How to use (brief):
-----------
Unzip cut00_convers.dlg and tar02_carth022.dlg to your SwKOTOR\Override folder.
Unzip kotor_Savegame_Editor to wherever you like.


KotOR Savegame Editor v2.1.1
---------------------------------
Version Notes:
0.1      - Jan 26, 2004  Browser only
0.2.2a   - Feb 5, 2004   First release of editor.
0.3.2a   - Feb 5, 2004   Major bug fix regarding the repacking of GFF/ERF files
0.3.3a   - Feb 7, 2004   Added scalability for different resolutions
0.3.4a   - Feb 8, 2004   Fixed bug that prevented adding more than once force 
                         power at a time.
0.4.0a   - Feb 8, 2004   Added ability to change classes
0.4.1a   - Feb 8, 2004   Bug fix: switching back and forth between Jedi classes
0.4.2dbg - Feb 9, 2004   Debugging version -- outputs information to kse.log
                         file. File is appended only so it will grow as this
                         version is used.
0.4.3dbg - Feb 9, 2004   Deeper diagnostics added, some small code modifications
0.4.4dbg - Feb 9, 2004   Found a bug that affects game repacking for new
                         characters on Endar Spire.  Fixed. 
0.5.1dbg - Feb 14, 2004  Changed method of creating tempfiles in the hopes of 
                         being more XP compliant.  Patched error in repacking
                         ERF file where module did not truncate correctly.
                         Updated size of module in ERF key entry correctly.
                         Logging now dependent on existence of KSE.log file.
0.5.2dbg - Feb 15, 2004  Replaced all instances of 'seek' with 'sysseek' in 
                         ERF/GFF modules.
0.5.3dbg - Feb 15, 2004  Fixed "First Feat/Power" bug
0.6.0b   - Feb 16, 2004  Removed extraneous feats and powers that cause more 
                         trouble than they're worth.  Beta release.
1.0.0a   - Feb 22, 2004  Added ability to modify NPCs (alpha)
1.0.1a   - Feb 22, 2004  Turned on the ability to add feats for NPCs.
1.0.2    - Feb 28, 2004  Added checkbox to turn on/off extraneous feats/powers
1.0.3    - Feb 29, 2004  Fixed bug in previous version that prevented feat/power 
                         from being shown
1.0.4    - Feb 29, 2004  Cosmetics.  Added multiple selectablity to Feats and 
                         Powers lists.
1.0.5    - Feb 29, 2004  Added ability to change PC and NPC class levels
1.1.0    - Mar  1, 2004  Enhanced Feats/Powers List to show current feats/powers 
                         in a different color. Added a Remove button to bottom
                         of list, allowing for multiple removes.
1.2.0    - Mar  6, 2004  Added ability to change Global Booleans and Global
                         Numerics
1.2.2    - Mar  7, 2004  Added ability to change Gender of PC
1.3.0    - Mar 11, 2004  Added ability to add and remove character classes to
                         PCs/NPCs. You can now give your NPCs a sex change too.
                         Added Min1HP field so you can make your PC or NPC
                         Immortal. Added some mouse wheel support for Windows XP 
                         and small other cosmetics.
1.3.1    - Mar 12, 2004  Fixed bug that disallowed Force Power Addition after
                         Jedi class addition on NPC.
1.3.2    - Mar 12, 2004  Fixed bug that disallowed Force Power removal after    
                         Jedi Class addition on NPC.
1.3.3    - Mar 16, 2004  Fixed bug that caused program to close near Jedi 
                         Enclave for some players
1.4.0    - Mar 29. 2004  Now reads from any spells.2da file in Override directory
1.4.1    - Mar 30, 2004  Minor changes to log file

