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Old 01-13-2009, 12:55 AM   #281
DarthParametric
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Wu the Lotus Blossom as Dawn Star

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:

Code:
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.





DOWNLOAD: https://dpmods.bg2redux.com/je_wu_as_dawn_star.html

Last edited by DarthParametric; 02-05-2013 at 06:54 AM.
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Old 01-14-2009, 05:51 AM   #282
FortKnight
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GUI Mod - Silver Question

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
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Old 02-10-2009, 11:26 AM   #283
Druganator
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could some one put a link for the savegame editor or at least tell me what page it's on?


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Old 02-10-2009, 11:30 AM   #284
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Originally Posted by Druganator View Post
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.



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Old 02-24-2009, 08:07 PM   #285
Vaworth
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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
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Old 02-25-2009, 12:37 AM   #286
Nitex
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Can anyone tell me the name of the file that has the Silk Fox textures? I can't seem to find it.
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Old 02-26-2009, 04:58 PM   #287
Vaworth
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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.
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Old 03-04-2009, 05:52 AM   #288
dunde
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monkey paw style

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-game...ire-se-pc.html
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Old 03-04-2009, 06:58 AM   #289
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lothario's custom style

Quote:
Originally Posted by lothario1132 View Post
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...

Quote:
Originally Posted by stoffe View Post
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
So, 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.

Last edited by RedHawke; 03-04-2009 at 10:33 AM. Reason: Combining posts...
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Old 03-04-2009, 07:55 AM   #290
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Quote:
Originally Posted by Tsubasa View Post
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.

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Old 03-04-2009, 08:09 AM   #291
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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.

Last edited by Tsubasa; 03-04-2009 at 08:15 AM. Reason: Adding a small detail.
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Old 03-04-2009, 08:26 AM   #292
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Quote:
Originally Posted by Tsubasa View Post
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.

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:
Attached Files
File Type: zip jadescript.zip (178.5 KB, 268 views)

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Old 03-04-2009, 08:46 AM   #293
Tsubasa
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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.
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Old 03-04-2009, 01:01 PM   #294
RedHawke
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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.


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Last edited by RedHawke; 03-05-2009 at 02:00 AM.
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Old 03-04-2009, 04:16 PM   #295
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Quote:
Originally Posted by dunde View Post
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.

Quote:
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
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Old 03-04-2009, 09:53 PM   #296
dunde
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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
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Old 03-05-2009, 08:17 AM   #297
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Quote:
Originally Posted by dunde View Post
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!
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Old 03-05-2009, 10:38 AM   #298
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Quote:
Originally Posted by lothario1132 View Post
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.

Quote:
Originally Posted by lothario1132 View Post
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, .
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Old 03-05-2009, 09:59 PM   #299
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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
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Old 03-06-2009, 12:48 AM   #300
dunde
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Compilation of 5 new martial styles of Jade Empire SE

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-game...tml#post398728

or

http://www.ziddu.com/download/375483...tyles.zip.html

Quote:
Originally Posted by lothario1132 View Post
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.

Last edited by dunde; 03-06-2009 at 04:02 AM. Reason: new link
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Old 03-06-2009, 06:07 PM   #301
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Originally Posted by dunde View Post
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.
Good work, dunde!
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Old 03-15-2009, 08:06 PM   #302
dunde
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I remove the anoying shield effects when blocking, physical claw of leaping tiger, ice/fire armor of ice shard/fire dire style.
http://www.ziddu.com/download/387745...fects.zip.html
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Old 03-17-2009, 05:48 AM   #303
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Stoffe, I want to make 2 version of leaping tiger style, one as martial an one as wapon style. Then I want to give the wapon style version as reward when a PC character fully upgrades the martial version. The problem is, I couldnt find any script/function that returrns the mastery level of a style, and to capture stlye master upgrading event. can you help me? Thanks before.
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Old 03-17-2009, 02:20 PM   #304
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Quote:
Originally Posted by dunde View Post
I want to give the wapon style version as reward when a PC character fully upgrades the martial version. The problem is, I couldnt find any script/function that returrns the mastery level of a style, and to capture stlye master upgrading event.
It's been a while since I did any JE modding so I'm not 100% sure of this, but I believe you can use the GetCombatStyleLevel() function to check what mastery level someone has of a particular style, and GetHasStyle() to check if they know the style at all, and ApplyStyleAdvanceLine() to make someone learn a style or upgrade it (refers to the StyleAdvance.2da file with the last parameter).

