Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

Jade Empire modding (see first post for info summary)

Page: 8 of 9
 Shaggoth
05-17-2010, 1:56 PM
#351
is there a way to mod the xbox version of that brilliant game?
all i want is some model replacements, and maybe some reskins.
i'll made em myself, i just dunno is it possible at all.
 DarthParametric
05-17-2010, 2:31 PM
#352
Presumably, with a modded Xbox. Most of the mods would likely work, just as with K1 and TSL.
 Shaggoth
05-17-2010, 4:23 PM
#353
i have modded xbox, and some reskins on kotors also, but there's no new models possible.
however, it's caused they're in different format (pc kotors and xbox kotors, i mean).
So if i take Jade Empire xbox, and extract death's hand model directly from game, somehow, and replace some other ingame model with it, theoretically it would work.

i believe i can't use pc models, or am i wrong?

can someone tell me about xbox and pc JE gifferences?
 Enkil
05-30-2010, 7:29 AM
#354
Quick question here.
As my expriment to create a new style is progressing (slooowly), I noticed that in superstylelist.2da we have the animation settings (like sm_01-a for ParaPalm). But there are numbers missing, like sm_02-a, sm_04-a and even sm_8-a to sm_12-a and so forth - and some of these, even some that are actually listed, can't be found in the data folder.

Can someone shed some light on this?
 EmperorJello
06-26-2010, 5:01 AM
#355
That model is using the files

a_300-a.rim (j04_city_core)
h_prnces01.txb
n_prnces01.txb
n_prnces_.mdx

a300.rim (j04_city_core)
n_prnces_.mdl

It's used by appearance type 82 (in appearance.2da). Keep in mind though that this model have no impact hooks, so it's impossible to harm her with melee attacks if using it. :)

So while searching, I came across this post from aaaaages ago. I've been looking into using Sun Lian as a player model, but I'm having this exact problem with impact hooks. Is there any way at this point to make it workable?
 LordRevan999
11-10-2010, 9:31 PM
#356
I know,its a stupid thing to ask. But is there any way you can get camera view close to npcs? Cause I am having a lot of trouble seeing the errors of skins I am working on.
And I have seen only 2 yellow lines in dawn star's texture.One is very big and the other is so small. I just want to know is there any way I can use 3dmax to find the lightmaps. It would be a lot easier for me to remove them that way. If you don't understand which lines I mean see the yellow lines below in the pics.

http://i44.photobucket.com/albums/f49/LordRevan999/ds1.jpg)
http://i44.photobucket.com/albums/f49/LordRevan999/dsaf2ab1.jpg)
http://i44.photobucket.com/albums/f49/LordRevan999/dsaf2ab1b.jpg)
 DarthParametric
11-10-2010, 9:44 PM
#357
The obvious solution would be to extract the models in view them in Max or another 3D app, but I don't think anyone ever made a JE model extractor. A shame, as I wouldn't mind having a look at some of the models myself.
 Nibelton
11-17-2010, 7:41 PM
#358
could anyone tell me how (or better give me) to add weapons from the beginning ?i mean demon/dragon sword,crimson tear and etc. ?i tried JSE,but i don't see point in"add weapon" option there,as it don't add anything (i spend 4+ hours only on search for any info about "how to",but didnt find anything)
 kwix
12-07-2010, 8:45 PM
#359
Hi there!

I created a new mod which is at a stage now where I urgently need beta testers. I already posted an announcement here (http://social.bioware.com/forum/1/topic/177/index/5394304), but since this is *the* modding thread, I figured, I had to post it here as well. Sorry in advance, if this is considered a cross-post!