2.0.0    - Jun 15, 2004 Complete re-write to make use of new GFF/ERF functions
                        added appearance and name change for NPC
2.0.1    - Jun 17, 2004 Added Inventory widgets
2.0.2    - Jun 17, 2004 Added Portraits for NPC, changed Inventory list to TList
                        read items from override
2.0.3    - Jun 17, 2004 Added ability to read from override appearance/portraits
2.0.4    - Jun 17, 2004 Updated TwoDA module to not return blank, fixed bugs with
                        position, orientation in inventory editing
2.0.5    - Jun 19, 2004 Fixed bugs regarding BodyVariation, TextureVar in inventory editing
2.0.6    - Jun 21, 2004 Added error handling (Tk::Error) and fixed AREANAME bug
2.0.7    - Jun 23, 2004 Made reading of custom .uti files more robust.
2.0.8    - Aug 12, 2004 (by Darth333) added Soundset manipulation capability
2.1.0    - Sep  1, 2004 Added ability to copy inventory from one savegame to another
                        by right clicking on the root node of the savegame
2.1.1    - Sep  1, 2004 Extended inventory copy ability to work when Inventory node is
                        right-clicked.

Description:
------------
KotOR Savegame Editor is a Perl/Tk application used in the editing of
Star Wars: Knights of the Old Republic savegame files.  The following
fields are currently editable:
- Savegame name
- Player name
- NPC Name
- Appearance (player and party)
- Portrait (player and party)
- Attributes
- Skill Ranks
- Feats (add/remove)
- Powers (add/remove)
- Cheats Used flag
- Hit Points (current and max*)
- Force Points (current and max*)
- Experience Points (player and party)
- Good/Evil rating
- Credits
- Time played
- Class (see notes below)
- Levels
- NPCs
- Global Booleans
- Global Numerics
- Gender
- Min1HP
- Inventory

*=Note: Max Hit Points and Max Force Points, while editable appear to be calculated
at the time the savegame is loaded.  Therefore while these fields are editable, the
game will change the values back to what it calculates as correct.  It is therefore
better to change your Wis/Cha and Con to affect your MFP and MHP.

How to use (more):
-----------
Unzip cut00_convers.dlg and tar02_carth022.dlg to your SwKOTOR\Override folder.
Unzip kotor_Savegame_Editor to wherever you like.

Before using KSE, it recommended that you make a backup of your 'saves'
directory, just in case.

KSE is a stand-alone executable that can be located anywhere on your
hard drive.  Upon launch, it attempts to locate the KotOR installation
directory based upon its registry entry.  If an installation directory is
not located in this manner, a BrowseForFolder dialog is displayed.
Savegames are assumed to be in a folder called 'saves' under the
installation directory.  Each savegame file ('savegame.sav') is assumed to
be in its own subfolder along with 'partytable.res', 'savenfo.res', and
'GLOBALVARS.res' files. These assumptions are all based upon a normal 
installation, so if you haven't moved files around you're fine.

Upon detection of the above folder/files, KSE will layout each savegame in
a treeview window. Click on the [+] and [-] buttons to open/close. When
selecting a savegame for the first time, there is a couple seconds of
delay as the file information is loaded into memory, so don't panic.
Highlighting different items in the treeview will bring up editing options
in the pane to the right of the treeview window.

In the editing pane, there are will usually be two buttons at the
bottom labeled as 'Apply' and 'Commit Changes'.  The Apply button will
update the treeview and apply changes in memory.   Commit Changes will
write the changes in memory to the actual files.  Most changes require the
savegame.sav file to be re-written which takes a little while.  You will
receive a message indicating success in editing the savegame. Note: you don't
have to Commit Changes until you're done Applying changes to memory; however,
if you are editing multiple savegames, you will need to Commit Changes for
each savegame. 

Feats and powers have a different appearance in the editing pane. If
the 'Feats' group or 'Force Powers' group is selected, the editing pane
will contain a listbox of all available Feats or Powers to choose from.
(These are hardcoded -- the 2DA files are not read dynamically.)  Instead
of an Apply button, there is an 'Add Feat' or 'Add Power' button.  If you
already have the feat/power, this button does nothing.  If not, the
treeview will be updated and the changes will be Applied to memory.

If a particular feat/power is selected from the treeview, you will have the
option to Remove it using the editing pane.  There's no need to edit
feats/powers -- you have to Remove the old one and Add the new one.


