The eyebrows are still the same:xp:
Can someone point me in the right direction?
I want to know how to change the powerup orb that drops at the end of a harmonic combo. I thought it would be in the support style 2da, but it doesn't seem to be there. For the life of me, I can't figure it out. Any help would be appreciated.
Maybe this post from stoffe will help, though I didn't see explicit listing of where the drop from completing the harmonic combo is determined.
http://www.lucasforums.com/showthread.php?p=2317643#post2317643)
Is there an editor that changes story booleans like KSE does for KOTOR? I seem to have stuffed up my romance plot and I don't want to start over.
I was playing a female character intending to romance SilkFox, but when I went to the Death's Head base thing, only Sky was there to talk to me. I told him to go away, and so there was no romance dialogue at all during the palace fight from either Sky or Silk Fox. I don't want to play a huge chunk of the game all over again (even though it seems I may be forced to), so is there any way to edit my save to fix that?
EDIT: Also, since someone was talking about gender checks earlier in the page, is there a way to easily change the player's gender in order to view both variations of particular romance dialogues? I'm not particularly interested in replaying the entire game with a different gendered character just to see those scenes. In KOTOR it was a simple matter of hitting a gender button on KSE and changing a boolean flag, but JSE doesn't have those options--so I'll have to edit the .sacs directly, right?
I have the SAC unpacker and the K-GFF editor to edit the savs, but I can't make any sense of what's in them. :p
Hey all! I'm needing some help with the romance aspect of JE:SE, and while the topic of homosexual romances are covered to a good degree here, my problem is with the hetero side of things. I'm a male character in chapter three of the game and have completed both quests to get into the lotus assassins hideout, and when I approach it, I only trigger Dawn Star's romance scene. I have done my darndest to romance Silk Fox, but she doesn't show up. I've spoken to her at the end of every quest event in Imperial City, and I know I haven't missed anything; the only thing I can think of is that I accidentally chose a dialog option that closed the romance.
Is there any way to get into the game files to mod the romance for Silk Fox? I have only minimal experience with modding, and that is entirely within NWN2 ussing gff editors as well as a bit of tweaking of the global 2da. If anyone here can help guide me through what needs to be done to fix the issue, if it's possible, I'd greatly appreciate it. Thanks!
Looks like the two of us have the same problem, but with different gendered characters.
You would have to set some variables that keep track of the romance status. The script in this post should fix the romance problems: Silkfox fix (
http://www.lucasforums.com/showthread.php?p=2355549#post2355549)
Also read post #129 for a way to run it.
@ stoffe
Hope you are still hanging around here, because if you are not, I'll be in a bad way. Is there any way you could post a dummies tutorial for re-skinning characters, or maybe a link to such a tutorial? My son would like to change Lu The Prodigy's look, but I have no clue how to do it.:(
Although this thread seems to be pretty quiet these days, I figured I might as well share a couple of reskins I did of Radiant Jen Zi and Scholar Ling recently. They were made for my personal use but maybe someone will find them useful too.
I generally prefer more natural looking characters (makeup-wise and such), so I basically de-blushed Jen Zi's face, slightly thickened the eybrows and completely re-did the lips. Also her eyes are a dark blue. I think she looks cute. :D (I only reskinned her face, the outfit in the pic is stoffe's from earlier in the thread.)
For Ling I gave neater eyebrows (to get rid of the unibrow effect), lightened the skin a little and generally tried to reduce the puffy look. And re-did the lips. Her eyes are also dark blue, her hair less blue and more black and I added some decorative hair barrettes, and her outfit is a bit darker and less saturated (I just used the p_ling01v textures that were in the game).
That should be most of it. As a bonus there's an reskin of Sky's face as well, with less of a widow's peak and some other subtle edits. I haven't yet tackled any other characters but I probably will if something bugs me. :D
Download here (
http://www.box.net/shared/4mt3oznckz) if so inclined. Unrar all but the preview jpgs to your overrides folder (and remove any .txb files with the same name).
http://img530.imageshack.us/img530/7555/jenzireskin1hw9.th.jpg) (
http://img530.imageshack.us/img530/7555/jenzireskin1hw9.jpg)
http://img530.imageshack.us/img530/5500/lingreskinah3.th.jpg) (
http://img530.imageshack.us/img530/5500/lingreskinah3.jpg)
http://img530.imageshack.us/img530/6651/lingreskinbackkm4.th.jpg) (
http://img530.imageshack.us/img530/6651/lingreskinbackkm4.jpg)
http://img293.imageshack.us/img293/6865/lingreskin3hu1.th.jpg) (
http://img293.imageshack.us/img293/6865/lingreskin3hu1.jpg)
http://img530.imageshack.us/img530/2187/skyreskinsx6.th.jpg) (
http://img530.imageshack.us/img530/2187/skyreskinsx6.jpg)
crayonsun, that looks so much better! I admit that Jen Zi's blush didn't really bother me (hey, she prances around beating people up, it's only to be expected that she'll got red in the face :xp: ), but I always thought that her lips were fugly. Will this change the colour of her clothing as well? I'll never use Ling (due to her improbable bosom). but she looks almost normal now :p I'll have to see Sky ingame, but anyway, thank you very much for this!
