kse_332.zip —
This edits you saved games I'd say it's a pretty handy mod tool Before you edit a saved game file I suggest that you make a back up copy For safe keeping This works on both KOTOR and KOTOR 2 For non-English version Click Here
KotOR/KotOR2 Savegame Editor v3.3.2 --------------------------------- 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 from being shown 1.0.4 - Feb 29, 2004 Cosmetics. Added multiple selectablity to Feats and Powers lists. 1.0.5 - Feb 29, 2004 Added ability to change PC and NPC class levels 1.1.0 - Mar 1, 2004 Enhanced Feats/Powers List to show current feats/powers in a different color. Added a Remove button to bottom of list, allowing for multiple removes. 1.2.0 - Mar 6, 2004 Added ability to change Global Booleans and Global Numerics 1.2.2 - Mar 7, 2004 Added ability to change Gender of PC 1.3.0 - Mar 11, 2004 Added ability to add and remove character classes to PCs/NPCs. You can now give your NPCs a sex change too. Added Min1HP field so you can make your PC or NPC Immortal. Added some mouse wheel support for Windows XP and small other cosmetics. 1.3.1 - Mar 12, 2004 Fixed bug that disallowed Force Power Addition after Jedi class addition on NPC. 1.3.2 - Mar 12, 2004 Fixed bug that disallowed Force Power removal after Jedi Class addition on NPC. 1.3.3 - Mar 16, 2004 Fixed bug that caused program to close near Jedi Enclave for some players 1.4.0 - Mar 29. 2004 Now reads from any spells.2da file in Override directory 1.4.1 - Mar 30, 2004 Minor changes to log file 2.0.0 - Jun 15, 2004 Complete re-write to make use of new GFF/ERF functions added appearance and name change for NPC 2.0.1 - Jun 17, 2004 Added Inventory widgets 2.0.2 - Jun 17, 2004 Added Portraits for NPC, changed Inventory list to TList read items from override 2.0.3 - Jun 17, 2004 Added ability to read from override appearance/portraits 2.0.4 - Jun 17, 2004 Updated TwoDA module to not return blank, fixed bugs with position, orientation in inventory editing 2.0.5 - Jun 19, 2004 Fixed bugs regarding BodyVariation, TextureVar in inventory editing 2.0.6 - Jun 21, 2004 Added error handling (Tk::Error) and fixed AREANAME bug 2.0.7 - Jun 23, 2004 Made reading of custom .uti files more robust. 2.0.8 - Aug 12, 2004 (by Darth333) added Soundset manipulation capability 2.1.0 - Sep 1, 2004 Added ability to copy inventory from one savegame to another by right clicking on the root node of the savegame 2.1.1 - Sep 1, 2004 Extended inventory copy ability to work when Inventory node is right-clicked. 2.2.0 - Dec 18, 2004 KSE now generates .sig files into the savegame folder, allowing Xbox users to modify their savegames (somewhat 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 manually set the installation path. This is should make Xbox editing easier. 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 textbox. 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) editing 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 'Show All' checkbox is unchecked 3.2.2 - Feb 25, 2005 Fixed bug where 'short list' of TSL powers was not displaying or adding powers correctly. 3.2.3 - Feb 26, 2005 Better handling of 2da<->TLK file errors 3.2.4 - Feb 27, 2005 Obscure 2DA bug fix where feat.2da extracted with KT and placed in the TSL override would not read correctly 3.2.5 - Mar 6, 2005 Enabled changing of PC's name to work correctly for TSL (partytable.res) 3.2.6 - Mar 10, 2005 Enabled changing of PC's name to work correctly for TSL (savenfo.res) 3.2.7 - Mar 23, 2005 Added Components and Chemicals to TSL savegame tree 3.2.8 - Mar 31, 2005 Added ability to see portraits from portraits list 3.2.9 - Apr 1, 2005 Added ability to see items from Inventory master list 3.2.10 - Apr 2, 2005 Added ability to read .tga files from override Fixed bug where baseitems.2da not being read correctly for TSL 3.2.11 - Apr 3, 2005 Fixed bug where override .uti files were not getting their icons displayed Stopped logging of feats in kse.log 3.2.12 - Apr 3, 2005 Added ability to see powers' and feats' icons 3.3.0 - Apr 8, 2005 Added Quest editing (Journal Entries) 3.3.1 - Apr 9, 2005 Fixed bug where not all journal entries possessed were being highlighted blue Fixed bug where customized global.jrl files (with localized strings) weren't displaying properly Added ability to edit Current Party 3.3.2 - Apr 16, 2005 Fixed a very long standing bug that prevented some Global Numerics from displaying Made Quests node start in collapsed position .sig file creation is now dependent on the pre-existence of a .sig file in the savegame folder Description: ------------ KotOR Savegame Editor is a Perl/Tk application used in the editing of Star Wars: Knights of the Old Republic savegame files. The following fields are currently editable: - Savegame name - Player name - NPC Name - Appearance (player and party) - Portrait (player and party) - Attributes - Skill Ranks - Feats (add/remove)** - Powers (add/remove)** - Cheats Used flag - Hit Points (current and max*) - Force Points (current and max*) - Experience Points (player and party) - Good/Evil rating - Credits - Time played - Class (see notes below)** - Levels - Current Party - NPCs - Global Booleans - Global Numerics - Gender - Min1HP - Inventory** - Influence (TSL only) - Chemicals (TSL only) - Components (TSL only) - Quests *=Note: Max Hit Points and Max Force Points, while editable appear to be calculated at the time the savegame is loaded. Therefore while these fields are editable, the game will change the values back to what it calculates as correct. It is therefore 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 Files and place them into your override folder. Available at http://www.pcgamemods.com -- at time of writing the url is http://www.pcgamemods.com/8800 --------------- 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 ------------------------------------------------ You can manually specify the installation path for KotOR or TSL by right clicking 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 updated automatically if savegames are found. Note that KSE expects the following files and file structure: chitin.key dialog.tlk dataxbox2da.bif (or data2da.bif for PC versions) dataxboxtemplates.bif (or datatemplates.bif for PC versions) saves(various save folders)savegame.sav saves(various save folders)savenfo.res saves(various save folders)globalvars.res saves(various save