As far as I am aware there is no event triggering when a player upgrades a style, so you'd likely have to check that from some other script instead. If you can find no suitable spot you could probably add it to the heartbeat script used by the player party member AI since those should trigger once per round all the time. (The easiest way would likely be to rename the old heartbeat script NCS file and give your new script its name and then fire the old renamed script at the end of yours with the ExecuteScript() function.)

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Old 03-25-2009, 04:11 AM   #305
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i have seen a lot on player model modding but this is all cosmetic. My brain has been buzzing with level editing and extending the world. I have so many interesting ideas i may post some images when i have time.

Last edited by nvader_geez; 03-25-2009 at 04:49 AM.
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Old 03-26-2009, 04:28 AM   #306
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I try to make a replacement for Silk Fox with Phoenix Unit but I don't know which files need to be replaced. Can anyone help me?
Thanks
Edit: Nevermind, I got all at the end.


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Last edited by oldflash; 03-28-2009 at 08:13 AM.
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Old 03-30-2009, 06:08 AM   #307
RedHawke
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Quote:
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Question: Does anyone know where the merchant (store) files are?

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.
*Cough* Anyone? Anyone at all? *Crickets chirp*





Bueller?



"Beware the form-fitting black armor-clad Drow hottie with twin Mineral II Greensteel Khopeshes!"
"Liella d'Orien says, '"You're the fool, Devil. -- Witness the power of this fully ARMED and OPERATIONAL Titan!"'"
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Old 04-02-2009, 04:28 AM   #308
karakus
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I was just wondering seeing that we are talking about modding...i made it so insted of the monk guy you are prince kin but im not sure how to fix the fact that his entire body and black and his clothing is too...
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Old 04-02-2009, 08:34 AM   #309
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*Cough* Anyone? Anyone at all? *Crickets chirp*
I don't think I ever figured out how that worked. I do remember when tinkering with some styles though that some of those scripts set variables that supposedly controlled if some styles/items would show up on certain merchants though, (J00_B_STORE_STORMDRAGON, J00_B_STORE_LSTRIKE). Maybe you could search for those in the game data files and see where else they might be referred, since they presumably are affecting the stores somewhere.

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Old 04-03-2009, 01:14 AM   #310
karakus
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hey uhm i recently got a no cd crack and i...tried making my own gem and after i did so my game wont start at all anybody know what i could i'll probly have to reinstall and mod it completely again...but after i deleted the gem stuff i put on and all i got a new no cd crack and it still wont work...pls help im bored and i cant play it hehe...i cant really do anything else seeing that im injuured and all....

Sorry karakus but we can't discuss No-CD cracks here... so you won't get any advice other than to go out and re-purchase the game. -RH

Last edited by RedHawke; 04-05-2009 at 03:33 AM.
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Old 04-05-2009, 03:00 PM   #311
karakus
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ok well i re-installed and now when i mod it crashes even if i put the original files back in .... lol it's really annoying yesterday i re-installed like 5 times....

hey i was jsut wondering the first time i installed JESE i changed up the stuff so i could be Prince kin ...but i forgot how to do that would anybody be able to help me with that...

Last edited by stoffe; 04-05-2009 at 03:59 PM.
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Old 04-06-2009, 01:07 PM   #312
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Today, I sure feel like the wet match in a dark cave...

Hello everyone! I haven't posted here often, so feel free to let me know if I'm posting in the wrong section.

