i think the title is pretty self-explanatory. but if not i was wondering if it was possible to remove alignment restrictions for items such as the star forge robes etc. if so does anyone know how?
Sure.
For this method, you'll need both kotor_tool and GFFEditor.
Open up kotor_tool, and browse down the .BIFs to Templates.
Open that up, and find the item you want.. now.. they're listed by codes, not by names.. For example, Revan's Robes happen to be g_a_mstrrobe06.uti
You can find a list of these codes on the web in various places, because they're the same thing you enter when using the "giveitem" cheat inside the game.
Anyways.. you open that (will launch GFFEdit when double clicked)
Click plusses to open branches and find "PropertiesList" and open that one.
You'll see labels starting with 0 and counting up (this item has 5 of them). Each one is either a power or a limitation of some sort.
Go back to the Kotor_tool window (just leave it up) and use it to open up Itempropdef.2da (for reference).
Now.. back in the GFFEdit window, open up the plus next to the 0.
Near the end of that list, you'll find "Propertyname" and "subtype".
Now.. what you do is, look up the number you see under propertyname in that itempropdef table. For our example, we see the number 43. Scanning down the list, we find that 43 is defined as UseLimitationAlignmentGroup in the table.
Wow.. how lucky. First try ;)
Anyway, scanning more across that same row, you'll find IPRP_ALIGNGRP listed in the subtyperesref colum.
Soooo.. now we open IPRP_ALIGNGRP.2da, and -looking back at the g_a_mstrrobe06.uti file (the one GFFEdit has open), we see the subtype field reads as "3".
Looking at the IPRP_ALIGNGRP data, we find 3. Well.. lookie lookie.. 3 for that table corresponds to Dark side.
Ok.. heck with that.. we want everyone to use it. So change this "3" to a "0" (which as we see in IPRP_ALIGNGRP is the index for "All".
Now, for this example, you could also have just removed the entire 0 entry and renumbered the others so they start at 0 and go up one for each you find... OR.. if you really wanna be cute about it.. why not leave all the other cool stuff as is, and give Revan's robe a wisdom bonus while you're in there?
To do that, instead of switching the 3 to a 0, switch the 43 (from the propertyname field) to a 0. (if you look back at itempropdef.2da, you'll see that 0 is "Ability". Now scanning across that line, we find that we reference IPRP_ABILITIES as our subtypes. Okie doke.. open IPRP_ABILITIES.2da. Once there, we find that wisdom is 4. So we make the subtype a 4. Neeto..
Now, looking back up again, we see entries up above the propertyname etc. One called CostTable and one called CostValue.
Now, I'm not 100% sure how CostTable works, but I know for most things where it needs to be used (like adding to an ability or such), it's generally a 1. You can poke through some examples to see how they look. So anyway, make it a 1. (if you open the plus by the 1 in the propertieslist, and look that one up as we did this one, you'll see it's to add the +4 strength, and it's costtable is a 1 also... you'll also notice that its CostValue is a "4".)
Soooo.. for THIS costValue.. just make the 0 however much you want to add to wisdom. When you're done making changes, write this file (g_a_mstrrobe06.uti) to KotOR\Override.
And tada... you're done.
Hope this made as much sense as I intended it to, and didn't ramble around TOO badly. ;)
*Edit*
When you write the .uti file (from the GFFEditor) be sure to "save as", NOT export. Export will turn it into ascii data, which will NOT work for these templates. Need to save as, and name it exactly as it was when you opened it. ;)
*/edit*
-Kitty
you truly are the most helpful person i have yet to meet on these forums. :)
Well I was wondering how to remove those damn feats requirements out of head gear (what was BioWare thinking) and looks I could use this to make such alterations.
You can indeed Drakron. However, it has to be done item by item for everything you'd wish to alter.
It's probably easier and faster to just make light armor a bonus feat for all classes by altering the feats.2da file. But either way that makes you happy is good. ;)
And thanks eidospsogos. Nice to make a helpful contribution now and again. =)
-Kitty
Well it would be easier except many head gear have such requirements as medium armor.
If they were all light I could understand a bit, just give then light armor feat and be done with it but why on earth a Vacuum Mask would requires Medium Armor feat ?,
I guess BioWare would say something like "Balance issues" but some of the stuff we see in the game makes me wonder about it (Fett and Calo armor being the prime examples of bad item placement).
okay one more quick question. where are basic armor stats such as defense bonus and max dex bonus stored. i see the armor propertname = 1. but there is no corresponding reference file listed for armor in the itempropdef.2da. so how exactly are basic things like defense and dex awarded.