folders)partytable.res override(.2da files or .uti files) [OPTIONAL] ------------------------------- Note for Xbox users: Sig files ------------------------------- Sig files are signatures that tell the Xbox that the savegame is legitimate. There are 7 .sig files that are required for a legitimate Xbox savegame: SAVE_PARTY.sig SAVE_VARS.sig SAVE_INFO.sig screen.sig SAVE_HEADERVAR.sig SAVE_DATA.sig SAVE_HEADER.sig KSE can create the first 6 of them. The SAVE_HEADER.sig cannot be recreated by KSE at this time. Therefore Xbox users will need to preserve their original SAVE_HEADER.sig and cross their fingers that it their KSE-edited game will accept that .sig file. KsE began generating .sig files automatically as of v2.2.0. As of v3.3.2, KSE will now only generate .sig files if a .sig file exists in your saves(whatever) directory. If you haven't copied over the .sig files from your Xbox with savegame.sav file, you can create a dummy file with a .sig extension in that savegame folder and that will be enough for KSE to know that you want to generate .sig files when you edit your game. ------------- Using KSE ------------- Upon detection of the above folder/files, KSE will layout each savegame in a treeview window. Click on the [+] and [-] buttons to open/close. When selecting a savegame for the first time, there is a couple seconds of delay as the file information is loaded into memory, so don't panic. Highlighting different items in the treeview will bring up editing options in the pane to the right of the treeview window. In the editing pane, there are will usually be two buttons at the bottom labeled as 'Apply' and 'Commit Changes'. The Apply button will update the treeview and apply changes in memory. Commit Changes will write the changes in memory to the actual files. Most changes require the savegame.sav file to be re-written which takes a little while. You will receive a message indicating success in editing the savegame. Note: you don't have to Commit Changes until you're done Applying changes to memory; however, if you are editing multiple savegames, you will need to Commit Changes for each savegame. Feats and powers have a different appearance in the editing pane. If the 'Feats' group or 'Force Powers' group is selected, the editing pane will contain a listbox of all available Feats or Powers to choose from. Instead of an Apply button, there is an 'Add Feat' or 'Add Power' button. If you already have the feat/power, this button does nothing. If not, the treeview will be updated and the changes will be Applied to memory. If a particular feat/power is selected from the treeview, you will have the option to Remove it using the editing pane. There's no need to edit feats/powers -- you have to Remove the old one and Add the new one. --------------------------------------------- Override Folder: Subdirectories NOT supported --------------------------------------------- Although TSL supports subdirectories in the Override folder, KSE does not. Too often, there are two or more files that are named the same and KSE would have to make some arbritrary decision as to which one to use. Inevitably this will generate bug reports because the end-user expected the other file to be used by KSE. So to save us both that grief, if you wish to add custom items to your inventory or use some custom 2da file, you will need to make sure that you copy those custom files into your override root folder, perform your KSE edits, then remove them. (Note that KotOR also does not recognize subdirectories.) ----------------------------- Notes About Feats and Powers ----------------------------- As of version 1.0.2, a checkbox has been added which allows you to turn on and off the 'extra' feats and powers that aren't normally accessible during level ups. These are for experimentation and modding purposes. Please don't email me if you crash the game after adding one of these weird feats/powers. However, if you discover a use for one, please post your finding to an appropriate forum so others may learn from your tweaking. ------------------------- Reminder: No Safety Net! ------------------------- It should be noted that there isn't much in the way of safety nets built into this program. You can attempt for example to specify a negative number of experience points or apply other crazy settings which KotOR may or may not understand. I guess that's half the fun, but consider yourself warned. If you're really attached to your savegame, MAKE A BACKUP FIRST. ----------------------------------------------- Notes regarding Class-changing/Adding/Removing ----------------------------------------------- As of version 0.4.0a, KSE provides the ability to change a character class. This makes for very interesting possiblities, including playing as a Droid or as a non-Jedi class combination. It also allows the player to change their initial class into a Jedi class. There are a couple things to consider when changing classes: - In TSL, don't choose the "Bounty Hunter (CUT!)" class unless you're asking for trouble - Do not make a multi-classed character the same class in both classes. KotOR doesn't seem to like that. - Before changing your class into a droid, you may want to unequip all 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 a Jedi class, you'll probably also want to grant him/her the Feat: Force Sensitive to give you an extra 40 points, otherwise you won't be able to do much in the way of force powers until you level up. Also, you won't be able to get any Force Points 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, KSE 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.pcgamemods.com/8800 ) 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 well until you attempt to enter a new area with that NPC. Then the NPC loses its head! 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 your 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 head. As Juhani is a unique npc she doen not have a backup and when you transition from 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 (if 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 now you and Juhani can be twins. if you would like juhani to have a different head when 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 and save appearance to override. Don't worry this is very simple to do. - tk102 Please report bugs to [email protected]
There are no comments yet. Be the first!