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Hassat Hunter

KSE Globals list

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Modifying the globals with KSE can be a powerful, and dangerous... tool. Several would speak for themselves, but most don't. So an effort to make an entire list of all functions and there uses.

RED means TLSRCM added values. You cannot find these in vanilla TSL.

GREEN means values which I don't know what they exactly do, which are still many. Maybe not what you expect from a TSLRCM member :eek: . Any input welcome!

(also do mention if I mention incorrect info or typo'd a value)

 

The first post deals with the booleans (0 or 1), the second with the numerics. Should make it easy to find them. Listings are as they appear in KSE (alphabetically)...

(I left out the FIRST_ENTER flags since they are pretty self-explainatory.)

 

000_BAO_CLAWS

???

000_Lightsaber_built

This boolean is set after building your first lightsaber with Bao-Dur. Do note that just changing it to 1 doesn't disable the lightsaber quest, since the script looks for the journal entry value.

000_Master_Kreia

???

000_PLAYER_GENDER

The player gender. 0 is female, 1 is male.

003EBO_CLEANUP_VISAS

Used during the Visas encounter. When set to 1 certain actions are taken, then it's set to 0 again. You should not mess with it in KSE.

003EBO_HANHARR_MOVE

Decides wheter or not Hanharr moves around the Ebon Hawk or not. 1 is disabled free walking.

003EBO_REMOTE_MOVE

Decides wheter or not Remote moves around the Ebon Hawk or not. 1 is disabled free walking.

003EBO_T3M4_MOVE

Decides wheter or not T3-M4 moves around the Ebon Hawk or not. 1 is disabled free walking.

003EBO_VISAS_ARRIVES

Set to 1 with the proper requirements, and back to 0 when Visas is spawned. Definitely not put it to 1 with Visas in your party already.

003EB_MAND_EBON

Notice the typo. Probably fixing it would make the Mandalore Ebon Hawk scene work, but TSLRCM already has a different work-around. Entirely unused in the game.

003_CHECK_CUTSCENES

Used for Ebon Hawk cutscenes.

003_PARTY_SPAWN

Used for Ebon Hawk cutscenes.

003_cutscene_mode

Used for Ebon Hawk cutscnes.

101PER_KREIA_STUNT

??? (I think it has to do with her raising from the dead)

152HAR_Main_Door

???

200TEL_Moza_Call

??? (I am assuming it's 1 when the call is made, and turned to 0 after that's done)

200TEL_Moza_Help

??? (The attack on the Ithorian compound?)

200_ON_ARMS_QUESTS

??? (Pretty sure it's unused...)

201TEL_INFO_TERM

Checks wheter you used the info terminal (for transporting to other modules)

201TEL_Spawned_Return

Checks wheter or not some stuff when returning from the Telos Academy should happen or has happened.

202TEL_Batono_Grenn

Decides wheter or not Batono should appear next to Grenn.

202TEL_INFO_TERM

Checks wheter you used the info terminal (for transporting to other modules)

202TEL_Killers_Spawn

Decides wheter or not the killers have been spawned. Obviously unused since they cannot appear in 202, only on the surface.

202TEL_Samhan_Gone

Samhan is locked in jail, instead of his regular position in the shop.

203TEL_Batono_Lorso

??? (Unused?)

203TEL_Chano_Destroy

Decides wheter to delete Opo Chano from the module (since he moved to the shuttle or Nar Shaddaa).

203TEL_INFO_TERM

Checks wheter you used the info terminal (for transporting to other modules)

203TEL_Mainframe_Seal

Hintage that Czerka was once part of 203TEL. Is supposed to close the mainframe again. *Should* be fixed in 1.8, though one never knows in KOTOR :). Is set to 1, then back to 0 when the mainframe closes.

203TEL_Slusk_Dead

Hintage the Exchange compound was once part of 203TEL. Set to 1 if Sluks died.

203TEL_Spawned_Return

Does stuff in 203 following returning from the Telos Academy.

204TEL_Attack_Spawned

Is set to 1 after the Czerka attackers in the Ithorian compound are spawned.

204TEL_INFO_TERM

Checks wheter you used the info terminal (for transporting to other modules)

204TEL_Spawn_B4D4

Checks wheter or not to spawn B4 for the main quest.

207TEL_Destroy_Falt

Unused. The only way to have Falt removed (finishing the Falt mission added by TSLRCM) doesn't use this boolean.

207TEL_Destroy_Luxa

Decides when to destroy Luxa (after killing her in the Czerka compound) from the cantina.

207TEL_Doton_Pazaak

Could relate to either having won Pazaak or having had the option to do so, so you can confront Harra with it. Unsure.

207TEL_Ramana_Bought

Pretty sure it's unused and the decision you made is decided by numerics instead.

208TEL_Vula_Dead

??? (Secretary dead???)

211TEL_Swoop_Run

Wheter or not you're actively doing Swoop racing. Decides some stuff when returning to the main game.

220TEL_Battle_Over

???

221TEL_Spawned

Spawns Sith in 221TEL

222TEL_Spawned

Spawns Sith in 222TEL

231TEL_Shield_Network

Wheter you hooked up with the network, which allows you to enter the Abandoned Military Base.

232_SHUTTLE_GONE

Makes sure the Shuttle is gone when you return to the abandoned base (so... when starting the HK-Factory)

261TEL_Party_Forced

Used in the scripts forcing your party to be Kreia and Atton.

300NAR_FromMiraApt

Decides wheter or not your in the endgame (running from Mira apartment to the Ebon Hawk)

300NAR_Odis_Employeed

Used to remove Odis from the Refugee Sector. Is set back to 0 after Odis is removed.

300NAR_Visquis_Call

The Visquis call has triggered if it's on 1. Pretty famous due to the gamebreaking glitch surrounding it.

301NAR_MIRA_SPAWN

Used for the little scene with Mira and the refugee at the landing platform

301NAR_Zhug_Attack

Could be unused. Could be used by TSLRCM to make the Zhug attack you on your way to Goto's Yacht. Unsure.

303NAR_Kath_Asleep

Decided wheter the Kath hound sleep or not. They sleep with 1.

303NAR_Switch_to_PC

Ending all the quest stuff and returns to the player.

303NAR_T3M4_Solo

Is set to 1 when being T3 on his solo mission.

