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Old 01-04-2007, 07:51 AM   #121
Dark_Ansem
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it is possible to alter the musics in order to have custom music for some of the harder battles?
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Old 01-06-2007, 05:00 AM   #122
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Sweet mod!

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Last edited by Ghost Down; 01-06-2007 at 10:58 AM.
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Old 01-24-2007, 07:49 PM   #123
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Installation log - 13th attempt.

Installation started 1/24/2007 7:29:55 PM...
Appending strings to TLK file "E:\Games\LucasArts\SWKotORII\dialog.tlk"
dialog.tlk file not updated, all 2 entries were already present.
Installing unmodified files...
Replacing file st_arenabeacon.utw in the override folder...
Replacing file st_sp1_generic.ncs in the override folder...
Replacing file k_sup_grenade.ncs in the override folder...
Replacing file k_sup_droid.ncs in the override folder...
Replacing file C_drex01.tga in the override folder...
Replacing file st_arena2.rim in the Modules folder...
Replacing file st_arena2_s.rim in the Modules folder...
Replacing file st_turret1.mod in the Modules folder...
Replacing file st_turret2.mod in the Modules folder...
Replacing file CSA-Readme4.txt in the Game folder...
Modifying file "globalcat.2da" found in Override folder...
Updated 2DA file E:\Games\LucasArts\SWKotORII\override\globalcat.2d a.
Modifying file "itemcreate.2da" found in Override folder...
Updated 2DA file E:\Games\LucasArts\SWKotORII\override\itemcreate.2 da.
Modifying file "itemcreatemira.2da" found in Override folder...
Updated 2DA file E:\Games\LucasArts\SWKotORII\override\itemcreatemi ra.2da.
Modifying file "spells.2da" found in Override folder...
Updated 2DA file E:\Games\LucasArts\SWKotORII\override\spells.2da.
Modifying file "appearance.2da" found in Override folder...
Error: Specified file was a 2DA file but not in binary format. That format is unhandled at this time. Unable to load. (2DA-1)

I've changed PlaintextLog, moved it to the top of the drive, read through the "How do I install it?" and the text from just before it tries to install. Nothin'. Is there a way to fix this, or could this work without the new appearance.2da? Your mod looks great, but I'm unable to install it.
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Old 01-24-2007, 10:04 PM   #124
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Quote:
Originally Posted by Ijtzoi
Installation log
Modifying file "appearance.2da" found in Override folder...
Error: Specified file was a 2DA file but not in binary format. That format is unhandled at this time. Unable to load. (2DA-1)
Is there a way to fix this, or could this work without the new appearance.2da? Your mod looks great, but I'm unable to install it.
This is most likely caused by you having installed a mod that comes with an appearance.2da file that is in the old V2.0 plaintext format, rather than the V2.b binary format that the KotOR games use. The games can still read the old format, but it's much less efficient. The mod installer only supports the KotOR 2DA format however, not the old NWN format.

You should have this problem with any mod that comes with a TSLPatcher mod installer that needs to modify this file, nor would you be able to edit this old 2DA file with KotorTool.

You can check if this is the case by finding the file appearance.2da in your game's override folder and either check if it's significantly larger in size than about 150K, or open it with notepad (don't modify the file with notepad though) to check its content. If the first five characters in the file are 2DA V2.0 rather than 2DA V2.b, this is the problem.

There are three ways you could solve this, two easy ways and one hard way.

Easy way 1: Remove the appearance.2da file in your override folder before running the Arena mod installer. This will cause the mod that placed it here to stop working.

Easy way 2: Don't install the Arena mod, if you'd rather keep the other mod instead.

Hard way: Move the appearance.2da file out of your override folder and then run the Arena mod installer. When it's done open the appearance.2da file it has placed in the override folder with KotorTool and manually apply any changes (changed cell values or new rows) that the other mod had made with the old format 2DA file. Without knowing which mod it is you have I can't say exactly what you'd need to change.