My reason for posting today is I have a dilemma! A conundrum! An issue! A problem! An unforseeable barrier which stands in my way on the road I travel. I am a big fan of making use of mods to extend the experience of a game above and beyond their original bounds. I've made extensive use of mods for KOTOR, KOTOR II, and Oblivion, for my own enjoyment, and I wanted to do the same with Jade Empire. I hadn't played the game in quite a while, and had never really checked to see what the modding community for Jade Empire consisted of. Well lo and behold, I discovered that it's a tough nut to crack when it comes to modding, because mods for it are few and far between.

Now I come to the heart of my dilemma. I found several mods that seemed promising, amongst them several mods by Caramel Boy (Death's Hand Weapon Style, Fox Spirit Style, and Master Li's Magic Style), as well as a few others, such as the Elephant Demon and Moonlight mod, Boneseer's Monkey Paw style mod, and a slight mod for replacing the default staff choice with the Limited Edition's Tien's Justice. However, almost all of these mods make changes to both the dialog.tlk file, and a small number of .2da files in the override folder.

Now this is where I'm really in over my head. Although I make extensive use of mods for RPGs and am great at picking and choosing for sake of compatability and smooth gameplay, I have the technical savvy of a bumblebee, which is to say, none whatsoever. So I am stumped as to how to merge the .2da files and how to merge the dialog.tlk files to incorporate more then one mod. I've found mention by the mod authors that almost all of the ones I've chosen are compatible with each other, however, I certainly cannot just go around replacing each dialog.tlk and each .2da file with a new one, as I attempted that, and it confirmed my suspicions that it's an unviable method for mod compatability.

I'd greatly appreciate if someone could take the time to let me know how to merge .2da files and the dialog.tlk file for Jade Empire, and to remember that I'm a bumble when it comes to modding processes, so I'd greatly appreciate as much indepth information as possible. Thanks for taking the time to read my post!

Edit: Heyo, it's me again! Sorry for posting again, I just forgot to mention a few things. I believe that the .2da files are in v2.0 format, whatever that means, because I attempted to use Stoffe's 2da Conversion/Merging tool to merge them, and it didn't work. I downloaded a text merger, WinMerge, however, reading through the help information, it seems to me the most ungodly complicated thing I have ever seen. Thanks again for reading my posts!

Last edited by RedHawke; 04-07-2009 at 04:25 AM. Reason: Combining double post...
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Old 04-07-2009, 05:33 PM   #313
karakus
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hey i was wondering...i was trying to make so instead of wu the lotus blossom you could be silk fox but it didn't work and i was wondering how would i be able to do cus i changed the appearance but i got stuck at changing the player.2da file and everything else
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Old 04-09-2009, 09:02 PM   #314
KlaelDemon
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Sorry for the impatience!

Heyo again everyone! I'll apologize beforehand for being impatient, because I know that it's only been a few days since I posted, and I'm not sure with what regularity anyone reads this thread. However, I'd greatly appreciate it if anyone has input on how I can merge .2da files and the dialog.tlk file in Jade Empire, either through a program or manually. Again, I'm not very learned when it comes to working with things like that, so a detailed explanation would be much appreciated. Thank you again for reading my post!
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Old 04-18-2009, 01:57 AM   #315
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*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.

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:

Show spoiler


Show spoiler


Show spoiler


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:

Show spoiler


Show spoiler


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.

Screenshot:

Show spoiler


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 ) 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


Last edited by SpaceAlex; 04-18-2009 at 03:10 AM.
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Old 04-19-2009, 12:37 PM   #316
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Hello. Great work from you guys from what I've seen. I haven't been able to try anything that I'd like because in the 8 pages of posts that I've perused, I haven't been able to actually find instructions on how to adde new styles to the superstyles.2da file.

I tried downloading Lothario's new styles, but for some reason I can't get the download to work, so instead I downloaded Dunde's file. Now I just need to know how to add them to my game.

Any help would be greatly appreciated.

