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(K1) Strange new "force powers" when editing spells.2da


Malxados

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So, in response to this thread here, I've been working on "unchaining" force powers in both K1 and TSL (in other words, making linked powers such as Force Push, Wave, and Whirlwind into separate powers). I seem to have it all working fine in TSL, using the TSLPatcher; I then decided to just try virtually the same set up with the Patcher on K1, and, lo and behold, it worked. Sort of. The powers were changed accordingly, but I also got some weird side effects; more specifically, I got a whole bunch of new "force powers" that seemed to be referencing random dialog.tlk entries.

 

Pictures:

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2013-06-18_00002_zps2a3d4a15.jpg

 

2013-06-18_00003_zps307ccc7a.jpg

 

Also, out of curiosity (or just for kicks and giggles), I tried learning and using a power:

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2013-06-18_00007_zpsbf1660fb.jpg

Funny thing is that the force power (which seemed to have a different name/description depending on where I viewed it, as seen above) actually "worked", in that my character stuck out his hand and lost force points. Weird.

 

I removed from the TSLP instructions involving changes to the dialog.tlk and the .2da field references to those changes, attempted to uninstall and reinstall with just the changes to spells.2da (editing only the "prerequisites", "forcehostile", "forcepriority", and "pips" fields), but the problem still occurred; here's the text version of the "changes" file used by the TSLPatcher for more information (slightly modified for readability):

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; =====================================================[v1.0.5b1]====

; TSLPATCHER - GENERATED MODIFICATIONS FILE (6/15/2013)

; ===================================================================

; This file is automatically generated and as such has no formatting

; to speak of. You can insert blank lines between sections (but NOT

; between keys within a section!) and add comment lines starting

; with semicolon to make it more readable without breaking anything.

; -------------------------------------------------------------------

 

[settings]

FileExists=1

ConfirmMessage=N/A

LogLevel=4

InstallerMode=1

BackupFiles=1

PlaintextLog=0

LookupGameFolder=0

LookupGameNumber=1

SaveProcessedScripts=0

 

 

[TLKList]

 

 

[installList]

install_folder0=override

 

 

[2DAList]

Table0=spells.2da

 

 

[GFFList]

 

 

[CompileList]

 

 

[sSFList]

 

 

; ===================================================================

 

[spells.2da]

ChangeRow0=modify_force_push

ChangeRow1=modify_force_whirlwind

ChangeRow2=modify_force_wave

ChangeRow3=modify_force_shock

ChangeRow4=modify_force_lightning

ChangeRow5=modify_force_storm

 

[modify_force_push]

RowIndex=23

forcehostile=high()

 

[modify_force_whirlwind]

RowIndex=27

prerequisites=****

forcehostile=high()

forcepriority=0

pips=1

 

[modify_force_wave]

RowIndex=26

prerequisites=****

forcehostile=high()

forcepriority=0

pips=1

 

[modify_force_shock]

RowIndex=43

forcehostile=high()

 

[modify_force_lightning]

RowIndex=35

prerequisites=****

forcehostile=high()

forcepriority=0

pips=1

 

[modify_force_storm]

RowIndex=25

prerequisites=****

forcehostile=high()

forcepriority=0

pips=1

 

[install_folder0]

File0=spells.2da

 

And in case you wanted some MORE info, I downloaded the game through GameFly and am using Windows 7, and here's the (slightly censored) install log from the TSLPatcher:

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• Installation started 6/18/2013 2:20:12 PM...

• Install path set to C:\Users\****\Documents\GameFly\games\Lucas Arts\Star Wars Knights of the Old Republic\.

• Loading StrRef token table...

• Installing unmodified files...

• Copying file spells.2da to the override folder...

• Modifying file "spells.2da" found in Override folder...

• Modifying line (index 23) in 2DA file spells.2da...

• Setting added row column forcehostile to next HIGHEST value 32.

• Modifying line (index 27) in 2DA file spells.2da...

• Setting added row column forcehostile to next HIGHEST value 33.

• Modifying line (index 26) in 2DA file spells.2da...

• Setting added row column forcehostile to next HIGHEST value 34.

• Modifying line (index 43) in 2DA file spells.2da...

• Setting added row column forcehostile to next HIGHEST value 35.

• Modifying line (index 35) in 2DA file spells.2da...

• Setting added row column forcehostile to next HIGHEST value 36.

• Modifying line (index 25) in 2DA file spells.2da...

• Setting added row column forcehostile to next HIGHEST value 37.

• Updated 2DA file C:\Users\****\Documents\GameFly\games\Lucas Arts\Star Wars Knights of the Old Republic\override\spells.2da.

• Done. All changes have been applied.

 

Any thoughts? I didn't see any similar problem posted about already with some searching, but I wasn't really sure what to search for =P

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When you launched the tslpatcher for the K1 version, did you use the TSL spells.2da? That might be part of the issue.

 

Also, in the Patcher, are you applying changes to spells.2da and moving the file to the override? If so, then try not moving the file, and just applying changes.

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Wait. Wait wait wait. It seems the spells.2da I'm moving to the override was in fact the TSL spells.2da, so while those fields I was editing may have been fine and dandy, it looks like the game had way more entries than normal, and some of the dialog.tlk references would have been out of whack as well, which makes sense; thanks, good sir =)

 

EDIT: Yeah, it seems to be working now, thanks.

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Somebody give Fair Strides a cookie lol. Good thinking there ;)

 

Sounds good to me. Here you go, Fair Strides ;)

 

Well, I've learned in the past not to mix up the resources. For example, my first mod. I originally used the K1 version of the skin and had it plastered onto the tsl head...I couldn't figure out why the tips of hair behind the ears were skin-colored.

 

This might be my first time actually making a mod for K1, more or less, so I don't even know if I would've thought about simply mixing up resources; thanks =)

 

In other news, after this I know kinda have the urge to make many more force powers XD

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Make a 3rd tier dominate mind that temporarily takes control of a enemy? Well if you can XD

 

Well when you say "take control of", do you mean make them temporarily your ally? The might already be a power like that someone else has made, if not I could theoretically look into it.

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Well when you say "take control of", do you mean make them temporarily your ally? The might already be a power like that someone else has made, if not I could theoretically look into it.

 

Well, here's a tip:

 

Look in k_inc_force under TSL. There's a force power that makes an enemy an ally for 30 seconds, pending the results of a Will Save. You might be able to duplicate that, but I am not sure if it uses TSL-only functions.

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Don't get me wrong I'm not some scripting genious but I feel as if this script should work for the actual action of the script... I think you can take care of the rest ;)

 

#include "k_inc_debug"

void main()
{
ChangeToStandardFaction(OBJECT_SELF, STANDARD_FACTION_FRIENDLY_5);
fDelayInSeconds=30.0;
DelayCommand(fDelayInSeconds,ChangeToStandardFaction(OBJECT_SELF, STANDARD_FACTION_HOSTILE_1);
}

 

Now this script may be complete garbage and if it is just ignore it ;).

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Darth333's version lacks TSLPatcher as well

True, but that's not a huge deal; if another mod already uses a modified spells.2da, I believe you just need to copy and paste one row.

 

TSL already has that power natively in the form of Force Confusion:

 

 

http://www.gamebanshee.com/starwarskotorii/forcepowers/forceconfusion.php

 

Well darn, seems that I might benefit from brushing up on my pre-existing force powers before attempting to create more new ones =d haha thanks.

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