No problem :) Jen Zi's clothes won't be affected, it's just her face I reskinned. And it was actually only her lips I originally wanted to redo, but I couldn't not do something about the blush too when I saw it on the texture file... there was just so much of it. :D
It bugs me that I can't get black to actually look black (on the skin anyway) in game even if does on the texture. It just ends up looking dirty brownish.
As in the eyebrows or what? Cool, because I like the red and blue for some reason:P
Oh, I should have said this earlier. Welcome to the forums!:D
Yeah, mainly the eyebrows. Makes me think it's something in the lighting of the skin, everything ends up looking a little lighter at least on my monitor.
And thanks :D I've been lurking around for a year with this account, but never posted before this.
I am having a few problems with models and styles...
I first created a new character by adding another line in players.2da and in appearance.2da and everything went fine. The character consists of the N_FMA_ body (female martial arts student) and the H_ComF01_ head (Fuyao). Now I want to retexture the body, but only for my PC. So I thought of renaming all N_FMA_ files in the override folder to P_CHI_, but when I do that, my game crashes. I am quite sure I changed the name wherever neccessary: filenames, 2DAs, even strings inside the MDL and MDX files. Is there anything I missed?
Also, I am currently creating a new style. This style will be very different from the standard styles, and I consider it to be the ultimate style, albeit not neccessarily the strongest one. However, I am lacking some animations, since I only seem to be able to use animations of one style MDL. I thought of merging two MDLs, but I cant even put them into the override folder! Whenever I try that, all animations just seem to vanish, as if the MDL in the override folder was empty. I unpacked the MDL and #3016 with ERFEdit and renamed the #3016 to MDX, so everything should work, but it doesn't. I noticed that the #3016 file is an empty one (0 KB), but I don't know if this is correct or an ERFEdit bug.
Could anyone who has experience with style or character modding help me?
Edit: All right, I managed to use different style MDLs in the override folder by changing the stylename strings inside the MDL with a hex editor instead of notepad. My attempt to replace an animation with the same animation from another style failed, though. On that occasion I noticed that Leaping Tiger has the animations m1, m1b and m1c, but not m2, m2b or m2c, and Thousand Cuts has m2, m2b and m2c but not m1, m1b or m1c.
So: is there a way to add or change animations within a style? Has this maybe even been done before?
Also, by using a hex editor, I was able to rename the N_FMA_ body and use the duplicated body ingame. This body however does not have any textures, no matter whether I use renamed TXB files or extracted TGAs. What am I doing wrong here?
Edit2: Whenever I delete a head TXB file, the head gets black, although I have proper TGA and TXI files placed in the override folder. Why is that?
Hello, long time lurker here.
I recently reinstalled the game to do a little, really basic modding, and well...
Could someone help me test this little file I experimented with? Just drop it into the Override folder and start a new game.
It should replace Guji's lines to offer you Tien's Justice instead of Golden Star, and give you that weapon if you choose to (it should show the correct model, weapon name & description).
I know I managed to get it to work in my installation of the game, but I would like someone else to try it and tell me if it works, or if it doesn't I should see which other modified files I forgot to add.The best result would be to test it to the point you can no longer exchange your weapons with Gujin.
Click Here (
http://rapidshare.com/files/145363344/Tien_s_Justice.rar.html)
Hope it works, I have been looking for a Tien's Justice mod closer to the Xbox version of the game that restores the Limited Edition content. I know there are some Tien's Justice modifications around (the one from papagamer and another one) which replace the weapon but not the dialogue & description, IIRC.
Oh, and if anyone wants it, I made an audio file containing the full Xbox credits bonus dialogues.
Click here. (
http://rapidshare.com/files/148544167/Xbox_Credits.rar.html)
Well, I hope I didn't embarres myself too much.
So, I hope someone in this forum may be able to help me:
As my post above, I am trying to restore Tien's Justice to the game, but it has been a little complicated.
I explored some of the scripts a little, with help, trying to understand the preorder ncs script to see if there is a way to activate the condition for the game to believe it is a limited edition xbox. But I think that is a little way over my head.
I think I don't have much choice but to continue with my current method:
For now I managed to activate the weapon ingame by inverting the conditions in j01_blacksm_01.dlg, which is kind of cheating, but it works. This restores the weapon model, the name & the description, and changes all the dialogue from the Weaponmaster concerning it.