Base stats are set in Baseitems.2da
Any modifications to whatever you find there are done in the propertieslist in the .uti templates. ;)
-Kitty
found the dex bonus in there, is the defense bonus titled another way....? any idea what it may be called?
[Edit] i'm thinking it's baseac.....but am unsure.
In baseitems.2da, the armor base value is the "baseac" colum. The max dex bonus base is "dexbonus".
In the .uti, the entry with propertyname "1" is any additional armor value it recieves... but.. it works a little differently.
If you look at itempropdef.2da, in the armor row (1), there's a colum called costtableresref, which I see winds up the same number you find in the uti for that entry's "CostTable".
Then the CostValue is 5... which happens to be how much AC Revan's robe has... and since the base item it's from (Jedi Master Robe) gets a base AC of 0.. the 5 makes perfect sense. Though I'm STILL not sure what the heck that CostTable colum (or entry in the .uti) is for exactly. =/
-Kitty
I guess its something from NwN, NwN items have a cost and we could not bypass a +10 cost when creating items (I sure HotU raised that limit a bit) without they became "illegal" items.
Ok... but I still don't understand what the CostTable entry is for.. or what it does exactly.
Course.. never having modded for NWN since even playing it once made me fairly ill (no offense intended to anyone who happens to like it) probably doesn't help me either. ;)
-Kitty
Do you have any idea how to go about giving an item bonus feats? I believe it would involve adding another entry to the items PropertiesList, making the PropertyName value = 9, Subtype = [corresponding feat], and assuming CostTable value= 1 means add, what would CostValues's value be? 1-3 or something? Im lost beyond this and perhaps its going off topic aas well.
:) actually not really. i spent all last night adding things to exar kun's armor. figured with who he was he deserved a little better.
you'll want to add a user-defined structure to the properties list directory. then you will want to COPY existing brances from another subtree until you have all 7 branches of the subtree copied into your new subtree. certain things will remain the same and certain things won't.
so copy the one we know will be on any armor. the limitation to humans.
ChanceAppear [BYTE] = 100
CostTable [BYTE] = 0
CostValue [WORD] = 0
Param1 [BYTE] = 255
Param1Value [BYTE] = 0
PropertyName [WORD] = 45
Subtype [WORD] = 6
so there you have racialtype limitation to humans. it will be on practically all armors. (and the reason i say to copy these, is i had problems when creating my own branches and merely retyping the titles. besides it's quicker anyway :)) so then you change your property name to 9,as you stated since bomus feats is listed as 9 in itempropdef.2da. but to list the feat you will be gaining you merely list the number of the corresponding feat in subtype. everything else will remain at 0.
ChanceAppear [BYTE] = 100
CostTable [BYTE] = 0
CostValue [WORD] = 0
Param1 [BYTE] = 255
Param1Value [BYTE] = 0
PropertyName [WORD] = 9
Subtype [WORD] = 85
the above entry would give you two-weapon mastery. and that's about it. (IMPORTANT: do not merely copy and entire branch. let's say the item already had three branches. 0-2 . do not just copy 2. it takes less time, but it will copy the name of the branch as well, and you will have 2 number 2 branches. the branches must be in numerical order, starting at 0. i think kitty mentioned renaming them, but i have yet to figure out how to do so.)
To rename a value, just have the line you need to rename highlighted on the left, and over on the right, type whatever you need in the "FieldID" box. When you go back to the left hand pane and click something else, it'll change it.
The "name" of an entry in a tree is usually just its index, but.. if you look, you'll see a bit of text on the right side by the field index that indicates that the Field ID value will override it if used.
But other than adding that bit of info you seemed to be missing, nice job on that explanation. =)
And to Hyarmendacil, think of CostValue as "ok, how many?". So if you add like a bonus to an attribute, or to a save or something else.. this is where you're telling it how MUCH to add. Anything that doesn't require an amount, this field is zero.
Still working out the CostTable crap.. lol
-Kitty
I want to say thanks as well kitty, just about every thread of yourse I have read has helped me with something I was working on. Which brings me to a question-the Sith lightsaber that you get on Korriban from behind the starmap, does anyone know what the item code is for it or how I can find out?