Here's a quick listing of its main features:


Almost every style in the Jade Empire is learnable. There are 12 martial styles; 3 support styles; 5 magic styles; 8 weapon styles - most of which can be upgraded; 9 transformations; and 2 unique styles.
(I included all of Lothario's styles (http://www.lucasforums.com/showpost.php?p=2573902&postcount=280) btw and wrapped them in a small quest.)
I added a new way to learn styles: Through combat. Defeat an opponent who uses an unknown style and you may get a chance to learn it. How big that chance is, depends on how much damage you take in the process. If you do well, a special store will pop up right at the end of the combat round, where you will be able to buy that new style for a tenth of what it would cost at regular stores. I also added/modified a few opponents for the specific purpose of giving you the opportunity to learn new styles.
A number of styles have been modified:

Dire Flame does no longer produce Health power-ups, but Chi power-ups.
Stone Immortal now produces Focus power-ups instead of Chi power-ups. (or was it Health? I forgot...)
Storm Dragon is no longer a game breaker. You cannot paralyze opponents for sheer indefinite amounts of time anymore. You cannot do any damage to their health anymore. And you cannot start a harmonic combo with it, either.
You can do something completely new, however: You can replenish your Focus and drain that of your opponent with Storm Dragon. It has become the twin brother of Spirit Thief.
Drunken Master can be leveled now. You simply level it by using it. The longer you stay in that style, the more advancements are applied. Beware, though: If you switch to another style they're gone. Next time you'll have to get drunk all over again...
Horse Demon Transformation, Red Minister Transformation, Jade Golem Transformation and Toad Demon Transformation are no longer handed to you for free. You will have to pay lots of silver for them or win them in combat!

There are more style changes, but I leave it at that...
You no longer get free style points at level-up. You will have to earn them in combat. Your opponents will drop them in the form of black orbs that you can pick up. With the lowly gimps you have a 50 percent chance to get a style point, but your chances will sink, if you allow them to pummel you a lot. With the more dangerous opponents, you have a 100 percent to get not just one but several style points, but how many points you actually get, depends, again, on how well you do in combat.
If you re-play JE for the combat, you may start to find the cutscenes a bit annoying. Who wants to watch minutes of unskippable intro again and again and again? So I started to move the autosaves. I deleted the ones before the opening cutscenes and created new ones between the cutscenes and the combat. Upon reload you'll find yourself directly in combat. Perfect for re-play!
A bunch of new gems and techniques have been added and some existing ones have been modified:

There's a new technique only Open Palm characters may be able to aquire in a certain side quest in the Necropolis. It allows your character to (slowly) regenerate your Health, Chi and Focus while you're not in combat. The more Open Palm you are, the quicker you will regenerate.
There's a new gem, that only Closed Fist characters can equip, that increases the transfer-effects of Spirit Thief and Storm Dragon. How much the effects increase depends on how much you're aligned to the path of the Closed Fist. Additionally it comes with a damage armor, that steals Chi and Focus from every opponent who hits you. You may be able to acquire this gem in Tien's Landing...
Earth armor gems and fire armor gems have been added to the air armor gems, that already exist in the game world. Not only are they damage shields, but they also provide immunity to the magic that fuels them: an earth armor protects against Stone Immortal. A fire armor protects against dire flame. And air armor now protects against Tempest. You may equip only one armor at a time, though.
There's a new technique, you may be able to acquire in the Imperial City, that increases the speed of *all* your martial styles.

There's more, but I leave it at that...
I also made some changes to the economy:

You'll get more silver out of combat, so you should be able to buy a few goodies more.
Some more (but not all!) styles have been added to select stores. A few other items have been added as well.
The genie merchant has been made more useful. He now buys and sells at regular rates instead of the crappy ones from vanilla Jade Empire.
The effects have of the Lucky Hand gem have been increased.
Two NPCs - Hui and Abbot Song - now sell a few items as well.

There's more, but I leave it at that...
Specializations are an experimental addition. If you specialize on one of your stats you will do bonus damage. If you invest substantially more in Health, than in Chi or Focus, you'll become a Martial Arts specialist. Favoring Chi will make you a magician and favoring Focus will turn you into a weapon master. The more drastic the difference between your favored stat and the others, the bigger the bonus damage becomes. Specialization is applied after effects, which means your gems will factor in as well. It should be possible to change your specialization by carefully re-arranging your gems.


