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Can someone help me merge some .ncs files?

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 ShadowDragon868
04-07-2007, 5:51 PM
#1
I've tried to install a lot of mods, and for most of the process I got lucky and didn't have too much problems. However, the following has goofed:

I've installed the mod that adds the Jedi Temple on Courscant as a location you can fly to. (At least, I suspect this mod is the culprit.) Then I tried to install Stoffe's Handmaiden for Female PCs mod.

Here's where it gets ugly; Handmaiden for Females modifies and copies a whole crap-ton, so uninstalling it and everything else would probably involve a clean sweep of my KotOR2. I don't want to go to that extreme, so I need to figure out how to merge three files:

k_enter_601.ncs
k_hen_discipdlg.ncs
k_sup_galaxymap.ncs

The trouble is I have no clue. The closest to modding any game I ever got was making uberitems for NWN, so I'm in the deep end. Can someone tell me what I need to do, what tools I need to merge these?
 Gargoyle_King
04-07-2007, 5:58 PM
#2
I've tried to install a lot of mods, and for most of the process I got lucky and didn't have too much problems. However, the following has goofed:

I've installed the mod that adds the Jedi Temple on Courscant as a location you can fly to. (At least, I suspect this mod is the culprit.) Then I tried to install Stoffe's Handmaiden for Female PCs mod.

Here's where it gets ugly; Handmaiden for Females modifies and copies a whole crap-ton, so uninstalling it and everything else would probably involve a clean sweep of my KotOR2. I don't want to go to that extreme, so I need to figure out how to merge three files:

k_enter_601.ncs
k_hen_discipdlg.ncs
k_sup_galaxymap.ncs

The trouble is I have no clue. The closest to modding any game I ever got was making uberitems for NWN, so I'm in the deep end. Can someone tell me what I need to do, what tools I need to merge these?

TSL Patcher might be able to merge them; if you don't know how to use this there are tutorials on this site or you could try requesting for someone to merge the files using the TSL patcher program; i think this is the only way to get two incompatible mods to work with each other.

Hope this helps in some way.
 ShadowDragon868
04-07-2007, 6:07 PM
#3
TSL Patcher? Sorry - completely in the deep end here. What is TSL patcher?
 Gargoyle_King
04-07-2007, 6:18 PM
#4
TSL Patcher? Sorry - completely in the deep end here. What is TSL patcher?

Here's a link for the program:
http://www.lucasforums.com/showthread.php?t=149285)

A quick tutorial:
http://knightsoftheoldrepublic.filefront.com/info/TSLpatchercharacter)

If you don't know how to use it, contact the authors of the mods you are using (contact information should be in the readme) and ask them if they will make a patcher with the program, which will then combine the mods your using; all you have to do then is run the installer and voila!! Also ask Stoffe, a prominent member of the community and the author of the TSLPatcher tool if you need any assistance. Basically the program was designed with these problems in mind to help modders make mods that would be compatible with other mods in the community; it therefore allows for a more diverse modding community!

BE WARNED HOWEVER THAT NOT ALL MODS CAN WORK TOGETHER, EVEN WITH THE TSLPATCHER, BUT THIS SHOULD GET YOU ON THE RIGHT TRACK.

Hope this helps! :thumbsup:
 stoffe
04-07-2007, 6:25 PM
#5
I need to figure out how to merge three files:
k_enter_601.ncs
k_hen_discipdlg.ncs
k_sup_galaxymap.ncs

The trouble is I have no clue. The closest to modding any game I ever got was making uberitems for NWN, so I'm in the deep end. Can someone tell me what I need to do, what tools I need to merge these?

You'll need the latest version of KotorTool to compile scripts. Further you'll need the NSS file (source code) variants of the above mentioned scripts. Most modders tend to include the script source code with their mods.

It's probably easier to take the NSS file from the other mod you have and apply the changes the Handmaiden mod does, since it only modifies a few lines here and there.

Open k_enter_601.nss from your other mod with KotorTool's script editor, and find the line that looks like...

AssignCommand(GetObjectByTag("disciple"), ActionStartConversation(GetFirstPC(), "disc_enc"));

...and replace it with...

AssignCommand(GetObjectByTag("disciple"), ActionStartConversation(GetFirstPC(), "602disc_enc"));


Next open k_hen_discipdlg.nss and find the lines that look like...