303NAR_Vogga_Asleep

Same as the Kath Hounds, but for Vogga. He's asleep at 1.

351NAR_FIRST_TIME

??? (Is it actually used, or a typo's FIRST_ENTER?)

402DXN_Kumus_Reward

Is set to 1 after receiving a reward for saving Kumus.

402DXN_SentryPost

??? (Used for wheter or not the sentries where murdered?)

403DXN_Kreia_Spawned

Used for the cutscene preparing up to Onderon.

404DXN_Received_Data

??? (Wheter you got the droid foreman data?)

421DXN_End_Synch

421DXN_Timer_Started

421DXN_Turret_Done

??? (Have to do with the Turret game when landing on Dxun, but no idea how. Also pretty sure Turret_Done is not set to true even when it should, a numeric is used instead)

501OND_Geeda_Go

Part of an unused concept to make Geeda travel to Onderon and Dantooine. Obviously unused in the game.

505OND_End_Synch

505OND_Timer_Started

505OND_Turret_Done

??? (Have to do with the Turret game when using the turret during the Siege, but no idea how.)

600DAN_Battle_Spawned

The Battle for Khoonda has started. Obviously different in TSLRCM than vanilla TSL.

601DAN_Geeda_Go

Same as with 501OND_Geeda_Go

601DAN_PC_DOOR_DEFEND

Which door the PC is defending, front or back.

601DAN_Winners

602DAN_Winners

Pretty sure it just means the Battle for Khoonda is done, the actual "winners" are stored in a diverent numeric.

604DAN_Has_SweatGland

Set to 1 if the PC has the sweatgland, pacifying several kinrath present in the cave.

CREDITPLAY

???

CUT_ATTON_BAO_PLAYER

Cutscene where Atton asks Bao-Dur about his chances with the exile (female only)

CUT_ATTON_DISC_1

Atton and Disciple's first argument scene

CUT_ATTON_DISC_2

Atton and Disciple's second argument scene

CUT_ATTON_DISC_3

Atton and Disciple's third argument scene

CUT_ATTON_KREIA_GIVE

Atton tells Disciple is a Republic spy. Kreia already knows. Inbetween above argument scenes.

CUT_ATTON_KREIA_OFF

Atton talks about how he told the Exile about his past.

CUT_ATTON_KREIA_TAKE

Cut cutscene. Boolean unused.

CUT_ATTON_MAID_FIGHT

Atton and Handmaiden in the cargo hold after fighting with the Exile

CUT_ATTON_T3_ARGUE

One of the earliest cutscenes. Droid breaking in their head.

CUT_ATTON_T3_PAZAAK_1

First pazaak cutscene. Unable to be triggered without TSLRCM.

CUT_ATTON_T3_PAZAAK_2

Second pazaak cutscene. Unable to be triggered without TSLRCM. Requires HK-47 for 1.8.

CUT_BAODUR_LIGHTSABER

Bao-Dur starts the Lightsaber quest

CUT_BAO_CONFRONT_KREIA

Bao-Dur confronts Kreia about the Dark influence she has on the Exile. Obviously only when Dark Side.

CUT_BAO_G0T0_1

Bao and Goto argue over the remote, #1

CUT_BAO_G0T0_2

Bao and Goto argue over the remote, #2

CUT_BAO_G0T0_3

Bao and Goto argue over the remote, #3, TSLRCM restored.

CUT_BAO_HK47_1

HK has doubts about being modified.

CUT_BAO_HK47_2

HK is updated by Bao-Dur (TSLRCM only)

CUT_BAO_MALACHOR

Bao-Dur tells the Exile about his nightmare of Malachor V.

CUT_BAO_REMOTE_1

Bao-Dur will upgrade remote later.

CUT_BAO_REMOTE_2

First remote upgrade.

CUT_BAO_REMOTE_3

Second remote upgrade.

CUT_BAO_T3

Bao-Dur updates T3-M4

CUT_BAO_VS_MAND_1

Bao-Dur and Mandalore have an argument.

CUT_BAO_VS_MAND_2

They continue the argument. Requires high influence of both Bao-Dur and Mandalore (low doesn't work here)

CUT_DISC_FORCE

Disciple cutscene. Been a bit too long to tell which one.

CUT_DISC_PLAYER_MED

PC and Disciple meditate. Atton and Mira watch.

CUT_DISC_REVAN

Cut cutscene.

CUT_DISC_TELOS

Cut cutscene.

CUT_DISC_WORLD_1

First cutscene with Disciple around the holo.

CUT_DISC_WORLD_2

Second cutscene with Disciple around the holo, TLSRCM only.

CUT_DXUN_REPAIR

Cutscene where Atton fixes the Ebon Hawk after crashing at Dxun. TSLRCM 1.8 only (or 1.7 unofficial fix, but that uses a different flag).

CUT_FIRST_ATTON

Escaping from Peragus.

CUT_G0T0_HK47

Goto meets up HK-47

CUT_G0T0_REMOTE_1

Remote is annoyingly flying around Goto.

CUT_G0T0_REMOTE_2

Goto decides to shoot Remote, adding a device (result seen at Malachor)

CUT_HK47_VS_HK50

HK-50 torture scene. TSLRCM only.

CUT_KREIA_DISC_1

Kreia messes with Disciple's head, #1

CUT_KREIA_DISC_2

#2

CUT_KREIA_DISC_3

And... #3

CUT_KREIA_MAID_1

Cutscene where Handmaiden complains to Kreia about the PC's affinity for Visas, part 1.

CUT_KREIA_MAID_2

Part 2.

CUT_KREIA_VS_T3

Kreia blasts T3 with lightning after the Carth/Bastila holo was revelead. TSLRCM only.

CUT_MIRA_MAID

Mira tells the Handmaiden how to seduce guys.

CUT_MSG_FROM_KELBORN

Return to Onderon message cutscene. TSLRCM only.

CUT_SECOND_ATTON

Pretty sure this scene is never used...

CUT_T3_DISC_HOLO

Part of the Atton vs. Disciple line, Disciple discovers T3-M4

CUT_T3_VS_HK47

HK checks out the Ebon Hawk and gets stunned and re-programmed by T3.