The mod comes in an English and a German version.

Since this is a Beta release, I don't want to upload it to a public server, just yet. So if you're interested in becoming a beta-tester, send me a PM and I'll mail the mod to you (ca. 5 MB)!
 Kzer-Za
01-20-2011, 4:50 AM
#360
I’ve made a mod that adds a playable version of Drunken Master style in game. It does less damage than the original but can be improved with style points like any other martial style. The question is how do I add the name and description of this style in dialog.tlk? I mean, I know that this style should be added to items.2da and the columns STRREF_NAME and STRREF_DESC should give the numbers of the corresponding entries in dialog.tlk, but how do I chose in which entries to place the name and description? Do I just pick any entries that do not contain any data yet (say, just for example, 2770 for the name and 2771 for description) or are there certain sections of dialog.tlk where such things should be placed? For instance, "such things should be placed in the section between 50,000th and 70,000th entries". Are there rules of such kind or do I just pick whichever entries that are empty?

Also I have a question concerning the game itself. Whether I get Eyes of the Dragon or Crimson Tears they look the same. Can anyone tell me if it is how it's supposed to be or it's a glitch? And if it is, then could you post a screenshot with Crimson Tears, please?

Thanks in advance, people! :)
 kwix
01-22-2011, 12:17 PM
#361
I’ve made a mod that adds a playable version of Drunken Master style in game. It does less damage than the original but can be improved with style points like any other martial style. The question is how do I add the name and description of this style in dialog.tlk? I mean, I know that this style should be added to items.2da and the columns STRREF_NAME and STRREF_DESC should give the numbers of the corresponding entries in dialog.tlk, but how do I chose in which entries to place the name and description? Do I just pick any entries that do not contain any data yet (say, just for example, 2770 for the name and 2771 for description) or are there certain sections of dialog.tlk where such things should be placed? For instance, "such things should be placed in the section between 50,000th and 70,000th entries". Are there rules of such kind or do I just pick whichever entries that are empty?

As far as I can tell, there are no rules among Jade Empire modders who gets to homestead which part of the dialog.tlk. The game engine itself doesn't care and unfortunately there's no tool like the TSLPatcher for this game. That means, it's all up to you. The only advice I can give is, to install the mods you would like yours to be compatible with and take it from there.

Also I have a question concerning the game itself. Whether I get Eyes of the Dragon or Crimson Tears they look the same. Can anyone tell me if it is how it's supposed to be or it's a glitch? And if it is, then could you post a screenshot with Crimson Tears, please?

Thanks in advance, people! :)

Nope. No glitch. There's three models for the dual swords but only a single model for the dual sabers: J00_DblBFly02.
 Kzer-Za
01-24-2011, 4:28 PM
#362
Thanks! Now I'm trying to make Crimson Tears look like the sabers of Aishi the Mournful Blade. The simple way (to replace J00_DblBFly02 with J00_DblSw03 in styleadvance.2da) didn't work. My guess is, because they use different StuntModel. But I don't know how to make a style use a different StuntModel after the upgrade. A pity...
 kwix
01-24-2011, 4:56 PM
#363
I don't think it's possible, either. Yes, you could write a script that removes the old style and replaces it with the new one, but it is not possible to read out the advancements of the old style and apply them to the new one. Most definitely not possible. Sorry!
 cf2004
01-27-2011, 2:03 PM
#364
Hi all, how about an MDLOps that works properly with Jade Empire models. we're willing to pay money for it. the tool should still remain public but hopefully money will get smart people motivated. contact me if you're interested. thanks!
 Phnx
02-08-2011, 2:50 PM
#365
Hey I just started playing this game again. Is there still no way to rotate the camera in exporation mode?! :(
 Doomsday347
02-08-2011, 5:10 PM
#366
I'm curious to know, has anyone figured out a way to correct the floating ribbons bug for the main character?
 Acleacius
02-15-2011, 8:33 PM
#367
Someone asked me for a Radiant Jen Zi version of my Wu the Lotus Blossom/Scholar Ling as Dawn Star mods, so here it is:

Thanks DarthParametric, think this would work great with Stoffe's beautiful Radiant Jen Zi skin! :thmbup1:
 DarthParametric
02-15-2011, 10:05 PM
#368
If it's just a reskin they should work fine together, but I've never tried it myself.
 Kzer-Za
02-16-2011, 4:51 PM
#369
Does anyone happen to know where to find Fading Moon's head? I've unpacked all the heads from data\j04_necropolis and none of them seemed to be the thing.
 Acleacius
02-21-2011, 4:51 AM
#370
A mod adds Death's Hand style, but the Popup description in the UI (e.g. if you press #1 key you would get Legendary Strike) when it's selected is blank and in Jade Empire Savegame Editor the Title displays:
ERROR: NO SEMICOLON AFTER STATEMENT

Does anyone know how I can fix the title to display properly, in JSE and the UI? The style does function correctly?

Secondly anyone know where edit % of chance of the Knock Down effect, in the Dragon Eye gem as the effect doesn't show up in the gems.2da? I found the Knockback effect in MultipleEffects.2da and the Defense of the Heaven's Blessing (Air Defense) in DamageArmor.2da.


Thanks for any help.

Follow up, anyone interested the Description Code for Death's Hand Style is 27565 and the ID Code is 68427. Also found the Effects.2da but it only gives Durations of Effects like Knockback, nothing on Percent/Chance so far.
 Acleacius
02-21-2011, 4:07 PM
#371
I read through the "Making new gems, effects and techniques" but don't see the actual commands to add an item like weapon or gem, would I just need to change *RewardStyle* with *RewardGem* or *RewardWeapon* then the appropriate ID code? I guess it would be good to know also if there is a way to give a Quantity, if possible.

This is the added scripting for adding the extra styles in the j00_lti_rhino.nss,
// You bought the game online! Enjoy Rhino Style.
DelayCommand(3.0, RewardStyle(105));
DelayCommand(3.0, RewardStyle(22));
DelayCommand(3.0, RewardStyle(46));
DelayCommand(3.0, RewardStyle(48));
DelayCommand(3.0, RewardStyle(82));



Thanks for any help. :)
 kwix
02-24-2011, 5:12 PM
#372
Does anyone happen to know where to find Fading Moon's head? I've unpacked all the heads from data\j04_necropolis and none of them seemed to be the thing.

Download JEFindRes (link is in this thread) and try to search for a CRE (creature) file with the word "moon" in it. *moon* would be a good search term. If you find one, extract the file and open it with K-GFF (link is in this thread as well). There you'll find the HeadType, which points to a row in heads.2da. There you'll find the name of the model file.

A mod adds Death's Hand style, but the Popup description in the UI (e.g. if you press #1 key you would get Legendary Strike) when it's selected is blank

In your follow-up you post the StrRefs for the name and the description. Then I suppose, you've already found out, that you need a TLK editor like TalkED (link is in this thread) to edit the two of them, haven't you?

Secondly anyone know where edit % of chance of the Knock Down effect, in the Dragon Eye gem as the effect doesn't show up in the gems.2da? I found the Knockback effect in MultipleEffects.2da and the Defense of the Heaven's Blessing (Air Defense) in DamageArmor.2da.

You won't find anything in the 2DAs. The knockback is hard-coded somewhere and can't be modified.

I read through the "Making new gems, effects and techniques" but don't see the actual commands to add an item like weapon or gem, would I just need to change *RewardStyle* with *RewardGem* or *RewardWeapon* then the appropriate ID code? I guess it would be good to know also if there is a way to give a Quantity, if possible.

You can find the prototypes of all functions and some small scraps of documentation in nwscript.nss. Hint: Look for "CreateItem"! The "itemType" you will need to specify, is a row number from items.2da. If the gem doesn't have a name that's easy to search for, you could try to search for the gem's ID - the row number from gems.2da.
 kwix
03-05-2011, 12:42 PM
#373
I'm not sure my mod is out of Beta. I'm even less sure it ever will be. But it's playable, has lots and lots of content and it's about time. And so I'm releasing it into the wild today!