// If Atton is on escape from 650DAN to 006EBO.
else if(GetGlobalNumber("000_Disciple_Joined") == 0)
{
BeginConversation( "disc_enc" );
return;
}

...and replace them with...

// If Atton is on escape from 650DAN to 006EBO.
else if(GetGlobalNumber("000_Disciple_Joined") == 0)
{
if (GetModuleName() == "602DAN")
BeginConversation( "602disc_enc" );
else
BeginConversation( "disc_enc" );
return;
}


Finally, open k_sup_galaxymap.nss and first find the line that looks like...

else if( (GetGlobalNumber("000_Jedi_Found") >= 1) && (GetGlobalNumber("000_Jedi_Found") < 4) && (GetGlobalNumber("000_Atriscs1") == 0) && (GetGlobalBoolean("000_PLAYER_GENDER")))

...and replace it with...

else if( (GetGlobalNumber("000_Jedi_Found") >= 1) && (GetGlobalNumber("000_Jedi_Found") < 4) && (GetGlobalNumber("000_Atriscs1") == 0) && IsAvailableCreature(NPC_HANDMAIDEN))

...and then find the line...

else if( (GetGlobalNumber("000_Jedi_Found") >= 2) && (GetGlobalNumber("000_Jedi_Found") < 4) && (GetGlobalNumber("000_Siscut1") == 0) && (GetGlobalBoolean("000_PLAYER_GENDER")))


...and replace it with...

else if( (GetGlobalNumber("000_Jedi_Found") >= 2) && (GetGlobalNumber("000_Jedi_Found") < 4) && (GetGlobalNumber("000_Siscut1") == 0) && IsAvailableCreature(NPC_HANDMAIDEN))


Save and compile your modified scripts, and make sure the resulting NCS files are saved in the override folder.

TSL Patcher? Sorry - completely in the deep end here. What is TSL patcher?

It's a mod installer utility that is sent with some mods to place files in the proper places, modify game data files and merge some types of data files together to make them compatible. It can however not make standard scripts modified by different mods compatible, so it's not relevant to your current problem. :)
 Gargoyle_King
04-07-2007, 6:31 PM
#6
Stoffe's method is, however, a lot easier and less time-consuming than mine, and there is no gaurantee that you'll be able to get the mods in question working with each other with the TSLPatcher. It'll therefore probably be easier if you stick to the above method than with the Kotor Tool rather than with the TSLPatcher, especially since you don't seem to have a clue what the TSLPatcher is - it'll save you a lot of hassle in the long-run! Besides, Stoffe will definately know what he/she is talking about so i'd definately stick to her/his advice.

It can however not make standard scripts modified by different mods compatible, so it's not relevant to your current problem. :)
Didn't realise that Stoffe! I still think the tool is pretty awesome though, as we would have less choices in terms of mod installation without it - good work on the tool anyways, i don't think i ever thanked you for it! :thumbsup:
 ShadowDragon868
04-07-2007, 6:40 PM
#7
Ugh, I think they may have come from three different mods. (Headache time).

Is there any way to decompile an NCS into an NSS? Also, I have the latest KotOR Tool. I'll keep looking for those phantom files, though.
 stoffe
04-07-2007, 6:47 PM
#8
Ugh, I think they may have come from three different mods. (Headache time).

Is there any way to decompile an NCS into an NSS? Also, I have the latest KotOR Tool. I'll keep looking for those phantom files, though.

Which is the third mod aside from the Handmaiden for Females and the Coruscant mod? Check in the RAR/ZIP/7z file you downloaded the mod in if the NSS files are included. They usually aren't put in the override folder since the game doesn't use them directly (it uses the NCS bytecode files).

If the mod does not include the source files for some reason the easiest way is probably to contact the mod's author and ask for the files.

You can reconstruct NSS source code from NCS bytecode using the DeNCS (http://www.starwarsknights.com/tools.php#sct) utility, but the code it produces isn't very clean or optimally human readable so it can be a bit confusing if you aren't somewhat familiar with NWScript and what the script in question is supposed to be doing. So I would only use this as a last resort if you can't find the NSS files for the mod, or get in contact with the mod author.
 ShadowDragon868
04-07-2007, 6:48 PM
#9
Well, I found the source nss files - the galaxy map was from the Jedi Temple mod, k_enter was from the USM, and k_hen_discipledlg was from Stoffe's Improved AI mod.