NEW FEATURES
-------------
* v2.1.1 - 
 Inventory Copy from One Savegame to Another:
 
 As of v2.1.1, after a savegame node has been unfolded at least once (to load the
 game info), you can right-click either the savegame root node or the Inventory node
 and get a popup menu that allows you to "Copy Inventory from this savegame" into 
 memory.  Then you can right-click a different savegame and select "Paste Inventory
 into this savegame".  This will have the effect of copying all unequipped items from
 one savegame into the other.  The inventory tree will be updated as well in KSE.  It
 also has the same effect as clicking the Commit Changes, so if you have made other
 outstanding changes to the savegame receiving the pasted inventory, they will be
 committed.

* v2.0.8 -
 Soundset Manipulation:

 Darth333 authored the v2.0.8 update to KSE which provides the ability to change the
 soundset files associated with your PC and NPCs. This is handy if you plan on 
 changing the gender or appearance of your characters.

* v2.0.1 - 
 Inventory Editing: 

 As of v2.0.1 you can now edit your inventory.  You will see
 a list of items that are currently in your inventory under the 'Inventory' node.
 They are listed with their 'tag', 'description' and 'stack size'.  You can edit
 the stack size by highlighting one of the items and pressing the +  or -  button in
 the editing pane.  Reducing an item's stack size to 0 will remove the item from 
 inventory.  You can also add new items by clicking on the word 'Inventory' on the
 Inventory node after it has been opened.  The list of items available will appear in
 the editing pane.  Items that are already possessed appear in blue.  Items that are
 in your override folder appear in red.  Choosing 'Add Items' will cause the selected
 items to appear in your inventory with a stack size of 1.

* v2.0.0 -
 Appearance/Portraits:

 As of v2.0.0 you can now edit the appearance/portrait of your PC or your party's NPCs.
 When you select the Appearance or Portrait node on the tree, you will can then select
 from a list of available Appearances or Portraits.  If appearance.2da or portraits.2da
 exists in your override folder, they will be read into the list. If you take the
 appearance of one of your party NPCs, you may find that they do not have a head (see
 known bugs).

 NPC Names:

 As of v2.0.0 you can change the name of your party's NPCs.  Upon clicking their Name in
 the Tree, you will see an edit box available for editing their name.  Changing an NPCs
 name will only affect the name as it appears under the highlight cursor and in your 
 party selection screen.  It will not affect dialogs. 





Extraneous Feats and Powers
--------------------------------
As of version 1.0.2, a checkbox has been added which allows you to turn on and 
off the 'extra' feats and powers that aren't normally accessible during level 
ups.  These are for experimentation and modding purposes.  Please don't email me 
if you crash the game after adding one of these weird feats/powers. However, if 
you discover a use for one, please post your finding to an appropriate forum so 
others may learn from your tweaking.

No Safety Net
-----------------
It should be noted that there isn't much in the way of safety nets built
into this program.  You can attempt for example to specify a negative
number of experience points or apply other crazy settings which KotOR may
or may not understand. I guess that's half the fun, but consider yourself
warned.  If you're really attached to your savegame, MAKE A BACKUP FIRST.


Notes regarding Class-changing/Adding/Removing
--------------------------------

As of version 0.4.0a, KSE provides the ability to change a character class. This 
makes for very interesting possiblities, including playing as a Droid or as a 
non-Jedi class combination. It also allows the player to change their initial 
class into a Jedi class.  There are a couple things to consider when changing 
classes:
	- Do not make a multi-classed character the same class in both classes. 
KotOR doesn't seem to like that.
	- Before changing your class into a droid, you may want to unequip all 
items first.  I've had the game hang during loading when I didn't do this.
	- The droid classes grant you Feats like Logic Upgrade but you won't see 
the icon for them in your Feats screen.  Also, KotOR doesn't let you equip droid 
armor/weapons/implants.  That's too bad. :-(
	- If you make your early single-class character a Jedi class, you'll 
probably also want to grant him/her the Feat:  Force Sensitive to give you an 
extra 40 points, otherwise you won't be able to do much in the way of force 
powers until you level up.  Also, you won't be able to get any Force Points 
until you level up once.