The official download location:

http://social.bioware.com/project/4236/)

And this will be the mod's homepage:

http://jade-empire-in-style.com)

At this very moment the homepage is very light on content. Getting the mod done had a higher priority until today. But I've already sketched the design, made a few screenshots, written a few things and recorded a few clips for youtube. It'll improve...

So, please, download the mod and give it a whirl! Bug fixes, comments and suggestions are still very welcome! Post them in the project-forum (first link), please! Oh, and er, check back on the mod's homepage in a week or three!
 Acleacius
03-07-2011, 9:55 AM
#374
Thanks for your answers and help kwix.

I got your mod page linked looking forward to trying this, thanks for your work on it. :cheers:
 kwix
09-03-2011, 4:41 AM
#375
I know this thread is stale and I know this is all about KotOR, but quite frankly I don't know who to turn to, so I might as well ask here: Is there anybody who could port MDLops to Jade Empire? I'm asking because I've created a fairly large mod (http://jade-empire-in-style.com/) for Jade Empire, but I'm hitting a dead end now. At this point in time the mod consists "only" of code and 2da/gff-edits. I was *not* able to edit a single model - let alone create new ones. Unfortunately I do not have the required 3D chops to write an importer/exporter myself. So: Is there anybody who might be able to help? tk102? stoffe? Adinos? Somebody else?
 Hina
09-16-2011, 6:13 PM
#376
Hello,
has anyone yet brought the Dawnstar-Mod from page 6 (romance for females) actually to work? I would really like to experience her romance, but I don't like to play males. I downloaded the compiled files (from post #216) and placed them into override, but the option "I'd rather see you smile." (or something like that - I play the german version), which I saw in a Youtube-Video (to check whether the mod works) doesn't appear.
I'm not experienced with modding of newer games so I hope someone here could tell me what to do.
Should I try and compile the text posted in #214 myself? If so, is there a tutorial anywhere over the internet which explains how?
Or could it be the point that I play the German version?
I would greatly appreciate any help; perhaps someone tried the same and accomplised it.

PS: Please excuse my bad English.
 kwix
09-16-2011, 7:12 PM
#377
The romance mod works fine. Whether you play the German or the English version makes no difference. Maybe you did not choose the right dialog options? You might want to read this (http://faqs.ign.com/articles/608/608106p1.html).
 Hina
09-17-2011, 1:39 AM
#378
Unfortunately, it doesn't for me, I think. :confused:
I simply had no "flirting" dialogue choices at the coast after the fight against the pirates (Chapter1). I think there should be the "I'd rather see you smile." option I mentioned. Or is maybe just this option missing, but the rest works fine? I just want to be sure that the mod works before I play further.
I also "installed" those other mods, but they did'nt want to overwrite anything so I thought they should be compatible:

Kissfix (from here)
Dawnstar for all (obviously)
Bugfixes 2-5 (from the 14th post there: http://www.shsforums.net/topic/33420-jade-empire-pc-modlist/)
Reskins of Ling and Jen Zi (from here)
Monk Reskin (from here)
 kwix
09-17-2011, 4:43 AM
#379
There is not much flirting to be had in chapter 1 and I'm pretty sure that nothing you say has an influence on your chances later on. From chapter 2 on you will have to start choosing your options carefully, but chapter 1 doesn't matter much.
 Hina
09-17-2011, 5:42 AM
#380
Yes, I understand that, but I fear that if the flirting option in chapter 1 (as irrevelant as it is) doesn't appear the whole mod doesn't work properly. Because it should remove the genderchecks and they are obviously not removed, otherwise I should be able to say the "smile" thing, should I?
Or is there anything I'm getting wrong about how this mod works?
 kwix
09-17-2011, 6:28 AM
#381
Hm. Come to think of it: I've never played the game as a male character and I've flirted with Silk Fox, Dawn Star and both of them, but that "smile" line is news to me. It's probably non-essential.
 Hina
09-17-2011, 7:13 AM
#382
Ok, thank you, so you never encountered a flirt line on the beach? That sounds appeasing to me. So you would recommend me to simply play further? Is there any line in chapter1 that is usually gender-specific so I could be assured that the mod is working?

