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KotOR and KotOR2 Savegame Editor (KSE) - Current Version: 3.3.3

Page: 11 of 25
 hus
03-27-2005, 10:21 PM
#501
Originally posted by tk102
v3.2.7 released
Added Components and Chemicals to the treeview for TSL savegames.

@hus: It is possible, but I doubt I will have time to hardcode everything. Plus that would add a 3rd version to maintain (already have KSE and KSEA).
...


oh well, thanks for the reply though. :)
 Blacktrim
03-29-2005, 9:53 PM
#502
I am an avid RPG player and a tremendous fan of the KOTOR series so far and i would like to say i am deeply impressed with the work done by the modding community for KOTOR and TSL, most especially the savegame editor!
keep up the fan-freaking-tastic work!:D
 The Lost Jedi
03-30-2005, 6:00 AM
#503
Hey there! My compliments on the latest KSE! I really love these two games and being able to create the characters the way I want them to be just gives you that EXTRA sense of 'cool.'

I just wanted to ask though, where do I go to edit Force Powers like Force Storm or Force Wave and Throw Lightsaber? I can't seem to find them anywhere in the dropdown lists?

Am I missing something?:confused:


:thumbsup: Again, great stuff!:cheers:


Sorry! My bad! My bad! I found them!!
 XTra KrazzY
03-30-2005, 10:29 AM
#504
Hey, you've got a stupid smallish bug:
when cheats are used it says: "cheat used : 1" and when it's not it says: "cheatS used: 0"

smallish bug
(i fixed it on mine, just took the source code, changed it and recompiled)
 tk102
03-31-2005, 5:38 PM
#505
v3.2.8 released

Added the ability to see portraits in KSE when they are selected from the portraits list.

Screenshot (http://img.photobucket.com/albums/v170/tk102/5135b930.jpg)

(And I fixed that nitpick bug Xtra) :p
 Blacktrim
03-31-2005, 9:47 PM
#506
the new version works, and the faces do show up in the upper-right hand corner when you highlight them on the list.

this would probably reguire a lot of work, but would it possible to display pictures of the character models when they're selected on the editor? It would save the trouble of having to go back and forth from the game to the editor deciding on a model you like
 chuckymonster
03-31-2005, 10:02 PM
#507
Hello,
Sorry, I havent been able to find an answer to this, so Iґm posting here...
Is there some sort of guide for editing the global scripts? I mean something that can tell me what OBE 511 or whatever means, and whatґs the meaning of the numbers besides it?
This is the problem I want to fix
After almost thirty hours of playing KOTOR II, I seem to have found a problem...After following the light side (in a general way) I arrived in Oberon, and decided to follow the General...planning to infiltrate his organization and betray him, in almost the same way go could play along with the assasination of the Sith Lords of Korriban in the first KOTOR. I left the planet met the other Jedi Masters, and left peacefully, but aparently this was not an option in Oberon, since coming back the jedi left me no choice but to fight....and after killing him, the game decided to label me sith and force me to go on the dark path of the storyline.
So, can anything be done about it? I have a save game just before finishing the tomb...so is there a way to fix my game so that I may continue on the path of the light side story? I dont mind beign a sith...but I was hoping to finish off the game with my first choice of alignment, and then go a second time as the oposite....
 tk102
04-02-2005, 4:59 AM
#508
v3.2.9 released
After having fun with porting eiz's tpc2tga code to Perl, I figured why not add images for the items in KotOR/TSL.

Screenshot (http://img.photobucket.com/albums/v170/tk102/444922b5.jpg)
 ChAiNz.2da
04-02-2005, 5:05 AM
#509
Originally posted by tk102
v3.2.9 released
After having fun with porting eiz's tpc2tga code to Perl, I figured why not add images for the items in KotOR/TSL.

Screenshot (http://img.photobucket.com/albums/v170/tk102/444922b5.jpg)
Kick ass addition man :thumbsup:
Will definitely come in handy! :D
 Mav
04-02-2005, 5:37 AM
#510
Originally posted by tk102
v3.2.9 released
After having fun with porting eiz's tpc2tga code to Perl, I figured why not add images for the items in KotOR/TSL.