CUT_VISAS_VS_MAID

Handmaiden and Visas fight. After this scene Handmaiden no longer wants to talk to you... (but changing this boolean itself wont fix that, it's in the numerics ;))

END_HURT_WARN

END_ROUND_WARN

FORFEIT_SWOOPRACE

Checks wheter or not you forfeited swoop. Lead to a big bug by not being cleared, which 1.0b fixed.

GBL_PLAYER_REMOTE

Set to 1 if the player is remote (so on Malachor)

GBL_Quit_Swoop

Not sure what's the difference with this and forfeit_swooprace. Maybe deals with crashing?

G_BanterXX

Unused

G_NPC_Talk

???

G_PER_In_Space_Suit

Set to 1 when in a space suit. Unlike the name might suggest the same value is used in the Jekk Jekk Tar.

G_Paz_JustPlayed

Returning from Pazaak.

K_AT_EBONHAWK

K_RANDOM_MINI_GAME

K_SPACE_SKYBOX_ON

M12AB_END_SYNC

Pretty sure these are KOTOR1 leftovers.

MAL_TURNINTO_REMOTE

PER_TURNINTO_T3M4

Pretty self-explainatory, no? Are 1 when in those specific sections.

VISAS_ARRIVES_CONV

Used for the Visas arrives conversation. Triggers the right convo if set to 1, then set back to 0 to make sure Visas continues with her proper dialogue next time you talk to her.

ebo_turret_done

Used?

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000_Astrogation

???

000_Atris_Dead

Set to 1 if Atris dies.

000_Atriscs1

Cutscene for finding 1 master (Male).

000_Atriscs3

Cutscene for finding 3 masters (Male).

000_Atton_Dead

Atton died on Malachor if 1

000_Atton_Forms

Numeric used to determine post-Jedification training of Atton.

000_Atton_Hanharr

Is set to 1 after Atton gave some snide remark about a walking carpet joining your crew.

000_Atton_ID_Reveal

Main numeric used to monitor Atton's "progression" to Jedification.

000_Atton_Learn

Another Jedi-learning numeric.

000_Atton_Pazaak

Used to determine wheter or not Atton trained you in the rules of Pazaak.

000_BAODUR_CS_LEVEL

Set to BaoDur's level during one cutscene, then checked in another to make sure it only happens if he gained a few levels.

000_Bao_Learn

Bao's first numeric for post-Jedification learning.

000_Bao_Mand_PC

Not sure actually. Could be to give Bao's comment about not being happy with Mandalore on the ship (just once).

000_Battle_Precog

Set to 1 after learning Battle Precognition.

000_Beast_Conf_Active

Guess it's unused?

000_Before_Visas_Trn

Sets wheter or not you have already got Lightsaber training by Kreia and Visas

000_Chano_Dead

Set to 1 if Opo Chano died.

000_Cheat

If set to 1 the player will get all kind of debugging options during dialogues OE used to test various stuff fast.

000_Clans_Gath

Numeric added by TSLRCM to monitor how many Mandalorian clans you already gathered together.

000_Disc_Dark_React

Incremented after Disciple responded on the player's Dark Side appearance.

000_Disc_End_1

Set during male plays (too?)... so probably just to have the game know he's gone?

000_Disc_Good_react

Incremented after Disciple responded on the player's Light Side appearance.

000_Disc_Heal_Evil_XP

Gives small amount of XP and DS point for being healed when DS. Flag makes one-time.

000_Disc_Heal_Good_XP

See Evil_XP, but this is for Light side players. It is possible to achieve both in a single game, both only once.

000_Disc_Jedi_Prob

Figured out Disciple has an issue with the Jedi

000Disc_Jedi_React

Would have to check disicple.dlg for this one... 0_o

000_Disc_Medic

Opens up Disciple's options to give medkits and act as labratory base.

000_Disc_Meditate

Gave the player meditation with Disciple option, and XP.

000_Disc_Padawan

Learned about Disciple's past.

000_Disc_Record

???

000_Disc_Republic_XP

(1.8) Get some small XP from learning about his Republic connection.

000_Disciple_Dead

Disciple died on Malachor

000_Disciple_Job_XP

(1.8) Get some small XP from learning about his job.

000_Disciple_Job

Opens up various branches in his conversation about his work.

000_Disciple_Joined

Set to 1 when Disciple joins you (female players)

000_Droid_Conf_Active

See 000_Beast_Conf_Active

000_Dual_Fail_1

Prevents infinite influence/DS glitch when cheating with Handmaiden sparring.

000_Dual_Fail_2

Additional infinite exploit fix added in 1.8

000_Event_Movie

Set to 1 after the Visas intro movie ran.

000_Goto_Bith

Confronted Goto about the dead Bith scientist.

000_Goto_Confront

How many hints you found against Goto, making you require less Influence to find out his secret.

GREEN000_Goto_Crimes

???

000_Goto_Hutts

Talked to Goto about getting fuel from Vogga. About the only spot you can get +INF and Lightside points

000_Goto_Jekk

Confronted Goto about the Jekk Jekk Tar

000_Goto_Paid_Dan

Wheter or not Goto paid for restoring Dantooine (also set if you gave Khoonda to the mercs and you get no reward)

000_Goto_Paid_Ond

Wheter or not Goto paid you for restoring Onderon.

000_Goto_Paid

Flag used in the original conversation about rewards, to prevent infinite influence, and check wheter or not you are accepting rewards or rejected that idea.

000_Goto_Pazaak

Confronted Goto with the Pazaak Droid

000_Goto_Questions_2

000_Goto_Questions

Varies between different lines, nothing more, nothing less. Continuisly raised and lowered.

000_Goto_Skills

Wheter or not you got the influence from asking about his abilities.

000_Goto_Swoop

Confronted Goto about the Swoop racing droid

000_Goto_Ware

Confronted Goto about the droids in Vogga's warehouse (requires talking to T3 about it)

000_HK47_Dark_React

HK-47's response to your Dark Side appearance.

000_HK47_Good_Retort

.dlg spitting required.

000_HK47_HK50

Wheter or not the player confronted HK-47 about encountering HK-50's

000_HK47_Hold

Asking HK why he was in the Ebon Hawk storage.

000_HK47_Jedi_XP2

000_HK47_Jedi_XP

Wheter or not the player received upgrades to his statistics due to HK's stories. These flags prevent getting them multiple times.