EDIT: Here's the link to the video I used to check whether the romance works (it's German): http://www.youtube.com/watch?v=Rik1Pg4BCYc&feature=related)
At 2:47 there is the first answer: "I'd rather see you smile. Is there something I could do for you?"
 kwix
09-17-2011, 8:53 AM
#383
I just looked at the dialog file and it doesn't seem to make any difference at all, if your character is male and does get that line or female and does not get that option. If you want the line anyway, put this in your override folder: j00_dstar.dlg (http://jade-empire-in-style.com/download/j00_dstar.dlg)

Is there any line in chapter1 that is usually gender-specific so I could be assured that the mod is working?

Sorry. I don't remember the game without this mod.
 Hina
09-17-2011, 9:17 AM
#384
Hey, thank you. It's not a matter of this line, I only feared that the whole romance won't appear. I'm happy that I can now reassured go on with playing this game. You really made my day!
But now for the theory: How can it be that this line didn't appear? I thought Tupac Amaru's mod would remove the gender checks?
And: You seem to be experienced with modding, given how fast you made this .dlg.
I downloaded the Dialog Editor and tried to play around a bit; but how do you actually know where certain lines are? Because the application asks me at loading which lines from the dialog.tlk I want to load.
 kwix
09-17-2011, 10:12 AM
#385
The gender checks are not like some sort of switch you can turn on or off. It's much more basic than that. You can attach "conditional scripts" to the dialog lines. The conditional decides whether that line will be shown or not. Tupac Amaru's mod modifies a number of important conditionals in a few key scenes, but it most likely misses a few of the less important ones.
 Hina
09-17-2011, 12:11 PM
#386
Ah, interesting. So the mod opens only the romance and not the seperate flirtations.
Once again: Big thank for your help!
Would it be possible to just search the dialog file for "gender=male" and add a "female" at the lines in question? Not that I would have the time to do this (unfortunately)... Just a curious question.
Anyway, I'm glad to be able to play on and I think I should also leave a "Thank you!" for Tupac Amaru for writing this mod.
 kwix
09-17-2011, 2:11 PM
#387
It's probably easier to just play the game and be a little on the lookout for inconsistent gender checks. Tell you what: If you find something else, let me know and I fix it!
 Hina
09-17-2011, 3:06 PM
#388
That's nice, but how could I do this? I won't know if there would be an option for a male if it don't shows up, would I?
 kwix
09-17-2011, 4:27 PM
#389
Would you prefer to do it the hard way? :) Sure. Why not? The name of the conditional that I just deleted is "j00_c_pcmale". There's also a "j00_c_pcfemale". You could try to extract all DLG files with JEFindRes and search for these strings in them. There may also be other scripts that refer to the gender... They most likely use the GetGender() function. You could extract all NCS files with JEFindRes, transcode them to PCODE with nwnnsscomp and search for "GetGender".
 Asuel
09-29-2011, 2:14 AM
#390
First of all i wanna thank all you guys for the wonderfull work you do here, i found many answers to questions that puzzled me for a long time.
However i still need some help with something, here's my dilemma:
I am trying to play as a female pirate npc, i added the n_piratf.mdx,n_piratf.mdl,n_piratf.txb they all work fine for the body part.
However there are 2 head textures:h_piratf.txb and h_piratf02.txb but it doesn't matter wich one i put in the override folder, none of them work and the head on the character is missing.
Could somebody give me an insight what to do to make it work? Or do they use a different head textures.I found the pirate textures in the data, pirates folder.
Thanks in advance!
And great job so far
 kwix
09-29-2011, 3:15 AM
#391
By default the game engine can only handle complete models. It's also possible to force the engine to use separate models for body and head, but that requires some doing. Lots of doing, actually.