The only thing missing to be complete, the problem part, is the icon, which remains as the old Golden Star.
Checking the Prima Guide I saw that Tien has its own icon, and I managed to find the files(i_spade.txb & i_spadeh.txb, no dh or d versions like for all the other styles) and they are in Xbox quality (from what I gather, all the icons were redone in higher quality for the pc version, which is why you can find these better versions in the override folder).
Modifying stylesuperlist.2da & items.2da I can change the icon (one for the style icon itself, the other for when getting it as a reward) , but the thing that bothers me is if there is a way to just change the icon for Tien's Justice only, and not for Flawless & Demon Staff? So when you buy or find these upgrades, it goes back to the normal, old Golden Star icon?
If not, I will just adjust the entries so if you buy Flawless or get Demon Staff with this mod applied the icon will be always Tien's Justice one.
(Of course, I have zero idea if that was the situation wit the Xbox limited edition, so I could be trying to do something the engine isn't capable of, and the icons are just exchanged in the Xbox Limited Edition).
But then I run into a problem when I tried buying Flawless in either of 2 locations. The seller's inventory seems to keep the old icon (i_staff) while I get the spade one in the reward popup & styles screen (is there another 2da file that handles shop stocks/icons??) I think I will retest all of it tomorrow as I probably made a mistake along the way but I am confused...
In the worst case, I will just rename the i_spade files as i_staff and be done with it.
So anyone can shed some light in any of this? Any help would be appreciated.
EDIT:
Well, concerning the icon, I found a screenshot and video in IGN showcasing the limited edition, and the icon for Tien's Justice is the same as Golden Star, so there is no new icon, it seems. So I think I am done with Tien's, I hope.
http://xbox.ign.com/dor/objects/740561/jade-empire-limited-edition/images/jade-empire-20050413071850981.html)
http://xbox.ign.com/dor/objects/740561/jade-empire-limited-edition/videos/monkzeng.html?download=true)
Oh, and thanks for Tupac Amaru for the scripts help, I compiled an alternate version of the preorder script yesterday and it worked. The new version had the same exact effects as the changes I made to the j01_blacksm_01.dlg file.
It's nice to hear the Xbox credits. Is there anyway you could edit the pc files to get the PC version to have the Xbox credits' extras?
quck question. i used the save editor to change my character's appearance from Radiant Jen Zi to Scholar ling. For the most part it works fine but when I get to the Arena matches the cut scenes still show the old model. anyone know why?
I suppose that is caused by the fact that the cutscenes use a different object :)
heh now I've got to the spirit world and its completely reverted. I decompressed the save file and looked in the save.sav with the gff editor but I could only find the one reference. i guess they hid the others away some where else. <grumble>
I doubt anyone remembers me, but I tinkered around with modding Kotor I and II a while back. I got the basics pretty well down, and now I've discovered Jade Empire and seeing how similar it is to KotOR, I've taken up modding JE a bit.
I've run into a bit of a problem though... it's been over a year since I last messed with script compiling, and I've forgotten much of it honestly. This (
http://www.lucasforums.com/showthread.php?t=145516) is the correct (KotOR version) nwnnsscomp right? After applying Maian's work-around (the registry modification), I'm still getting an error related to not finding an NWN installation. Simply placing JE's nwscript.nss in the same directory as nwnnsscomp doesn't seem to help either, I still get this error:
"Lookup path set to: C:/NeverwinterNights/Nwn/
Error: Couldn't initialize the NwnStdLoader"
What would be the correct usage? Simply "nwnnsscomp -c <scriptname>.nss" should work, right? I seem to remember there being a variable to use an nwscript.nss in the same directory, but I don't recall it... It is the nwscript.nss from JE's override, not extracted from any resource file, correct?
I've run into a bit of a problem though... it's been over a year since I last messed with script compiling, and I've forgotten much of it honestly. This (
http://www.lucasforums.com/showthread.php?t=145516) is the correct (KotOR version) nwnnsscomp right? After applying Maian's work-around (the registry modification), I'm still getting an error related to not finding an NWN installation.
What would be the correct usage? Simply "nwnnsscomp -c <scriptname>.nss" should work, right? I seem to remember there being a variable to use an nwscript.nss in the same directory, but I don't recall it... It is the nwscript.nss from JE's override, not extracted from any resource file, correct?