000_HK47_Joined

If HK joined the party. Activating him during the Visas fight, and not triggering this can have some seriously bad consequences.

000_HK47_Kill_Jedi

Learned HK used to kill Jedi.

GREEN000_HK47_Level

Unsure. Would have to check the .dlg thoroughly.

000_HK47_Light_React

HK-47's response to your Light Side appearance.

000_HK47_Malachor

Talked with HK-47 about Malachor

000_HK47_Memory

??? (TSLRCM added)

000_HK47_Murder

Obviously, lot of .dlg spitting infront of me in the future to update this list...

000_HK47_PC_Past

Deals with the questions HK asks about the PC's past, opening a lot of new dialog.

000_HK47_Sensor

Prevents looping of Sonic Sensor dialogue, and allows the PC to ask about it directly when talking about the HK-50's.

000_HK47_Turret

Unused. Had to do with HK-47's turret training that was scrapped.

000_HK_50_Encounter

The amount of HK-50 encounters you have during the game (With the quest active).

000_HK_Alive

Deals with wheter HK-47 has been reactivated or not...

000_HK_Chassis

000_HK_Control_C

Checks wheter these parts have been installed.

000_HK_Droid_Function

???

000_HK_Found

Prevents repeating the HK finding dialogue when talking to him when inactive. Also triggers T3's conversation with him about HK-47.

000_HK_Part

??? (TSLRCM added)

000_HK_Processor

Wheter this part has been installed yet

000_HK_Ques_Switch

Really convoluted way OE set up HK's dialogue. You can ask about anything when HK asks you about the Mandalorian Wars. But flags need to be set on exiting the convo. This is set to 0 to make sure the proper exit is triggered and thus the proper flags. It's everywhere in his .dlg file. And it's a pain in the ass...

000_HK_Torture

???

000_HK_Total_Parts

As suspected, it's the amount of parts installed on HK-47. Once this hits 4, HK reactivates.

000_HK_Vocab

Wheter or not you installed HK-47's vocabulator.

GREEN000_Han_Mira_Awa

000_Han_Mira_Per

Seem unused.

000_Han_Shackles

Asking Hanharr about why he's wearing his shackles.

000_Han_Shadowlands

Learned from Hanharr about the Shadowlands.

000_Hand_Angry

If this is set to 1, Handmaiden refuses to talk to you. Just setting it to 0 doesn't work though (mainly since it's just set, and not used at all afterwards :/), see 003EBO_Visas_Hand and 000_Hand_Finale.

000_Hand_Atris_PC

000_Hand_Dead_Teach

000_Hand_Father

??? (I really need to check that .dlg again)

000_Hand_Finale

If this is set to 1, Handmaiden refuses to talk to you anymore. Plainly setting it to 0 will repeat the convo that leads to this situation though. You'll also have to modify 003EBO_Visas_Hand.

000_Hand_Love

Depends wheter or not the Handmaiden loved you. Mainly used for a diferent line from Kreia at the end.

000_Hand_Mom_PC

???

000_Hand_React_Evil

000_Hand_React_Good

Decides wheter or not Handmaiden's responses on the PC's appearance (DS/LS) ran.

000_Hand_Trial

??? (Yes, I prepared bad for this thread...)

000_Handmaiden_Dead

Wheter the Handmaiden died or not on Malachor.

000_Handmaiden_Force

???

000_Handmaiden_Jedi

Wheter or not Handmaiden has been Jedified.

000_Hanharr_Dark_Rea

Hanharr's response on your DS Appearance.

000_Hanharr_Debt

Decides wheter or not you broke Hanharr. Pretty often typo'd in vanilla TSL leading to the infinite breaking glitch.

000_Hanharr_Fake_Dead

???

000_Hanharr_Good_Rea

Hanharr's response to LS players. Pretty rare, seeing how you need to be DS to get him and you doubtfully go LS afterwards. Doesn't look as good as DS Mira ;).

000_Hanharr_Hunt

Gotta check.

000_Hanharr_Jeedai

Learned why Hanharr uses the phrase "Jeedai" instead of Jedi

000_Hanharr_Joined

Check to see wheter or not Hanharr is your party member

000_Hanharr_Massacre

???

000_Hanharr_Mira

As obvious, set when talking about various things of Mira

000_Hanharr_People

One of the few 000_ flags not set by said member. It's triggered by Vossk, and allows you to ask about Hanharr killing his own tribe.

000_Hanharr_Slave_Rea

000_Hanharr_Wars

???

000_Holo log

No idea.

000_Human_Conf_Active

Human variation of Beast_Conf_Active and Droid_Conf_Active.

000_Jedi_Found

Incremented by 1 for finding each Jedi Master. Once it's on 4, it's time for the Dantooine meeting at the Rebuild Academy

000_Jedi_Killed

How many masters you killed. Can only reach 3 (after all, Vash dies without your intervention).

000_Kaevee_Dead

Set when Kaevee dies.

000_Kavar_Dead

Set when Kavar dies.

000_Know_Goto

Discovered Goto's true identity.

000_Know_Hand_Mom

No, this flag does not hint at cut content about Handmaidens mother being revealed ingame. It's part of Handmaiden's Jedification process.

000_Kreia_Atris

Required to be 0 for the "Did you know Atris?" questions to appear. Is never ever set to 1 though, so you can keep asking them indefinitely. (AKA; Unused)

000_Kreia_Good_React

000_Kreia_Dark_React

Kreia's responses to the LS being very LS or DS.

000_Kreia_Hand_Mom

Checks when to have the convo with Kreia about Handmaidens mother and when you've had it...

000_Kreia_Hanharr

Checks wheter you can learn the lesson of strength from Hanharr and if you already learned it...

000_Kreia_Influence

Checks wheter the Kreia influence conversation ran, which is triggered by either Disciple or Handmaiden joining.

000_Kreia_Lightsaber

Prevents infinite LS/DS, and is set when you tell Kreia what you want a lightsaber for.

000_Kreia_Movie

Deals with starting the proper branch when exiting the movie, and making sure you don't get XP each time you run it. Seems at one time OE considered the movie being a one-shot, but that has obviously been changed.

000_Kreia_Nature

???

