This is a discussion on Need help using Editing tools? within the SW:KOTOR Modding, Mapping and Editing forums, part of the Star Wars: Knights of the Old Republic category; A secondary to my main "working with editing tools" thread, this is where you ask any questions you might have ...
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| SW:KOTOR Modding, Mapping and Editing Want more info about a Mod? Making a Mod? Looking for Modders, Mappers, Skinners, etc.? This is your Spot! |
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#1
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| A secondary to my main "working with editing tools" thread, this is where you ask any questions you might have about editing with kotor tool, kgff editor, dlgedit, tlkedit, mod/erf extractor, nss, ncs editing, .mdl/.mdx editing, and so on. If you have a question, ask it here. Please use only this forum to ask question as asking in the other working with editing tools thread will just be deleted and forgotten. When your question is posted here, we (the advanced modders) will do our best to make a post in the working with editing tools to answer your question as best as we can. Then, we will delete your post from this thread once it has been successfully answered. |
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#2
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| For example, I'm working on 202TEL area, the one with the entertainment module that has Grenn, the duros bros. and such. I use kotor tool and click on 202TEL_s.rim and extract entire rim file to an empty folder on my desktop that is for this module alone. Then I do the same for 202TEL.rim, and 202TEL_dlg.erf. I use the Module editor provided by the kotor tool, which I have the latest version of by the way, I add the things I want (a few plants, a KOTOR2 NPC, and small little things like that) making sure that NONE of them don't already work in the game, like I don't add things from the KOTOR game into the KOTOR2 game. Well, I go from Peragus to Telos for the first time (I know that when you mod an area, in order for anything to change, you have to enter that module for the first time), and before I did any of this modding, I know 100% certain that this worked normally before. Now, when I go to docks like normal, I'm taken to my cell, in which Grenn does his normal conversation, and leaves. But there's a problem. I didn't change anything with atton's dialogue, grenn's dialogue, or the merc's dialogue, not even kreia's I didn't change any dialogue, and I have all the scripts from 202tel_s.rim...but atton doesn't say the line "well we should get comfortable," nor does kreia say "someones coming," and the merc doesn't enter. Pretty much, as soon as grenn leaves, I am back in my character's control, able to shift to different party members, able to use my inventory, equip menu and all, able to move...but I can't because my force cage is still active and it prevents me from moving anywhere. This is the only problem I see so far, because after this problem, I warped to 203tel, and everything was normal and unchanged, and then walked to entertainment module, everyone was normal except grenn's office. Grenn was in his office room with two guys, one to his left, one to his right, but no batono guy. I don't know what to do, someone help me? |
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#3
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| Well, i'm doing a mod and i want to place an npc here and there, but i want to know wont can i place the npc without make a new MOD file and all of this, just add an npc. |
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#4
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| Two points. 1. It is easier, and gives you far more freedom (both in terms of the number of modules you can edit and your ability to edit all fields, as well as freedom from KT's numerous bugs with the module editor), to edit module files using a .gff editor, such as tk102's k-gff. 2. In answer to Seikan, you can spawn a character in, using a script such as this one: Code: void main()
{
float x=#.##;
float y=#.##f;
float z=#.##f;
float r=0.0f;
vector vecNPC=Vector(x,y,z);
location locNPC=Location(vecNPC, r);
object oNPC=CreateObject(OBJECT_TYPE_CREATURE,"my_npc",locNPC);
}
Now, to answer your question, LordVoxx, I'll need a little more information. To start with, do you have any other mods installed? Did you ensure that you placed the .mod file in the modules folder?
__________________ My mods|My webpage|My WIP|StarWarsKnights|KotORFiles A well-oiled toaster-oven Personal opinions are endorsed by the People's Democratic Republic of Ruritania. |
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#5
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| And how i use the script to use it in game, i don't have any experience in scripts, and how do i to choose the map? |
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#6
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| You have to attatch the spawn script to something within the area you want the NPC to spawn in. A dialog is one of the easiest and simplest ways. Open up a dialog file in DLGEditor, enter the name of the .ncs script file you have into the 'Script that fires when spoken' field on one of the dialog nodes then save the file. Now, go to the place in the game where the NPC with the conversation you just edit is, and talk to them, making sure the node you added the script to is spoken. Then, if you did everything right, your NPC should spawn in the co-ordinates you entered
__________________ Baldrick, if you were to serve up one of your meals in Staff HQ, you would be arrested for the greatest mass poisoning since Lucretia Borgia invited 500 of her close friends round for a wine and anthrax party. - Edmund Blackadder |
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#7
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| Hey, I haven't posted in a long time, due to some stuff going on with my life, and my lack of interest in KotOR, until I started getting back into it, but onto the point of my post... I'm making my own character for the game, and I have just about everything except for complete dialog, but whenever I try to change the Portrait to my custom portrait that I DID add to the Portraits.2da file, and I have Kotor Tool's "Look for .2da files in Override" checked, it changes to the portrait I selected, but upon saving the .utc file, the portrait doesn't come up, when I open the .utc up again, it reverted back to the first entry in the Portrait.2da file. I honestly don't know what I have done wrong, or if I am doing anything wrong at all, I've gone through countless attempts to change the portrait, but it seems like the only way I can, is changing the first entry in the Portrait.2da file to the custom portrait, but I don't think that has to be the only way of doing it, because it doesn't really fix the problem... If you could help me, I'd really appreciate it. |
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#8
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| Quote:
Get an ERF/MOD Packer/unpacker, KOTOR Tool, and the Kotor Tool Maps. 1: Unpack the .rim and .erf related for that Module. 2: Use Kotor tool, go to module editor under tools, and then open module editor. 3: Place the NPC exactly where you want it to be and all, then, once you're done, this is usually where you pack the mod into a .mod file, but instead, save changes in the editor. 4: Take the files in the directory you unpacked them to, and place them in the correct .rim and .erf files and pack them back into them and save them. 5: Once everything is packed back the way it was (your .utc or .utp whatever, in the correct folder) Run the game and when you enter the area for the first time, you will see your changes take place. Note: the format for the files is as follows: ###ABC.rim--.GIT .ARE and .IFO files go here ###ABC_s.rim-- .UTC .UTP .UTI .NSS .NCS .UTD .PTH and all but the .dlg are here ###ABC_dlg.erf-- .DLG files go here ALL other files, tell me about before adding them...you may put them in the wrong place. |
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#9
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#10
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| Oh, and if you guys would be willing, add to my rep as I help out...I help you with your problems, please help me with mine in getting reputation among other modders...I'm an advanced programmer so I could use some help getting in with the big leagues and being able to make better mods...help me out, I help you out in the end....I help you out a loooooottttt... |
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