You could try the version of nwnnsscomp.exe that's attached to this post; it's the one I am using (or was using, rather, back when I was modding Jade Empire :)). It should be stand-alone and not be looking in the Registry for any NWN or KOTOR info. It will use the nwscript.nss file located in the same folder as the EXE, and will look for include files in the same folder as the script that includes them. It can be run as:
nwnnsscomp.exe -c filename.nss
...or...
nwnnsscomp.exe -c filename.nss -o filename.ncs
You could try the version of nwnnsscomp.exe that's attached to this post; it's the one I am using (or was using, rather, back when I was modding Jade Empire :)). It should be stand-alone and not be looking in the Registry for any NWN or KOTOR info. It will use the nwscript.nss file located in the same folder as the EXE, and will look for include files in the same folder as the script that includes them. It can be run as:
nwnnsscomp.exe -c filename.nss
...or...
nwnnsscomp.exe -c filename.nss -o filename.ncs
Thank you once again Stoffe! This version of nwnnsscomp does indeed look in the same directory for an nwscript.nss. But... now upon compiling, I'm showing two syntax errors in nwscript.nss (from Jade Empire/Override, I don't see one in the root Jade Empire directory with the exe).
nwscript.nss<7104>: Error: Function parameter without a default value can't follow one with a defalt value.
nwscript.nss<7318>: Error: Syntax error at ";"
Error compiling nwscript.nss
I assume the above numbers are line numbers? I think I can fix the second error, but the first is beyond me.
This is a copy of JE purchased from Steam if it makes any difference.
Edit: I found a missing parentheses at 7318, so that error is gone... Would it be helpful if I posted line 7104 from nwscript?
Still no way to rotate the camera? :)
Hi all,
I made a new martial style. I wish I could post attachments here because it's all of a whopping 6.86 KB.
Oh well... back to playing!
nwscript.nss<7104>: Error: Function parameter without a default value can't follow one with a defalt value.
nwscript.nss<7318>: Error: Syntax error at ";"
Error compiling nwscript.nss
I assume the above numbers are line numbers? I think I can fix the second error, but the first is beyond me.
Edit: I found a missing parentheses at 7318, so that error is gone... Would it be helpful if I posted line 7104 from nwscript?
Oops, must have completely overlooked this post. :) You've probably figured it out by now already, but for anyone else having the same problem, change:
int SetInitialCombatCameraAngle(object oObject=OBJECT_SELF, float fCameraAngle);...to...int SetInitialCombatCameraAngle(object oObject=OBJECT_SELF, float fCameraAngle=0.0);
Hi all,
I made a new martial style. I wish I could post attachments here because it's all of a whopping 6.86 KB.
Oh well... back to playing!
http://www.megaupload.com/)
Oh, right.
Thanks jmac7142.
Here's the megaupload link for my martial style mod:
http://www.megaupload.com/?d=CR557ZUA)
I noticed that there were a couple of slots in the stylesuperlist.2da that had iconrefs, but no real style information otherwise, so I used one of these lines to plug in the style info and made a few 2da's, did some tweaking here and there, and now we have the newly re-introduced Willow style.
Like I said in my previous post, the download is VERY large, almost a full 7 kb. :)
Oh, there are instructions in the package that even the biggest noob to modding should be able to muddle through. If you have a modded stylesuperlist.2da already, there are instructions involving two or three mouse clicks to incorporate my mod in with the others you have already. I also included some text for the description of the style to see ingame, but you'll need a dialog.tlk editor like TalkEd or otherwise to plug it in to the placeholder text in the vanilla file. If you don't use the textfile, it's no big deal, you'll just see
***Temp description Willow style
or something similar that the game designers had left in the dialog.tlk file and never got around to changing.
Have fun!
Okay, maybe you didn't like the Willow style I made, or you did, and wonder what else I can cook up.
Here, have another martial style (7kb):
http://www.megaupload.com/?d=9ZZ6085U)
If you try it out, don't be surprised when your character starts whipping out this long chain of 7 attacks with only three mouse clicks... it's called "seven thunders" for a reason.
I used entry 26 on the stylesuperlist.2da which had an iconref but nothing else, plugged in some stuff, made some 2da's, and the rest is history. The stylesuperlist with this download package has built-in support for my other style (Willow), so you can just copy it over and replace.
As before, if you have a modded stylesuperlist already with other mods besides mine, just use line 26 from this download and paste it into your unused line 26, and maybe make sure that you change the "starting style" entry for some of the vanilla styles like "leaping tiger" and "thousand cuts" to zeroes instead of ones, because this mod is pretty far down the list, and if you leave the entries as they are there won't be enough room in the character creation screen for 7 thunders to show up at the bottom. (Only 4 martial styles can be chosen from in character creation, and the 2da takes the first four that it sees with a '1' in the "starting style" column)
Have fun!
These are good! Thanks for posting, lothario1132.
Hi all,
Since one of my New Year's resolutions was to post more stuff to the internet, I thought I'd ring in 2009 with some more custom goodies for Jade Empire.
I've already posted two new martial styles, and since the second one was the wrong upload (sorry, my bad -- I gave you all a first draft instead of the finished product), I feel that it is only fair for me to try to make amends.