The arena mod will not work properly without the updated version of this file. The game will crash when certain combatants spawn if it's not present.

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Old 04-21-2007, 02:52 PM   #125
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I can't install. This is what I get when using the patcher:
Error: Unhandled exeption: Cannot create file "C:\Program Files\LucasArts\SWKotor2\Dialog.tlk" . Toegang Geweigerd (0)


Toegang Geweigerd = Acces Denied
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Old 04-21-2007, 03:21 PM   #126
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Quote:
Originally Posted by MetalMark
I can't install. This is what I get when using the patcher:
Error: Unhandled exeption: Cannot create file "C:\Program Files\LucasArts\SWKotor2\Dialog.tlk" . Toegang Geweigerd (0)


Toegang Geweigerd = Acces Denied
Make sure your dialog.tlk file is not write protected. Right-click it in windows and pick "Properties" (or whatever it's called in your language version. It's the one at the bottom) option in the context menu. Should be a checkbox where the file can be write protected. Remove that check and try again.
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Old 04-21-2007, 05:46 PM   #127
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great it now worked
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Old 04-22-2007, 09:56 AM   #128
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Hi Stoffe, i've never actually thanked you yet for making this mod. i just wanted to say that it's awesome! thanks a lot for doing this. also, v3 happens to be the first KOTOR/TSL mod i've ever downloaded. Great work!
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Old 04-28-2007, 10:00 AM   #129
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combat simulation v4

it goes back to desktop when i try to exit the area.

it loads a bit then when the loading bar is 1/4 it stops for a while then goes back to desktop.

EDIT: Its the same problem discussed in the previous pages of this thread.

Last edited by gharidos; 05-05-2007 at 04:40 AM.
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Old 05-16-2007, 10:33 AM   #130
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Quote:
Originally Posted by gharidos
it goes back to desktop when i try to exit the area.

it loads a bit then when the loading bar is 1/4 it stops for a while then goes back to desktop.

EDIT: Its the same problem discussed in the previous pages of this thread.
need help. on that ^^.
Since I cannot make that error happen in my own game while playing (it has not crashed during transitions to/from the arena even once during all my testing and playing) I'm not sure what I can do about it, unless someone can offer some input on what might be going on.

A wild guess is that it might be a conflict with some other mod you have installed (which I haven't). Could you try to temporarily remove all other mods and see if it still crashes? You'd probably need to start a new game for the test to be effective to get rid of potentially corrupt data that might be present in the save game file. If it still crashes with an otherwise unmodded game during a new game a mod conflict can probably be ruled out.

Another wild guess is it might somehow be hardware related. How much RAM does your computer have, what graphics card do you have and how much VRAM does it have?
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Old 05-16-2007, 10:56 AM   #131
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ok ill try.

ram: 256
v-card: nvdia 5200 128



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Old 05-16-2007, 11:21 AM   #132
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Quote:
Originally Posted by gharidos
ok ill try.
If you remove all other mods to test be sure to reinstall the arena mod from scratch too, since other mods may have messed with the common files. If the crash happens every time you try to exit the arena without exception I suspect that some other mod may have overwritten the globalcat.2da file. The arena mod uses a new global variable added this file to keep track of which area you came from. If this variable is missing it will try to transition back to a non-existing module which will cause the game to crash.

Quote:
Originally Posted by gharidos
ram: 256
v-card: nvdia 5200 128
256 MB RAM is very low. It's possible the game might be running out of memory, though you'd think that would happen when you transition to the arena module rather than from it. And if you can use other mods that add new areas this is probably not the case.
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Old 05-17-2007, 03:17 AM   #133
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ok i got it working without the other mods.

now ill try to run it again with the other mods active and ill take note of

Modifying file "globalcat.2da" found in Override folder...
Saving unaltered backup copy of globalcat.2da in G:\SW\Kotor2\Mods\CSArena4\CSArena4\CSArena4\backu p\globalcat.2da
Updated 2DA file G:\Program Files\LucasArts\SWKotOR2\override\globalcat.2da.

