DarthJaegad 0 Posted 19 hours ago SOLVED!! Solution Below: This really sucks, I've spent a lot of time min maxxing this character and i really hope im not screwed. Basically, I was already on onderon, and i downloaded this mod called Starport Visa Expansion. I wanted to help all the visa people. I couldn't spawn a starport visa in, idk why but it doesn't work even in KSE theres no way to add one. When i downloaded the mod, Nikko had disappeared from the cantina. I uninstalled the mod fully, deleted every file, and replaced with backups, and loaded an older save. He never spawned in the cantina again, idk how that happened. So, I used KSE to finish the doctors alibi quest, since the end of the quest requires you to talk to Nikko. When i did, i loaded in and dhagon is not in his office. I tried talking to Captain Riken, and nothing, I can't get him to say anything about it. idk what to do. Maybe i can also cheat in the next quest with kse and cheat progress in until i no longer need to go back to Dhagon?? Idk if that will work. Is there a certain global, a numeric or boolean or something that determines if dhagon is in his office again that i can use? Does anyone have any kind of idea of SOME workaround of how i can restore dhagon or continue the plot or just somehow work around this? Anything other than restarting? Any help would be greatly appreciated. SOLUTION: I did end up figuring it out. If you go into KSE, on your save, go to globals, then go to booleans, scroll down, pretty far like 3/4 of the way down, there is an entry called 502OND_Dhagon_Free , set it to 1. Now dhagon will be there. there's also an entry under that called Riiken_talked and idk what that is but I'll be checking what that has to do with the plot and if that has to do with me talking to riiken about dhagon cause it is set to 0. Conclusiom, if you've already started a game or even been to onderon and want extra star port visas, you CAN get the starport visa expansion mod. I would recommend only adding the pl_visa_sliced uti first to see if that lets you spawn one in. If not maybe add a couple more files with that same name that aren't just the uti file and check that. If you're going to install the entire mod, Just make sure you free dhagon first. If you haven't, you can edit the quest to end the doctors alibi quest, search a walkthrough and watch that if you really wanna see the story of it, then set the Boolean dhagon free to 1, and you should be able to continue. The mod also adds a quest in and other npcs, so there will be some bugs. For instance there's an Onderon soldier named Talan who asks you to put trackers in open visas cause they want to prevent people from smuggling them and trading them to people who shouldn’t be leaving, you can't do this quest. It was an unavoidable dialogue that happened once I completed doctors alibi and I walked past the soldier in the market, but before he finished talking, he clipped out of the map and when the dialogue finished he disappeared. And of course, it makes Nikko disappear from the cantina. also, I can't give the duros in the cantina my starport visa, it seems to have broken that too. Quote Share this post Link to post Share on other sites
JCarter426 1,265 Posted 14 hours ago 5 hours ago, DarthJaegad said: Basically, I was already on onderon, and i downloaded this mod called Starport Visa Expansion. It is not a good idea to install mods of this nature in the middle of a game, especially after you have entered the affected areas. After an area is initially loaded, the game bakes data about it into your save files. If you install a mod which affects an area after this, it can result in only some of a mod's changes taking effect, which often leads to bugs. 5 hours ago, DarthJaegad said: I couldn't spawn a starport visa in, idk why but it doesn't work even in KSE theres no way to add one. KSE only shows item templates with global scope. Most plot item templates, including the starport visa, are scoped to the area you acquire the item. If you extract the item template and put it in your Override folder, you will be able to add it with KSE. Note though that merely having an item in your inventory often has no effect. Oftentimes, the quest state is advanced through scripts and dialogue files, and the associated plot item is only aesthetic. Quote Share this post Link to post Share on other sites
DarthJaegad 0 Posted 13 hours ago 1 hour ago, JCarter426 said: It is not a good idea to install mods of this nature in the middle of a game, especially after you have entered the affected areas. After an area is initially loaded, the game bakes data about it into your save files. If you install a mod which affects an area after this, it can result in only some of a mod's changes taking effect, which often leads to bugs. KSE only shows item templates with global scope. Most plot item templates, including the starport visa, are scoped to the area you acquire the item. If you extract the item template and put it in your Override folder, you will be able to add it with KSE. Note though that merely having an item in your inventory often has no effect. Oftentimes, the quest state is advanced through scripts and dialogue files, and the associated plot item is only aesthetic. Yea tbh i KNEW the mod wouldn't fully work, however I know that uti files can be added mid game and if spawned in they work just fine. I saw that the starport visa uti in the mod matched the