Here ya go (13.3 kb):
http://www.megaupload.com/?d=FS9ERHYL)
This is my first two styles, further tweaked and perfected, as well as two more. Might as well custom out all four available starting styles, right?
A brief description of the styles:
Willow -- Whipping strikes, moderate speed, leaping power attack that covers a lot of ground, making it easier to complete harmonic combos. Moderate damage.
Seven Thunders -- Long chain of mixed attacks, moderate speed, moderate to high damage. Can cause brief "slowing" in opponents who are struck by the last of the attack chain. Weak and slow power attack.
Divine Void -- Spinning style exclusively uses circular kicks. Fast speed, moderate damage. Good for eliminating more than one opponent at once, especially if targets are switched back and forth during the attack chain. Powerful power attack that send opponents flying.
Black Mantis -- Fast, moderately low damage, but the last attack in the chain can cause brief confusion effects. Very powerful power attack with little to no range. (You pretty much have to be standing right next to your opponent)
I hope that this post will make up for my faux pas earlier in the thread.
Have fun!
I'm not sure that Jade Empire gets much love these days, but here's a new mod for it that I've whipped up. This replaces Dawn Star's default model with Wu the Lotus Blossom. Dawn Star obviously doesn't mind flashing a bit of leg (as the Black Whirlwind is quick to spot), but you don't get to see much of that in the cutscenes, so I figured why not spice it up a bit more.
Readme:
Jade Empire: Special Edition
WU THE LOTUS BLOSSOM AS DAWN STAR
=================================
AUTHOR:
DarthParametric
ABOUT:
This mod replaces Dawn Star's default model and portraits with those for Wu the Lotus
Blossom, normally a female PC character. The portraits are custom ones derived from Wu
wallpaper images made by Bioware.
INSTALLATION:
Copy the CRE and TGA files in the archive's Override folder to the Override folder in your
JE installation directory. You must also delete the following TXB files in your JE Override
folder:
ui_ph_dawn.txb
ui_ph_dawnd.txb
ui_ph_dawne.txb
ui_ph_dawng.txb
ui_ph_dawnq.txb
These are Dawn Star's default portraits. If you don't delete these, they will supersede the
replacement TGAs and you won't get the custom Wu portraits.
UNINSTALLATION:
Delete the CRE and TGA files from the JE Override folder. Copy the backup TXB files in the
ORIGINAL PORTRAITS folder to your JE Override directory.
KNOWN ISSUES:
While there doesn't seem to be any major issues, there is occasionally some minor clipping of
the mouth box through the left cheek during some lip sync animations. She also seems to have a
tendency to be extremely wide-eyed in a lot of the cutscenes. Perhaps she is just surprised at
her hot new body. ;) Obviously, the pre-rendered cutscenes will still use the original Dawn Star
model.
ACKNOWLEDGEMENTS:
Thanks to stoffe and tk102 for providing the tools that allow mods like this to be made.
CONTACT:
You can contact me via the SWKnights forums -
http://www.lucasforums.com/member.php?u=108447)
PERMISSIONS:
This mod may not be altered or distributed on other sites without the express permission of
the author.
DISCLAIMER:
This modification is provided as-is and is not supported or sanctioned by Bioware, Gray Matter,
or 2K. Use of this file is at your own risk. Neither the aforementioned companies or the author/s
are responsible for any damage that may be caused to your computer by the usage of this file.
As noted, there is occasionally some minor clipping of the mouth box through the left cheek with some lip sync animations. I guess this is because the model was never meant to be animated for speech, being a PC character. It's not too bad though. She does seem to be a little bug-eyed at times too. I've never played as a female PC, but I suspect that this is also an artefact of the model using animations it was never meant to.
I haven't finished a full playthrough using the mod yet, but as far as I can see there's just the two CRE files that need replacing (the normal party one and one for the swamp cave cutscene). If anyone uses this mod and spots the original Dawn Star model pop up (aside from in the pre-rendered cutscenes of course) then send me a PM (and preferably a save file as well).
Edit: Discovered that I had missed a couple of CRE files from the Dirge level. Updated the mod to v2 to fix that.
