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LDR's WIPs
Progress on Prison Ship Mod:
Main Level: 95% Cellblock: 76% Crew Deck: 3% Quests/Journal Entries: 5% Skins: 33% Voice Overs: 5% Doors/Placeables/Items: 49% Beta Testers: 1.) Ӄhrizby 2.) Zhaboka 3.) Dak Drexl 4.) Slstoev 5.) Fair Strides 2 Hello everyone! This is my modding WIPs page (and whatever, whatever). 1. Prison Ship (k1) My current project. 2. Republic Cruiser as Ship (k1) Instead of the Ebon Hawk, you get a hammerhead-class cruiser named the Indomitable as your flagship. What will be in it * Requisitions Officer. * Sparring area. * Cameras. * Republic Admiral. * Republic Soldiers. * Jedi. 3. Yavin IV (k1) Travel with Suvam Tan as you explore the dangers of Yavin IV. What will be in it * Recruitment of Suvam Tan. * Tomb of Exar Kun. * Tomb of Naga Sadow. * Republic Base. * Sith Base. * Boss fight with the Spirit of Exar Kun. * Boss fight with the Spirit of Naga Sadow. * Boss fight with J'kish Fett and V'shi Lesin. 4. Reign of Revan (k1) If you chose the dark path of KOTOR, you became Lord Revan. This mod lets you reign as Revan. What will be in it * Liberation of Manaan. * Attack on Dantooine. * Take-over of Tatooine and Kashyyyk. * Take over of the Yavin Station. * Command of the Leviathan. * Attack on the Last Hope, with Carth Onasi as a boss. * Activities on the Leviathan. 5. The Battle of Dxun (k2) While on Dxun, you receive a flashback of the Battle of Dxun, a major battle in the Mandalorian Wars. 6. Recruit Ajunta Pall 1.1 (k1) An update to my Beta recruitment mod. 7. Recruit Balak V'stok (k2) You get to recruit Balak V'stok, a runaway Czerka mercenary. After learning of his past, you hear of the Veridan, a powerful crime sindicate, but as unknown as the GenoHaradan. Balak was once one of them, and now he wants to take them down. Join Balak on Nar Shadda as you fight them and their leader, Vakar. 8. Korriban Restoration (k1) Restores various content on Korriban. 9. LDR's KOTOR Improvement Mod 2.0 (LKIM 2.0) (k1) An improvement patch to LKIM. This will fix anything I forgot, improve and remove stuff, add stuff, and so on. 10. LDR's Big Skin Pack (k1) Self-explanatory. 11. A Crashed Republic Cruiser On A Nameless World (k1) You get to explore the crashed Republic Cruiser on the beach on the Unknown World. Before you people start telling me that, that's too many projects, I just want you to know that I've heard it before (ie. Holty, Dak, Kyr'am). Oh yeah, my computer broke and I needed to get a new one, so most of my work was lost. I saved some of it on a disk, but that was when I finished the first module of the prison ship. |
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That's 'Indominable', not Indomitable.
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Ok. I'll replace Ulic's Tomb with Naga Sadow's tomb.
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..which is on Korriban. :p
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There is another one, which is on Yavin IV. The one he was buried in. http://starwars.wikia.com/wiki/Naga_Sadow%27s_Tomb
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Nice list of mods.
From what I see you have about 2 years worth of work = all mods done. I would say take on one of your larger mods at a time and use a small mod like item created one as for when you get overwhelmed or a little burned out. With Reign of Revan- i would make each a battle combat base module not one with quests you find in the regular kotor. Take time and flesh out the ones that need it while working on building the ones you know and are already laid out. Good luck and always remember to focus on the cake and not the icing when building large mods. :thmbup1: Logan |
Thanks logan. I'll keep that in mind.
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I just started working on my Republic Cruiser as Ship mod, but when I tried to enter the Ebon Hawk to be in that module, the game crashed, multiple times. I don't know what to do.
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I just want to let you all know that these mods are not dead. I'm just unable to do them because the cheat console in my game doesn't work. Even if I fix it or if someone helps me fix it, I still have real life issues to deal with, and the addictiveness of Halo Reach (but I can put Halo Reach on hold for a maximum of 4 days).
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I have good news. I'm finally ignoring my temptations to play Halo Reach (which is easy since I got grounded from my Xbox) and I'm going to start modding again. Now, the mod I'm going to start is Korriban Restoration. Most of it is placing more characters in the modules, since I felt that they were "too empty". I started the Dreshdae Exterior. I have all the coordinates and utcs ready and a possible utp, but I have no idea how to do an OnEnter script. Can somebody please help me?