Now, how do I open an nss file in KotOR tool? Really, really newbish here... I'm looking, but I don't see an option for nss files.
 stoffe
04-07-2007, 6:53 PM
#10
Well, I found the source nss files - the galaxy map was from the Jedi Temple mod, k_enter was from the USM, and k_hen_discipledlg was from Stoffe's Improved AI mod.

Now, how do I open an nss file in KotOR tool? Really, really newbish here... I'm looking, but I don't see an option for nss files.

I think it's part of the text editor. Don't know exactly since I don't use the script editor in KotorTool and haven't bothered to install the latest version yet. :)

Look in the Tools menu --> Open Text editor. Check the menus of that window to see if it has any commands for compiling scripts.

As long as all the mods don't modify the same file you should be able to use the modifications I described above. (And if they did all modify the same script two of them would already be incompatible if you haven't merged them already :))
 ShadowDragon868
04-07-2007, 7:04 PM
#11
Houstan, we have a problem.

This is the entirety of the k_enter_601.nss file that I found:


//k_enter_601
void main()
{
object oEntering = GetEnteringObject();
if (GetIsPC(oEntering))
{

ExecuteScript("old_enter_601", OBJECT_SELF);
ExecuteScript("dan_replcwep", OBJECT_SELF);
}
}

Somehow I think this is wrong, as the lines you told me to change in k_enter_601 don't even appear.
 ShadowDragon868
04-07-2007, 7:55 PM
#12
I'm thinking it might be easier to merge the above information with the .nss file I took from the handmaiden file, which actually appears to be complete. But honestly, I don't know what any of this is referring to. I'm not even sure what k_enter_601 does. There's some clear calls for Vrook's status, and some other stuff about the disciple and other characters, but I'm not sure why the USM would modify this file.

I'm kinda confused at this point.


[edit] To be clear, the version of k_hen_discipledlg that I found was already the same as the information you gave me above - it seems to have been emplaced already by the improved AI mod. So that's all set. I merged the map file, but I just don't know what to do with k_enter_601.
 stoffe
04-07-2007, 8:02 PM
#13
Houstan, we have a problem.

This is the entirety of the k_enter_601.nss file that I found:
Somehow I think this is wrong, as the lines you told me to change in k_enter_601 don't even appear.

Take the file from the Handmaiden mod and paste this in as the first line after void main() instead:

ExecuteScript("dan_replcwep", OBJECT_SELF);


That should merge them. That mod uses a renamed version of the original script that's fired from the script you found. All the things that mod itself does are run from the line above, so pasting it into the full script should work just as well.

But honestly, I don't know what any of this is referring to. I'm not even sure what k_enter_601 does.

It is a script that runs when the player enters the Khoonda Interior on Dantooine. The change to this script by the Handmaiden mod makes the short cutscene where the unrecruited Disciple contacts Adm. Onasi/Cede play properly.
 ShadowDragon868
04-07-2007, 8:22 PM
#14
Okay, I got that... But I'm experiancing yet more unusual weirdness.

I installed the AI update, but when I unequipped T3's mining laser (so the only weapon he had was his shock arm), he instead chose to close to melee range.

I'm thinking I'm totally screwed up here, so I'm thinking of doing a clean re-install of KotOR2, or at least bombing the Override and everything else and starting over.

Here's the list of mods I want to install, I'm trying to figure out the proper order to install them:

The Ultimate Saber Mod (http://www.lucasforums.com/showthread.php?t=149509)
Everything by Stoffe except the Arena
The Courscant Jedi Temple (http://www.lucasforums.com/showthread.php?t=176163)
Slender Bodies for Females 1.1 (http://knightsoftheoldrepublic.filefront.com/file/Slender_Body_for_Females;41158) (I have a strong feeling this one will conflict with the new look for Visas Marr and the Handmaiden - I think I'll just wind up not using the new look mods for those two)
Feat Progession for TSL (http://knightsoftheoldrepublic.filefront.com/file/Feat_Progression_for_TSL;76583)

Here's my plan:
Step 1: Slender Females
Step 2: Feat Progression
Step 3: USM
Step 4: Jedi Temple
Step 5: Stoffe's Files
Step 7-n: Merge the files used by Stoffe's mods with the ones from the other mods.


