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3
--------------------------------Version Notes:
0.1
- Jan 26, 2004 Browser only
0.2.2a - Feb 5, 2004 First release of editor.
0.3.2a - Feb 5, 2004 Major bug fix regarding the repacking of GFF/ERF files
0.3.3a - Feb 7, 2004 Added scalability for different resolutions
0.3.4a - Feb 8, 2004 Fixed bug that prevented adding more than once force
power at a time.
0.4.0a - Feb 8, 2004 Added ability to change classes
0.4.1a - Feb 8, 2004 Bug fix: switching back and forth between Jedi classes
0.4.2dbg - Feb 9, 2004 Debugging version -- outputs information to kse.log
file. File is appended only so it will grow as this
version is used.
0.4.3dbg - Feb 9, 2004 Deeper diagnostics added, some small code modifications
0.4.4dbg - Feb 9, 2004 Found a bug that affects game repacking for new
characters on Endar Spire. Fixed.
0.5.1dbg - Feb 14, 2004 Changed method of creating tempfiles in the hopes of
being more XP compliant. Patched error in repacking
ERF file where module did not truncate correctly.
Updated size of module in ERF key entry correctly.
Logging now dependent on existence of KSE.log file.
0.5.2dbg - Feb 15, 2004 Replaced all instances of 'seek' with 'sysseek' in
ERF/GFF modules.
0.5.3dbg - Feb 15, 2004 Fixed "First Feat/Power" bug
0.6.0b - Feb 16, 2004 Removed extraneous feats and powers that cause more
trouble than they're worth. Beta release.
1.0.0a - Feb 22, 2004 Added ability to modify NPCs (alpha)
1.0.1a - Feb 22, 2004 Turned on the ability to add feats for NPCs.
1.0.2
- Feb 28, 2004 Added checkbox to turn on/off extraneous feats/powers
1.0.3
- Feb 29, 2004 Fixed bug in previous version that prevented feat/power
1.0.4
1.0.5
1.1.0
1.2.0
1.2.2
1.3.0
1.3.1
1.3.2
1.3.3
1.4.0
y
1.4.1
2.0.0
2.0.1
2.0.2
2.0.3
2.0.4
h
- Jun 15, 2004 Complete re-write to make use of new GFF/ERF functions
added appearance and name change for NPC
- Jun 17, 2004 Added Inventory widgets
- Jun 17, 2004 Added Portraits for NPC, changed Inventory list to TList
read items from override
- Jun 17, 2004 Added ability to read from override appearance/portraits
- Jun 17, 2004 Updated TwoDA module to not return blank, fixed bugs wit
2.0.5
- Jun
ory editing
2.0.6
- Jun
2.0.7
- Jun
2.0.8
- Aug
2.1.0
- Sep
ther
2.1.1
ode is
2.2.0
2004
2004
2004
2004
limited)
3.0.4
- Feb 12, 2005 Initial support for KotOR2: TSL savegames added
3.0.5
- Feb 13, 2005 Added ability to right click the Game Version nodes to m
anually set the
installation path. This is should make Xbox editing eas
ier.
3.0.6
- Feb 13, 2005 Added Influence under NPC nodes for TSL
3.0.7
- Feb 15, 2005 Fixed Xbox data folder name (should be dataxbox)
3.0.8
- Feb 15, 2005 Added required Upgrade fields for Inventory addition for
TSL
3.0.9
- Feb 15, 2005 Fixed influence bug
3.0.10 - Feb 20, 2005 Fixed KotOR1 class bug
3.0.11 - Feb 20, 2005 Changed button toggles on inventory stacking to a textbo
x.
Removed widgets if Apply button clicked with stack of 0
3.0.11s - Feb 21, 2005 (stealth release) Implemented more robust reading of 2da
files
3.2.0
- Feb 22, 2005 Fixed (Disciple -> Bao Dur) and (Hanharr -> Atton) editi
ng bug
3.2.1
- Feb 23, 2005 Changed Feats and Powers to display as they do in-game.
'Short' lists for TSL powers and feats will display when
3.2.2
aying
the
game will change the values back to what it calculates as correct. It is theref
ore
better to change your Wis/Cha and Con to affect your MFP and MHP.
** Not supported on Xbox Saves, will cause "Damaged Savegame" message.
----------------Before Using KSE
----------------Before using KSE, it recommended that you make a backup of your 'saves'
directory, just in case.
For KotOR1, it is also recommended that you download the KSE Fixed Cutscene File
s
and place them into your override folder.
http://www.starwarsknights.com/tools.php
--------------Intro to KSE
--------------KSE is a stand-alone executable that can be located anywhere on your
hard drive. Upon launch, it attempts to locate the KotOR and TSL installation
directories based upon its registry entry. If an installation directory is
not located in this manner, a BrowseForFolder dialog is displayed and KSE will
look for the presence of swkotor.exe (for KotOR1) or swkotor2.exe (for KotOR2)
in that directory. Savegames are assumed to be in a folder called 'saves' under
the installation directory. Each savegame file ('savegame.sav') is assumed to
be in its own subfolder along with 'partytable.res', 'savenfo.res', and
'GLOBALVARS.res' files. These assumptions are all based upon a normal
installation, so if you haven't moved files around you're fine.
