EAF97 162 Posted October 9, 2021 Can anyone confirm that the "Tatooine Job Office" mod by TimBob12 is still having problems? There were comments stating that Mission's Brother and Bastila's Mother no longer spawn in their proper locations and that this in turn breaks both quest-lines for those companions. TimBob12 doesn't seem to have been active on here for several years and no "fix" seems to have been reported on there aside from a fix for the Brotherhood of Shadow Expansion. Would someone be interested in fixing this mod and/or advising me on how I could possibly fix it and the errors/incompatibilities caused by it? I was looking forward to trying it but I would rather not break the game. Quote Share this post Link to post Share on other sites
djh269 268 Posted October 19, 2021 Mate, I think what's happened is he's missed out scripts for his mod... I think you need to extract these two vanilla scripts and rename them with _old against them... k_ptat17ab_enter.ncs k_ptat18ac_enter.ncs Extract the above vanilla scripts into a seperate folder and rename them to: k_ptat17ab_enter_old.ncs k_ptat18ac_enter_old.ncs And then place them in your override folder, I could be wrong though haha. This is the decompiled k_ptat18ac_enter.ncs file I extracted with DeNCS: void main() { if (((!GetLocalBoolean(OBJECT_SELF, 40)) && (GetEnteringObject() == GetFirstPC()))) { SetLocalBoolean(OBJECT_SELF, 40, 1); object oKrayt_skel = CreateObject(64, "krayt_skel", Location(Vector(344.99, 327.62, 81.32), 90.0), 0); CreateItemOnObject("info_pad", oKrayt_skel, 1); } ExecuteScript("k_ptat18ac_enter_old", OBJECT_SELF, 0xFFFFFFFF); } But there is no k_ptat18ac_enter_old.ncs file in the tslpatchdata folder 1 Quote Share this post Link to post Share on other sites
EAF97 162 Posted October 20, 2021 @djh269 I may try to edit the .git files for tat_m17af where Helena is, and tat_m20aa where Griff is, since those each appear in the same module as either an NPC or placeable associated with the Tatooine Job Office mod. I could copy the data and coordinates for each NPC and put it into the .git file using K-GFF and see if that works, and just make the dialog/coversation conditional rather than their spawning itself. Quote Share this post Link to post Share on other sites
TamerBill 137 Posted October 21, 2021 15 hours ago, EAF97 said: @djh269 I may try to edit the .git files for tat_m17af where Helena is, and tat_m20aa where Griff is, since those each appear in the same module as either an NPC or placeable associated with the Tatooine Job Office mod. I could copy the data and coordinates for each NPC and put it into the .git file using K-GFF and see if that works, and just make the dialog/coversation conditional rather than their spawning itself. No need to make a job of it, djh has the right answer. The author simply forgot to include some base-game scripts. Quote Share this post Link to post Share on other sites
ARandomMechPilot 0 Posted June 2, 2024 Sorry for the Necro but uh so dumb here (me) has Tatooine Job Office installed and you all are so far the only people I can find that have a fix to get Griff and Helena to spawn, problem on my end is that I can't find those two scripts so something happened to them and I am too stubborn to just end the run and reinstall everything. Do y'all have either those files on hand or a fix for the (most likely abandoned at this point) mod? I'm at my wit's end here so I figured here is the best ask for help. So uh again, sorry for the necro but you guys seem to be the most knowledgeable I can find at the moment and the most likely to be able to actually help me. Quote Share this post Link to post Share on other sites
EAF97 162 Posted October 23, 2024 On 6/1/2024 at 8:39 PM, ARandomMechPilot said: Sorry for the Necro but uh so dumb here (me) has Tatooine Job Office installed and you all are so far the only people I can find that have a fix to get Griff and Helena to spawn, problem on my end is that I can't find those two scripts so something happened to them and I am too stubborn to just end the run and reinstall everything. Do y'all have either those files on hand or a fix for the (most likely abandoned at this point) mod? I'm at my wit's end here so I figured here is the best ask for help. So uh again, sorry for the necro but you guys seem to be the most knowledgeable I can find at the moment and the most likely to be able to actually help me. If you're still having issues with this, I will likely look at that mod again at some point. Depending on the author's terms, I may try to "remake" the mod or heavily overhaul and add things to it or at it to a larger "mod" build like I'm tentatively planning to do with things on Korriban. Quote Share this post Link to post Share on other sites
ARandomMechPilot 0 Posted October 23, 2024 20 hours ago, EAF97 said: If you're still having issues with this, I will likely look at that mod again at some point. Depending on the author's terms, I may try to "remake" the mod or heavily overhaul and add things to it or at it to a larger "mod" build like I'm tentatively planning to do with things on Korriban. Yeah I'm still having issues with it, I kind of put my whole playthrough on pause anyway because I honestly dread the idea of having to find and reinstall all the mods again... Quote Share this post Link to post Share on other sites
EAF97 162 Posted October 24, 2024 7 hours ago, ARandomMechPilot said: Yeah I'm still having issues with it, I kind of put my whole playthrough on pause anyway because I honestly dread the idea of having to find and reinstall all the mods again... Understood. Part of the issue is that the original author of the mod doesn't seem to have been on in years and didn't leave clear copyright rules on what could be done with their work or if it could be "remade" or "redone." Quote Share this post Link to post Share on other sites
The_Chaser_One 11 Posted April 30 @ARandomMechPilot If @djh269 is right, this will fix the issue. After having downloaded and installed the mod on your game installation, download Kotor scripting tool : Once installed (in Program Files x86 !), open it in administrator and go there : https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/K1/Modules/M18AC_Tatooine_Eastern_Dune_Sea_tat_m18ac/k_ptat18ac_enter.nss and there : https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/K1/Modules/M17AB_Tatooine_Docking_Bay_tat_m17ab/k_ptat17ab_enter.nss Delete everything that's already in your Kotor Scripting Tool typing space (CTRL+A => DEL). Copy all the content of one script (CTRL+A => CTRL+C) then paste it to Kotor scripting Tool, then save and compile it. Do the same thing for the other script. Now you have 2 .ncs files in your Kotor Scripting Tool directory (in Program Files (x86) !). Take them, put _old at the end of the name (right before .ncs) as djh suggested (example : k_ptat17ab_enter_old.ncs), put them in your Override folder and you're good to go. By the way, K1CP modifies k_ptat18ac_enter.ncs . So if you're using it (which I highly recommend), download obviously the job office mod after K1CP. For this file (k_ptat18ac_enter.ncs), go in your File Explorer, K1CP directory, tslpatchdata, look for k_ptat18ac_enter.ncs in your research bar. Once you've found it, copy it, paste it somewhere, rename the copy to k_ptat18ac_enter_old.ncs then put it in your Override folder and the issue should be fixed and the Tatooine mod compatible with K1CP. Hoping this small tuto helped, may the Force be with you ! Quote Share this post Link to post Share on other sites