Should I try a clean re-install, or should I just wipe out Overrides and start over?
 stoffe
04-07-2007, 8:34 PM
#15
Slender Bodies for Females 1.1 (http://knightsoftheoldrepublic.filefront.com/file/Slender_Body_for_Females;41158) (I have a strong feeling this one will conflict with the new look for Visas Marr and the Handmaiden - I think I'll just wind up not using the new look mods for those two)

I don't think there should be any conflict if you install the Visas/HM look mods after you've installed the Slender mod.



Here's my plan:
Step 1: Slender Females
Step 2: Feat Progression
Step 3: USM
Step 4: Jedi Temple
Step 5: Stoffe's Files
Step 7-n: Merge the files used by Stoffe's mods with the ones from the other mods.
Should I try a clean re-install, or should I just wipe out Overrides and start over?

If you only have mods that install into the override folder then it should be enough to clear that out. If you have mods that modifies or puts files in the Stream* folders, the Modules folder or modifies the dialog.tlk file you should remove or restore those as well.

The install order above seems OK to me. Generally you'll want to install mods that come with an installer after those that do not, since the installers (if properly configured) tend to modify files rather than replace them entirely.

When you install the Handmaiden for Females mod, make sure you pick the install option that's USM compatible. If that option doesn't exist, or your copy doesn't come with an installer, you should download the latest version that does.
 ShadowDragon868
04-07-2007, 8:37 PM
#16
Okay, I've got you. I'm not sure exactly what all has been altered - I know StreamVoice is one of the things that gets altered by one of these mods, as is Dialoge.tlk - that's the one that really worries me.

Whenever I (tried) to install your Visas/Handmaiden mod, it said that Appearance.2da was present in the Override folder, but was not in a binary format. I don't know what that means, that's why I'm thinking they're incompatable.
 stoffe
04-07-2007, 8:42 PM
#17
Whenever I (tried) to install your Visas/Handmaiden mod, it said that Appearance.2da was present in the Override folder, but was not in a binary format. I don't know what that means, that's why I'm thinking they're incompatable.

That usually mean that some mod for some reason use the old 2DA V2.0 plain text format (legacy from NWN) rather than the faster KOTOR 2DA v2.b binary format. Neither KotorTool nor TSLPatcher will handle this old file format, so it will cause trouble with any mod using an installer that modifies the appearance.2da file. This will eventually cause trouble so you should use a 2DA file with the proper format instead.

I suggest you remove this old appearance.2da file from your override folder and determine which mod it originates from, and then extract a new copy of the file with KotorTool from the game data to your override folder, and use KotorTool's 2DA editor to apply the changes the offending mod as done to this file manually.

(If you have a decent text editor or text compare utility that can ignore whitespaces you can convert a copy of the clean appearance.2da to text and then compare it to the modified file from the mod to see what has been changed.)
 ShadowDragon868
04-07-2007, 8:47 PM
#18
Well, I don't have a text compare utility...

But it dosen't really matter. apparently some virus hit my computer awhile back, and it went through maliciously removing uninstall utilities for some unknown reason. I can't make KotOR 2 UNinstall - and yes, I tried using Windows Add/Remove Programs utility. I honestly do not know what to do at this point.... *sigh*

Anyway, as far as the faulty appearance.2da, I'm pretty certain it originates from the slender bodies mod, as it's the only one which seems to have a copy of appearance.2da.
 stoffe
04-07-2007, 8:59 PM
#19
Anyway, as far as the faulty appearance.2da, I'm pretty certain it originates from the slender bodies mod, as it's the only one which seems to have a copy of appearance.2da.

I had a look at it, and the only thing that mod changes in the appearance.2da file is that it replaces the standard clothes appearance of all the female player appearance types. If you want to apply this change manually, find appearance.2da inside 2da.bif with KotorTool, extract it to the override folder and open it with KotorTool's 2DA editor.

Then, for every line where the text in the label column starts with P_FEM_ go to the modelb column and replace the value N_CommF (that should be there) with pfbbm. Then go to the texb column right next to it and replace N_CommF there with pfbb.