As of version 1.3.0, KSE allows you to add and remove classes to your PC and 
NPCs.  This has only been minimally tested as of this writing so make a backup 
before attempting.  It is known that SWKOTOR doesn't allow for more than 2 
classes -- any more than that will be ignored. I wouldn't recommend removing all 
your classes either.  Then you'd just be a couch potato and you don't need a 
game for that.  :-)



Notes regarding changing levels
--------------------------------
As of version 1.0.5, you now have the ability to directly change your PC and NPC 
class levels.  Adding additional levels will affect your Hit Points and your Max 
Hit Points and maybe some other secondary attributes.  The amount of experience 
points needed to further level up will also increase accordingly.  You can level 
up past level 20, though it doesn't do much in terms of gameplay.

Leveling down will subtract previously gained powers/feats/skills and maybe 
attributes that you received from leveling up.  SW:KOTOR stores all the 
information about what level you were when you gained your abilities.  So if you 
level down, it forgets you had those abilities. 

For the normal player, I can't think of much use for changing your level.  For 
modders, changing levels may hold more importance.
  

===============
Known Bugs
===============

KSE won't startup or you receive an error message immediately regarding boba.bmp.
---------------------------------------------------------------------------------
For some users, Perl/Tk 804.027 does not agree with their system.  This appears
to be associated with non-English operating systems.   The remedy here is to use
KSEA (KSE Alternate) which is compiled using Perl/Tk 800.024.  Some things won't
appear quite correctly, but the functionality is the same.  


Multiple Class Adding/Deleting
-------------------------------
There is a known bug regarding class adding/deleting:  If you add a 2nd class, 
then add a 3rd class, then delete the 2nd class, KSE will not recognize that the
3rd class is now the '2nd class'.  Instead, you should either 'change class' of
the 2nd class or delete the 2nd class before adding the 3rd class.


Getting Stuck During Vision Sequence
--------------------------------------
Symptom: After leaving the Endar Spire or Leaving Taris, you run into a sequence
where you should be seeing a "dream" cutscene but instead you're locked up in a 
room with a "CutStart" object that doesn't do anything.  

Cause: You have NOT placed the modified .dlg files into your override directory 
and you have changed your character to a Jedi/Minion/Droid class or you have
changed your Gender to something other than Male or Female.

Fix: Place the 'tar02_carth022.dlg' and the 'cut00_convers.dlg' into the override
directory.

After changing appearance to look like Juhani, she has no head!
---------------------------------------------------------------
Symptom: You change appearance to look like one of your party NPCs and all is well
until you attempt to enter a new area with that NPC.  Then the NPC loses its head!

Cause: SW:KotOR doesn't like two unique characters appearing together. 

Fix: From T7Nowhere's post on Holowan Labs--

I know how to fix the head problem, but it will take a bit of work.

The thing about it. Bioware set it up so that you can't encounter an npc with your 
head, so in appearance.2da there is a normalhead and backup head columns.

SO in order for and npc not to loose there head that npc would need an backup head.
As Juhani is a unique npc she doen not have a backup and when you transition from 
one area to another the game checks appearance.2da(I suspect) and sinse your 
character comes first the game will give you juhani's head and she looses hers.

There is a way to remedy this and it is simple open up appearance.2da with KT (if 
you have that file in override then open that appeance.2da) go to row 8 which is 
Party_NPC_Juhani and scroll ove until you see columns "normalhead" & "backuphead" 
and simple type 5 in the backuphead column save the file back to override. And now 
you and Juhani can be twins. if you would like juhani to have a different head when 
you take hers then simply open heads.2da to find an appropriate female head (or 
male. what ever make you happy) and type that number in the backuphead column and 
save appearance to override.

Don't worry this is very simple to do.



- tk102

Please report bugs to zxcvbnm6012@yahoo.com