Edit: ok i removed the original globalcat.2da from override folder and now it works even with the other mods.

thanks




Last edited by RedHawke; 05-17-2007 at 09:32 PM. Reason: Combining double post...
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Old 06-01-2007, 10:15 AM   #134
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I love this mod. Altough I have to admit: It's extremely difficult. Even with cheats it's difficult. Defeating Revan in that tournament mode... friggin impossible!
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Old 06-01-2007, 10:38 AM   #135
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yes revan is almost impossible. btw what force power is he using to heal himself?



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Old 06-01-2007, 11:06 AM   #136
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well it drains all your life and force so...
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Old 06-03-2007, 10:19 AM   #137
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yes and revan regained significant amount of hp. i think it would be nice to add that power and ai to the regular game, especially to nihilus as he's a "little" weak..



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Old 06-03-2007, 01:20 PM   #138
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Quote:
Originally Posted by gharidos
yes revan is almost impossible. btw what force power is he using to heal himself?
The Darth Revan combatant is meant to be one of the most difficult challenges in the Arena so she has some unique powers as well as some more specific AI enhancements.

Arena Darth Revan has a special Leech power she can use at most twice during a battle when dropping below 25% health. It will drain enough health from nearby enemies to fully heal all injuries, split equally between all nearby enemies (i.e. if you have a party of three each party member will have 33% of the required health drained from them), along with an equal amount of Force Points. Thus in a duel this power can become quite dangerous since all the health will be drained from the one opponent.

A successful Will save will reduce the VP/FP drained from you to DRevan by 66%. Darkside damage resistance/immunity can further reduce the amount drained.

Aside from that Arena Revan also has a special Force Confusion power that makes party members (or hostile NPCs) temporarily attack their allies for the duration, though the player controlled character is immune and will only be stunned instead. This will only be used if there is more than one opponent, and as such isn't used during duels.

She also has a Shockwave power used for crowd control. It's somewhat similar to Force Wave but does less damage and has a smaller blast radius, but can't be resisted.


Other than that Darth Revan has a special AI enhancement that makes her try to keep her Force Immunity power active at all times (if it expires or you Breach it she'll try to cast it again ASAP). Likewise she'll use Breach on you if she sees you cast any Buff powers. She'll also use Force Crush a lot more often than other AI opponents (except Darth Traya) will.

Not an easy opponent, but then she isn't supposed to be easily beaten either. Using shields, stims, grenades, protection gear, buff/defense powers, breach etc should be necessary.
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Old 06-11-2007, 10:51 AM   #139
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I watched a few Duels Like Traya vs Revan.

All i can say is, thumps up! Finally there are intelligent enemies in Kotor. I always thought the poor AI is one of the main reasons why the game is too easy.

One odd thing though: When I fought duels with my PC, my life droppped to 1 (through normal combat) and then it stayed at that for a while. I absorbed a few 1000 damage before I had lost the duel...
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Old 06-11-2007, 02:56 PM   #140
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Quote:
Originally Posted by Vaelastraz
One odd thing though: When I fought duels with my PC, my life droppped to 1 (through normal combat) and then it stayed at that for a while. I absorbed a few 1000 damage before I had lost the duel...
Hmm, I thought I had fixed that bug in the last released version. Seems like it's in the not yet released one instead then. It could happen with the current version if you have lots of Health Regeneration items (or buffs). The fix should eliminate that problem; no idea when/if it will be released though.
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Old 09-17-2007, 08:23 PM   #141
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how many time can you go to the Combat Simulation Arena? i would really like to know so please get back to me as soon as you can


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Old 09-17-2007, 08:55 PM   #142
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There isn't a limit. You can go to it as many times as you want.