Screenshot (http://img.photobucket.com/albums/v170/tk102/444922b5.jpg)

Very cool I'll give you 2 :thumbsup::thumbsup:

This new addition make KSE much more aesthetically pleasing and dare I say... beautiful ;)
 Lorden Darkblade
04-02-2005, 1:14 PM
#511
Awesome work tk :D
I cant wait to see what you'll do next :p
 tk102
04-02-2005, 6:18 PM
#512
v3.2.10 released

svцsh discovered a bug in 3.2.9 where baseitems.2da in the TSL override would prevent item's icons from appearing. That bug has been fixed

Also added the ability to see portraits and item icons that have .tga files in the override folder.
 svцsh
04-02-2005, 6:40 PM
#513
Awesome man , thanks :D , works perfectly now , what are the chances we will be able to see icons for our custom stuff ?

If’s not a ton of work that is .. Would be a cool addition

Thanks again :)

svцsh
 PsyckoSama
04-02-2005, 7:53 PM
#514
I try and run kse v3.28 and v3.210 but it gibves me an error that says its trying to read past the end of the diologue.tlk and mentions the kotor1 spells.2da before crashing...

and ideas what the heck is up?
 tk102
04-02-2005, 8:22 PM
#515
@svцsh: You should be able to see them now. :) The .tga files have to be in your override root folder -- subfolders in the override aren't supported.


@PsyckoSama:
Sounds like you have a TSL spells.2da file in your KotOR override folder.

Other possiblities:
- KotOR dialog.tlk in your TSL folder
- the paths in your registry are pointed to the wrong game
 PsyckoSama
04-02-2005, 9:01 PM
#516
@PsyckoSama:
Sounds like you have a TSL spells.2da file in your KotOR override folder.

I doubt it considering I don't have any post-KOTOR2 PC release mods in the override...


Other possiblities:
- KotOR dialog.tlk in your TSL folder

I haven't modded TSL yet so I can't see how that might work...


- the paths in your registry are pointed to the wrong game

Any ideas how and where to check? I don't like mucking around in the reg (and for good reason)

Hmm... would the fact that I still have KSE v2.11 (which works) on my computer fowl anything up?
 T7nowhere
04-02-2005, 9:05 PM
#517
Originally posted by PsyckoSama
I try and run kse v3.28 and v3.210 but it gibves me an error that says its trying to read past the end of the diologue.tlk and mentions the kotor1 spells.2da before crashing...

and ideas what the heck is up?

I got this exact same error last night. The problem was I have All-in-one Force Power mod installed But I recently updated the game to 1.03(don't ask why I just did that) and so the patch overwrote the dialog.tlk that is installed by All-in-one Force Power mod. So if you have that mod installed then you will want to reinstall the dialog.tlk from the mod.
 tk102
04-02-2005, 10:29 PM
#518
@PsyckoSama:
Try making a file called kse.log in the same directory as KSE. Then try to run KSE to make it crash. After that happens, post the contents of kse.log here.
 PsyckoSama
04-03-2005, 12:24 AM
#519
Originally posted by tk102
@PsyckoSama:
Try making a file called kse.log in the same directory as KSE. Then try to run KSE to make it crash. After that happens, post the contents of kse.log here.

04-02-2005 23:22:45 KSE startup v3.2.10
04-02-2005 23:22:46 KSE found KotOR1 saves directory in C:\Games\SWKotOR
04-02-2005 23:22:46 KSE found KotOR2 saves directory in C:\Games\SWKotOR2
04-02-2005 23:22:46 KotOR1 spells.2da override detected.
Dialog.tlk error: Attempted to read past end of end of dialog.tlk
(tried to read string 49295 but dialog.tlk has 49265 entries)
Breadcrumb: KotOR1 Spells.2da at /PerlApp/Bioware/TLK.pm line 32.
 tk102
04-03-2005, 3:49 AM
#520
Looks like T7 nailed it... the AIOFPM needs the AIOFPM dialog.tlk
 Darth Khasei
04-03-2005, 12:13 PM
#521
Ran into the same problem while porting the Force Powers over to TSL from KOTOR1. They still work VERY well, I just need to get some help with the names over the powers in the combat icon over the target. Right now it seems attached to a dlg line already in the game. Some long sentences, some just names like HK-47.

Once this is fixed I may just send it to Darth333 for the final AIO aspect of things :cool: :D
 XTra KrazzY
04-03-2005, 12:40 PM
#522
2 Addition suggestions:

1. party members changing ability

2. feats/force powers shown on kse...
 tk102
04-03-2005, 2:14 PM
#523
1st suggestion: I don't understand.

2nd suggestion: Do you mean you'd like to see the icons for porce powers and feats?
 XTra KrazzY
04-03-2005, 2:22 PM
#524
Originally posted by tk102
1st suggestion: I don't understand.

