xbox-scene.com - your xbox news information source
Quick Links: Main Forums | Xbox360 Forums | Xbox1 Forums | PS3 Forums
Xbox-Scene Forum Help  Search Xbox-Scene Forums   Xbox-Scene Forum Members   Xbox-Scene Calendar

Giganews Usenet Offers: +1150 days binary retention, 99%+ Completion, and Unlimited Speed/Access!

360 ODD Emulators: X360 Key $99 | Wasabi360 FAT $99 | Wasabi360 Slim $99
C4E's iXtreme Burner MAX Drive: LiteOn iHAS124 DROPPED TO JUST $17


Welcome Guest ( Log In | Register )

 Forum Rules Rules
 
Reply to this topicStart new topic
> Influence.2da, editing
T-1200
post Jan 15 2005, 12:39 AM
Post #1


X-S Senior Member
**

Group: Members
Posts: 194
Joined: 24-March 03
From: Unknown Region
Member No.: 28567
Xbox Version: v1.0



has anyone messed around with the influence.2da file, what settings would you give to start off with maximum influence with all your party.

also is there anyway to start the game with a lightsaber.

User is offlineProfile CardPM
Go to the top of the page
+Quote Post
VoxAngel
post Jan 15 2005, 05:18 AM
Post #2


X-S Senior Member
**

Group: Moderator
Posts: 206
Joined: 14-January 03
Member No.: 19606
Xbox Version: unk
360 version: unknown



Starting with a saber is simple placeable editing. You can even dump sabers (or whatever) into containers on the Ebon Hawk in the prologue and have them when you wake up.
Bioware's GFF editor - or any of the others - works fine for that.

The influence.2da is only so useful, since your influence constantly changes through the game. You may have 100% at one point and drop to 50% or less 20 minutes later. A bit pointless.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
orkdaorc
post Jan 15 2005, 06:35 AM
Post #3


X-S Enthusiast


Group: Members
Posts: 20
Joined: 22-November 04
Member No.: 169602



wait.... is this for kotor 2 for the xbox or kotor for pc because i would like to start with a lightsaber on kotor 2..... if its true and biowares editor does that... that would kick alot of stuff heh
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
VoxAngel
post Jan 15 2005, 07:44 AM
Post #4


X-S Senior Member
**

Group: Moderator
Posts: 206
Joined: 14-January 03
Member No.: 19606
Xbox Version: unk
360 version: unknown



Like most other people, I don't have the PC version (of K2). So yes, this is for the xbox version.
Both can be edited the same basic way. There are better tools than the standard GFF editor, but it works nonetheless.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
ReturnoftheCorn
post Jan 16 2005, 01:58 PM
Post #5


X-S Enthusiast


Group: Members
Posts: 1
Joined: 16-January 05
Member No.: 188646



right.. can someone link to GFF blabla? ^^
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
orkdaorc
post Jan 17 2005, 03:49 AM
Post #6


X-S Enthusiast


Group: Members
Posts: 20
Joined: 22-November 04
Member No.: 169602



i cant seem to find any gff files in the kotor 2 folder where are they located at?
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
T-1200
post Jan 17 2005, 06:49 PM
Post #7


X-S Senior Member
**

Group: Members
Posts: 194
Joined: 24-March 03
From: Unknown Region
Member No.: 28567
Xbox Version: v1.0



well i edited the influence.2da and changed all the valus from 50 to 750 and i had full influence will all NPCs, but for some reason the influence hack does not work on keria or visas.


User is offlineProfile CardPM
Go to the top of the page
+Quote Post
VoxAngel
post Jan 17 2005, 07:16 PM
Post #8


X-S Senior Member
**

Group: Moderator
Posts: 206
Joined: 14-January 03
Member No.: 19606
Xbox Version: unk
360 version: unknown



The 2da only sets the base starting influence. Scripts handle the rest in spite of changing the base influence.
You aren't going to control the influence for the entire game by editing a single file.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
lschell1
post Jan 25 2005, 01:24 PM
Post #9


X-S Enthusiast


Group: Members
Posts: 4
Joined: 19-January 05
Member No.: 189584



QUOTE(ReturnoftheCorn @ Jan 16 2005, 02:29 PM)
right.. can someone link to GFF blabla? ^^
*