That will change the clothes model from the standard commoner outfit to whatever model this mod includes.


I can't make KotOR 2 UNinstall - and yes, I tried using Windows Add/Remove Programs utility. I honestly do not know what to do at this point....

If the CD launcher won't let you install or uninstall the game you could try to remove the game's registry keys and see if that's what it checks for.

Go into the registry editor (do Start menu --> Run... and type in regedit in the box) and navigate to the key...

HKEY_LOCAL_MACHINE\SOFTWARE\Obsidian\Star Wars(R) Knights of the Old Republic(R) II: The Sith Lords(TM)

If it exists then right-click on that key and choose Remove... in the context menu that pops up.
 ShadowDragon868
04-07-2007, 9:11 PM
#20
You're a genious, Stoffe.

What I wound up doing was manually removing every reference to "kotor" that was actually referencing the game itself from my registry - KotOR1 wasen't installed, so I only got swkotor2, and then removing the file dir completely. A manual uninstall, for only the most desperate/determined/bullheaded computer users.

I'm gonna clean reinstall KotOR 2 - I'll have to fight my way through Peragus again, but c'est la vie, or however it's spelled. Eh, I wasen't happy with my PC name anyway... And this time, I think I'll take the female Twi'lek. :)
 ShadowDragon868
04-07-2007, 9:52 PM
#21
Okay, now, this leaves me confused.

Do I have to install Update 5 for the USM if I get the latest version of your Handmaiden mod?
 stoffe
04-07-2007, 9:59 PM
#22
Okay, now, this leaves me confused.

Do I have to install Update 5 for the USM if I get the latest version of your Handmaiden mod?

You shouldn't have to install both. If you pick the USM Compatible install option when installing the Handmaiden mod it should incorporate those fixes already, unless I'm forgetting something. :)
 ShadowDragon868
04-07-2007, 10:09 PM
#23
Okay, something didn't work right.

I did exactly what you said - I changed all the P_FEM_*s to pfbb, manually, and started the game with only that appearance.2da and the other files from that mod in my appearance folder.

I started a new game, to test - it froze on "loading", and I had to quit the game. I think something may be wrong here... :)

Should I replace all the N_CommFs with pfbbs?
 stoffe
04-07-2007, 10:24 PM
#24
I did exactly what you said - I changed all the P_FEM_*s to pfbb, manually, and started the game with only that appearance.2da and the other files from that mod in my appearance folder.


Check that you aren't missing the m at the end of the name (pfbbm) in the modelb column. The texb column should just have pfbb set.

Also check that there are files named pfbbm.mdl, pfbbm.mdx and pfbb01.tga in your override folder.
 ShadowDragon868
04-07-2007, 10:38 PM
#25
Check that you aren't missing the m at the end of the name (pfbbm) in the modelb column. The texb column should just have pfbb set.

Also check that there are files named pfbbm.mdl, pfbbm.mdx and pfbb01.tga in your override folder.

That's gotten me most of the way there, anyway...

It's not crashing anymore, but when I get to the load screen, the two female Jedi that aren't Consulars (Guardians and whatever the middle one is) have entirely white outfits. While this isen't exactly unwelcome, seeing as how it looks pretty fly, it's also not what's supposed to happen. I've moved every single file from the slender females mod into the Override folder except for appearance.2da, so it's gotta be something from that. I think something else is missing and needs changing.

[edit] I thought I fixed it - I only made things worse. Here's what happened:

I thought that the first set of P_Fems was the only one - there were two more in the file, which I found by looking at his appearance.2da with a text editor, and then changing it in kotor tool.

But all that did was turn all THREE Jedi females into ladies wearing pure white, 1960s PVC sex-kitten suits. While not a bad change, not what was desired, I think.

I suspect that there are yet more differences than meet the eye.

[edit2] pfbbm.mdl, pfbbm.mdx and pfbb01.tga are all present and accounted for... I just don't get it. As near as I can tell, these two appearance.2das are identical.