If you have HK-47 and Hanharr in your party during the save, you may change it to Visas and Handmaiden or whichever party members you want instead of them (if you have them in your party, i can also see that you have already put an "if" like that: every npc you can have in your party is shown with details in the npc tree)

Originally posted by tk102
2nd suggestion: Do you mean you'd like to see the icons for porce powers and feats?

Yes. If they are tpc of course, but if they're not... I'll try to figure how to convert them to tga format ;)
 tk102
04-03-2005, 7:11 PM
#525
v3.2.11 released
Another bug caught by svцsh has been fixed.

This bug caused KSE to not display the icons of .uti files in the override. (Now fixed).

@XTra KrazzY:
Ok I understand. I'll put those on my to-do list as well. :)
 svцsh
04-03-2005, 7:17 PM
#526
Yes TK you rock man, :guitar2 :guitar1

Thanks for fixing and updating Kse :)

svцsh
 ChAiNz.2da
04-03-2005, 7:22 PM
#527
Indeed! Being able to see the icons (even the custom ones now) is great!

Though I have yet another request...

.
.
.
.
.
.
.
.
.
.
.
.
take some time off and play TSL! :lol:
 tk102
04-04-2005, 2:28 AM
#528
v3.2.12 released

- Added ability to see icons for feats and powers
 Mav
04-04-2005, 2:31 AM
#529
Originally posted by tk102
v3.2.12 released

- Added ability to see icons for feats and powers

This wil prove to be a very useful feature, although I must agree with ChAiNz and demand that you take some R&R and actually play the game :D
 XTra KrazzY
04-04-2005, 11:02 AM
#530
Thank you very much for your consideration... it seems you HAVE released alot of versions lately, guess you're working hard.... Play some games, no modding please... I tell you, IT'S MUCH MORE FUN(can't argue with that huh?)
 Keiko
04-04-2005, 11:13 AM
#531
*DarthSmallz grabs a mob, and starts chanting, "Play TSL, play TSL,* Play it Tk102, I feel bad that you are busy making tools, when we are *Playing* the game!
 tk102
04-09-2005, 3:07 AM
#532
v3.3.0 released

- Added the ability to edit Quests, aka Journal Entries.

Well, more like selecting where you are in a quest rather than full-fledged text editing.
 Lorden Darkblade
04-09-2005, 3:20 AM
#533
Seriously tk, you should stop a bit and actually PLAY the game you know :mad:
You never seem to rest :p Very cool new addition :thumbsup:
 Emperor Devon
04-09-2005, 3:22 AM
#534
Originally posted by tk102
v3.3.0 released

- Added the ability to edit Quests, aka Journal Entries.

Well, more like selecting where you are in a quest rather than full-fledged text editing.

You're continuing to make great tools, but you're never playing the great game you're making the tools for. *Mob starts gathering, and shouts "take a break! Go play TSL!" *
 XTra KrazzY
04-09-2005, 7:22 AM
#535
tk102, your quest widget went out even better than I presumed! you are a perl/kotor MASTER! Quests ROCK!

I don't see any more additions needed except party changes....

though i did notice a bug... quests that I did have (and I can see them in the editor) do not appear blue in the list for some reason.... why?

:fett: KSE 3.3.0 ROX :fett:
:fett: :fett: KSE 3.3.1(with party changing and quest bug fixes) ROX EVEN MORE! :fett: :fett:
 Keiko
04-09-2005, 10:40 AM
#536
Nice Job Tk, but take yime off:)
 tk102
04-10-2005, 4:34 AM
#537
XTra KrazzY postulated:
KSE 3.3.1(with party changing and quest bug fixes) ROX EVEN MORE!

v3.3.1 released

- Added ability to edit Current Party
- Fixed bug where not all current Quests were showing up in blue in Quest List
- Fixed bug where customized global.jrl files with localized strings were not being displayed properly

take some time off and play TSL!I must agree with ChAiNz and demand that you take some R&R and actually play the gamePlay some games, no modding please...starts chanting, "Play TSL, play TSL,* Play it Tk102Seriously tk, you should stop a bit and actually PLAY the game you know*Mob starts gathering, and shouts "take a break! Go play TSL!" *Nice Job Tk, but take time off

Guys, this is how I play TSL.
:nod: :bot2:
 Emperor Devon
04-10-2005, 4:53 AM
#538
Really... You need to play it, at least once!
 Suraknar
04-10-2005, 4:54 AM
#539
Hello Tk,

First Congrats on a very well done Editor, its simply awesome!

