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Module help...

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 n00b Saibot
03-20-2010, 5:39 PM
#1
I have a game running with a HEAVILY modded override that I thought I compiled in a way that it would actually work, but I am currently on Telos (module area 231) and when I kill the 2 Czerka mercs (the TSF Bounty mission) and cross into the new area (Czerka Excavation Site module TEL233) the loade bar gets 8/10 of the way to the end and my game crashes to desktop every time.

I checked my override folder and found nothing tagged with TEL233. I also checked my Modules folder and found TEL233_s.rim, TEL233.rim, TEL233_dlg.erf and I don't think those are causing the crash - is there supposed to be a TEL233.mod file? I don't have 1 in my Modules folder...is it in there in the vanilla TSL?

The only other thing I can think of is that possibly the Czerka mercs may have corrupted appearances/gear from one of my many mods, but could that actually cause a crash?

Oh, yeah -- I warped to the abandoned military base that connects to TEL233 (TEL232) and my game loads fine there. Worst case scenario: can I just warp past Czerka Excavation Site (module TEL233) and go straight to the military complex (module TEL232) and still be able to continue my game without going to the TEL233 module? Is there anything I could do with KSE to progress my game?

Any help is appreciated!
 Holty1-5
03-20-2010, 5:41 PM
#2
well what kind off mods do you have in your override that could effect it
 n00b Saibot
03-20-2010, 5:59 PM
#3
heh

Waaaay too many!

Actually, the only major mod difference I have now between my last play through is that 'unsanctioned' M4-78 compatibility patch by Weavel that is supposed to make M4-78 and TSLRCM compatible. I thought of that but fail to see how the heck it would POSSIBLY affect Telos...

Edit: Anybody know what the vanilla TEL233 module is supposed to be comprised of? Like I said, I have only s.rim, .rim, dlg.erf files for it in my modules folder.

How would I use KT to extract the ORIGINAL, unaltered files from TSL? I looked at it and tried but it didn't extract the files as 3 big compiled files, but rather as about 20+ separate files with extensions like .pth and .utt that I have NO clue as to how to compile them or where they go...I would like to swap out the TEL233 files in my Modules folder for the originals and see if that does it.
 Phildevil
03-20-2010, 7:10 PM
#4
Hum. Let me tell you something. I don't know what Telos has to do with this, but the 'unsanctionned' M4-78 compatibility patch with TSL RCM does not work. I've tested-it myself on a clean and mostly (only TSL RCM) un-modded TSL.
 n00b Saibot
03-20-2010, 8:45 PM
#5
Hum. Let me tell you something. I don't know what Telos has to do with this, but the 'unsanctionned' M4-78 compatibility patch with TSL RCM does not work. I've tested-it myself on a clean and mostly (only TSL RCM) un-modded TSL.

OK...but what about it doesn't work? Specifics?

And back to my original question: any ideas on how I can replace the TEL233 files with ORIGINAL vanilla TSL files? Or better yet, any ideas as to what is PROBABLY causing this crash?

Like I said: I warp to the underground base and it loads fine -- but if I try to back out of the base back to the TEL233 module the game crashes...

meh.

I was on the right track all along...just removed modules file TEL233_s.rim from my modules folder and now I successfully loaded into Czerka Excavation site. However, there are NO Czerka mercs spawned. I am going to try to re-load with the file re-installed, though I am pretty sure it will just crash again...

Sooooo....now I have the problem narrowed down to TEL233_s.rim -- any of you that know this stuff maybe now have a better idea of WHY this is happening? Is it because I may have a corrupt armor or weapon modded file and the mercs have those item(s) equipped?

Any clearer ideas now?
 Darth InSidious
03-20-2010, 10:42 PM
#6
TEL233_s.rim is the file containing all the 'dynamic' area information - characters, placeables, scripts, etc. It sounds like one of the mods you installed modified this file with its own material which. My guess would be the TSLRCM, since, IIRC, it does alter the game's .RIM files. I can't think of any other mods likely to do this.

But you are running a risk with two mods installed that are known to be incompatible.
 n00b Saibot
03-20-2010, 11:32 PM
#7
TEL233_s.rim is the file containing all the 'dynamic' area information - characters, placeables, scripts, etc. It sounds like one of the mods you installed modified this file with its own material which. My guess would be the TSLRCM, since, IIRC, it does alter the game's .RIM files. I can't think of any other mods likely to do this.

But you are running a risk with two mods installed that are known to be incompatible.

Thanks for the reply, but I still fail to see how 2 mods, incompatible as they may be, would cause this when I checked both of their file contents and neither modifies TEL233 from what I could see.

You say this particular file contains characters, placeables, scripts, I am thinking it has to do with the Czerka mercs and their equipment. I know I had a problem with an armor mod by "90SK" that I thought I managed to remove but maybe I missed a file and now the mercs are maybe wearing corrupted armor? Do the mercs here have items/armor equipped from the game's inventory? If so I bet it's what they are equipped with that's causing this...but I'm no expert, just seems to be where the signs are pointing...