000_Kreia_Questions

Gives a different line when you ask a second time (and every one after that). While most of these type of flags cycle (1 to [amount of lines], then back to 1) this one will never decrease ever again). All the questionlines of the first answer are with TSLRCM also available on the second answer, so no losses.

000_Kreia_React_Hand

Unsure

000_Kreia_Revan_XP

Wheter or not you got the XP bonus from learning the full Revan story from Kreia

000_Kreia_Revan

Decides how much you know of Revan and Kreia and what you can ask about that...

000_Kreia_Sight

Sight lesson.

000_Kreia_Sith

???

000_Kreia_Skills

Progression into the Skill lesson

000_Kreia_Taught_Rev

Learned Kreia trained Revan and opens question line about it.

000_Kreia_Train_Skill

Pretty sure it's unused

000_Kreia_Visas_Intro

"You have befriended the Seer"... 'nuff said

000_Laigrek_Dead

Controls how much Laigrek died and when Kaevee should appear

000_Last_Jedi_Kill

Checks who the last Jedi was who died, used for Kreia's convo. 1 is Zez, 2 is Vrook, 3 is Kavar

000_Level_Dlg_Fired

Wheter or not the little dialogue with Kreia happened when you have your very first levelup on Peragus

000_LightsaberQuest

Entirely unused

000_Lock_Hint

???

000_Mand_Dead

Set or not depending on wheter Mandalore dies or not on Malachor...

000_Medstation

???

000_Mira_Angry

Wheter or not Mira has been angry with the PC

000_Mira_Atton_Angry

Wheter you talked to Atton about Mira being angry. In vanilla this requires talking to him before her cooling off (which would be a rare thing to do), in TSLRCM you can get it if Mira has been angry and this is not set yet

000_Mira_Cooped

Makes sure you can only state she feels more at home on NS if you know about her feelings being on the Ebon Hawk

000_Mira_Dark_React

Mira's reaction to the player being DS

000_Mira_Dead

Wheter or not Mira died on Malachor V

000_Mira_Dxun

Makes sure an influence gain/loss in the Dxun conversation only runs once

000_Mira_Family

Learning about Mira's family being the Mandalorians

000_Mira_Forms

Has to do with training Mira post-Jedification

000_Mira_Good_React

Mira's reaction to the player being LS

000_Mira_Jedi

Several branches check this, depends how far along the path to Jedi Mira is and the alignment of her Sentinel

000_Mira_Learn

Should deal with Mira learning Jedi stuff, doesn't seem used in 1.8 though...

000_Mira_Malachor_XP

Earn some small XP learning from Mira about the happenings on Malachor and what it did to her

000_Mira_Questions

Somewhat broken in vanilla (no resetting), in TSLRCM it's used to properly cycle through the 3 answers for "I want to ask more questions"

000_Prestige

Deals with choosing your prestige class. 1 means you have made no decision yet and opens the choice in Kreia's dialogue, 2 is having chosen a prestige class. Best not to switch classes using this, the Handmaiden bug from vanilla learned strange stuff can happen if being Jedified twice

000_Psychotic

Unused. Probably used before 000_React took over it's job much better

000_Quest_Crystal

The current quest crystal you have in your possession. Checked against your level and alignment to see if the crystal needs updating when asking Kreia about it

000_R_Cunning_Han

Set when doing something "cunning" with Hanharr. Untriggerable in vanilla TSL, useless in TSLRCM. Possibly was intended to cycle cunning Hanharr responses, but unused due to there being just one

000_R_Good_[Teammember]

Cycles through the available lines for random good responses

000_R_Psychotic_[Teammember]

Cycles through the available lines for random evil resposes

000_RareItemChance

Decides your chance for getting a rare item (+5 level). If it plus a roll of 0-94 are higher than 100, a rare item is spawned and the counter is reset. Various containers might give an increase in this number by 100 (guaranteed), 50 or 20. Getting no rare item also increases it by 3

000_React

Decides which random reaction you get from your teammates. Set to 0 is DS, 1 is cunning (Hanharr, Visas, Kreia only), 2 is LS

000_remote_dead

Tracks wheter or not the remote died. And thus in TSLRCM decides the fate of Malachor

000_siscut1

Sister cutscene when finding 2 Jedi Masters for male players

000_SkillBest_lvl

Global added to store the actual skill level of you best skill

000_SkillWorst_lvl

Global added to store the actual skill level of your worst skill, so it can be referenced against your current skill level, and quest completion can only occur if changed

000_Skill_Best_Quest

Depends on which skill is your best skill

000_Skill_Best_Set

Unused

000_Skill_Trained

Also, unused. Yeah, skill lesson was a mess in original vanilla TSL

000_Skill_Worst_Quest

Depends on which skill is your worst skill

000_T1N1_Dead

Prevents T1N1 appearing on Nar Shaddaa if killed on Telos

000_T3_Astro_Fix

Used by OE in a conversation path (accessible only with 1.8 though) but not added to the globalcat.2da. So added by us. Prevents infinite influence.

000_T3_Cand

Prevents infinite re-triggering of Canderous Holo and attached influence gain

000_T3_Computer

Deals with repairing T3 with your computer skill

000_T3_Ebon_Hawk_Q

DS/LS and INF related numeric having to do with the Bastila/Carth holo and mentioning it doesn't answer where the Ebon Hawk came from

000_T3_Friend

Handles an DS/LS/INF with the Bastila/Carth convo. Apparently only when Dark Side Revan is used

000_T3_Hawk_Response

"How's the Hawk" INF/DS/LS gained or not

000_T3_Holo

000_T3_Jedi_Masters

Deals with DS/LS and INF you can get by running the Jedi Masters holo's again and then asking about Atris

000_T3_Lvl_Damage

Opens up the repairing options and has DS/LS and INF

000_T3_Memory_Wipe

Part of cut content where T3 was apparently to have a memory wipe at some point in the game. Unused

000_T3_Message

Deals with influence gains surrounding the Bastila/Carth holo and easy access to it once already unlocked

000_T3_Old_Friend

VERY hard to set to true (and get the appointed LS/DS and INF change) in vanilla due to (I just discovered) most dialogues re-directing to the wrong path (which also allowed "more questions", which caused the holo to get stuck pre-TSLRCM. Also it was male-only for some reason. Now that I notice the bug, it'll get fixed for 1.8 :)

000_T3_Presence

???