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What do you me by an OnEnter script? and also, you can also use the taris dueling ring (or some [new or not] modeled thing for the dueling*
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By OnEnter script I mean the placeables and characters and stuff that spawn while the module loads. Instead of adding them in the GIF file with the coordinates and such and be forced to remake the other placeables and characters, I could just use an OnEnter script. But I don't know how to do it because I'm a terrible scripter. Viado, I was going to use the Training Annex in the Manaan Sith Base as a Training Area, because I'd prefer to use that than a dueling ring.
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This sounds very promising. Keep up the good work LordDeathRay.
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hmm I don't know then, and good idea.
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Code:
void main()1.) Where do I put my X and Y Orientations? 2.) How do I add more people to this script, and also a placeable? 3.) How do I make this script work ingame? |
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Correct me if I'm wrong, but wouldn't it work in-game if you simply compiled it and had it as the OnEnter script in the modules .are file?
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It is also easier to troubleshoot mod compatibility this way. In the case of BoS and Redhawke's Jawa Shop, I found that the problem between the two was conflicting OnEnter's, which I never would have found (or at least not as quickly) if they were buried in the .mod. In that case, all I had to do was rename a file and change the OnEnter to find the new filename and both mods worked. :twocents: |
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The three numbers you get when using the 'whereami' cheat should be entered in the brackets after 'Vector'. Code:
CreateObject(OBJECT_TYPE_CREATURE, "kor_czex1", Location(Vector(#1,#2,#3), 0.0));Code:
CreateObject(OBJECT_TYPE_CREATURE, "kor_czex1", Location(Vector(22.99,23.79,59.10), Orientation));To create a placeable replace 'OBJECT_TYPE CREATURE' with 'OBJECT_TYPE_PLACEABLE' and make "kor_czex1" the tag of your utp file. Code:
CreateObject(OBJECT_TYPE_PLACEABLE, "kor_czex1", Location(Vector(22.99,23.79,59.10), 0.0));OK, now comes the mini tutorial, getting it working in game. First you have to extract the original on_enter script for the area (should be a .ncs file) and rename it so it has 'old_' at the begining. You already have most of your script done just make sure that before the final curly bracket you have: Code:
ExecuteScript("old_old script name", OBJECT_SELF);Then save your script BUT MAKE SURE THAT WHEN YOU SAVE IT THE EXTENSION IS .NSS AND THAT IT IS THE SAME NAME AS THE ORIGINAL ON_ENTER SCRIPT BEFORE YOU RENAMED IT OR THIS WILL NOT WORK!!!!! (This cannot be stressed enough ;) ) Then you have to open up KOTOR Tool and open up the text edior from the menu at the top. Show spoiler
Then with the text editor open up your .nss file. (This is just an on_enter script I made for a mod i am making and it is for the Tatooine Cantina) Show spoiler
This next step is very important. Go to the script menu at the top and click on 'Script is for KOTOR 1'. Show spoiler
Now go to file, save and just overite the original file. (If you do this now then it doesn't make it more confusing later on. Then go to the script menu again and click on 'Compile' Show spoiler
If all went well and there were no errors then this should pop up: Show spoiler
If not it will state the error and the line. Usually errors are quite easy to fix like you missed out a semi colon. If you get stuck you can post here or ask me :D . Then if you look in the folder you saved the .nss , there should now be a .NCS file. This is your compiled script and the file that the game can read. Now you need to place your new compiled script and your old renamed one in your Overide directory and you are DONE!. Phew. My longest post yet. If you have any problems just post them and i will do my best to answer them :) TimBob12 |
Thanks man. I'll work on the script later. A little busy with homework over here. lol
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Nice little tut tho! |
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void main() |
I'm not a scipter, so assuming your script is logically right. I think your a missing som }'s
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void main() |
It still isn't working. This is what the error message is saying:
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With my now rudimentary knowledge of coding, I can tell that you are missing a couple end braces
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void main() |
It still isn't working. Is there another way to compile a script?
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I just compiled the script that Trigger God posted with no problems what so ever. Ive uploaded the .ncs to filefront.
http://www.filefront.com/17451321/[name this as the original on enter script].ncs don't forget to name them correctly otherwise they won't run |
Thanks. My computer must hate me. lol Actually it was because there was a space instead of a _ , which I just noticed now.
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I made my script but when I enter the module a second time, they spawn AGAIN, putting two instead of 1. When I warp there again, there will be three there where there should be one. I think it's looping. Somebody help?
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void main() |
you have to do a checkon one of the newly spawned npcs, so if this one npc is present, do not fire......if the npc is not present then the script will spawn them
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void main() { |
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