The best advice I can give is to wait for the next version of my mod (http://jade-empire-in-style.com/), because I'm working on just that. Here's the teaser (http://www.moddb.com/mods/jade-empire-in-style/videos/new-appearances#imagebox).

The second best advice would be to add this line to j00_een_default.nss:

SetAppearance(GetPlayer(), body, head);

(You will have to replace "body" with the row from appearance.2da and "head" with the row from heads.2da.)

Then compile this script with nwnnsscomp.exe. The link to the compiler is in this thread, I believe. You could also download the source code (http://www.moddb.com/mods/jade-empire-in-style/downloads/jade-empire-in-style-source) of my mod. It includes the compiler.

This is a simplistic solution and it will break occasionally. When you transform e.g. the head will not be restored when you transform back, but j00_een_default gets called whenever you load a savegame or when a different area is loaded - in other words: a lot.
 Asuel
09-29-2011, 3:51 AM
#392
Thank you kwix for your fast reply.Guess i have to wait then because i don't seem to have a heads.2da file in my override folder.It just seems weird to me that the head textures exist but the game doesn't take it in consideration.
Thank you again and PS i got your mod, just great keep up the good work.
 kwix
09-29-2011, 5:16 AM
#393
The problem is that there's no way - besides scripting - to tell the game that you want to use a different head for a player character. For NPCs you have the CRE file. That file may specify a body *and* a head. But the same entries in the player's CRE file are ignored. That's because the CRE files are static, while the player's appearance is decided when you start a new game.

And: Bioware has decided - for the sake of simplicity, I suppose - that player characters may not have mixed models. If you pick a complete model - the Watcher e.g., or the Ravager - you should be fine. But if you do want to use a mixed model, you must do it the hard way. That means calling SetAppearance after every Transformation e.g., reverting the character to its original appearance before the in-game movies play, etc. etc.

To get (a human readable version of) the heads.2da you should download the lot of them from papagamer.com. The link is somewhere in this thread, I believe. You can also find it in the Credits (http://jade-empire-in-style.com/#credits) section of my mod's web site.

Sorry that I don't have better news. :giveup:
 Asuel
09-29-2011, 5:21 AM
#394
No problem kwix thanks again for your asistance and i wait till you relesea your new mod.
Best of luck and good work my friend!:thmbup1:
 huenthar
02-01-2012, 11:15 PM
#395
I'm curious to know, has anyone figured out a way to correct the floating ribbons bug for the main character?

Seconded. This happens for all detached "wavy" clothing bits for every character model. Nothing in the settings or the .ini file helps...
 aristey
06-25-2012, 3:30 PM
#396
Can anyone share the mod Bugfixes (http://www.lucasforums.com/showpost.php?p=2615653&postcount=315) form this thread?
 undead1660
09-20-2012, 1:15 PM
#397
Can you send me the link for Closed Fist Dawn Star + Silk Fox plz. That would really make my day since what you posted in 2009 is now gone. PLZ I HAVE BEING HUNTING FOR THIS DAMN THING! Just PM me ty

*SPOILER WARNING*



I have a few mods and fixes I would like to share. It's nothing major, but I think they improve the game without adding things that would appear out of place.


1. Closed Fist Dawn Star + Silk Fox: This mod makes sure that if you convince both DS and SF to turn to the Dark Side, they will not turn on you if you recruit Death's Hand or/and poison the Water Dragon. As it stands right now, Dawn Star would always betray you if you romanced her together with Silk Fox, which made absolutely no sense to me; thus I created a mod to fix that. Now, she (or Silk Fox) will only turn on you if you didn't manage to turn her away from the path of harmony. :p

Issues: The only issue with this mod is that you will not be presented with description of what became of Dawn Star after the death of Li and the Water Dragon because the game assumes she is dead. I'm not exactly sure how to fix that, so if anyone has any ideas, please let me know. Note that this bug doesn't happen if you don't consume WD's spirit but still enslave Death's Hand.

