Mellowtron11 180 Posted September 29, 2017 So I downloaded Kotor Tool, and started to look at some of the TSL .utc files. I was hoping to make a small stat correction mod for some of the party NPCs in TSL. I haven't gotten too far, as I don't want to do screw up the game files badly. I do have a few questions to ask, if any of you folks know the answers. 1- When I select a file to extract, where should the extracted file get sent to? Should I make a separate folder, and if so where at? 2- If I want to edit a party NPC file, I go to the following location, right? Kotor 2 -> BIFs -> templates.bif -> Blueprint, Character 3- When it comes to editing force point and health point pools, there are two boxes- current force/health points and maximum force/health points. If I want to change the values, do I put the same numbers in both boxes? 4- When I finally save the template edits to skills, feats, attributes and powers for a character, where do I save the edited .utc files? 5- If I want to put all of these changes together, should I create a mod file? If so, how do I go about putting everything together? Thanks for reading and helping! Quote Share this post Link to post Share on other sites
Kexikus 995 Posted September 30, 2017 1. Doesn't matter, but it's a good practice to have a seperate folder for each mod you're working on. 2. I think so. 3. The important thing are the maximum points but unless you want your party members to start with less than that, you should put the same number in both. 4. Ideally, you have a folder for the mod you're working on where you save them, but ultimately they have to go to the Override folder to work. 5. No, that's not necessary at all. Actually, it might not even be possible in this case. Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted September 30, 2017 If I want to put all of these changes together, should I create a mod file? If so, how do I go about putting everything together? Make sure you aren't confusing a MOD file with what some other games use. In KOTOR's case, this is a module file. It overrides the RIM files that contain the vanilla content for a given module. For example, if you wanted to create a MOD file for the Nar Shaddaa Landing Pad module, you'd combine the contents of 301NAR.rim and 301NAR_s.rim into 301NAR.mod, editing the appropriate files. This MOD file would then go into the game's Modules folder (not the Override folder). You use MOD files in cases where you want to edit or replace module-specific files that would cause conflicts if you just put loose files in the Override folder. For example, UTCs for generic mooks with the same filename might be used in multiple different modules, but have different content (different tags/resrefs, different scripts, different appearances, etc.). Content placed in the Override folder will override based purely on filename, so you can end up unintentionally replacing content in a whole raft of different modules, which can lead to all sorts of problems. This is particularly an issue with TSL, as Obsidian was fairly lazy with their filenames. Subsequently there are a lot of duplicates that will cause issues when being modified unless confined to a MOD. Of course the next issue you face is there may already be pre-existing MOD files from another mod. This is particularly the case for TSL, where TSLRCM has a MOD for just about every module. If you are planning on publicly releasing a mod that edits a pre-existing MOD file, you'll need to make use of TSLPatcher to inject your content to ensure compatibility. Quote Share this post Link to post Share on other sites
Mellowtron11 180 Posted September 30, 2017 Make sure you aren't confusing a MOD file with what some other games use. In KOTOR's case, this is a module file. It overrides the RIM files that contain the vanilla content for a given module. F Of course the next issue you face is there may already be pre-existing MOD files from another mod. This is particularly the case for TSL, where TSLRCM has a MOD for just about every module. If you are planning on publicly releasing a mod that edits a pre-existing MOD file, you'll need to make use of TSLPatcher to inject your content to ensure compatibility. Thanks for pointing that out. I'm not planning on editing the modules, just some of the party NPC stats is all. Still a good point! Of course the next issue you face is there may already be pre-existing MOD files from another mod. This is particularly the case for TSL, where TSLRCM has a MOD for just about every module. If you are planning on publicly releasing a mod that edits a pre-existing MOD file, you'll need to make use of TSLPatcher to inject your content to ensure compatibility. Do you think this utc mod would conflict with the game's module files then? And does any TSL mod need the TSL Patcher? 4. Ideally, you have a folder for the mod you're working on where you save them, but ultimately they have to go to the Override folder to work. 5. No, that's not necessary at all. Actually, it might not even be possible in this case. Basically, most game mods go to the override folder, right? And what would not be possible for #5? Sorry for being confused on that last one. Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted September 30, 2017 Any UTx file from templates.bif can go in the Override folder. Those are generic/universal. Anything specific to a module however may have to be bundled into a MOD, unless it has a unique filename. TSLPatcher is a necessity for any publicly released mod where conflicts may arise. For example, edits to 2DA files like appearance.2da. If you are just editing some basic UTx files then they should be fine loose. Quote Share this post Link to post Share on other sites