http://i374.photobucket.com/albums/oo185/DarthParametric/th_Wu_As_Dawn_Star_01.jpg) (
http://i374.photobucket.com/albums/oo185/DarthParametric/Wu_As_Dawn_Star_01.jpg)
http://i374.photobucket.com/albums/oo185/DarthParametric/th_Wu_As_Dawn_Star_02.jpg) (
http://i374.photobucket.com/albums/oo185/DarthParametric/Wu_As_Dawn_Star_02.jpg)
http://i374.photobucket.com/albums/oo185/DarthParametric/th_Wu_As_Dawn_Star_03.jpg) (
http://i374.photobucket.com/albums/oo185/DarthParametric/Wu_As_Dawn_Star_03.jpg)
http://i374.photobucket.com/albums/oo185/DarthParametric/th_Wu_As_Dawn_Star_04.jpg) (
http://i374.photobucket.com/albums/oo185/DarthParametric/Wu_As_Dawn_Star_04.jpg)
http://i374.photobucket.com/albums/oo185/DarthParametric/th_Wu_As_Dawn_Star_05.jpg) (
http://i374.photobucket.com/albums/oo185/DarthParametric/Wu_As_Dawn_Star_05.jpg)
http://i374.photobucket.com/albums/oo185/DarthParametric/th_Wu_As_Dawn_Star_06.jpg) (
http://i374.photobucket.com/albums/oo185/DarthParametric/Wu_As_Dawn_Star_06.jpg)
DOWNLOAD:
http://dpmods.wheb.org/je_wu_as_dawn_star.html)
Hi everyone, I'm working on a GUI mod to remove some of the floating features, and I had a question I hope someone can help with.
I'm trying to remove the GUI portion that shows how much silver you get after a fight. It usually pops up to the right of the silver graphic. I've already removed the silver graphic from the screen, but the numbers keep showing up. Any thoughts?
I've tried changing the silver data in the floaty.2da file, but that doesn't seem to work. I was able to change the xp portion by changing the data in that file, so I know that file has some importance, but not sure. I've tried changing .gui and .tlk files as well.
Any help is appreciated. If you would like the basic GUI Mod I've completed so far, email me at fort.knight@yahoo.com
could some one put a link for the savegame editor or at least tell me what page it's on?
could some one put a link for the savegame editor or at least tell me what page it's on?
http://mods.starwarsknights.com/tk102/)
iirc tk just patched kse to work with je because he was busy getting baked with me and sithy that year so there aren't many safeguards to keep you from adding a cut style or whatever that will screw up your game a bit. and i still haven't quite figured out what the inventory/weapons thing does and how weapon styles work.
Could someone please tell me how too create a new player character with a seperate body and head? Also, is there any way to make a character taller?
Thanks
Can anyone tell me the name of the file that has the Silk Fox textures? I can't seem to find it.
Can anyone tell me the name of the file that has the Silk Fox textures? I can't seem to find it.
They are in the j04_city_core\a300-a.rim file.
I know it made before by boneseer. Bu I can't find the link to download it, so in my desperation to search it, I recreate it myself.
Feature :
- monkey paw as optional starting martial style.
- description
- harmonic combo
- virtual effect at hand when performing this style 's removed. Make it more natural and differs from the fat sung (one 3 brothers at arena 's style).
http://www.noeman.org/gsm/video-games-general-talk/80978-monkey-claw-style-jade-empire-se-pc.html)
Hi all,
Since one of my New Year's resolutions was to post more stuff to the internet, I thought I'd ring in 2009 with some more custom goodies for Jade Empire.
I've already posted two new martial styles, and since the second one was the wrong upload (sorry, my bad -- I gave you all a first draft instead of the finished product), I feel that it is only fair for me to try to make amends.
Here ya go (13.3 kb):
http://www.megaupload.com/?d=FS9ERHYL)
This is my first two styles, further tweaked and perfected, as well as two more. Might as well custom out all four available starting styles, right?
A brief description of the styles:
Willow -- Whipping strikes, moderate speed, leaping power attack that covers a lot of ground, making it easier to complete harmonic combos. Moderate damage.
Seven Thunders -- Long chain of mixed attacks, moderate speed, moderate to high damage. Can cause brief "slowing" in opponents who are struck by the last of the attack chain. Weak and slow power attack.
Divine Void -- Spinning style exclusively uses circular kicks. Fast speed, moderate damage. Good for eliminating more than one opponent at once, especially if targets are switched back and forth during the attack chain. Powerful power attack that send opponents flying.
Black Mantis -- Fast, moderately low damage, but the last attack in the chain can cause brief confusion effects. Very powerful power attack with little to no range. (You pretty much have to be standing right next to your opponent)
I hope that this post will make up for my faux pas earlier in the thread.
Have fun!
Wow, great discovery of ingame already styles. Never knows why bioware keep them as npc only style. I'm downloading your mod, lothario. Not yet try them because I'm downloading from office. Can't wait to try them :).
I 'd found the blackmantis already from reading it's icon name in original styleuperlist.2da, but I can't find the blackmantislv.2da, blackmantiscs.2da and blackmantisas.2da, so I guess you make them by your self. Great work!!!
