that ws the problem. Link to comment Share on other sites More sharing options...
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