Screenshots:

http://img.photobucket.com/albums/v202/SpaceAlex/Dump/JadeEmpire2009-04-1806-27-42-08.jpg)

http://img.photobucket.com/albums/v202/SpaceAlex/Dump/JadeEmpire2009-04-1806-27-48-68.jpg)

http://img.photobucket.com/albums/v202/SpaceAlex/Dump/JadeEmpire2009-04-1806-28-41-07.jpg)

2. Silk Fox Without Face Covering During Conversations: With this mod installed, Silk Fox will remove her face-covering when engaged in conversation and put it back on when it terminates. There is no animation for this, but that isn't a problem; you never get to see her covering disappearing in the middle of the conversation, so you can just assume she takes it off before she starts talking and then puts it back on immediately after she stops.

Issues: None that I know of. This mod is only active during chapter 3 (in chapter 2, she will always wear her covering), so it shouldn't cause any problems in the latter chapters in which she doesn't wear any covering at all.

Screenshots:

http://img.photobucket.com/albums/v202/SpaceAlex/Dump/JadeEmpire2009-04-1806-17-47-76.jpg)

http://img.photobucket.com/albums/v202/SpaceAlex/Dump/JadeEmpire2009-04-1806-17-58-63.jpg)

3. Black Whirlwind Arena Fix: There is a bug in the game that prevents you from asking BW about the arena after you defeat Lucky Cho. This mod aims to fix that. You can now ask him about the arena throughout the whole chapter 3; he has something new to say after Lucky Cho's defeat, when he learns the truth about his brother, and when you become an arena champion.

Issues: None, this mod fixes issues. :xp:

Screenshot:

http://img.photobucket.com/albums/v202/SpaceAlex/Dump/JadeEmpire2009-04-1806-23-19-18.jpg)

4. Greater Music Track Variety: Some music tracks are reused way too often, while some are not used at all. Installing this mod will fix that.

Issues: Hopefully none. I've made sure the music fits the areas, so you don't have to worry about things appearing out of place.


5. Party Members with More HP: This very simple mod (that took me quite a while to make :p) will give your party members more hit points, which basically means they will not die nearly as often as they do now. They will not be dealing any more damage, so no need to worry about unbalancing the game.

Issues: none.


Installation: just copy everything from the mod folders and paste it into your override folder.


Download the mods (http://f.imagehost.org/download/0990/SA_JE_Mods)
 Hidraslick
09-26-2012, 3:04 PM
#398
Hello I'm new in the forum, first I want to congratulate all of the tool makers for keeping Jade Empire Alive and the moders for all that amazing mods.

I got a couple of questions for you:

1. Can you tell me how much cut content the game has in some sort of list?
2 How can I add a new style? could you explain me please how to do it step by step?

3 Do you know where can I found lothario1132 mods?

4 How I add those style to a merchant or put them as a reward??

for example: I wanna add tien's justice as a separate weapon rather than a upgrade for one, also I wanna add the four lost styles (lothario1132 styles), I wanna know if you know how I could access to the locked flyer mission and after that I put this styles in game can I upgrade them with skill points or i must do something first??

Thank you. Sorry if I have a bad English
 Vilemk0
12-19-2012, 5:24 AM
#399
The tools needed to change characters to npc's are missing. T_T The links are all dead and I'm stuck. Can someone explain an easier way to change my character to executioner zogu or the watcher? Either that or provide the tools if you have them on hand? I tried using the save editor but I always got an error.
 stoffe
12-22-2012, 4:03 AM
#400
The tools needed to change characters to npc's are missing. T_T The links are all dead and I'm stuck. Can someone explain an easier way to change my character to executioner zogu or the watcher? Either that or provide the tools if you have them on hand? I tried using the save editor but I always got an error.

We're currently experiencing some technical difficulties with the host of the starwarsknights.com site which those tools are located on. The service provider is working on resolving it but for some reason it seems to be taking an awfully long time. But they should hopefully be available again within a few days.
Page: 8 of 9