[edit3] okay, now I'm just plain out confused. When I start the game, sometimes the female models show up with the blue outfit, sometimes they show up pure white. It's like it's deciding arbitrarily whether or not to apply pfbb01.tga as a skin!
 ShadowDragon868
04-07-2007, 11:15 PM
#26
Perhaps this could shed some light on it:

There's an AR_ERROR.log in the swkotor2 main folder, which has the following text in it:

Names Differ: P_HandmaidenBA pfbam

What's this mean?
 stoffe
04-08-2007, 8:34 AM
#27
Perhaps this could shed some light on it:
There's an AR_ERROR.log in the swkotor2 main folder, which has the following text in it:
Names Differ: P_HandmaidenBA pfbam
What's this mean?

It usually means that the file name of the MDL file does not match the internal model name inside the file. In this case the filename is pfbam.mdl, while the model internally is (still) called P_HandmaidenBA, since it's a (presumably modified) copy of the Handmaiden underwear model.

It generally isn't a good idea when the resource name and the model name does not match, but that particular error shouldn't have any bearing on your problem with the clothing since it concerns the underwear model, not the plain clothes model.

However, the pfbbm.mdl model file, which contains the clothes model appears to be suffering from the same thing, where the file is named "pfbbm" and the internal model name is "pfb ". I'm not certain that this is what's causing your problem, but you could try to rename the model file and make the internal name match.

Rename the model (pfbbm.mdl and pfbbm.mdx) to something that is exactly 14 characters long (no blank spaces, make sure you keep the file extensions the same). Then open the now-renamed pfbbm.mdl file with a Hex Editor and look for "pfb" (+11 whitespaces) near the beginning of the file. It should appear twice. Overwrite that string with your new file name (without the mdl extension).

Then change appearance.2da and put the name of your renamed MDL file in the modelb column instead of "pfbbm".
 ShadowDragon868
04-08-2007, 10:39 AM
#28
A hex editor?

I haven't had a copy of one of those in four years, and the only thing I used it for then was cheating on ZSNES save games. I think I'm really in over my head now. :(
 ShadowDragon868
04-08-2007, 12:03 PM
#29
Well, I did what you said - I changed pfbbm.mdl and pfbbm.mdx to "pfbbm123456789".mdl/.mdx, I used the hex-editor I found to change the "pfb" + 11 white spaces to "pfbbm123456789", and I changed all the "pfbbm" entries in appearance.2da to "pfbbm123456789"...

And it's still doing it. It's very weird, because sometimes it decides to correctly apply the plainclothes blue dress to one or two of the starting models (the female Jedi Guardian, female Jedi Sentinel, and female Jedi Consular), but it hasen't applied it correctly to all three.

I'm starting to wonder what the heck is going on... I'm gonna try backing up my current override folder, and then replacing everything in it with the slender bodies default modification, to see if it's still happening then.

[edit] Yeah, when I add the appearance.2da and everything that should be in ther override file from the slender females mod, it works perfectly.

I'm wondering if there isen't some strangeness with the mod's files not liking the binary .2da that kotor tool is using...
 stoffe
04-08-2007, 2:37 PM
#30
I'm wondering if there isen't some strangeness with the mod's files not liking the binary .2da that kotor tool is using...

The KOTOR games use binary 2DA format for all its standard files, as does the majority of all KOTOR mods released, so that would hardly be the problem.

Double check the changes you've made to the file to make sure they are set as they should. Make sure you don't have more than one appearance.2da file in the override folder (in sub-folders).

Does the problem only happen at character creation, or when you play the game as well? Does it only happen if you give the appearance to the player character, or does it show the same problem if you assign that model to a party member?

I tried putting the models in my game and altered my appearance.2da to make Mira use the model, for testing, and everything seemed to work as it should.
 ShadowDragon868
04-08-2007, 3:08 PM
#31
Honestly, it seems like it's only happening at chargen - I'm wondering if it's not some problem with the targa image file of the plainclothes skin.

Anyway, I know if you start the game, it works right - at least, the underware is the new stuff...

Anyway, I'm going to try putting the rest on and see if it works right... Here's hoping. :)
 stoffe
04-08-2007, 3:14 PM
#32
Honestly, it seems like it's only happening at chargen - I'm wondering if it's not some problem with the targa image file of the plainclothes skin.

Anyway, I know if you start the game, it works right - at least, the underware is the new stuff...