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Old 09-18-2007, 03:36 AM   #143
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Yeah. it's till your bored.

I can't find it.

Devon. What happened to the Modified ai mod?

Edit: Never mind found it. http://knightsoftheoldrepublic.filef...roved_AI;68905

This will help you with the weak ai.

Edit again: http://knightsoftheoldrepublic.filef..._Bug_Fix;71010

This will help gain more XP




A nice song, fits them perfectly.
The Mandalorians - The Chosen Ones

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Old 09-18-2007, 10:32 AM   #144
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what planet do you have to be on for it to load up all the way? because i have problem after peragus and telos i try it on other planets but it doesn't load all the way so what the problem?


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Old 10-23-2007, 03:47 PM   #145
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i have a problem! hers what the installog says:

• Installation started 23-10-2007 21:46:47...
• Appending strings to TLK file "C:\Program Files\LucasArts\SWKotOR2\dialog.tlk"
• Error: Unhandled exception: Cannot create file "C:\Program Files\LucasArts\SWKotOR2\dialog.tlk". Toegang geweigerd (0)


''toegeng geweirgerd'' is dutch, (my pc is dutch) it means acces denied.

what do i do?


i see this is mentoned before. still thanks for giving the sollution \

BTW lol my override folder is 177 MB :P

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Old 10-23-2007, 10:39 PM   #146
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Is this compatible with your Improved AI or High Level Force Powers mod? Or will those mess up the enemy AI somehow?
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Old 10-24-2007, 07:54 AM   #147
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new error after i installed the "remote tells your influence mod" (~by TK102) the game crashes either the moment i press the button to teleport me, or half through the loading process. whats the problem?

hmm...its not the remote mod, i got it outta my override folder, and it still happened...what now?
hmmm...now THIS is odd....in the ebown hawn and its exterior the game crashed if i use the armband, but when i first go to another area (where u have to load first) then it works...now THAT is odd

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Old 10-24-2007, 08:25 AM   #148
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Quote:
Originally Posted by Obss Damell
hmmm...now THIS is odd....in the ebown hawn and its exterior the game crashed if i use the armband, but when i first go to another area (where u have to load first) then it works...now THAT is odd
Sorry, I can't really fix a problem I can't reproduce. I've never had the game crash while transitioning to the Arena module from any part of the game. I suspect it might have something to do with a conflict with another mod that people experiencing this problem have installed, but I do not have. Might also be that some files have been overwritten by another mod. Have you installed other mods after you installed the arena mod?

Quote:
Originally Posted by Gam3rSW
Is this compatible with your Improved AI or High Level Force Powers mod? Or will those mess up the enemy AI somehow?
It should work with both. The arena combatants are running their own variant of the combat AI (based on the Improved AI) so they shouldn't be affected by any changes to the default AI scripts.

The force power mod should also work, though the new powers won't be used by any of the arena combatants, so it'll only be useful for your character and party members.

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Old 10-24-2007, 09:23 AM   #149
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@stoffe: its weird, it only happens at dantooine :P with my other char (sith lord lvl 20 i think) it doesnt happen, and he is on korriban.bottom line: its weird, but the arena still works great mod!

and about the music thing, can't you just turn off ingame music and turn on wmp/winamp/itunes etc. ?


Last edited by Obss Damell; 10-25-2007 at 04:31 AM.
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Old 12-02-2007, 06:05 AM   #150
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okay, now its serious. it now happens ALL THE TIME and i cant go to the arena maybe its because im at malachor V now...

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Old 12-02-2007, 07:13 AM   #151
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Quote:
Originally Posted by Obss Damell
okay, now its serious. it now happens ALL THE TIME and i cant go to the arena maybe its because im at malachor V now...
Have you installed any other mods since earlier? This problem is quite weird since I can't get it to crash during transition no matter where in the game I'm doing it. Thus I'm suspecting incompatibility with some other mod I don't use to be the cause. I can't really fix a problem that doesn't occur on my computers.

