randydg Posted February 24, 2004 Share Posted February 24, 2004 Placeable objects for .git files in .rim files to create your own area's(placeables) these are all the placeables for dantooine. They work for anywhere. Great for modifying an area with stuff. Use the kotor_tool program open up a mod such as danm13 and under that you will see "m13aa.git" open it and look for placeables. Under placeables is the item name(bellow) and the location its at. The location you need to stand where you want it and do /whereami and wright down the loc and there ya go. save the file to the overright folder and restart the game and now you have just added an item Sticky if you want. im going to add more items as i go. dan14aa_speeder plc_bench plc_rubble plc_lndspdr1 lndspdr004 swpbike003 backpack001 plc_jnkswpb2 plc_oilpudle footlker001 metalbox001 dan15_starmap(yep the starmap for dantooine) dan15_compb plc_rakatflg plc_rneoblsk plc_rnepillr dan15_compw dan13_nemobody plc_rneoblsk plc_pwrcond comppnl001 Korriban(sp?) ---------------------- k35_plc_utharcot kor35_torturecom kor35_medium2 kor35_medium3 kor35_medium4 plc_cjar2 plc_cjar kor35_large2 plc_cagelg plc_plstccrt plc_lockerlg kor35_duelcomp kor35_duelconv plc_bench2 plc_comppnl kor35_mekcomp kor35_lashcomp kor36_medium1 kor36_medium2 kor36_archsite1 k37_plc_cold1 k37_plc_heat3 kor37_sithsarc kor37_therangen kor37_armdata kor37_corpse kor37_firescene k37_inv_statue k37_plc_obelisk plc_rub1 plc_rub2 plc_rub3 kor37_leverscene plc_brokndrd kor38a_corpse k38a_sith_sarcop k38b_plc_console kor38b_urn1 k39_plc_pillar k39_sabersarc k39_plc_acidpool k39_plc_starmap plc_gencrps lev40_brigcomp plc_wallpnl lev40_barlocker plc_envrsuit plc_partpile Link to comment Share on other sites More sharing options...
muncheroo Posted February 24, 2004 Share Posted February 24, 2004 I could be wrong, but I'm just curious, don't you have to re-compile the danm13.mod/rim file with your new .git file (along with the existing .are and .ifo files, then place it in the modules folder after removing the original danm13.rim? Link to comment Share on other sites More sharing options...
randydg Posted February 24, 2004 Author Share Posted February 24, 2004 no, just save it in the override folder. trust me i have done it with no recompile. works fine Link to comment Share on other sites More sharing options...
dj_owen Posted February 24, 2004 Share Posted February 24, 2004 there is a small problem here. when you use an item that is not unique, like say "footlocker001", it will place it in EVERY footlocker001 in the game (which is a lot of them). i tried to do this for the endire spire, and ended up with like 20 lightsabers before i was done with taris, it gets annoying. however, for the other ones, i especially like "nemobody", placing them will be unique and will work. Link to comment Share on other sites More sharing options...
randydg Posted February 24, 2004 Author Share Posted February 24, 2004 no your wrong, you put those in the .git file not it by itself in the override. Link to comment Share on other sites More sharing options...
gameunlimited Posted February 24, 2004 Share Posted February 24, 2004 to save you trouble, randy, you can just go to BIFs --> Templates. Scroll down about 3/4ths down and you will see most of the placables that can be used universally throughout the game. These files always have the extension of UTP. Link to comment Share on other sites More sharing options...
gameunlimited Posted February 24, 2004 Share Posted February 24, 2004 Originally posted by dj_owen there is a small problem here. when you use an item that is not unique, like say "footlocker001", it will place it in EVERY footlocker001 in the game (which is a lot of them). i tried to do this for the endire spire, and ended up with like 20 lightsabers before i was done with taris, it gets annoying. however, for the other ones, i especially like "nemobody", placing them will be unique and will work. owen, I think why randy mentioned these here is not for putting items in it. He is listing these placables to be put into a new area, like if you want to put a new box or something in the ebon hawk, etc. of course modifying these file to put new items like what you said will affect the whole game that uses that particular placable file. Link to comment Share on other sites More sharing options...
randydg Posted February 25, 2004 Author Share Posted February 25, 2004 unlimited, no it doesn't affect the whole game areas just the spesific area. if you open up danm13 and open up m13aa.git in there is where you add the placeables. witch will only affect danm13. i've tried this all day long and i got danm13 spawned with debre and dead jedi's like the mod im working on for the aftermath. and i've played the whole game through after editing the files and nowhere else does it change or modify. So i know with a 100% acuracy that it only affects dantooine. Link to comment Share on other sites More sharing options...
gameunlimited Posted February 25, 2004 Share Posted February 25, 2004 that is not what i am talking about randy. the one that affects the whole game is when you edit the placable file to put new items, like what owen did. what you are talking about modifying the git file is indeed only affects that particular area. Link to comment Share on other sites More sharing options...
randydg Posted February 25, 2004 Author Share Posted February 25, 2004 *edit* ok unlimited i miss understood you btw. if anyone wants to see a pic of proof. i got a wall switch standing in the middle of nowhere in dantooine so you know it didn't replace something because nuthing was there. and i moved the footlocker from one of the rooms to outside. i don't have a site to upload the pic but you can get me on aim: randy0101 or msn randy0101@msn.com Link to comment Share on other sites More sharing options...
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