I would ignore any graphical glitches with the standard clothing during character generation. The game has a very quirky way of handling that, only loading a single body model which it re-uses no matter which appearance type you choose, while loading the textures from the selected appearance type. Pretty much all mods that modify the standard clothing of one or several player-selectable appearance types have this problem, but work fine once in the game.
 ShadowDragon868
04-08-2007, 3:18 PM
#33
Okay, ran into Problem #2.

The baseitems.2da from the USM and baseitems.2da from the slender bodies conflict. However, the SlenderBodies one IS in Binary format.

Now I need to figure out how to merge them - first I suppose I need to figure out how to compare them... How do I do that, besides going through cell-by-cell?
 stoffe
04-08-2007, 3:23 PM
#34
The baseitems.2da from the USM and baseitems.2da from the slender bodies conflict. However, the SlenderBodies one IS in Binary format.

Now I need to figure out how to merge them - first I suppose I need to figure out how to compare them... How do I do that, besides going through cell-by-cell?

You can try the 2DA Converter/Merger utility linked to in my signature (the merger part). It can combine two different 2DA files of the same type. Just remember to extract an unchanged baseitems.2da file from 2da.bif with KotorTool which it can use to compare against.

A lot quicker than doing it manually by comparing cell by cell if it works. :)
 ShadowDragon868
04-08-2007, 3:32 PM
#35
Okay, I think I have a problem...

The default baseitems has 103 rows. The Slender Bodies mod adds a 104th - starting with ara_outfit.

The USM adds 104 through 108.

Can I merge these without basically rewriting the Slender Bodies to point at row 109?
 stoffe
04-08-2007, 3:41 PM
#36
The default baseitems has 103 rows. The Slender Bodies mod adds a 104th - starting with ara_outfit.
The USM adds 104 through 108.
Can I merge these without basically rewriting the Slender Bodies to point at row 109?

Merge them with the USM 2da as the first file and the Slender 2da as the second file, so the Slender Bodies line gets added last.

Then open the g_araoutfit01.uti file from the SB mod with a GFF editor and change the value in the BaseItem field to the line number in baseitems.2da where the ara_outfit line ended up.

(Items refer to their base item type via the line number in baseitems.2da, so you need to update the reference in the templates if the line ends up at another position in the file. Fortunately the SB mod only adds one new template, so it's fairly quick work to adjust that as described above.)
 ShadowDragon868
04-08-2007, 4:08 PM
#37
Um...

How do I update the menu? It's letting me select (for the BaseItem field) from Quarterstaff to Miner Uniform, but it won't show me the other items in the (merged) baseitem.2da to redirect it to.
 stoffe
04-08-2007, 4:34 PM
#38
How do I update the menu? It's letting me select (for the BaseItem field) from Quarterstaff to Miner Uniform, but it won't show me the other items in the (merged) baseitem.2da to redirect it to.

I'd use a GFF editor instead, then you can just type in the line number directly.

Anyway, to make the menus update in KotorTool you must have the modified 2DA file in the override folder and set it up to look for files in the override folder in the Tools menu --> Options --> Other --> Look in game's override folder for 2DA files checkbox.
 ShadowDragon868
04-08-2007, 8:43 PM
#39
Okay. I used the tool menu, and that worked. Now to insert everything else and hope there's no more complications. (Yeah, right. I'm not that lucky. :P )


Edit: Through some miracle, everything but your mods installed without giving me any more conflicts. I think we may just be onto something - thank you, so much.

Now, here's another question. If I wanted to install your mods, the full set, bearing in mind that I already have the Jedi Temple mod and the USM mod installed, which order should I install your mods in, Stoffe?
 ShadowDragon868
04-09-2007, 4:23 AM
#40
I knew that lucky streak coulden't have lasted. The following mods installed okay:

High Level Force Powers (v2 and v2.1 update), the Improved AI, the CS Arena 4, Handmaiden's new look, Visas' new robes, the Female Twi'lek Exile, and Force Zeal.

Then I tried to install the Illusion fight, and got the following codelog error:

• Installation started 4/8/2007 9:27:40 PM...
• Loading StrRef token table...
• Install path set to D:\Program Files\LucasArts\SWKotOR2\.
• Installing unmodified files...
• Saving unaltered backup copy of destination file 711KOR_dlg.erf file in D:\Program Files\LucasArts\SWKotOR2\Mods Basic\Stoffe\illusionfight\backup\
• Adding file darkpcattack.dlg to the Modules\711KOR_dlg.erf archive...
• Override check: No file with name "darkpcattack.dlg" found in override folder.
• Error: Unhandled exception: Access violation at address 00000000. Read of address 00000000 (0)

Should I just copy the unaltered backup file to the override folder and delete darkpcattack.dlg?