Does anyone who only have this mod installed, and no other, experience these same crashing problems? Unless someone can help me try to locate the source of this error I can't do anything about it.

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Old 12-02-2007, 09:10 AM   #152
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The only time I had the crashing problem was when I also placed the modules files in the override folder. Beyond that beginners mistake I never had the problem.
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Old 01-13-2008, 12:35 AM   #153
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Bleh, I knew the final boss had to be Revan. I managed to beat Traya, though her Force Crush was a pain in the ass since it also removed all my buffs... and then the game crashed.

EDIT: This is strange. Every time I try to set up a fight with Revan the game crashes.


One thing that fools will never understand is that only a weakling lets the darkness control him. A mix of light and darkness is a powerful thing. Volatile, yes, but also unexpected, and thus even more dangerous.

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Old 03-09-2008, 03:17 AM   #154
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Quote:
Originally Posted by stoffe
Have you installed any other mods since earlier? This problem is quite weird since I can't get it to crash during transition no matter where in the game I'm doing it. Thus I'm suspecting incompatibility with some other mod I don't use to be the cause. I can't really fix a problem that doesn't occur on my computers.

Does anyone who only have this mod installed, and no other, experience these same crashing problems? Unless someone can help me try to locate the source of this error I can't do anything about it.

this is the error code hope it helps i even tried breakign down the old and making a new telepoter but it doesnt word

<?xml version="1.0" encoding="utf-8" ?>

<ExceptionReport Version="4">
<Application Build="30130" Command="&quot;C:\Program Files\LucasArts\SWKotOR2\swkotor2.exe&quot;"/>
<OperatingSystem Type="2"><Version Major="5" Minor="1" Build="2600"/></OperatingSystem>
<Exception Code="C0000005" Address="00523275"><Module Section="0001" Offset="00122275" FileName="C:\Program Files\LucasArts\SWKotOR2\swkotor2.exe"/></Exception>
<Registers EAX="00000000" EBX="7F000000" ECX="00000000" EDX="0022EEF4" ESI="07C2EAC8" EDI="7FFFFFFB" CS="001B" EIP="00523275" SS="0023" ESP="0022EEFC" EBP="FFFFFFFF" DS="0023" ES="0023" FS="003B" GS="0000" Flags="00010246"/>
<BackTrace>
<Frame ProgramCounter="00523275" StackAddress="0022EEFC" FrameAddress="FFFFFFFF">
<Module Section="0001" Offset="00122275" FileName="C:\Program Files\LucasArts\SWKotOR2\swkotor2.exe"/>
<StackHexDump From="0022EEFC" To="0022EF7C">a6 00 00 00 c8 ea c2 07 ff ff ff ff 00 00 00 7f 54 52 31 05 00 00 00 00 00 00 00 00 00 00 00 00 11 fa 5a 00 00 00 00 00 a6 00 00 00 fb ff ff 7f 00 50 31 05 00 00 00 7f ff ff ff ff ff 57 9f 05 ff d5 c0 07 48 57 9f 05 0c f1 22 00 dc dd 7b 00 02 00 00 00 b8 40 c0 07 ff d5 c0 07 ff 57 9f 05 00 50 31 05 00 00 00 00 9f d9 5a 00 fb ff ff 7f 02 00 00 00 a8 50 31 05 f0 ec 61 00 35 01 00 00</StackHexDump>
</Frame>
</BackTrace>
</ExceptionReport>


ok scrap that all. i ahve found the source of the bug: trayus academy.
its all good now, when i exit trayus academy ( i just defeated sion, dunno if it changes anything) i can go to the arena again =D yays

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Old 03-26-2008, 02:11 AM   #155
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Hey, stoffe!

I see that on your "to do" list you mention adding support for your High Level Force Powers mod. My question is: isn't that already possible by properly editing the included "st_inc_powers.nss" script before installing?