Also, it would be really nice if there was a central area that listed all mods, reskins, and patches. Like they have at Filefront. I'd like to try some reskins, but with the exception of the Scholar Ling reskin I saw, there aren't any other (males) that I want to try. I'm talking about PCs of course.

Edit: OK, I got everything to work correctly, but I have a question. How would I go about changing a specific move that is part of a style? What I would like to do is replace the Strong Attack in the Seven Thunders style with the Strong Attack from Divine Void, or Black Mantis Is that possible?

Last edited by Gikaar; 04-19-2009 at 09:50 PM.
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Old 04-21-2009, 07:24 AM   #317
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How would I go about changing a specific move that is part of a style? What I would like to do is replace the Strong Attack in the Seven Thunders style with the Strong Attack from Divine Void, or Black Mantis Is that possible?
Hi Gikaar! Glad you're trying out our efforts. In response to the question above... it is impossible, unfortunately.

The code for the animations is blocked together in chunks, and you can't mix and match the parts of the chunks with each other without actually switching styles in-game like you would do with a harmonic combo.

What you CAN do is change around the parts of the chunks with each other in the same block to switch around animations, like making the power attack into the area attack, as I did with the Divine Void style. All the martial styles I made were based off of existing single styles in the game, and I changed and tweaked stuff around using this technique.

BTW, Sorry my download links didn't work for you the first time... I guess we could blame MegaUpload.com.

-Loth
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Old 04-21-2009, 08:51 AM   #318
KlaelDemon
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Heyo again everyone! I've been doing some shuffling around and searching, after some much appreciated help from Stoffe, and I've come up against another road block. I have the several style mods I'd like to make use of together, and so I know I need to compile the files that they share, mainly the stylesuperlist.2da and the dialog.tlk files. I have no problems yet with the 2da file, as I can use WinMerge to open and compare seperate copies to check for discrepencies between the two, however, I've stumbled a bit on the dialog.tlk file editing. I can use Stoffe's great TLK v4.0 File Editor to compare and edit existing dialog.tlk files, but I have no idea how to find the areas in which the mod creaters did their additional script lines. I mean, there are upwards of 130740 scripts in that file! Any insight as to how to go about this would be greatly appreciated. Thanks for reading my post!
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Old 04-22-2009, 10:35 AM   #319
lothario1132
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I can use Stoffe's great TLK v4.0 File Editor to compare and edit existing dialog.tlk files, but I have no idea how to find the areas in which the mod creaters did their additional script lines. I mean, there are upwards of 130740 scripts in that file! Any insight as to how to go about this would be greatly appreciated. Thanks for reading my post!
Maybe I can be of some aid.

If you are looking for where the modcreators stuck their texts in, all you have to do is check out stylesuperlist.2da. The first two columns are tags to direct the game to look for texts that are inside dialog.tlk

For example, in a vanilla version of stylesuperlist.2da, the first line with any references to dialog.tlk is #1, which is labeled Support_Paralyzing, which is of course the support style "Paralyzing Palm". If you look at the first two columns of that line you'll see "NameRef" and "DescRef", which are the entry numbers of dialog.tlk that refer to the in-game appearance of the name and description of the style.

Using the example above, if we use the NameRef of line #1, which is entry number 18443 as it appears in the table, we can open up dialog.tlk with your editor from Stoffe, and go to the 18443 entry and see the words "Paralyzing Palm". That's how the 2da works. If we went to entry 35209 in dialog.tlk, you would see the description for the style.

Knowing this, we can reverse-engineer the dialog.tlk's from the modcreators, and find out where and what the text they added can be found, and copy-pasted into a new dialog.tlk that you can use to merge all of the mods into one. Just look at their various superstylelist.2da's and trace it back with the Dialog.tlk editor.

It's not so hard once you know what to do. Five minutes of copy-pasting, and you'll be on your way!

-Loth
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Old 04-22-2009, 02:13 PM   #320
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Much appreciated lothario! I'll take a crack at it today and post back on my success or lack thereof. Thanks again!
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