Second, asmall request if I may, would it be possible to Add a number of Available Feat Points that we then use to get feats in game for TSL?

I know we can add Feats with KSE directly, and this feature is great for moding too, however, it would also be nice to input a certain number of points and then go in game and choose the desired feats.

Thanks!
 Mav
04-10-2005, 6:19 AM
#540
Originally posted by Suraknar
Second, asmall request if I may, would it be possible to Add a number of Available Feat Points that we then use to get feats in game for TSL?

I know we can add Feats with KSE directly, and this feature is great for moding too, however, it would also be nice to input a certain number of points and then go in game and choose the desired feats.

Thanks!

I don't know if this is possible the way you want it, because in order to reach teh feat selection screen, you need to level up first, so I'm not sure how it would work although I suppose, that you could just have the feat points inplemented upon the next level up... I guess.
 Keiko
04-10-2005, 11:15 AM
#541
[Force Persusde] Tk, go play TSL, NOW! Haha, but do it man, it calls for you. :p

*Tk, Tk, play me, play me!*
 ChAiNz.2da
04-10-2005, 2:28 PM
#542
Originally posted by tk102
Guys, this is how I play TSL.
:nod: :bot2:
Then far be it from us to ruin your 'fun' man ;)

Thanks for all you do! :D
 RevanA4
04-10-2005, 4:28 PM
#543
dude the quest thing on this version is choice
 Emperor Devon
04-11-2005, 1:00 AM
#544
Originally posted by tk102
Guys, this is how I play TSL.
:nod: :bot2:

If that's how you play TSL, why'd you even start a game in the first place? :p

By the way, I found a bug with the adding/removing powers feature. Whenever I add new powers, the old ones dissapear, and I have to add them back.
 Suraknar
04-11-2005, 3:40 AM
#545
I don't know if this is possible the way you want it, because in order to reach teh feat selection screen, you need to level up first, so I'm not sure how it would work although I suppose, that you could just have the feat points inplemented upon the next level up... I guess.

Yes actually that would be a good way, same as saving up Skill points,when applicable, for the next "Level UP".
 XTra KrazzY
04-11-2005, 5:52 AM
#546
Originally posted by Suraknar
saving up Skill points,when applicable, for the next "Level UP".
Yes... adding feats, force powers, and skill points for a level up, there surely is someway to do it as you can "save" your skill points in the game for the next level up, I'm sure it can be done on feats and f. powers....

anyways....
:fett: I KNEW KSE 3.3.1 WOULD ROCK!!! :fett:

another idea though(might be my last):
add another party canging ability(this time when you click the "party" button i want you to make us edit the party members)
for instance(1):
I have Hanharr in my party, and I want Mira instead, or I have Remote in my party, and I want Kreia instead, we'll be able to change that...
another instance(2):
Mandalore is "locked" in the party and I can't put him with me... i want to make locked party members unlocked and vice versa....
Another instance(3):
I only have Atton in the party, since i'm still in Telos, and I want HK-47/Visas in it already, just because I'm a cheater :P
I want to be able to do that too...

You can use your current party changing widget for that... but make another checkbox for each party member with "locked"... and then that party member will be disabled, and when Hanharr is checked Mira should be disabled, unless you uncheck Hanharr.... If I remember well there are states when your whole party is locked... checkbox for that too....

Hope you do something about it.... it seems to be the last missing piece for your perfect editor... :D (that and the powers/feats/skill points adding)
 XTra KrazzY
04-11-2005, 7:06 AM
#547
it may help you, but i dunno, just experiment with it:
Dak Vesser's holodroid mod - for changing party members, experiment with the values(it even has source) (http://www.pcgamemods.com/dl/e30898593bd9cc34f82bfe7aba69d22b/TSL_HoloDroid_Emitter_Modv1.zip)

Shem's force power gain change - it changes the amount of force point gains for each level, might help you with the feat/force/skill points gain changing (http://www.pcgamemods.com/dl/340b0c8721e28b40c393b71283ea3113/ForcePowerGainTSL.zip)

Hope I helped! ;)
 Darth_Tratious
04-11-2005, 6:07 PM
#548
thanks tk102 i love this handy app.
 Darth_Tratious
04-11-2005, 6:08 PM
#549
yes nice job on the quest thank you thank you so much.:) :) :) :) :)
 RevanA4
04-11-2005, 6:17 PM
#550
Darth_Tratious unstead of multiple posts in a row make use of the edit button
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