item code people were saying to use to spawn in a starport visa which is pl_visa_sliced AND in KSE my inventory showed that I had that exact item code before installing the mod, so i was like "okay this mod will make this item an actual item i can spawn in and use". The main reason i downloaded the mod was just so i could use it for the starport visas, which i bet on being spawnable with the console after installing. I was actually right, i can spawn them in, and they DO work when giving them to npcs. Makes me wonder if the people suggesting to spawn one in had this mod installed without knowing it, cause nobody who said to spawn one in mentioned having this mod installed. However, what i didnt forsee is that it would also make Nikko disappear from the cantina. Also, I'd like to ask, how does it get baked into save files? Even if i fully delete the mod and revert to backups INCLUDING replacing with the original cantina module file, and i load a save prior to using the mod, how could Nikko still be gone? The mod DOES add npcs to the cantina. and it has a file for nikko (meaning it must rearrange the cantina or something cause it has its own cantina module file), but i deleted it. I searched my save in KSE for SOMETHING that i could edit to restore nikko, I couldn't find it. If you had to guess, do you have any ideas on how one could restore nikko in a situation like this? Like how could one fix a broken character where all saves are ruined because of a mod? Is there some way to edit something to restore it to its original state in a situation like this? There has to be a way. 1 hour ago, JCarter426 said: If you extract the item template and put it in your Override folder, you will be able to add it with KSE. Also, do you know of somewhere i can figure out how to do that? That would be awesome as im getting into modding the game and want to make extra armors and upgrades as a mod, then add them to the workbench, cause i think theyre lacking. Knowing how to get the games files and get the templates for certain items would be a huge boon in this endeavor. Thanks in advance Quote Share this post Link to post Share on other sites
JCarter426 1,265 Posted 9 hours ago 3 hours ago, DarthJaegad said: I saw that the starport visa uti in the mod matched the item code people were saying to use to spawn in a starport visa which is pl_visa_sliced AND in KSE my inventory showed that I had that exact item code before installing the mod, so i was like "okay this mod will make this item an actual item i can spawn in and use". The main reason i downloaded the mod was just so i could use it for the starport visas, which i bet on being spawnable with the console after installing. I was actually right, i can spawn them in, and they DO work when giving them to npcs. Makes me wonder if the people suggesting to spawn one in had this mod installed without knowing it, cause nobody who said to spawn one in mentioned having this mod installed. That is an original game item, not one added by the mod. You can spawn it with the cheat console without any mod as long as you are in the cantina. I am not familiar with the mod, but if it installs the item to the Override folder, that would give the item global scope and make it possible to spawn the item anywhere as I mentioned before. 3 hours ago, DarthJaegad said: Also, I'd like to ask, how does it get baked into save files? Even if i fully delete the mod and revert to backups INCLUDING replacing with the original cantina module file, and i load a save prior to using the mod, how could Nikko still be gone? The mod DOES add npcs to the cantina. and it has a file for nikko (meaning it must rearrange the cantina or something cause it has its own cantina module file), but i deleted it. Save files contain copies of modules visited so far which record information about the module and all objects spawned in the module such as NPCs and containers. To populate a module you have visited before, the game reads data from this copy rather than the module file which was used to populate it the first time. This is how the game can remember which objects have spawned (e.g. after you have freed Dhagon and he spawns in his office, he should still be there) or been removed (e.g. NPCs you have killed should no longer appear) or modified (e.g. containers which you have looted should be empty). When the game populates a module from save file data, it doesn't need to read from the module file, so it doesn't really matter what you've done to it in the interim in this respect. 3 hours ago, DarthJaegad said: I searched my save in KSE for SOMETHING that i could edit to restore nikko, I couldn't find it. If you had to guess, do you have any ideas on how one could restore nikko in a situation like this? Like how could one fix a broken character where all saves are ruined because of a mod? Is there some way to edit something to restore it to its original state in a situation like this? There has to be a way. KSE doesn't provide access to the modules in a save file at all. It's possible to edit them with other tools, but there is no practical way of adding a missing NPC without knowing what the full state of the object is supposed to be. 3 hours ago, DarthJaegad said: Also, do you know of somewhere i can figure out how to do that? You can extract files with KOTOR Tool. The starport visa items can be found in 503OND_s.rim. Quote Share this post Link to post Share on other sites