000_T3_Repair

Deals with repairing T3 with your repairing skill, also decides wheter the "meditation" feature is present (at 4)

000_T3_Why_Me

Another DS/LS and INF, related to Bastila/Carth holo. This time; asking "Why'd you pick me"?

000_Talk_Mira_Hanharr

Decides how far you are in the Mira/Hanharr questionline (with Mira) and allows easy access to re-entry may you fail an influence check somewhere on the way

000_Talk_Mira_Nar_XP

Small influence boost and XP bonus when talking to Mira about how you agree with her view of Nar Shaddaa

000_Vash_Dead

Even though Vash IS dead, this flag is never set since it's not the player who did it. Unused

000_Visas_Bring

LS/DS and influence options regarding your desire to meet Nihilus headon

000_Visas_Dead

About one of the only [Teammember]_Dead flags that were in the original TSL, due to her being killable onboard the Ravager. Set if somehow she manages to die

000_Visas_Duel

Seems unused

000_Visas_End

Makes sure a high-influence conversation when trying to leave doesn't happen again

000_Visas_Forms

Visas teaching numeric. Seems unused in TSLRCM 1.8

000_Visas_Health

Dealing with the "Are you alright?" questionline, making 2 lines one-shots for inf and ls points

000_Visas_Learn

Another teaching numeric. Also seems unused in 1.8

000_Visas_Love

Seems used for the Visas scene on the Hawk (in her .dlg), but since that's a seperate module that scene takes place in, maybe unused. Could use info here :)

000_Visas_Master

Set when learning about Visas master. Used later when conversing with Kreia

000_Visas_Questions

Makes sure you get a diferent line the very first time you ask her questions, and another every subsequent time...

000_Visas_Sac_React

Is used. Beats me for what though

000_Visas_Sight

Deals with the Sight lesson. When set to 1 one has quick access to the lesson, although when inf fails it obstructs an inf point and ls/ds. Thus, I modified it for 1.8, needing 2 to access the force lesson (and 3 when done instead of 2), 1 for easy access to the inf and 0 at the start.

000_Visas_World

Used to regulate information about Visas homeworld somewhat, but non-functional in vanilla since the checks where broken. Fixed for 1.8

000_Vrook_Dead

Is set to 1 when Vrook dies

000_Woman_Trouble

Set when having issues with Handmaiden and Visas, leading to some amusing conversation with Atton :)

000_Workbench

???

000_XBox_Live

Unused

000_ZezKaiEll_Dead

Set to 1 if Zez dies

001EBO_3CFD_Inf

Depends wheter or not 3C is nice to T3 or not. Unused in vanilla, used since TSLRCM 1.7. Seemed to be intended for an intro to influence, which was moved to Peragus instead.

001EBO_3CFC_Repaired

Wheter or not 3C is already repaired or not

001EBO_BEEN_T3_M4

Pretty much always set to 1, even if you skipped the tutorial. Oh well...

001EBO_Cockpit_Door

???

001EBO_END

Much easier to determine what this means if there weren't 2 "end" flags

001EBO_Hyperdrive

Fixed the hyperdrive yet?

001EBO_Movie_End

The pre-001EBO or post-001EBO movie? I don't know. Also what the difference is with movie below

001EBO_Movie

See above

001EBO_Rumble

???

001EBO_Sensor_Balls

Which tutorial to load up when opening the sensor ball container again

002EBO_Door_Override

On top of the hawk, using the sticking out cable to open the living door (where Visas stands later)

002EBO_Has_Mine

Wheter the player has collected mines needed for blowing the Hyperspace door

003EBO_ATTDISC_COUNT

Determines which Atton vs. Disciple scene(s) to run entering the Hawk (requiring more inf with Disc than Atton)

003EBO_ATTON_T3_START

???

003EBO_Atton_Care

Makes sure you only get a single LS hit for caring about Kreia's pained hand

003EBO_Atton_End

???

003EBO_Atton_Hand

003EBO_Atton_Response

???

003EBO_Atton_Talk

Decides which conversation with Atton triggers between Peragus and Telos

003EBO_BACKGROUND

Depends what background is displayed in the Ebon Hawk cockpit, changes per planet

003EBO_Bao_Kreia

???

003EBO_Disciple_Atton

Decides (together with ATTDISC_COUNT) which cutscenes are given in the Atton-Disciple rivalry

003EBO_Disciple_Event

003EBO_Disciple_Med

003EBO_G0T0_Bao_2

Numeric to help with the Goto_Bao cutscenes

003EBO_G0T0_Remote

Numeric to help with the Goto_Remote cutscenes

003EBO_G0T0_HK47

???

003EBO_HK47_T3

???

003EBO_Hand_Fight

Decides how many hand-to-hand battles you won with Handmaiden. For some odd reason set to 7 after the last one is finished

003EBO_Handmaid_Fight

???

003EBO_Hatch

Status on the hidden compartment you can unlock while on Nar Shaddaa

003EBO_Kreia_Disciple

??? (Numeric to help with Kreia Disciple cutscenes most probably)

003EBO_Meditate_Event

Probably part of cut content where you learn a force power while meditating with Kreia about T3. Doesn't really match her droid-hatred

003EBO_Mira_Hand

???

003EBO_PC_Hilt

Decides wheter "your" lightsaber is single-blade or double, set with Atton just before going to Telos

003EBO_PC_Lightsaber

Decides the color of "your lightsaber", set with Atton just before going to Telos

003EBO_RETURN_DES

???

003EBO_T3_Atton

???

003EBO_T3_Disciple

???

003EBO_T3_Holo_Seq

???

003EBO_T3_Pazaak

???

003EBO_Visas_Hand

???

003_Bao_FightTech

003_Bao_Forms

003_Bao_Techn

003_Bao_Training

??? (All TSLRCM added)

003_ENTER_COUNT

???

003_IN_COMBAT

Checks wheter or not you're in combat... for example when fighting Visas

003_Kreia_History

Learned her History lesson (and accompanying LS/DS) or not

003_Kreia_Train

???