At any rate, I am able to use the console and trigger the Bao-Dur cutscene about the polar region landing pad and the shuttle being in the research facility -- if I'm not mistaken that is the ONLY thing I need to have triggered to further the story, right? Nevertheless, I'd still prefer to battle the mercs for the xp -- but more importantly I'd like to resolve this so it doesn't happen at another critical point if it is related to a corrupt equipment item, if that makes sense.

Is there a way for me to extract the ORIGINAL TEL233_s.rim using KT? Like I said before: I tried, but it extracted the various component files of the TEL233_s.rim separately, not compiled as "TEL233_s.rim" -- how would I go about creating a duplicate of the original?
 DarthStoney
03-20-2010, 11:35 PM
#8
TEL233_s.rim is the file containing all the 'dynamic' area information - characters, placeables, scripts, etc. It sounds like one of the mods you installed modified this file with its own material which. My guess would be the TSLRCM, since, IIRC, it does alter the game's .RIM files. I can't think of any other mods likely to do this.

But you are running a risk with two mods installed that are known to be incompatible.

Funny thing is ,out of all the files and area's TSLRCM changed and or modified 233TEL is one that wasn't touched. I have encountered item mods that crash a module for no reason at all so it's hard to say what is causing it if you have "a lot" of mods installed.

Actually, the only major mod difference I have now between my last play through is that 'unsanctioned' M4-78 compatibility patch by Weavel that is supposed to make M4-78 and TSLRCM compatible. I thought of that but fail to see how the heck it would POSSIBLY affect Telos...
That shouldn't effect Telos but yes running M478 causes a lot of issues especially in the EH module and the end meeting at the enclave.
 n00b Saibot
03-21-2010, 12:10 AM
#9
Thanks for the 411, DarthStoney!

BTW, AWESOME mods! I guess I'm just a little greedy for as much TSL as I can possibly have at once! ;)

I realize trying to mash the 2 mods together would probably cause trouble, but I figured maybe I could add/remove files at critical junctures, warp where absolutely needed, use KSE, etc - to advance the story when problems like this pop up. I know most people just want a smooth play-thru with as little conflict as possible, but I have played this game so many times that, at least for me, it's WORTH the occasional 'hurdle' to have an expanded game to play -- and my idea of 'expanded' is as many mods that I can POSSIBLY have running at once as I can.

I see you say the major problems that the conflict causes are on the EH and the enclave -- is there a file(s) I can swap out of my override/modules folder at specific points to further the story? For example: say the game crashes when entering the EH upon leaving Atris' academy -- or the Handmaiden not being on board (and having to be 'cheated' in via Mr. Defender's Wrist Console...I've encountered this problem before...) when leaving the academy...can I remove a file like "003EBO.whatever", play out the conflicted scene/area/plot point, THEN replace said file and continue the story moving forward? Does that make sense? Which files and at which point in the story do I need to 'rig' it?

I know it's not the ideal play-thru and that it's slapped together worse than a damaged hyper-drive by Han Solo while the Milennium Falcon is under attack, but it's the TSL I've been trying to play for YEARS!

Any help/advice is appreciated! If I understood modding better I'd figure it out by myself, but me figuring out TEL233_s.rim was why my game wouldn't load is sadly the extent of my knowledge at this point in time... :(

Thanks!
 DarthStoney
03-21-2010, 10:15 AM
#10
In some cases yes, you could remove(as in TSLRCM) a .mod file and get past a module But what could happen is if there were plot/quest changes you would miss them and possibly not be able to move on. In the case of any module (especially the 003EBO) once you've entered the module ,the module stay's the same from that point on. Changes to anything other then .dlg's and scripts aren't recognized anymore. So triggers ,camera's ,characters,etc won't be there.
 n00b Saibot
03-21-2010, 5:39 PM
#11
Thanks for all the info, DarthStoney. I would still like to know how to use KT to extract or re-create vanilla modules. Anybody know the steps I need to take to combine the various individual files to compile a s.rim or .rim file for the modules? When I extract using KT the s.rim and .rim files are broken down into their individual component files. What compiles them to form the s.rim and .rim module files?
 Holty1-5
03-21-2010, 5:57 PM
#12
As far as i know Kotor Tool doesnt create Such files

i think you Extract all the Items from both the s.rim and Rim into a folder
then use the EFE builder and create a .MOD file MOD=module
and save the name as the warp code so Tar_233 or whatever the files are

and put that in your module folder
 n00b Saibot
03-21-2010, 5:59 PM
#13
As far as i know Kotor Tool doesnt create Such files

i think you Extract all the Items from both the s.rim and Rim into a folder
then use the EFE builder and create a .MOD file MOD=module
and save the name as the warp code so Tar_233 or whatever the files are

and put that in your module folder

Ah! There it is! EFE Builder...is that in the tools section here? Looking...

ETA: The only thing I could find is Stoffe's ERF/RIM builder on SWK.com - this the correct utility? If not, where do I get the right tool?

Thanks!
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