I was just looking for that. I guess the fact that its a quest item is going to give it a different prefix than the rest of the sabers.
Yeah, I was thinking the same thing. But the thing is, it would most likely have the letters sbr in the item code or sth, or sith i would think.
EDIT: I think I found something: W_lghtsbr001 under the item files-thats the only saber code ive not seen before and its the only saber I dont know the code for. Ill go test it in game now.
That sith lightsaber is *probably* stuffed in the korriban module files. Same place you find those dark side gauntlets and mask and stuff.
Malak's is g_w_lghtsbr06, and whatever the sith saber is, it's most likely inside korr_m39aa.
maybe k39_itm_cersaber or somesuch. Of course, since you can't use cheat codes to "giveitem" stuff from the modules, you'll have to use trial and error to copy a template from that module to override, rename it, and then use the giveitem cheat with the new name to see if it's the right item or not.
Oh.. and everyone's welcome in reference to the multi-thank you's ;)
-Kitty
Your probably right about that. Maybe I'll have better luck making the sith saber upgradable. Malak's keeps reverting, something to do with its model. Id like to have a saber the length of malak's that I could upgrade. Does anybody have any idea what parameters make a saber upgradable. I know where it specifies what crystals can be used with a saber but beyond that?
Well, does anyone know what the PropertyName is to make a Lightsaber upgradable? (The number it uses) I looked in the PropertyDefinitions list and could not find it.
All that seems to be located in the PropertiesList of a normal saber is a subtree for each type of crystal that can be used to upgrade it. As far as I can tell whether or not a saber is upgradable isnt contained in the items PropertiesList subtree.
If that is the case, try copying the properties list from a normal saber to Malaks saber, since malaks doesnt have one. that make make it upgradable, because if you tried to add all the stuff in 1 by 1, you might have missed something. If you did try this already-oh well. Under the mod files for korriban, where can I find the item lists for that area? I must say, modding KOTOR is VERY different from most games I have worked with and its really confusing me.
if you study the diferences between the two items other than the missing properties list for malak's saber, you'll notice several things. malak's saber is missing the stolen property. as it is set to 0 and not 1. second you will see that the generic lightsabers are not listed as being identified, since they have a zero in that field, unlike malak's which has a 1. the comment for the generic sabers are their respective colors, while malak's is the title of the wepaon. and finally every lightsaber has a number corresponding to its model variation. besides trying to copy a properties listing, as malak's does not have one, you might try to mess around with the settings on one of the generic sabers as it would make things easier to change small fields like model variation to match malak's saber. see how that goes.
ALRIGHTYTHEN, I figured out how to make Malak's saber upgradable. You have to open up another items file and change its model variation number to 6 (the number for malak's saber. Now, the downside is, you can only change secondary crystals, not the primary-so you cannot change the color, it has to be red. I reccomend using g1_w_lghtsbr01 or 02 since those are sabers with the heart of the guardian and mantle of the force crystals in them, so therefore no other character uses them and you can have malaks saber (still red) with one of those primary crystals. I suppose to be able to change color, that will take script editing... Hope that helped.
EDIT: Also note, youll have to cheat to use the saber "Giveitem g1_w_lghtsbr01" for the heart of the guardian, for example.
k39_itm_cersaber was it, but it was located in korr_m39aa_s. But I just realized that it looks exactly like a normal saber in game so giving it upgradability isnt really worth it to me.
glad i could be of help. no thanks are necessary. :)
I didn't try changing the stolen or identified parameters, perhaps they make it work better.
i think stolen will only cause the item to be able to be taken off a corpse. so chances are if you left the item with a stolen value, you could find it on a dark jedi. :) that is the only thing i could think of that that would do.
as for the identifier, it would merely be referenced as being malak's saber in your inventory, instead of having a generic lightsaber name.
It seems the fundamental item properties we need aren't found in the UTI files, nor any 2da file either.
what exactly are you referring to? there has not been a problem posed in the thread that has not had some solution or another.
Oei, I can barely comprehend most of what you're saying here... but I must try...
And Stryke, do ya think you could post the upgradable Malak Saber for download?
Its great to be able to upgrade malaks saber. I love the length, but untill we can change its colour.....Im just not a red person.