003_Mand_Ship

TSLRCM added numeric for the first time Mandalore on EH convo

003_Mand_Trg

Another TSLRCM added numeric, no idea what for though 0_0

003_PC_Died_Vis

Another TSLRCM added numeric, no idea what for... (I know my own mod so well, eh?)

003_Visas_Training

Set when training with Visas, never used ever again...

003_Visas_Trn_Won

Another TSLRCM added numeric, probably has to do with the Visas training battle, not sure how or if still used

006EBO_Visas_Love

Pretty much taking over all the functionality of 000_Visas_Love. 2 numerics for the same thing, oh well...

 

Stuff to make color appear properly :/

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101PER_Align_Check

101PER_Atton_Hatch

101PER_Atton_Inter

101PER_Atton_Intro_1

101PER_Atton_Intro_2

101PER_Atton_Intro_3

101PER_Atton_Intro_4

Shows how much I know of Peragus. Pretty sure the various intro's are unused though

101PER_Atton_Joined

Atton joined your party

101PER_Exchange_Warn

I assume this is when Atton mentions the Exchange bounty on Jedi?

101PER_HK50_Spawned

Makes sure it's just one HK-50 that gets spawned in :)

101PER_HvyLaser_Spawn

Unused. We have it added to the .utp of the corpse, so the flag isn't used with TSLRCM either

101PER_Know_Adm_Code

Learned about the droid override code, so you don't need computer skill to detect it

101PER_Know_Exchange

???

101PER_Know_Sedatives

Knows about the sedatives being applied, using a computer spike on the console

101PER_Kreia_Joined

Kreia has joined the party (or not, if 0)

101PER_Kreia_Res1

101PER_Kreia_Res2

Seem unused

101PER_Kreia_Spawn

??? (Might depend where Kreia is spawned, either dead, alive or near the elevator?

101PER_Kreia_Telepath

Having had the conversation with Kreia about the droids beyond the door, where you learn Precognition

101PER_Med_Bay_Mur

How far you progressed in the Medical Bay Murder quest, along with 101PER_Know_Sedatives and 101PER_XP_Sedatives (Peragus got too much globals. Probably because it was made early before more efficient systems where manufactured 0_0)

101PER_Med_Log

Which Medical Bay console cutscene to run

101PER_Morgue_Door

Wheter the Morgue door has been unlocked or not

101PER_Movie

???

101PER_Open_Hatch

If T3 already succeeded and the door is open to go down

101PER_Recent_History

Progression among the "Recent History" sidemission

101PER_Republic_ID

101PER_Republic_Jedi

???

101PER_Revan_End

The big one. This decides wheter Revan was a Darksider or Lightsider. When 0 Revan is LS, at 1 Revan is DS

101PER_Revan_Sex

Decides Revan's gender. With 0 he's male, with 1 she's female

101PER_Safe)Droid

101PER_Sion_Arrives

While handled in a different module, this one decides Sion is indeed landed on Peragus

101PER_Spawn_Ass1

101PER_Spawn_Ass2

101PER_Spawn_Ass3

Seemingly unused, hinting Sith Assassins should already have appeared in 101PER at some point. Of course that would distract from the conclusion about HK-50

101PER_Switch

???

101PER_Talk_Atton

101PER_Talk_Kreia

???

101PER_XP_Sedatives

Makes sure you can only get the XP from the console once

102PER_Atton_Com

Which helpful hint Atton is at at the moment

103PER_Airlock_Code

Opening the door into space. At 1 the code's injected, at 2 you opened the actual door what it's all about

103PER_Droid_Ambush

The little cutscene with the droid opening the door and attacking you. This flag makes sure it only runs once

103PER_HK50_Code

Wheter you extracted the entire voice-ID from HK-50

103PER_HK50_Voice

Set when you realise HK-50 can mimic voices so you have a quick-entrance into the conversation when coming around with the recording device

103PER_HK_Con

???

103PER_T3_Ambush

HK-50 blowing up T3?

103PER_T3_Response

???

103PER_Spotted

If you have seen T3 in the fuel pipe, after which you can ask HK-50 about it

103PER_Talk_HK50

Set to true (1) after having a chat with HK-50

103PER_Voice_Frag_1

103PER_Voice_Frag_2

103PER_Voice_Frag_3

Keeps track of all the voicecode fragments you collected if not just using your persuasion on HK-50

104PER_Flame_Exhaust

??? (hinting they were intended to be able to shut off?)

105PER_Admin_Console

Repair state of the Administration console

105PER_Dorm_Door

Wheter or not the door to the Dormetories has been opened or not

105PER_Flash_Code

Having seen the flash code transmission, which is used in several scripts to check which journal you get and how much of the solution is already presented to you...

105PER_Heard_Code

Seems unused, instead using journal update checks instead of this global. Anyone can confirm or prove me wrong?

105PER_Poison_Gas

Wheter the dormitories are flooded with gas or you disabled it

105PER_Reverse_Code[/code]

If you have been made aware the code needs to be reversed. Also seems unused in favour of just updating your journal based on your latest entry, same as Heard_Code. Anyone?

105PER_Shift_Console

Having opened the elevator by solving the code, or just plainly blowing it up

105PER_T3_End

Can't say I recall seeing T3 in 105PER. Not sure what it's used for (though it is used)

106PER_Decon_Door

Status of the Decontamination Door, either opened by destroying it or disabling the poison gas

106PER_Droid_Ambush

Most probably the droids spawning in to attack T3-M4, but unsure due to lack of "T3" in the flag name

106PER_Hang_Comp

Having fixed the computer (back as T3) or not

106PER_Hangar_Door

Having opened the door using the missing module found near T3

106PER_Peragus_End

Set when entering the Ebon Hawk, leaving Peragus (well, soon)

106PER_Poison_Gas

Wheter there is still poison gas in the decontamination chamber

107PER_MG_DEAD

How many Sith Soldiers have been killed (also used in 005EBO)

107PER_MG_EBON

How many managed to enter the Ebon Hawk (for loading 005EBO)

107PER_MG_FINISHED

If it's over and done. Set to 1 if PER_MG_DEAD matches 25

107PER_MG_LEFT

Sith Soldiers left to kill before completion of this mini-game (or onboard the hawk)

151HAR_Astroid_Chart

Set when downloading the astrogation charts (required to leave Peragus)

151HAR_Kreia_Mission

???