Try here
Holowan Laboratories. Kotor2 is very similar to Kotor1 modding except that kotortool has A LOT less functionality. I have been screwing around with it with the tools that Vox has recommended (Modified GFF Editor, Modified NWN Explorer, and BIF Packer/Unloader). To get the 2da files you have to use the BIF P/U tool and extract all of them. You can then view them with KTool's 2da editor or use NWN Explorer. I have been messing around with this for hours and it seems to be a lot like kotor1. It's a lot of fun, though I am no where close to how far Vox has gotten. He must've modded Kotor1 up the wazzu! Anyway, that Holowan Laboratories site has some cool tuts that are really helpful. Hope I helped,
Matt
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
VoxAngel
post Jan 25 2005, 03:37 PM
Post #10


X-S Senior Member
**

Group: Moderator
Posts: 206
Joined: 14-January 03
Member No.: 19606
Xbox Version: unk
360 version: unknown



You might also try Leto for file editing.

http://nwvault.ign.com/Files/other/data/1046132033931.shtml

I prefer it to the GFF editor. It'll handle files that KTool can't, or won't. It's setup for NWN, so disregard the lower left context window, and make sure to use the Advanced Editor function.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
damam
post Jan 25 2005, 08:05 PM
Post #11


X-S Member
*

Group: Members
Posts: 77
Joined: 1-November 03
Member No.: 71430
Xbox Version: v1.0
360 version: v1 (xenon)



I have had problems compiling the influence scripts using nwnnsscomp. Ive tried real basic things like change the 8 to a -8 or a 1 on the script that appears to take away influence (im away from my machine and dont remember the script name) to reduce the amount of influence lost or gain influence not matter what I do.

Am I doing something wrong, or is this script not compatible with nwnnsscomp at this time?
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
VoxAngel
post Jan 25 2005, 08:26 PM
Post #12


X-S Senior Member
**

Group: Moderator
Posts: 206
Joined: 14-January 03
Member No.: 19606
Xbox Version: unk
360 version: unknown



The only reason I can compile scripts is because I have KotOR 1 installed on my PC. Along with that, I had to extract the nwscript.nss from the scripts.bif and add several new scripting functions (unique to K2) and variable defines to it, then rebuild the bif with the updated version.

It's a pain, but it does work.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
damam
post Jan 27 2005, 09:18 PM
Post #13


X-S Member
*

Group: Members
Posts: 77
Joined: 1-November 03
Member No.: 71430
Xbox Version: v1.0
360 version: v1 (xenon)



I just cant get this to work - i really do want to modify some of these scripts


can you help me out by posting a link to a tutorial on how to set it up for Kotor2 or maybe a different message board that is actively doing it (I promise not to defect tongue.gif )

I dont have kotor1 for the PC so I cant install it but I thought that wasnt really necessary - I can extract the scripts - I just cant re-compile them - probably the new scripting functions you were refering too
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
VoxAngel
post Jan 27 2005, 11:58 PM
Post #14


X-S Senior Member
**

Group: Moderator
Posts: 206
Joined: 14-January 03
Member No.: 19606
Xbox Version: unk
360 version: unknown



As far as I know, there aren't any forums other than Halowan Labs (which lschell1 posted a link for) that mod the game. For the most part, it's PC oriented. Only a few - myself for one - are working on the xbox.

I've never tried compiling scripts without using the PC game. If there's a way to do it, you'll find it at Halowan Labs. There's a sticky about compiling scripts that might help. Other than that, I really don't know.

Try this:
http://www.lucasforums.com/showthread.php?s=&threadid=143221

btw.. inc (include) scripts don't compile. They contain external information that other scripts call on and are required TO compile. But the inc script itself, doesn't compile. They can be a real problem with K2.

This post has been edited by VoxAngel: Jan 28 2005, 12:04 AM
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
shaggoth
post Oct 27 2009, 09:51 AM
Post #15


X-S Enthusiast


Group: Members
Posts: 9
Joined: 18-October 09
Member No.: 421153



can anybody just put some lightsaber on peragus? pleeeease smile.gif in any locker you'd like
User is offlineProfile CardPM
Go to the top of the page
+Quote Post





Reply to this topicStart new topic

 

Lo-Fi Version Time is now: 19th June 2013 - 04:50 AM