---------------------------------------------------------------------Manually specifying the game installation path (Xbox users take heed)
---------------------------------------------------------------------You can manually specify the installation path for KotOR or TSL by right clickin
g
the node that says "Knights of the Old Republic" or "The Sith Lords". A popup
menu will appear next to your cursor. Choose 'Change Installation Path' and you
will be prompted to browse for the installation folder. The tree will be update
d
automatically if savegames are found. Note that KSE expects the following files
and
file structure:
\dialog.tlk
\saves\(various save folders)\savegame.sav
\saves\(various save folders)\savenfo.res
\saves\(various save folders)\globalvars.res
\saves\(various save folders)\partytable.res
\texturepacks\swpc_tex_gui.erf [OPTIONAL - for item/spell/portrait picture disp
lay]
\override\(.2da files or .uti files) [OPTIONAL]
(As of v3.3.3, the chitin.key and various .bif files are not required)
items first. I've had the game hang during loading when I didn't do this.
- The droid classes grant you Feats like Logic Upgrade but you won't see
the icon for them in your Feats screen. Also, KotOR doesn't let you equip droid
armor/weapons/implants. That's too bad. :-(
- (For KotOR1) If you make your early single-class character
'll
probably also want to grant him/her the Feat: Force Sensitive
extra 40 points, otherwise you won't be able to do much in the
powers until you level up. Also, you won't be able to get any
until you level up once.
As of version 1.3.0, KSE allows you to add and remove classes to your PC and
NPCs. It is known that the games won't recognize more than 2
classes. I wouldn't recommend removing all
your classes either. Then you'd just be a couch potato and you don't need a
game for that. :-)
-------------------------------Notes regarding changing levels
-------------------------------As of version 1.0.5, you now have the ability to directly change your PC and NPC
class levels. Adding additional levels will affect your Hit Points and your Max
Hit Points and maybe some other secondary attributes. The amount of experience
points needed to further level up will also increase accordingly. You can level
up past level cap (20 for KotOR, 50 for TSL), though it doesn't do much in terms
of gameplay.
Leveling down will subtract previously gained powers/feats/skills and maybe
attributes that you received from leveling up. The game stores all the
information about what level you were when you gained your abilities. So if you
level down, it forgets you had those abilities.
For the normal player, I can't think of much use for changing your level. For
modders, changing levels may hold more importance.
===============
Known Bugs
===============
Inventory Hiccup
-----------------If an item is added to your inventory and it has the same Tag as another item, K
SE
will generate an error.
Getting Stuck During Vision Sequence (KotOR1)
-------------------------------------Symptom: After leaving the Endar Spire or Leaving Taris, you run into a sequence
where you should be seeing a "dream" cutscene but instead you're locked up in a
room with a "CutStart" object that doesn't do anything.
Cause: You have NOT placed the modified .dlg files into your override directory
and you have changed your character to a Jedi/Minion/Droid class or you have
changed your Gender to something other than Male or Female.
Fix: Download the KSE Fixed Cutscene Files (available from http://www.starwarskn
ights.com/tools.php )
and place the .dlg files into your Override folder.
After changing appearance to look like (an NPC), the real NPC has no head!
--------------------------------------------------------------Symptom: You change appearance to look like one of your party NPCs and all is we
ll
until you attempt to enter a new area with that NPC. Then the NPC loses its hea
d!
Cause: SW:KotOR doesn't like two unique characters appearing together.
Fix: From T7Nowhere's post on Holowan Labs-I know how to fix the head problem, but it will take a bit of work.
The thing about it. Bioware set it up so that you can't encounter an npc with yo
ur
head, so in appearance.2da there is a normalhead and backup head columns.
SO in order for and npc not to loose there head that npc would need an backup he
ad.
As Juhani is a unique npc she doen not have a backup and when you transition fro
m
one area to another the game checks appearance.2da(I suspect) and sinse your
character comes first the game will give you juhani's head and she looses hers.
There is a way to remedy this and it is simple open up appearance.2da with KT (i
f
you have that file in override then open that appeance.2da) go to row 8 which is
Party_NPC_Juhani and scroll ove until you see columns "normalhead" & "backuphead
"
and simple type 5 in the backuphead column save the file back to override. And n
ow
you and Juhani can be twins. if you would like juhani to have a different head w
hen
you take hers then simply open heads.2da to find an appropriate female head (or
male. what ever make you happy) and type that number in the backuphead column an
d
save appearance to override.
Don't worry this is very simple to do.
- tk102
Please report bugs to zxcvbnm6012@yahoo.com