I COULD post the malak saber, but I need a place to host it. its only a 4 kb file, any suggestions? Also, as I said, you cannot change the primary crystal and I also have it set up so it doesn't replace the malak saber, it has its own item code because I made it with the heart of the guardian crystal in it-yet the blade is still red, not orange =o(
I know. And I turned the heart of the guardian into malaks but there has to be a way to change the colour. Its just probably a lot more difficult than anything any of us have done so far. Probably something connected with the way kotor uses models. I think I recall someone saying people can put their kotor mods up on his site. I just forget who. Ask around.
I am not sure about this, but I think there are one of two possibilites. Bad news is, we probably do not know how to do this yet. Good news is, it is not impossible to do. Either
A) Malak's saber stats are tied to the saber model (which is unlikely because I think the hilt model is the same as a short saber)
or
B) Malak's saber (Length and color) are decided by a script for it, which means we have to edit that to change the color.
EDIT: I was wrong with what I said, I meant looking through the items file to see if anything was there about Malak's saber.
if the length of the blade is decided by a script it would probably be easier to find the variable that contorls the length of his blade and apply it to a normal saber.
but with the amount of people complaining about the shortened saber length i wouldn't be surprised if that wasn't included in a future patch.
okay, i have discovered an extra branch in certain branches of the properties list for items that are upgradable. it simply says UpgradeType= ___ and falls underneath the subtype branch.
i have, as of yet, been unable to figure out how this logically references to anything. so i cannot tell you how to make any item upgradable. but if i figure out what defines these upgrade categories and what they reference to, i will let you know.
however, i was able to make an upgradable armor, the environmental bastion armor to be specific, into exar kun's armor while keeping the upgradable status of the armor. :) including the correct icon description and all.
i did it the backwards way mentioned above. the variables that will need to be changed are these. (make note that we are making these changes in the .uti for the environmental bastion armor)(also make note that this will work best when working with armors that use the same model for their textures, such as armors in the same class)
DescIdentified [CExoLocString] = 0
it syas zero yes. let it stay zero. BUT when you select it, a side menu will appear that will contain, underneath a tab for CExoLocString, an entry called strref. the strref for this armor is 48169. now if you open the .uti for exar kun's amor, you can look at the strref for it. the strref for exar kun's armor is 5673. so change the strref to 5673.
the next variable to change is:
LocalizedName [CExoLocString] = 0
same procedure. it has a zero, but has strref section. which has the value of 48168. change the value to the localizedname value for exar kun's armor, which is 5672.
now the rest of what you change is up to you. i didn't mind replacing the original exar kun's armor as it wasn't too great stat wise but i liked it's appearance. so i changed the Tag, and the TemplateResRef at the very bottom to the item code for exar's armor. so it was changed from g1_a_class6001 to g_a_class6006.
the last thins i did was change the TextureVar entry to correspond with the texture for exar kun's armor, so it changed from the orignal value of 8 to 6. then i saved under the item name for exar kun's armor.
which i then bought from the holowan emporium, and tested out at the workbench. and it works fine. the only things that annoyed me is that the description for exar's armor did not say special upgradable. but that's so small a thing, i can overlook it. :)
*cough*
Pop open Upgrade.2da I think you'll find after looking at the numbers a bit, they seem to make sense for the field you mentioned. ;)
-Kitty
yeah i saw that. i was trying to figure out how they also related back to the other fields in the branch. you know how the upgrade type manages to relate back to the propertyname, which relates to subtype back to costtable and ends at costvalue.
so, i think, and this is only guessing, that the upgradetype value only tells the game to add this ability to the amor once this aprticular upgrade has been placed.
but, in that case, what initial value makes an item upgradable?
okay, who knows what initially makes the thing upgradable.....but i can tell you that if you had any sort of bonus given to an armor, you could simply add the branch UpgradeType =(either 20 or 21, as these are the numbers for the upgrade items for amor) and the ability will now come only when that upgrade item is added.
so say you had added a bonus feat to your armor. and i'm going to use the same boring one i listed above as it's easier to cut and paste than to cross reference dozens of files.
ChanceAppear [BYTE] = 100
CostTable [BYTE] = 0
CostValue [WORD] = 0
Param1 [BYTE] = 255
Param1Value [BYTE] = 0
PropertyName [WORD] = 9
Subtype [WORD] = 85
so, this entry you added to your amror gives you two-handed weapon mastery. so add the following line(below the line for SubType):
UpgradeType [BYTE] = 21
and now that feat will be gained whenever a mesh underlay is added to the armor.
