kb1337 0 Posted Monday at 12:18 AM Hello, I'm looking for how to add feats to non-companion NPCs. I'll explain: During combat, I find that the generic NPCs (Republic Troopers, Onderon Royalist, Allied Mandalorian, Sith Troopers, etc.) lack feats and always use the default attack. Holocron Toolset allows me to see all of this, but doesn't apply the changes I make, or do I have to restart a new game? Do you know of a way or tool that can help me? All help is welcome. Quote Share this post Link to post Share on other sites
N-DReW25 1,428 Posted Tuesday at 02:49 AM On 5/19/2025 at 10:18 AM, kb1337 said: Hello, I'm looking for how to add feats to non-companion NPCs. I'll explain: During combat, I find that the generic NPCs (Republic Troopers, Onderon Royalist, Allied Mandalorian, Sith Troopers, etc.) lack feats and always use the default attack. Holocron Toolset allows me to see all of this, but doesn't apply the changes I make, or do I have to restart a new game? Do you know of a way or tool that can help me? All help is welcome. If you're editing NPCs inside their .MOD module files (provided by TSLRCM ideally), you'll need to use a save from before you enter the module you're editing. For example, if you're editing Luxa in 208TEL you'll want to use a save from before you entered that module. Even loading a Peragus save and warping to 208TEL will work. If you do what I've just said and you can't see the changes, chances are what you've done hasn't been implemented properly. 1 1 Quote Share this post Link to post Share on other sites
kb1337 0 Posted Tuesday at 03:38 PM Hi, thanks for your reply. There have been changes made. I need to run a later backup to check. Quote Share this post Link to post Share on other sites
kb1337 0 Posted 9 hours ago On 5/20/2025 at 4:49 AM, N-DReW25 said: If you're editing NPCs inside their .MOD module files (provided by TSLRCM ideally), you'll need to use a save from before you enter the module you're editing. For example, if you're editing Luxa in 208TEL you'll want to use a save from before you entered that module. Even loading a Peragus save and warping to 208TEL will work. If you do what I've just said and you can't see the changes, chances are what you've done hasn't been implemented properly. Hi, I also modified the utc files of characters and they conflict with other characters that have the same name but in other modules, do you have a solution? Quote Share this post Link to post Share on other sites
LoneWanderer 111 Posted 4 hours ago 4 hours ago, kb1337 said: Hi, I also modified the utc files of characters and they conflict with other characters that have the same name but in other modules, do you have a solution? Use module injection: configure TSLPatcher/Holopatcher to edit and put .utc file inside required .MOD file (of the module you want to edit) and not to Override folder. This way characters in other modules won't be affected. 1 1 Quote Share this post Link to post Share on other sites
N-DReW25 1,428 Posted 3 hours ago 6 hours ago, kb1337 said: Hi, I also modified the utc files of characters and they conflict with other characters that have the same name but in other modules, do you have a solution? This seems to be an exact copy and paste of the private DM you sent me, do know for the next time that there is no point in messaging someone in private if you're just going to ask the exact same question in a public thread. But as for your question, LoneWanderer's answer is the correct one - the module injection method is the only way you can modify NPCs without NPCs in different modules being affected. 1 Quote Share this post Link to post Share on other sites
kb1337 0 Posted 2 hours ago 1 hour ago, N-DReW25 said: Cela semble être une copie exacte et collée du DM privé que vous m'avez envoyé, sachez pour la prochaine fois qu'il ne sert à rien d'envoyer un message à quelqu'un en privé si vous allez simplement poser exactement la même question dans un fil de discussion public. Mais quant à votre question, la réponse de LoneWanderer est la bonne : la méthode d'injection de module est le seul moyen de modifier les PNJ sans que les PNJ des différents modules ne soient affectés. Hi, sorry for the private message. I'm French and I have to translate each element of the page a little and I came across the private messages before figuring out how to send you a message directly in our public chat. 2 hours ago, LoneWanderer said: Utiliser l'injection de module : configurez TSLPatcher/Holopatcher pour éditer et placer le fichier .utc dans le fichier .MOD requis (du module à modifier) et non dans le dossier Override. Ainsi, les caractères des autres modules ne seront pas affectés. Hi, how do you do it? Quote Share this post Link to post Share on other sites
LoneWanderer 111 Posted 1 hour ago You need to create a mod that uses TSLPatcher/Holopatcher for installation. For 'module injection' the easiest way is to use 'ChangeEdit.exe' program. Download TSLPatcher from 'Modding Tools' section of the site, the archive will also contain ChangeEdit and instruction manual explaining how to create TSLPatcher mod. 1.Launch 'ChangeEdit.exe'. 2.Right-click on 'GFF Files' section and select 'Add GFF file...'. 3.Add your .utc file. It will appear inside 'GFF Files' section. Click on it. 4.Click 'Compare two variants of the same GFF file' button. Then choose original (unmodified) and your modified .utc files. 5. In Destination field write 'modules\X.mod', where X - the name of the module, where you want to put your modified .utc in. For example, 201tel, 306nar, etc. Quote Share this post Link to post Share on other sites