I can do something with the white box problem, I did fix the problem with monkey paw already I post above. Can I do it and post it here? all credit of the styles still for you of course... :)
You could try the version of nwnnsscomp.exe that's attached to this post; it's the one I am using (or was using, rather, back when I was modding Jade Empire :)). It should be stand-alone and not be looking in the Registry for any NWN or KOTOR info. It will use the nwscript.nss file located in the same folder as the EXE, and will look for include files in the same folder as the script that includes them. It can be run as:
nwnnsscomp.exe -c filename.nss
...or...
nwnnsscomp.exe -c filename.nss -o filename.ncsSo, I'm using the version of nwnnsscomp included in the post I quoted and I seem to have run into a wall. In an effort to turn my character into an Avatar (as in, Avatar the Last Airbender), I'm trying to recompile j00_lti_rhino.nss so I can get two of the four associated magic styles after that tutorial fight. I'm using the second set of parameters quoted above in a batch file, but nwnnsscomp crashes every time I try to compile the script. Any ideas? I should probably note that I've applied the fixes to nwscript.nss on lines 7104 and 7318.
In an effort to turn my character into an Avatar (as in, Avatar the Last Airbender), I'm trying to recompile j00_lti_rhino.nss so I can get two of the four associated magic styles after that tutorial fight. I'm using the second set of parameters quoted above in a batch file, but nwnnsscomp crashes every time I try to compile the script. Any ideas?
Have you extracted all the required include files that are used by the script into the same folder you have the j00_lti_rhino.nss script? (j00_i_util, j00_i_plot, j00_i_debug, j00_i_styles, j00_i_build, j00_i_reward_al)
How does the commandline you are running look? I tried recompiling that script manually with no problems, but I just did it directly on the command prompt with no batch files or changed paths, and it worked fine then.
Actually, the funny thing about that is I didn't include any of the #include scripts when I first tried compiling and, instead of crashing, the program merely complained that the scripts weren't there.
I tried the manual method and it still crashed.
I'm trying nwnnsscomp.exe -c j00_lti_rhino.nss -o j00_lti_rhino.ncs. I've also tried it w/o the output.
Maybe I should also note that, by crash, I mean that bothersome Windows pop-up error message that asks you if you want to send the report or not comes up during the compile phase.
I'm trying nwnnsscomp.exe -c j00_lti_rhino.nss -o j00_lti_rhino.ncs. I've also tried it w/o the output.
Maybe I should also note that, by crash, I mean that bothersome Windows pop-up error message that asks you if you want to send the report or not comes up during the compile phase.
That's weird, I just tried that and it compiled without any problems. :confused:
Is this the only script you're having problems with, or does it crash when trying to compile any script? If you've changed the script, does it crash if you try to compile the original unaltered one too?
If so the only thing I could think of would be that your nwnnsscomp.exe has gotten corrupted somehow (try downloading a new copy and see if it makes any difference).
That, or there is some other incompatibility. I'm running Windows XP and running the application as administrator, don't know if that makes any difference.
I was using these include files and nwscript.nss when I compiled:
The funny thing is, I also tried compiling the script directly in the override folder (w/ the fixed nwscript) and it didn't work then, but with the scripts you attached, it worked. Maybe there's a bad line or two in one of the scripts I was using to make the compile.
I was using the scripts provided in the Steam version of the game when I attempted the failed compiles.
Question: Does anyone know where the merchant (store) files are?
I'm looking specifically for Smiling Mountains one from the very beginning of the game.
Edit: NVM, teaches me to do modding exploration whilst being dead tired... read stoffe's OP now off to look for the file. ;)
Edit2: No go nothing seems to be contained in the STO files... still have no idea how to add items to the in-game stores.
Wow, great discovery of ingame already styles. Never knows why bioware keep them as npc only style. I'm downloading your mod, lothario. Not yet try them because I'm downloading from office. Can't wait to try them :).
I 'd found the blackmantis already from reading it's icon name in original styleuperlist.2da, but I can't find the blackmantislv.2da, blackmantiscs.2da and blackmantisas.2da, so I guess you make them by your self. Great work!!!
Thanks, buddy! The only thing the developers left in the game regarding my custom martial styles were "placeholders" in the dialog.tlk file and a few 2da's. Basically, they had planned on doing something with them, but just didn't get around to it. I simply took graphics from other existing styles and glued movement sequences together to fill in the missing parts.
There are "hidden" movements in the Heavenly Wave style that are never seen ingame, for example. I "liberated" them and used them in the Black Mantis style. The custom Willow style uses movements from Death's Hand style... I just took the two swords away, switched some stuff around, tweaked the damage... and presto! You can tell which styles I borrowed from with the four custom styles by the power attacks, as they are recognizable from the originals. :)
I can do something with the white box problem, I did fix the problem with monkey paw already I post above. Can I do it and post it here? all credit of the styles still for you of course... :)
As I mention in the download packages, anyone can do anything they want to my downloads, so if you feel like adding some stuff, go right ahead! :)
-Loth
Hi Lothario,
I tried your styles last night. Great movements and balance.. Inspired by your 2da, i tuned down the monkey paw's damage to 1/3 of it's original damage. I'm afraid it will make sung brother or other npc use the style become weaker, so i add lines to styledata.2da to accomodate the customised damage.