BUT i still do not know if there is some other value that makes an armor upgradable to begin with. if there is and anyone knows it fill us in.
Sounds good, but have you been able to test this with any weapons like Malak's saber?
to be honest, the 20 something branches in the properties list for sabers has pretty much kept me away from them(as the sabers thing didn't really bother me THAT much :)). that and the inability to copy from one .gff to another.
fred tetra was planning on adding .gff and .erf support in the next version of his tool, maybe i can hop over and suggest he add the ability to copy from one .gff to another.
[EDIT]but as i have not been in a mood to do much more than game edit recently, may give it a shot tonight. if i achieve anything, i'll post tomorrow and if you want me too i'll email it to you.
okay. you can just about forget the malak's lightsaber thing ever being fully upgradable.
first whoever said something about it being malak's lightsaber seems to override any properties list is dead right. no matter what i changed i could not get the thing to be upgradable. even the backwards method of changing the model and renaming the item to reference it to being malak's saber could not get around whatever is keeping malak's lightsaber from being upgradable. as soon as it had the item number for malak's lightsaber, it became non-upgradable.
second, i got the texture for malak's lightsaber by substituting the model variation in the file s discussed before. and it was fully upgradable. but as soon as i removed the red crystal and put in another color, it was your average everyday lightsaber again. :)
i will see if the other upgrade crystals cause screwups.
[EDIT] okay so you can upgrade it and will look like malak's sbaer as long as you do NOT EVER remove the RED crystal. that seems to be about as as good as i can get. there should be no reason that after everything i added to the d@mn thing that it would not work. but i guess i will have to lean towards whoever stated that there must be something governing malak's saber other than the item file in templates. because what i did was open the file for g_a_lghtsbr02....then edited the values for the item reference and model variation, as well as changing any other value that would make it's malak's lightsaber and thus eliminating the chance of making an error while typing or copying from one properties list to another. and then saved the new file as g_a_lghtsbr06. that didn't work. so then i left the item reference and the model and the properties list as is, and changed all the references to malak's lightsaber back to the original values. so essentially all it was was lghtsbr02 with the model change and the item reference changed to 06 instead of 02. and it still remained non-upgradable. so the next step, was merely to change the item reference back to 02 from 06. and as soon as i did that, the saber is now upgradable and will remain looking like malak's saber as long as the RED crystal is NOT replaced/removed. so this leads to the conclusion something screwy is going on with malak's saber.
so were i you, i'd worry about something less troubling. after all a saber hilt takes up less than half an inch of your screen. you hardly ever see them well enough for it to be a big deal anyway. :)
Alrighty guys, I'm gonna try something, but since you all are gods at this compared to me, I'm gonna ask you first.
Is the following possible:
Modify a droid sensor so it gives Lightsaber proficiency and that force jump thingy (forgot the name)?
I just wanna see HK-47 charge into battle wielding a lightsaber...
The lightsaber proficiency is possible.. not sure about force jump. Never even looked to see if you can add powers/spells to items or not.
But it'd be far easier to give combat droids a freebie feat in lightsaber proficiency by simply editing the feats.2da file, finding the row for lightsaber proficiency, and then changing the colum for dcr_list to 3 and dcr_granted to x where x is the level they get it at.
Those MIGHT be drc_whatever instead of dcr.. not looking at the file right now, but it's not hard to figure out.
Now.. to actually give the droid the force jump power is a lot trickier. You'd have to set that class to spellcaster, give them force dice, then edit the powergain.2da (or something like that) and make a powers progression colum for the droids, and a whack of other stuff. I think it's possible, but I never even bothered trying since it's an awful lot of work for something that (to me) is sorta silly. Droids using the force would just iritate me lol. I still find it bad enough they bother to give them light/dark side ratings.. but eh :)
-Kitty
Originally posted by eidospsogos
what exactly are you referring to? there has not been a problem posed in the thread that has not had some solution or another.
I mean the fact that Malak's Saber's property list is completely blank, yet it still obviously has properties.
but, no it doesn't have properties really. the properties list for a lightsaber is a list of crystals one can use in it to give certain effects. without this list, the item still retains the stats from baseitems.2da. but the item is not upgradable as it has no properties list.
but as said above, even when a properties list is present something somewhere esle is forcing the item to be non-upgradable.