Edit: Okay, I got that all figured out - KotOR seems to be working smooth as silk. Now, I have a question:

How, exactly, does the Handmaiden mod work? Does it simply make the Handmaiden come along with the player whether or not the player is female, or does it require some special choice?

I ask because I've already gotten through Telos station, and simply have to board the Ithorian's shuttle to Telos' surface. Would I have to restart my game if I wanted to take the Handmaiden along, because I haven't installed the mod yet? Or can I install the mod at this point in the game and will it let me take her along?
 stoffe
04-09-2007, 7:20 AM
#41
Okay, I got that all figured out - KotOR seems to be working smooth as silk.

You got past the problems described earlier? What was the problem with the exile illusion mod?


How, exactly, does the Handmaiden mod work? Does it simply make the Handmaiden come along with the player whether or not the player is female, or does it require some special choice?


You don't need to start a new game as long as you haven't been to the Telos Polar Academy yet and spoken with the Handmaiden there.

It's tied to one of the dialog options when you speak with the Handmaiden at the Telos Academy. Check section 3 in the readme file, it describes what you must say to get her to tag along.



=====================================================================
3. Playing instructions (read this or become confused)
=====================================================================

In order to get the Handmaiden to come along with a female Exile, you must speak with her (the one who isn't called "Handmaiden Sister", just "Handmaiden") when you are in the Telos Academy. Talk to her about anything you like, but when you prepare to end the conversation, she will ask you what the Force feels like.

Here you must pick one of the polite options, either telling her what the force feels like or what it's loss feels like. When she thanks you for the explanation, you MUST respond with:

"If you have any further questions in the future, seek me out and ask them."

...if you want her to come along. If you say anything else there as a female Exile, she will not stow away on the Ebon Hawk when you leave the Academy, and you'll pick up the Disciple on Dantooine instead as usual.

I thought this was the easiest way to subtly indicate that she should come along without going outside the story and add a dialog option to directly tell her to come, which would ruin the stowaway "surprise" scene on the Ebon Hawk.

Warning: Do NOT ask the Disciple in Khoonda (where he goes after your conversation in the Enclave Sublevel) to join you if you want to keep the Handmaiden. If you do the Disciple will be added to your group and you will be unable to add the Handmaiden to your party.
 ShadowDragon868
04-09-2007, 2:16 PM
#42
I don't know what the problem with the illusion mod was, in all honesty. I worked around it by not installing it. :)

Okay now, strange question - do the romance triggers fire correctly with a female Exile, even if she says "he" or "him" to the other party members, or no?

Edit: And of course, I try to install it and I get some errors...

To solve the problem with the galaxy map, I should just install the update that came to the JediTemple mod, yes? ((It has a new galaxymap one that allows you to go to Courscant.))

However, the following files gave me errors. (I selected the "USM compatable" install option):
k_enter_601.ncs
k_hen_discipdlg.ncs
k_sup_galaxymap.ncs
a_next_scene.ncs

As I understand it, k_hen_discipdlg.ncs and a_next_scene.ncs come from your mods, which means they should be compatable by default. (oddly enough, I did NOT get any error about the k_003ebo_enter, even though I have both the Visas Marr new look AND the new AI update.*)

What should I do with k_enter_601, though? Just merge them like last time?


*On a possibly related note, at least part of your new AI update isen't working for me. T3-M4 is still closing to melee range, even when he has his shock arm - as his shock arm is, quite frankly, the best offensive option he has, I want him to use it to the exclusion of all other weapons. In the end I just threw in the towel and equipped him with a Watchman blaster, but what's wrong?
 ShadowDragon868
04-11-2007, 5:11 PM
#43
Okay. I know this is late, but this is something people probably don't hear often around here.

Thanks for your help, Stoffe, and Gargoyle_King. Things seem to be running smoothly. There seems to be some... Discomfort where the game likes to crash the first time I try to transit to or from the combat arena, but I re-load and transit again and it works fine. I dunno why that works...

So, thank you. :)
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