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07-21-2010, 11:24 AM
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#1
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Lurker
Join Date: Jul 2010
Posts: 8
Current Game: Fallout 3
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Adding new charecters to an existing module
How would i go about this? I need to add new characters to dantooine and to the ebon hawk. Oh and if possible without replacing existing characters!!
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07-21-2010, 12:15 PM
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#2
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Foxy Boxes!
Join Date: May 2007
Location: Tinternet
Posts: 3,304
Current Game: TOR.. Still want K3 though! :(
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Extract all the files for the area. Make whatever edits and changes you need. (You'll need to add the new NPC's into the .git file and make utc's for them) and then pack all the files in a .mod file with the same name as the original module.
So if you edited the Jedi Enclave, you'd call it danm13.mod etc. You get the idea. 
Looking for a reliable place to host your KotOR and TSL mods? Look no further than KotORFiles!
We have a great team, who will be sure to get your mod uploaded ASAP, after you submit. We also get 1000's of visitors every day, so your file is sure to get noticed!
You can watch my KotOR and TSL video's on YouTube!
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07-21-2010, 01:21 PM
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#3
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Lurker
Join Date: Jul 2010
Posts: 8
Current Game: Fallout 3
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Quote:
Originally Posted by Marius Fett
Extract all the files for the area. Make whatever edits and changes you need. (You'll need to add the new NPC's into the .git file and make utc's for them) and then pack all the files in a .mod file with the same name as the original module.
So if you edited the Jedi Enclave, you'd call it danm13.mod etc. You get the idea. 
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How would i go about adding that character to the module?
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07-21-2010, 01:37 PM
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#4
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Foxy Boxes!
Join Date: May 2007
Location: Tinternet
Posts: 3,304
Current Game: TOR.. Still want K3 though! :(
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Looking for a reliable place to host your KotOR and TSL mods? Look no further than KotORFiles!
We have a great team, who will be sure to get your mod uploaded ASAP, after you submit. We also get 1000's of visitors every day, so your file is sure to get noticed!
You can watch my KotOR and TSL video's on YouTube!
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07-21-2010, 02:33 PM
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#5
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I'm in space!
Join Date: Feb 2010
Location: Dantooine
Posts: 515
Current Game: Mass Effect 2!
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You could also use scripts which is considerably easier. I can't remember the thread off the top of my head but have a search.
Hey
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07-21-2010, 02:43 PM
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#6
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Mercenary
Join Date: Jun 2008
Location: Unknown
Posts: 2,372
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Scripts can cause unneeded bugs though.
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07-21-2010, 04:12 PM
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#7
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Lurker
Join Date: Jul 2010
Posts: 8
Current Game: Fallout 3
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Quote:
Originally Posted by Marius Fett
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I've read that tutorial (and it was incredibly helpful in making the mod that I'm working on.) The issue is that the area of the ebon hawk I'm adding the character too has no creatures that i can replace. How would i make a struct that can be used out of nothing?And if you going to tell me to replace an existing character in a different area of the ship i don't want to replace a key character. I will replace those damn gizka though...took me hours to figure out how to get rid of those things...
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07-22-2010, 11:04 AM
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#8
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Rookie
Join Date: Jul 2010
Location: Newry
Posts: 39
Current Game: kotor tsl
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you don't need to replace any creatures, just add new ones
Ever since I was a little boy, people have enjoyed the sound of my voice. So I figured, get busy talking, or busy dying. - Morgan Freeman
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07-22-2010, 07:36 PM
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#9
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Lurker
Join Date: Jul 2010
Posts: 8
Current Game: Fallout 3
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How?
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07-22-2010, 09:13 PM
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#10
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Mercenary
Join Date: Jun 2008
Location: Unknown
Posts: 2,372
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You copy a struct of an existing creature and paste it. Edit it as you wish.
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07-23-2010, 06:08 PM
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#11
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Foxy Boxes!
Join Date: May 2007
Location: Tinternet
Posts: 3,304
Current Game: TOR.. Still want K3 though! :(
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Quote:
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The issue is that the area of the ebon hawk I'm adding the character too has no creatures that i can replace
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Quote:
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You copy a struct of an existing creature and paste it. Edit it as you wish.
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Canderis, reading Darthchicken's post would really have been helpful. As he said, there are no creatures in that area, so there's nothing for him to copy.
Darthchicken, what you need to do is basically open another .git file from an area that does have npc's in it, then basically copy what you see there into the area you're trying to edit.
Looking for a reliable place to host your KotOR and TSL mods? Look no further than KotORFiles!
We have a great team, who will be sure to get your mod uploaded ASAP, after you submit. We also get 1000's of visitors every day, so your file is sure to get noticed!
You can watch my KotOR and TSL video's on YouTube!
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01-09-2011, 12:11 PM
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#12
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Lurker
Join Date: Jan 2011
Posts: 8
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I see that someone here knows an answer for my question. You guys said that there is some possibillity to add new creatures only by "coping and pasting". But how?
For exemple (The first challenge on Taris) when i meet sith man with his droids. How can I "copy and paste" that droids to fight with more enemies? 
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01-09-2011, 03:52 PM
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#13
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Rookie
Join Date: Aug 2009
Location: Germany
Posts: 157
Current Game: KotOR, Warframe
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As far as I'm concerned, I don't feel comfortable screwing with the modules, when it is not really necessary. It is a little more complicated with editing the whole module just to add characters (at least for me it is). I'm using scripts to spawn the characters and inserting that script in a dialogue that automatically triggers in the module. This way you have less files being replaced and the compatibility with other mods is better.
If you don't have a dialogue, that automatically triggers in the game, you'll have to open the module.
Hope that helped a bit.
Fastmaniac
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