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StormSinger

Latest Posts

Page: 2 of 3
Posted in: Modding K2 (xbox stuff, for now)
 StormSinger
01-08-2005, 6:38 PM
#72
If that mod has model files with it, you may have trouble. Textures work ok (tga) if they aren't the large size (the xbox has trouble with the larger texture files...slowdown/crash). Models are iffy. Some work and some crash, it's sort of a crapshoot...  [Read More]
Posted in: Modding K2 (xbox stuff, for now)
 StormSinger
01-07-2005, 11:09 PM
#70
Install the game on your xbox drive, create an override folder and your options are just about the same as they would be if the game were on your PC. Non-2da? They work fine, unless you have some other reason for not wanting to use them. If you can...  [Read More]
Posted in: Modding K2 (xbox stuff, for now)
 StormSinger
01-06-2005, 2:19 PM
#68
My utiity band uses 84 scripts for the warp function, but they're just StartNewModule scripts. I really need to use a location for some of them to keep from triggering opening cutscenes. Since it was just a quick thing, I didn't bother with it at fir...  [Read More]
Posted in: Modding K2 (xbox stuff, for now)
 StormSinger
01-06-2005, 11:14 AM
#64
The original drive should be large enough for this game, but not much else. If that's all you plan on doing with it, then it should be fine. Textures and models are on the "does not apply" list as far as saves go. They require installation...  [Read More]
Posted in: Modding K2 (xbox stuff, for now)
 StormSinger
01-06-2005, 10:15 AM
#62
I started doing this last March. Since then I made several modded saves for the first game and I'm working on new saves for this one. Yes, the save does incorporate completely new items which work fine as long as they aren't too complicated (ie, requ...  [Read More]
Posted in: Modding K2 (xbox stuff, for now)
 StormSinger
01-06-2005, 8:02 AM
#60
Actually, I don't touch the save file itself other than to remove the large - and annoying - filler file that makes the save too large for a memory card. Files can be extracted/accessed from the SAVEGAME.sav file though, much the way KSE does. The on...  [Read More]
Posted in: Modding K2 (xbox stuff, for now)
 StormSinger
01-05-2005, 1:39 PM
#49
Just an ftp transfer. Either from the game disc, or the folder it's installed in (if it's installed on the xbox HD)....  [Read More]
Posted in: Modding K2 (xbox stuff, for now)
 StormSinger
01-05-2005, 12:06 PM
#47
I'd have to see the files myself to be able to tell you where the error comes from....  [Read More]
Posted in: Modding K2 (xbox stuff, for now)
 StormSinger
01-05-2005, 11:34 AM
#45
Let me try this one more time. The game doesn't care what you do as far as feats and powers. You can mess with those 2da files all you want and still get the second class. In fact, you can get that second class even if you already have one....  [Read More]
Posted in: Modding K2 (xbox stuff, for now)
 StormSinger
01-05-2005, 5:46 AM
#41
I've been editing K2 with Ktool and Leto since it hit the shelves. As I've mentioned, Ktool has a few "out of bounds" issues, but nothing I can't work around. The 2da editor works perfectly. Changing feats through the 2da is no different t...  [Read More]
Posted in: Modding K2 (xbox stuff, for now)
 StormSinger
01-04-2005, 1:48 PM
#33
Originally posted by Mandalorian X When do you expect to release these saves? About 2 weeks, roughly....  [Read More]
Posted in: Modding K2 (xbox stuff, for now)
 StormSinger
12-31-2004, 9:40 AM
#29
The original is here: http://home.alltel.net/jls31/...  [Read More]
Posted in: Modding K2 (xbox stuff, for now)
 StormSinger
12-30-2004, 2:54 PM
#25
Noticed that, did you? Yeah, someone was having trouble loading it to their card, so I pointed him to the original and he had no trouble with it. Cheap rip, it happens....  [Read More]
Posted in: Modding K2 (xbox stuff, for now)
 StormSinger
12-25-2004, 12:14 PM
#21
The robes and armor are in the item templates, so they weren't really difficult to dig up. The saber is another matter... there's an entry in the dialog.tlk "Malak's Lightsaber", but that isn't a definite indication of the item being in th...  [Read More]
Posted in: Modding K2 (xbox stuff, for now)
 StormSinger
12-24-2004, 6:16 PM
#17
Personal preferences aside, the fact that there is no DLC for K2 is exactly the reason the override doesn't work the way it did before. K1 was set up to look for the extra content folder where the saves are kept. K2 = no DLC and no need to look for t...  [Read More]
Posted in: Modding K2 (xbox stuff, for now)
 StormSinger
12-24-2004, 5:54 AM
#14
Put the override folder in the game directory. K2 doesn't look for it anywhere else (apparently)....  [Read More]
Posted in: Modding K2 (xbox stuff, for now)
 StormSinger
12-20-2004, 8:43 PM
#10
This is the output from mdlops of one of the models. # mdlops ver: 0.5alpha1 from binary source # model A_JEDIROBE_001 filedependancy a_jedirobe_001 NULL.mlk newmodel A_JEDIROBE_001 setsupermodel A_JEDIROBE_001 NULL classification Character setanima...  [Read More]
Posted in: Modding K2 (xbox stuff, for now)
 StormSinger
12-20-2004, 6:38 PM
#8
I just haven't been here for awhile. There aren't that many file changes that I can see. It's pretty much the same as the first. Even the devs said it would be no more or less moddable than the last... they were right. Puppets are basically NPC's,...  [Read More]
Posted in: Modding K2 (xbox stuff, for now)
 StormSinger
12-20-2004, 5:08 PM
#6
Can't get at the textures as far as I know. Even some of the erf files have an invalid header as far as the GFF editor is concerned. I'd be happy to help Fred with the files. I'm guessing they're somewhat different (in minor ways) from what the PC v...  [Read More]
Posted in: Modding K2 (xbox stuff, for now)
 StormSinger
12-20-2004, 3:38 PM
#3
I set up a root folder on my PC (KotOR 2) and 3 basic content folders, an override folder, plus a couple of working folders. dataxbox (bifs) modules (erf & rim) rimsxbox (also rims, but I don't think Kt is reading them... they may have a header...  [Read More]
Posted in: Modding K2 (xbox stuff, for now)
 StormSinger
12-20-2004, 1:33 PM
#1
I suppose I may as well say something about this since I've been editing this game since the day I brought it home. Very mod-friendly overall, but tons of new things to work with... and I'm STILL digging through the files. The upgrades situation is...  [Read More]
Posted in: can kotor/kotor2 xbox saves be edited?
 StormSinger
12-21-2004, 3:05 PM
#23
I've done a few modded test saves for a guy who does my testing. He has no modded xbox and he uses an AR... they work fine. AR saves are completely salvagable. If anyone needs a save with something specific for info purposes, I can do it, no problem...  [Read More]
Posted in:  Star Forge Workbench Mod up at My site
 StormSinger
10-27-2004, 6:54 AM
#15
Nevermid...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 StormSinger
10-19-2004, 11:20 PM
#788
That 3rd "claw" slot is for a bite/slam/gore attacks....  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 StormSinger
10-13-2004, 11:27 PM
#776
I installed the newest version on 10/12 and since then I've had nothing but problems using it. The previous versions worked with very few exceptions, but this new one has my system doing loops. The dialog editor has trashed many hours of work "...  [Read More]
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