Also: is there any way to add support far all of your powers? The list in the include file doesn't include "Pull," "Blindness," "Strike," "Destruction," "Static Field," "Deception," "Bombard" and "Spirit Exodus." Could these just be added to the list in "st_inc_powers.nss" along with their line numbers from "spells.2da," or would something else be required?

If so, would you mind listing the proper names of these powers so that I could do so? I noticed that the names can differ between what's in the script and what's listed in "spells.2da."

Thanks!

Oh, and I also added Beancounter's Hardcore Mod to the "st_ai_master.nss" script in the same fashion as you made possible in your Improved Combat A.I. mod and it seems to work fine. WARNING: Anyone trying this should go with the easy or moderate settings with the Sim Arena, even if you use the insane setting in the regular game (as I do) or your PC and party will never get out alive.


"They should rename the team to the Washington Government Sucks. Put Obama on the helmet. Line the entire walls of the stadium with the actual text of the ACA.
Fix their home team score on the board to the debt clock, they can win every game 17,000,000,000,000 to 24. Losing team gets taxed by the IRS 100%, then droned."
-Toker

Last edited by Q; 03-26-2008 at 02:45 AM.
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Old 03-27-2008, 08:51 AM   #156
stoffe
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Quote:
Originally Posted by Qliveur
I see that on your "to do" list you mention adding support for your High Level Force Powers mod. My question is: isn't that already possible by properly editing the included "st_inc_powers.nss" script before installing?
It's been a while since I last did anything with this mod, but if I remember correctly it will currently give some of the bigger "boss" type enemies some high level powers if enabled in that file.

Quote:
Originally Posted by Qliveur
Also: is there any way to add support far all of your powers? The list in the include file doesn't include "Pull," "Blindness," "Strike," "Destruction," "Static Field," "Deception," "Bombard" and "Spirit Exodus." Could these just be added to the list in "st_inc_powers.nss" along with their line numbers from "spells.2da," or would something else be required?
Should be possible, unless some of the powers assume they are used by the player or party member (don't remember for sure, but I don't think so). The st_inc_powers.nss is just an include file containing some constants that are used by other scripts whenever they need to refer to any of the powers. Some of the constants turned out to be a bit unintuitively named since I renamed the powers before releasing the mod. Their names do not need to match anything in spells.2da though, they only hold the line number in this file where the power got installed.

The combat AI scripts uses these constants to assign them to the NPCs, and to make the NPCs use them in battle. Thus the combat AI would have to be updated to use those other powers as well.

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Old 03-28-2008, 06:51 PM   #157
The Padawannabe
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Is there something like this for the first game? I remember seeing something on Cnet. If so, then where can I get it?
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Old 04-18-2008, 10:55 AM   #158
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Quote:
Hard way: Move the appearance.2da file out of your override folder and then run the Arena mod installer. When it's done open the appearance.2da file it has placed in the override folder with KotorTool and manually apply any changes (changed cell values or new rows) that the other mod had made with the old format 2DA file. Without knowing which mod it is you have I can't say exactly what you'd need to change.

The arena mod will not work properly without the updated version of this file. The game will crash when certain combatants spawn if it's not present.
Ahhhhh... *sigh of satisfied curiosity*

I sent you a PM asking this very question, Stoffe, before I found this topic. (includes link to the mod I want to add.) This clarifies whether or not the file is important. But now I need to know how to do things the hard way.

Any help would be appreciated.
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Old 07-19-2011, 09:43 PM   #159
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Does this work with TSLRCM v1.7? And do you get granted XP? I found that TSL supports a max level of 50 but in the normal game it's not possible to reach it. And can you fight custom matches against hand-picked opponents infinitely?


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Old 07-04-2013, 03:19 AM   #160
maltron66
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This mod is great! However, I can only bet on some matches and fight on some of them. The ladder, the "defend the holocron" and all that jazz is nowhere to be found. What am I doing wrong here?
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