Mellowtron11 180 Posted September 30, 2017 Any UTx file from templates.bif can go in the Override folder. Those are generic/universal. Anything specific to a module however may have to be bundled into a MOD, unless it has a unique filename. Basically, I can put all those utcs from templates.bif in a single folder and just drop it into the override, right? TSLPatcher is a necessity for any publicly released mod where conflicts may arise. For example, edits to 2DA files like appearance.2da. If you are just editing some basic UTx files then they should be fine loose. Will I still need the TSL patcher regardless for this type of utc mod to prevent any problems? Quote Share this post Link to post Share on other sites
Kexikus 995 Posted September 30, 2017 Basically, most game mods go to the override folder, right? And what would not be possible for #5? Sorry for being confused on that last one. That's correct. And the reason why I'm not sure whether or not it's possible to put UTx files from templates.bif in a .mod file is this: As DP explained, .mod files "replace" the vanilla .rim module files, but the files from templates.bif are not part of any specific module, so you can't just put them in the .mod file of a specific module and I don't know whether or not TSL will read custom .mod files. But I doubt it will, which is why I don't think it's possible to put your UTC files from templates.bif in a .mod file. And it is definetly not necessary. Basically, I can put all those utcs from templates.bif in a single folder and just drop it into the override, right? Will I still need the TSL patcher regardless for this type of utc mod to prevent any problems? I'd recommend droping them directly into the Override folder instead of using a subfolder, but both options are possible. The problem with subfolders is that it's more difficult to notice incompabilities when a file exists in multiple subfolders. You don't need TSLPatcher for these UTC files, but it might still be a good idea to use it to make sure that your mod is compatible with other mods that edit the party member templates. The question you should ask yourself is this: How likely is it that another mod edits these same files but only modifies different attributes that your mod doesn't touch, i.e. appearance when your mod edits stats or something like that. If the answer is that it's fairly likely, then using TSLPatcher to allow compability would be a good idea. Quote Share this post Link to post Share on other sites
Mellowtron11 180 Posted October 4, 2017 Thanks! On another note, I've been working on some edits for a bit now. I have a few questions- what the difference between the base hit points, current hit points and maximum hit points? Similarly, what's the difference between max force points and current force points? Quote Share this post Link to post Share on other sites
JDub96 54 Posted February 24, 2019 So... what's the numeric value for the melee weapon proficiency feat? I'm editing some .utc's and want to ensure they can actually use the weapon I'm giving them. EDIT: The K1 values. I'm editing K1 characters. Quote Share this post Link to post Share on other sites
Crusher 0 Posted January 2, 2021 So right in the beginning of the game, i edited p_atton.utc his stats, class, skills, a lot of things, i saved it and put it in the override folder, but when i finally get him to a party member the changes don't happen, his stats remain as default, why is that? It worked for Kreia... Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted January 2, 2021 The global script used to add Atton to the party during the HK fight (a_addatton) adds him via tag, so it grabs the pre-existing Atton already spawned in the module. In this case, that's p_atton1.utc from the 101PER module, not the global UTC. In order for it to work, you'd need to start a fresh game, since his UTC is pulled into the GIT right at the start. Of course you can always manually edit the GIT in your save if you need to test things. 1 Quote Share this post Link to post Share on other sites
Crusher 0 Posted January 2, 2021 Thx for the reply, that was a tremendous help! Now i know why it didn't work...I'm still getting into editing all these stuff, i got another question, if you'll have time pls answer, i don't really understand the whole autobalance.2da business, i mean i see 5 rows but i have absolutely no idea what number causes what... Quote Share this post Link to post Share on other sites
DarthParametric 3,782 Posted January 2, 2021 It should be fairly self-explanatory based on the column labels. The values are vitality point multiplier (i.e. health), armour multiplier, damage multiplier, saves multiplier, challenge rating modifier, level multiplier. The real question is how it is applied, since there are only three selectable difficulty levels. Although it does seem like 4 makes the most sense for "normal". But I have no idea, I've never played around with it myself. Maybe @Kexikus can update his 2DA breakdown. Quote Share this post Link to post Share on other sites
Crusher 0 Posted January 2, 2021 Could someone pls help me with another thing? Where can i edit my character's base hp? I mean whenever many of my party member have much more hp at the same level than me, why is that? Sorry for bothering you again, but why from 1 to 5 rows? that i don't understand...are those every 10 level or something? Is there a way to edit the main character like atton in the utc files? if so which file is it? Quote Share this post Link to post Share on other sites
Kexikus 995 Posted January 2, 2021 2 hours ago, DarthParametric said: The real question is how it is applied, since there are only three selectable difficulty levels. Although it does seem like 4 makes the most sense for "normal". But I have no idea, I've never played around with it myself. Maybe @Kexikus can update his 2DA breakdown. I could, if I had any idea, how it worked myself. Not knowing how many 2da files work is one of the main reasons that breakdown never got any further than it did. 1 Quote Share this post Link to post Share on other sites
AmanoJyaku 184 Posted January 3, 2021 @Crusher @DarthParametric@Kexikus 1 Quote Share this post Link to post Share on other sites