Infernus Posted February 18, 2009 Share Posted February 18, 2009 Hello everyone, I have a question for you. I like to find cool and interesting mods for my kotor games but I keep running into the same problem every time and I don't know how to fix it. I like to download armours and skins and things like that, but most come with 2da appearance files and let's say I download one armour mod and then a 2nd one. The first one's 2da appearance file is already in the override file but when I try to put in the second one's 2da appearance file it says "there is already a file with that name would you like to replace it?" then what ever I click, One of them does not look the way it should! So I was just wondering, would having multiple override files for seperate mods is an option? or should I try something else? Link to comment Share on other sites More sharing options...
HK-42 Posted February 18, 2009 Share Posted February 18, 2009 That is compatibility. And no you cant have multiple overrides. Newer mods now have a program called TSL Patcher- which is an installer for K1 and TSL, that patches these 2da files so that both work. If you want two mods to work that do not use this installer, learn to edit 2das or to set up an installer, or ask someone to do it for you. EDIT: If you want to edit the 2da yourself there should be some tuts here, and for the tsl patcher a tut is in the readme, you can download that here: http://www.starwarsknights.com/tools.php#mctl Link to comment Share on other sites More sharing options...
Qui-Gon Glenn Posted February 18, 2009 Share Posted February 18, 2009 That is compatibility. And no you cant have multiple overrides. Newer mods now have a program called TSL Patcher- which is an installer for K1 and TSL, that patches these 2da files so that both work. If you want two mods to work that do not use this installer, learn to edit 2das or to set up an installer, or ask someone to do it for you. EDIT: If you want to edit the 2da yourself there should be some tuts here, and for the tsl patcher a tut is in the readme, you can download that here: http://www.starwarsknights.com/tools.php#mctl Well.... not exactly correct, HK-42. If you want to, you can use KMM - KotOR Mod Manager, by cchargin, to manage your override folder. This will allow different mods to be played in your playthroughs - an older weapon for a less civilised time, perhaps... but very handy in its day. Link to comment Share on other sites More sharing options...
HK-42 Posted February 18, 2009 Share Posted February 18, 2009 Well.... not exactly correct, HK-42. If you want to, you can use KMM - KotOR Mod Manager, by cchargin, to manage your override folder. This will allow different mods to be played in your playthroughs - an older weapon for a less civilised time, perhaps... but very handy in its day. Yes but this requires KMM files, not commonly used. Link to comment Share on other sites More sharing options...
Darth InSidious Posted February 18, 2009 Share Posted February 18, 2009 Setting up a .kmm file is not difficult, and the tool is far from total redundancy, given the few but significant limitations on the TSLPatcher (most of which arise from the limits of what can actually be patched). I included one as late as Azgath's Tomb v1.0. Link to comment Share on other sites More sharing options...
Mav Posted February 18, 2009 Share Posted February 18, 2009 Ideally you'll want to visit the tutorials sections and learn how to edit the .2da files yourself, because then you'll have a foot in the door to start making mods yourself, and before you know it you'll wake up at 4 am after going to bed at 3 am because you want to add a power pack to your blaster model Link to comment Share on other sites More sharing options...
Darth InSidious Posted February 18, 2009 Share Posted February 18, 2009 Ideally you'll want to visit the tutorials sections and learn how to edit the .2da files yourself, because then you'll have a foot in the door to start making mods yourself, and before you know it you'll wake up at 4 am after going to bed at 3 am because you want to add a power pack to your blaster model Or working throughout the meantime correcting scripting glitches, compiling and recompiling modules, making a single pixel a slightly more pleasing shade of pinky-russet, etc. etc. Link to comment Share on other sites More sharing options...
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