I'd extracted the icons for your styles too and made them showed perfectly on selecting starting style screen. I'll post them soon. :)
Loth, i want to ask you.. When i read *as.2da, i found hdamage, cdamage, fdamage, ddamage and edamage columns. I know hdamage is health damage, i assume cdamage is chi damage and fdamage is focus damage. Am i correct? Then what are ddamage and edamage? Can you help me please?
Thanks,
Dunde
Loth, i want to ask you.. When i read *as.2da, i found hdamage, cdamage, fdamage, ddamage and edamage columns. I know hdamage is health damage, i assume cdamage is chi damage and fdamage is focus damage. Am i correct? Then what are ddamage and edamage? Can you help me please?
Good question. As far as I found out, they have no effect. cdamage and fdamage are pretty much for the npc's to mess up the pc, and since the custom styles aren't used by the bad guys, the only way to bring these stats into play is for us to tweak the "normal" styles like gimp, legendary strike, or the npc ghost and demon styles, for example. I never got around to testing cdamage and fdamage out to see if they are actually implemented or not... so they might have no effect as well.
One idea I had was to make a special style like spirit thief that healed focus rather than chi, but then I realized how catastrophically bad that would be to game balance. It's bad enough that you can tear through folks with storm dragon or hidden fist and do harmonic combos! :)
Good question. As far as I found out, they have no effect. cdamage and fdamage are pretty much for the npc's to mess up the pc, and since the custom styles aren't used by the bad guys, the only way to bring these stats into play is for us to tweak the "normal" styles like gimp, legendary strike, or the npc ghost and demon styles, for example. I never got around to testing cdamage and fdamage out to see if they are actually implemented or not... so they might have no effect as well.
I just do test. I set the monkey paw to do 5 cdamage each hit, and set it to show target's chi, by set it's showoponentchi columns in stylesuperlist.2da, and yes it work.. Cdamage is really do chi damage to the target. I have no interest to test fdamage, the final boss
is the only npc has focus anyway.
One idea I had was to make a special style like spirit thief that healed focus rather than chi, but then I realized how catastrophically bad that would be to game balance. It's bad enough that you can tear through folks with storm dragon or hidden fist and do harmonic combos! :)
Yes, storm dragon is a game balance breaker. Almost every boss can be beaten easily using it. I dont know about hidden fist, i'm a OP always :)
Master black has no chance to spread his style in my game, :).
I dont know about hidden fist, i'm a OP always :)
Master black has no chance to spread his style in my game, :).
Aww... you're missing out, man!
Being "evil" is actually more challenging and fun in my opinion. There is a good bit of game content that only a closed fist character can do -- which first becomes apparent when you make your way to the haunted forest near Tien's Landing.
Haven't you ever wondered what the silk strings and zither case are for? Ever tried to take down a heavenly spirit and her guardians? I will warn you: if you play the game on hard difficulty, you will need to be pretty skillful to make it out of Heaven alive. Chi strikes and spirit thief are your friends. :)
Good work testing out the cdamage thing, BTW.
-Loth
As I promised befre, here it is, lothario's styles, compiled with monkey paw.
Loth, as result of my cdamage test, I add a little chi damage for last chain attack of black mantis according to your description about this style (distrrubting chi).
I add 5 lines on stylesuperlist.2da and styledata.2ds to accommodating the 5 new styles, so tweaking these styles up/down won't effect NPC that use the same styles. So I can tune down the damage of monkey paw without make the fat brother sung become very weak.
http://www.noeman.org/gsm/video-games-general-talk/80978-monkey-claw-style-jade-empire-se-pc.html#post398728)
or
http://www.ziddu.com/download/3754832/CompiledStyles.zip.html)
Aww... you're missing out, man!
Being "evil" is actually more challenging and fun in my opinion. There is a good bit of game content that only a closed fist character can do -- which first becomes apparent when you make your way to the haunted forest near Tien's Landing.
Haven't you ever wondered what the silk strings and zither case are for? Ever tried to take down a heavenly spirit and her guardians? I will warn you: if you play the game on hard difficulty, you will need to be pretty skillful to make it out of Heaven alive. Chi strikes and spirit thief are your friends. :)
Good work testing out the cdamage thing, BTW.
-Loth
Yeach, the zithers quest, jia (tempest trainer ), and killing master radiant are the only quests I never do. In my early running game, I did beat the elephant guard but release the fox spirit in the end. I was a fool to trust the inn keeper to kill the spirit, but then she ensure me in the end who's the right side.
I'm happy with master and grand master difficulty playing. Yeach chi strike in spirit thief is very useful, slowly weaken crowded enemies in safe way.