...I think I killed KSE. -1 reply

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darthjacob1153

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#1 11 years ago

While adding some modded files to KOTOR 1, I apparently, somewhere along the lines, caused an error to form inside one of the 2da files (spells)

I've discovered that it is indeed the spells.2da file that is causing the problems (known because when I move/delete spells.2da, KSE opens)... I just can't figure out why.

The exact error message given is:

Attempted to read past end of end of dialog.tlk (tried to read string 49295 but dialog.tlk has 49271 entries)

KotOR 1 Spells.2da

Does anyone know why this is doing this? Is there any (easy, preferably) way to fix it? I'd really like to be able to access the saved games, so I won't have to rely on in-game cheats to access some of my modded armor pieces.




Inyri Forge VIP Member

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#2 11 years ago

KSE doesn't seem to like spells.2da, and I personally don't know why (I've received this error before, but due to the ease of the work-around I never bothered finding out why it does it). Just take spells.2da out of your override folder while you're using KSE, then put it back when you're done.

As I said, since that seemed to be very little hassle to me I never bothered finding out the reason for the error, so if you're still interested in finding it you may want to wait for another answer. ;)




darthjacob1153

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#3 11 years ago

Well, hey, if I'm not the only one with this issue, then it's ok. I suppose I can keep going with the deleting and restoring.

And I'm definitely not one to go about and figure out what's wrong with it. I can barely deal with the scrips and whatnots right now.

Of course, whatever is wrong with my spells.2da file could explain why I have a crapload of blank Force powers. Must be some sort of conflict in there somewhere.




Jedijax

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#4 11 years ago

Must be due to personal tampering of spells.2da, for I have an obcene amount of mods installed and have never recieved such a message. Perhaps not messing with already modificated packs could be a solution? I guess taking the file in and out on every KSE access would be a little annoying...:uhm:




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#5 11 years ago

Some mods require a modified spells.2da. Simply doing way with it would likely kill whatever mod he's using.

Most people don't mess with KSE every 10 minutes anyway. If they are, they might as well just use the cheat console in-game. ;)




darthjacob1153

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#6 11 years ago

Heh, yeah... it's not as bad as every 10 minutes. I do it more to change the appearances and put new items in.

And yeah, the spells.2da is absolutely necessary for some of the mods to function - if it weren't, I wouldn't have it modified ;). Of course, with all I've had thrown into that particular file (all through that TSL installer lifesaver, nothing by myself - just so you're aware.), it's really a wonder more things don't throw errors every 5 minutes.




Jedijax

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#7 11 years ago

No, no, no, no, I wasn't suggesting one should not use spells.2da!! What I meant was "personal tampering" of such spells.2da's may cause the problems with KSE!! I don't know if he/she has been tinkering already modified spells.2da, for I have my very own modified file with several changes applied, yet have never messed with it, and the error message has never appeared in my screen. What I was trying to acertain was if he/she has been PERSONALY modyfing the spells.2da already packaged by a modder. This may be a cause for such issues. :)




Jedijax

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#8 11 years ago

Duh!! you have already posted on that matter!! You don't personaly tweak spells.2da... silly me... Anyway, one would think mods dealing with power animations and additions would be more prone to causing this maelstrom. I don't use any of them, so that may be why I haven't experienced the dreaded outcome.