mike--
Game Owner
NWN NWN: SoU NWN: HotU
Joined: 28 Jan 2005 |
Posted: Friday, 02 March 2007 02:05AM |
as the title suggests, will modding jade empire be a possibility in the future? both kotor games profited from it (somewhat, i bought kotor 2 for the mods + since it was the sequel to an awesome game ). so, with that said, is there plans to release an sdk or something on those lines? |
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Fion
Game Owner
NWN NWN: SoU NWN: HotU Jade Empire:SE NWN 2 NWN 2: MotB Mass Effect PC
Joined: 24 Apr 2002 |
Posted: Friday, 02 March 2007 02:07AM |
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Well I know a lot of info is held in d2a files, like NWN1/2 and other Bioware games. So I wouldn't doubt if those with the desire could mod the game out, to some extent. |
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cellofan
Game Owner
NWN NWN: SoU NWN: HotU Jade Empire:SE Mass Effect PC
Joined: 30 Nov 2003 From: Helsinki |
Posted: Friday, 02 March 2007 05:24AM |
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they said in another topic that they won't release the tools for this game. |
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mike--
Game Owner
NWN NWN: SoU NWN: HotU
Joined: 28 Jan 2005 |
Posted: Friday, 02 March 2007 05:25AM |
well thats pretty crappy, i wonder why they chose to do that  |
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Georg Zoeller
Senior Technical Designer

Joined: 27 May 2003 From: Austin, TX |
Posted: Friday, 02 March 2007 06:47AM |
The game engine is somewhat similar to the one used in KotOR and NWN, at least when it comes to the way the scripts and data files are used.
The game uses 2da files (in fact, a lot more in the game is controlled through 2da files than in previous games), but they are stored in binarized format (so you can't edit them with a text editor).
The scripting language used is a variant of the language we used in NWN and KotOR. _________________ Level 21 German Combat Monkey Lead Systems Designer, Dragon Age: Origins. |
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Chris H. Fleming
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR Xbox SW: KotOR PC Jade Empire Jade Empire:SE NWN 2 NWN 2: MotB NWN 2: SoZ Mass Effect Mass Effect PC Sonic DS
Joined: 16 Jan 2004 |
Posted: Friday, 02 March 2007 06:54AM |
Quote: Posted 03/02/07 06:47 (GMT) by Georg Zoeller
The game engine is somewhat similar to the one used in KotOR and NWN, at least when it comes to the way the scripts and data files are used.
The game uses 2da files (in fact, a lot more in the game is controlled through 2da files than in previous games), but they are stored in binarized format (so you can't edit them with a text editor).
The scripting language used is a variant of the language we used in NWN and KotOR.
I took a look at the 2da's in the override directory and was wondering what the heck was wrong with them.
Is the binary format custom? Is there no way you could give us a simple little program to go back and forth from binary to plain text? Or even some spec so that we can do it ourselves? |
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auroris
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC Jade Empire Jade Empire:SE NWN 2 NWN 2: MotB NWN 2: SoZ Mass Effect Mass Effect PC
Joined: 18 Oct 2001 From: Alberta, Canada |
Posted: Saturday, 03 March 2007 12:19AM |
[links removed]
EDIT: Removed unauthorized links.Edited By Stanley Woo on 03/03/07 00:32 |
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Stanley Woo
QA Ninja

Joined: 17 Oct 2001 From: The BioWare Compound |
Posted: Saturday, 03 March 2007 12:33AM |
Sorry, auroris, but we don't allow discussion of KotOR modding on our forums. Take it to another board or send it via private message, please. Thank you. _________________ Do not taunt Happy Fun Ball. |
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auroris
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC Jade Empire Jade Empire:SE NWN 2 NWN 2: MotB NWN 2: SoZ Mass Effect Mass Effect PC
Joined: 18 Oct 2001 From: Alberta, Canada |
Posted: Saturday, 03 March 2007 01:22AM |
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Instead of tools, here's the text 2da's. http://www.auroris.net/jade-empire/2da.zip Edited By auroris on 03/03/07 01:23 |
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Georg Zoeller
Senior Technical Designer

