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A guide to "new area" creation


gameunlimited

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ok so now i have another question... say i wanted to say take Nurik Sandral and make him an enemy..(meaning attack me o site) do i need to add a script for that or can i modify his utc file ???

 

 

now i understand why the doors dont show up ... i dont have the utp? files for them compiled into the mod file ... (right?)

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Originally posted by sketch42

ok so now i have another question... say i wanted to say take Nurik Sandral and make him an enemy..(meaning attack me o site) do i need to add a script for that or can i modify his utc file ???

check this thread: http://www.lucasforums.com/showthread.php?s=&threadid=123618

 

you can also make an npc hostile if you change the FactionID in the .utc file to 1 (however, the npc will be hostile right when you enter the module and no dialogue will be possible).

 

In order not to bring this thread off topic and to keep the forums clean, please use a separate thread when you start a new subject ;)

 

 

now i understand why the doors dont show up ... i dont have the utp? files for them compiled into the mod file ... (right?)

yes. (but also check the filed ID thing I mentionned a few posts above)
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ok i tried compiling malak to the mod file and it didnt work... i looked at the post about the field id and didnt really understand what i was looking for in what files...

 

so here are some pics of what i have

 

Malaks star forge utc file

malak_utc.gif

 

my .ifo file for the ruins

ruins_ifo.gif

 

my .git file for the ruins

ruins_git.gif

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Originally posted by Darkkender

Are you actually inserting the sta_45malak.utc into the mod/erf file.

yea im compiling it together

 

Darth333 quote:

--------------------------------------------------------------------------------

Originally posted by sketch42

can i compile it with the Mod file???

--------------------------------------------------------------------------------

 

 

Yes, it's the best solution. It keeps the override folder clean and it avoids overwriting other files which may have the same name or tag.

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Originally posted by Darth333

If you want I can have a look at your files (but it won't be before tomorrow evening). Just PM me.

 

but from wat i posted (the pics) does everything look right??

 

the Type id for malak i left it the same as it was for the droid... can that be the problem??? wat would be the type id for malak??? how would i find out

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Originally posted by sketch42

yea im compiling it together

 

Okay can you provide us with a screenshot of the file contents of your Mod/erf file from erf builder or kotor tool.

 

because the erf file itself should contain at least 4 files from what your describing the are, git, ifo & sta45_darthmalak.utc

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still no word from Darth 333 ... i assume she is very busy with real life so is there anyone else that can take a look at this file and why it isnt working??

 

Check your PMs: in fact I did not found anything wrong with the creatures list of your .git file :confused: - Darth333

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  • 7 months later...

If you've saved when you've already been to that module, and don't want to have to, for example, replay the entire level, you can follow the instructions in this thread. In the save file, look for the module with the same name as the one you're editing, and delete it. It should then rebuild that module. I had to do that to get one of my mods to work after I made some changes.

 

Just make sure to back up the save before making any changes like that.

 

The first time through, it froze up on me trying to load the save, but I think I might have had the game open when I was making all my changes. Anyway, I rebooted and it worked fine.

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I appear to have another problem. I have exported all the files in the modules 203TEL.rim and 203TEL_s.rim added a placeable in the placables folder changed one of the placeables in the git by changing the templeteres thing to my placeables name and built all the files into 203TEL.mod and temporarily moved the 203tel rims out and altered the save file but now the game freezes on load of that module.

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you don't need to remove the 203TEL_s.rim out . Just leave it there. Since the files don't have the same extension, 203TEL.mod won't delete the other file and the game will use the new file instead of the old one.

 

Make sure that you don't have any copy of your 203TEL.mod file in your override folder.

 

When I want to test the location of placeables, instead of altering the savegame, i simply resave the new .mod file under a new name such as 203TEL_test.mod and warp to the new module. When I am testing a side quest and need to edit globals, then I just use KSE to set them where I want.

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Well things are starting to work and al my paceables, characters, ect. but I can't talk to them. I used the kotor tool editor to change their dialogs to my ones and they just don't talk. I'm in kotor 2 so do I have to put the dialogs in a .erf file like the others or what?

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I just made a new dialog in KotorTool no scripts no conditions just dialog for a test and it doesnt work they just look at me,

and yes the utc points to the correct dlg file.

 

Are you sure they shouldnt be in a .erf file like all the others in kotor 2 and not the .mod

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