151HAR_Nav_Comp_Fixed

Checks wheter or not the navigational computer is fixed (where you download the astrogation charts)

152HAR_Atton_Fuel

Prevents the cutscene with Atton at the fuel line from triggering twice

152HAR_Engine_Door

Having opened the door back to Peragus (XP-related)

152HAR_Maint_Console

???

152HAR_Maint_Door

Having opened the door to the engines (XP-related)

152HAR_Sion_Spawn

Wheter or not Sion has spawned in the module

200TEL_B4D4_T1N1

Decides where B4 and T1 should be, the docks or not

200TEL_Citadel

???

200TEL_Control

???

200TEL_CzerkaM_Exch

Deals with the Czerka missions for Luxa

200TEL_Falt_Arrest

Unused in vanilla TSL, this global is used for the "Corrun Falt" sidequest added in TSLRCM 1.7 and beyond

200TEL_Fuel

Status of fuel for Citadel Station

200TEL_Killers_Dead

Checks wheter the killers are dead and if you already collected your reward for this

200TEL_Mercs

???

200TEL_Moza

Moza's status (for the attack and such)

200TEL_SmugglingM1

200TEL_SmugglingM2

200TEL_SmugglingM3

Used to determine how far along with smuggling you where if you decide to work with Samhan

200TEL_Smuggling

General global overviewing the smuggling quest taking both Samhan and Grenn into account

200TEL_Sting

Global used to check your progression when instead of working for Samhan you work with Grenn

200TEL_Telos

Seems unused

201TEL_Chano_Spawn

Wheter Chano should spawn in the docks, or already has, or should be erased again when on Nar Shaddaa

201TEL_HK50_Spawn

Makes sure only one group of HK-50's appear

201TEL_Q_Gren

201TEL_Q_Yima

Seem part of cut content?

201TEL_Shuttle_Ready

Wheter or not you can use the shuttle to travel to the surface

201TEL_TSF_Dead

Checks how many TSF are dead when smuggling with Samhan and triggers conversation if all are

201TEL_Thugs

Checks how many thugs die when collecting the droid intelligence and triggers conversation if all are

202TEL_Batono

Keeps track of the "Batono" side-quest

202TEL_BatuRem

Tracks how much you know about the assassin Batu Rem for that side-quest

202TEL_Bounty_Killers

Keeps track of your progression in finding the killers, together with 200TEL_Killers_Dead

202TEL_Dendis

Seems unused

202TEL_Ebon_Missing

Keeps track of your progression in the "Ebon Hawk Missing" sidequest

202TEL_Falt

Progression towards acquiring B-4D4

202TEL_Interview

???

202TEL_Luxa_Blaster

Showing Luxa the blaster, but it's never checked anywhere, so wheter it's set or not does not appear to make any difference anywhere

202TEL_Luxa

Keeps track of your progression with Luxa towards gaining entry to the Exchange compound

202TEL_MeblaP

???

202TEL_Mebla

Amount of Pazaak wins in a row. After 3 you get your reward and it's set to 4

202TEL_Mercs

???

202TEL_Spawn_Killers

???

202_BlackMarket

Appears unused

203TEL_B-4D4_PC

Is set to 1 when B-4D4 is the PC, and used in pretty much all .dlg files to give different lines if this flag is true

203TEL_BH_CS

???

203TEL_Bounty_Hunters

???

203TEL_Chano

Checks Chano's current predicament, wheter it's giving the Exhcange money (Czerka) or you B-4D4's credentials (Ithorians)

203TEL_Current_Thug

Decides who's out front with the Exchange compound. Incremented by one after a kill

203TEL_Czerka_Attack

The attack by Czerka on the Ithorians

203TEL_Czerka_Call

Dealing with everything surrounding Czerka's call to your 'prison'

203TEL_DroidInt_1

Stores your decision to who you gave (or will give) the droid intelligence. Commonly checked to see if you're Czerka or Ithorian

203TEL_End_Call

???

 

TO BE CONTINUED LATER... LIFE :/

 

RED

GREEN

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I kinda forgot about it... I should know a lot more of these by now.

 

But ofcourse any patches or other mods take priority 0_0

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151HAR_Kreia_Mission

I think this is when she leaves to fight Sion

 

152HAR_Main_Door

Pretty sure this is for the airlock door to Har

 

203TEL_Batono_Lorso

Pretty sure it's set when Lorso asks you to let her know if you find him

 

101PER_KREIA_STUNT

You are correct about this

 

207TEL_Ramana_Bought

Possibly used for if you tell her to stay and you will be back to collect her earnings?

 

000_Goto_Crimes

Maybe when you find out about him being the missing republic infrastructure droid and you ask him about his crimes?

 

000_Handmaiden_Force

I think this is for if she wants you to train her?

 

001EBO_Rumble

XBox only I think

 

Most of the 003 entries are for cut scenes as far as I know

 

101PER_Atton_Hatch

Triggered when T3 opens the door to the tunnels

 

101PER_Atton_Intro_1

101PER_Atton_Intro_2

101PER_Atton_Intro_3

101PER_Atton_Intro_4

Used while he is in his cell each one is triggered if you don't release him from his cell

 

101PER_Exchange_Warn

correct

 

101PER_Know_Exchange

with 101PER_Exchange_Warn set if you ask who the Exchange are

 

101PER_Spawn_Ass1

101PER_Spawn_Ass2

101PER_Spawn_Ass3

Used after Kriea joins you at the elevator decides which set you are on

 

103PER_T3_Ambush

correct you are

 

104PER_Flame_Exhaust

set when Atton warns you about the exhaust ports being activated when on the exterior

 

152HAR_Maint_Console

set when used to open the door see below

152HAR_Maint_Door

Having opened the door to the engines (XP-related)

 

201TEL_Q_Gren

201TEL_Q_Yima

Correct was supposed to be for Yima's quest

 

202TEL_Spawn_Killers

the criminals in Lorso's office

 

That is all that I can remember

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I can tell you that first one is a check for whether or not Bao-Dur has commented on a player's new light-side or dark-side look. The name "000_BAO_CLAWS" is a reference to the LS-variant of the discussion, where the player can say their light-side glow was inspired by his arm ("Whoa, claws out today, aren't they?"). I just looked through his .dlg file to confirm.

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