Joined: 27 May 2003 From: Austin, TX |
Posted: Saturday, 03 March 2007 03:46AM |
I might have to check, we should have the other 2das you don't have floating around somewhere in human readable form. _________________ Level 21 German Combat Monkey Lead Systems Designer, Dragon Age: Origins. |
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Chris H. Fleming
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR Xbox SW: KotOR PC Jade Empire Jade Empire:SE NWN 2 NWN 2: MotB NWN 2: SoZ Mass Effect Mass Effect PC Sonic DS
Joined: 16 Jan 2004 |
Posted: Saturday, 03 March 2007 06:52AM |
At least some of those, players.2da for instance, are binary. |
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cutmeister
Game Owner
SW: KotOR PC Jade Empire:SE Mass Effect PC
Joined: 09 Jun 2006 From: USA |
Posted: Saturday, 03 March 2007 08:03PM |
I was floored by the large number of files already in the override folder. Including the .2da for the Rhino Demon style I counted 3,181 files in override. Whoa.
Those modding JE:SE or using JE:SE mods will need to make sure to back up their original override files before overwriting them with their modded versions if they ever want to go back to the original. |
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Sleeplessone
Game Owner
NWN SW: KotOR PC Jade Empire Jade Empire:SE NWN 2 Mass Effect PC
Joined: 16 Jul 2002 |
Posted: Saturday, 03 March 2007 09:52PM |
there are some 2da files which i have been unable to find.
i found 2 NWN/NWN2 tools , bif extractor and an unpacker for mod and hak files . which extracted worked ok as far as i can tell on the bif's and mod files i could find.
there is a 2 variable types i wish to understand.
RewardVar and RewardMask in ar_town.2da in my override folder. |
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auroris
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC Jade Empire Jade Empire:SE NWN 2 NWN 2: MotB NWN 2: SoZ Mass Effect Mass Effect PC
Joined: 18 Oct 2001 From: Alberta, Canada |
Posted: Saturday, 03 March 2007 11:09PM |
Quote: Posted 03/03/07 06:52 (GMT) by Chris H. Fleming At least some of those, players.2da for instance, are binary.
I fixed that. And thank you Mr. Zoeller! |
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Georg Zoeller
Senior Technical Designer

Joined: 27 May 2003 From: Austin, TX |
Posted: Sunday, 04 March 2007 12:53AM |
Quote: Posted 03/03/07 21:52 (GMT) by Sleeplessone
there are some 2da files which i have been unable to find.
i found 2 NWN/NWN2 tools , bif extractor and an unpacker for mod and hak files . which extracted worked ok as far as i can tell on the bif's and mod files i could find.
there is a 2 variable types i wish to understand.
RewardVar and RewardMask in ar_town.2da in my override folder.
the 'ar_' 2das are the plot managing / reward managing 2da's for the area "town".
Each area has such a 2da.
The RewardVar / RewardMask entries are used to track rewards (gold, xp, items, etc) given to the player as well as prevent him from receiving awards twice, if they have already been given to him.
Here is how it works (... I think, It's more than 2 years since I wrote the code for that).
RewardVar is the script 32 bit integer variable (defined in globals.2da) used to track this particular reward. RewardMask is the bit inside that variable used to track that specific line / event from the 2da. This way we're not using a full 32bit integer for each reward (of which there are thousands in the game), but can track up to 32 rewards per variable (remember, this was a console game, so every byte of memory is precious...).
So before a reward is given to the player, the system checks the variable and bitmask (when present) to see if it has already been given. if ( variable & mask == mask ) the reward was already given and will not be given again.
The system is also used to determine if a specific event has happened already (eg. for dialog scripting).
The more interesting aspects of the ar_* 2da deal with changing the XP, alignment changes or items given to the player when the specific line from the 2da is invoked. _________________ Level 21 German Combat Monkey Lead Systems Designer, Dragon Age: Origins.Edited By Georg Zoeller on 03/04/07 00:58 |
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