AmanoJyaku

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Everything posted by AmanoJyaku

  1. No problem! This cleared things up, thanks! Fairly certain it's based on the PC XP-level (e.g. 45,000XP is XP-level 10, even if you haven't leveled past 1), even when the PC isn't in the party. For example, when you take control of T3 on Peragus, there's no point in killing anything since the XP isn't added to the PC's XP in the global variable table. However, I just set my PC to level 10 in the Administration Level and continued on to T3 in the Hangar Bay. The enemies are level 9. This is consistent with my other game results that show a level 10 character spawns level 9 enemies. T3 is level 9, so the enemies should be level 8 max if they were based on him.
  2. Nothing, yet. I've written a basic ERF and GFF reader, but so has everyone else. 😂 I would totally be interested in that! I'll probably scrap the WINAPI at some point since I want the code to be "portable". I'm developing for Windows, so I can start with the WINAPI and concentrate on the functional code. Maybe? I wasn't sure how to classify this since I wasn't asking about an existing tool, or announcing the release of one. Also, building a tool is only part of the battle. I'll need help on mechanics, like how enemy levels and/or challenge ratings are calculated. Some of this is detailed in the BioWare Aurora file format docs, but other things I'm finding out through trial-and-error. For example, setting the PCLevelAtSpawn field of a creature in a GIT is what makes them higher-level; changing the ChallengeRating field doesn't seem to have an effect. In fact, it's possible ChallengeRating may be calculated each time the module is loaded, just like Max Vitality and Force points. Thanks!
  3. Indeed, DeNCS is the tool that got me started. I can't believe I have Java on my computer in 2019... Also, would like a tool that decompiles all scripts. Funny coincidence: I just found out DrMcCoy is a member of another site I frequent. Kind of have to help with Xoreos now... 🤣
  4. Hi, all! I'm writing modern versions of the tools for myself and wondered if there is interest in making them publicly available. Some motivations: Performance - K-GFF, DLGEditor, etc... are quite slow Dependencies - DeNCS, KSE, etc... require (sometimes deprecated) Java, Perl, QT, and other 3rd party packages Workflow - The tools are generally great, but you need to use more than one to do simple things like edit a GIT (e.g. ERFEdit on the SAV files, then K-GFF on the GIT) Ease of use - Most of these tools are less than intuitive, with steep learning curves Bugs - Some of these tools have still have bugs (e.g. GITEdit wouldn't open a file, or exit) With these issues in mind, my "holy grail" tool would be: Fast - Every action should complete in milliseconds, including building structures from GFF files Self-contained - No dependencies, just pure C++ code One workspace - Files that contain other files should be modifiable along with the files they contain, with valid options for all file types (e.g. add creature to GIT stored in save game file) Intuitive interface - Noobs shouldn't have to read a manual Error-free - Including required knowledge of file formats, file names, and game mechanics And the tools I'm targeting for replacement/consolidation: KOTOR Tool KOTOR Save Editor ERFEdit K-GFF DLGEditor DeNCS GITEdit Others? Let me know what you think!
  5. Yeah, I just checked and the DLG files are different. I probably could have achieved the fix if I had used a hex editor... Ah, well. I'll worry about DLGEditor another time, probably when I write my own utilty to replace all the existing utilities. (I have reasons, and I'm crazy.) Thanks again!
  6. I'll try again with another save (and maybe another computer) just to confirm, but it crashed on me each time last night. Replacing the modified file with the original fixed everything. I do see something odd regarding the mod file sizes. Since I'm modifying an integer, the file sizes should be the same. But they aren't. The original file (1,033,186 bytes) is 32 bytes smaller than the modified file (1,033,218 bytes)! So, there is either a bug in one of the programs, or I screwed up my edits... Thanks again!
  7. TSLRCM is awesome, but it's changed the game from what I remember 15 years ago. One example is the "Naming of the Gand" quest, which requires a minimum awareness of 16 to complete. Since I first encountered this with Mira, I had to restart from a save prior to Nar Shadaa and complete it with the Exile. However, before this I tried to modify the conditional to lower the awareness check. This failed badly: I navigated to the Steam workshop directory and found 304nar.mod in the modules directory I used ERF Editor 0.5 to extract gandwar.dlg I used DLGEditor v2.3.2 to lower the awareness to any value (1, 5, 10, etc...) I use ERF Editor to replace the original gandwar.dlg with the modified version When I played the game with Mira entering the Jekk-Jekk Tarr for the first time, it crashed. So, what am I doing wrong? I want to get expert advice before I try TSLPatcher next.
  8. Thank you so much! I've been looking for this information for weeks! I'm confused about the following formulas: VP = BaseHitPoints * (PlayerLevel * vpmult(autobalance.2da) - 1)(only if mult > 0) + HitDie(classes.2da)/Levelup + CON * Level FP = Max Force Points + ForceDie(classes.2da)/Levelup + WIS * Level Skill = base(*.utc)+ INT + LEVELUP What is "Levelup/LEVELUP"? Hopefully, it's not 0!