T7nowhere Posted February 28, 2004 Share Posted February 28, 2004 oh, t7 they still won't hold lightsabers. i put one in vandar's hand and it dosen't show. this is what i did. Try and add a new list node ItemList = | Userdefined struct | InventoryRes [CResRef] =g_w_shortsbr03 Repos_PosX [WORD]= 0 Repos_Posy [WORD]=0 try to add this into there utc i have done the same thing to add a custom lightsaber to Uthar on Korriban. I won't pull it out right away but he does use it. Link to comment Share on other sites More sharing options...
randydg Posted February 28, 2004 Author Share Posted February 28, 2004 somereason i just can't get vandar to use a saber. either way. i didn't help him at all and he fought for 10 mins without pulling it out i finaly gave up and exited out. Link to comment Share on other sites More sharing options...
randydg Posted February 28, 2004 Author Share Posted February 28, 2004 nevermind i got it working now i think Link to comment Share on other sites More sharing options...
randydg Posted February 28, 2004 Author Share Posted February 28, 2004 ok the stupid lightsaber still isn't working. not only that i can't get gwing001.utp to show up in game. everything is correct but just not showing up ugg. every time i think im getting ahead i get yanked back lol Link to comment Share on other sites More sharing options...
T7nowhere Posted February 28, 2004 Share Posted February 28, 2004 I know you may not want to hear this but you might be getting conflicts somewhere in there have you tried starting with a clean area and building up from there. It may be tedious but in the end im sure it will be worth it. Link to comment Share on other sites More sharing options...
randydg Posted February 28, 2004 Author Share Posted February 28, 2004 t7, i know its not that. because to test it i started over with a blank enclave and tried adding in the gwing001 and the sbr to vandar and they still didn't show up. even added him attackable so i could attack him and it never showed :/ Link to comment Share on other sites More sharing options...
Helodermatid Posted February 29, 2004 Share Posted February 29, 2004 Is Vandar the only one you have problem with? If so, then try changing his race to something else ("6" works I think). As for the others if you have problems try putting the lightsaber specifically in their right hand (0x00000010 in the Type field) and giving them lightsaber proficiency feat. Link to comment Share on other sites More sharing options...
T7nowhere Posted February 29, 2004 Share Posted February 29, 2004 Ok I know what the problem with vandar not useing a lightsaber is. HE DOES NOT HAVE THE FEATS TO USE ONE! lol so I went and gave him all the feats he needed and all the lightside force powers then I put a lightsaber in his equip list and one in his inventory and what do you know. It STILL does not work. I test it 4 times and his stats would boost but he would not pull out the lightsaber. I have done this same thing with Trask on the ENdar Spire I turned hin into a dark jedi and equiped him with a lightsaber the started a new game and it worked flawlessly. I have also changed a number of other NPC's on the Endar spire and all my changes worked. I don't think it's a script problem as vandar has all the generic scripts. I am convinced that it has to do with how the .mod is compiled, becuase if you notice after you kill all the dark jedi and then talk to Vandar his lips don't move. This must be a result of the game getting confused by something. I don't know if vandar will ever pull a lightsaber, but He does have animations to wield a single lightsaber. It might be possible to make a script with a little cut scene to force vandar to pull out a saber. This also leads me to another thing is it is possible to have the fight in the council chanbers trigger when the PC enters insyead of haveing it all start the moment you enter the area. Sorry if I have gone on a bit, but I would like to see this mod be a success. because if it is then it will encourage others to join in and make there own new areas. :) Link to comment Share on other sites More sharing options...
T7nowhere Posted February 29, 2004 Share Posted February 29, 2004 Ok I thought if vandar can't use a saber maybe Dorak could so I did the same thing that I did for vandar and this is what I found. Dorak will use and have it equiped but for whatever reason vandar won't use them athough I did see vandar use force drain on a dark jedi . I have even made vandar completly Identical accept for appearance. I even changed their appeirance and still he would not use light sabers. I don't know what is so differant between them, but now Im starting to think it is the creature utc. ok as I have been writing this and the post before this I have been testing it all out. I have discovered that it is the UTC that is preventing the npc's from useing a lightsaber. I took Doraks utc and named it the same as vandars then I changed the appearance to that of vandar and this is what I got screenshot as you can see vrook is dead but vandar and dorak will avenge him So what you can do is use doraks utc as a template and change it to look and be vandar as I was testing this all I did was drop the utc's in override I didn't bother to rebuild the mod every time I changed their UTC's So this should solve that problem.now you can go on to more important parts of the mod. EDIT: Ok I looked into this a little more and I now think I am certain of what the problem is it's the Race vandars race was **** while Dorak was Human. If you change Vandar to Human then he will use a saber. shazaaam ok so all you have have to do is change Vandars Race from **** to Human and problem solved. I know I keep posting about this but when I can't figure something out I get a little obsessed. hey randydg. Ok so I thought sinse I made made the utc's why not let you have mine councel just add these to your mod and you will have a fighting coucel. Noone else need bother Dl'ing this file unless you want to see the coucel in action in his danwar mod. Oh and a big thanks goes out to Fred without KT I probly wouldn't have seen such an obviouse flaw in the utc's ;) Link to comment Share on other sites More sharing options...
pie_man101 Posted March 3, 2004 Share Posted March 3, 2004 This dantooine mod rocks!!! I had created something similiar but not as good to this. Any way, when the council members die, can you give them some sort of special item on their bodies?? Thnx Link to comment Share on other sites More sharing options...
dufflover Posted March 4, 2004 Share Posted March 4, 2004 I'm all new to this modding thing (Hello!). I don't remember seeing a map editor in the tool sticky . . . or did I? So how is it done. Link to comment Share on other sites More sharing options...
randydg Posted March 5, 2004 Author Share Posted March 5, 2004 IM BAAACKK!! i took a few days off to clear my head and think. thanks t7 for fixing that problem. dufflover, under the sticky you use kotor_tool to edit the files. there is no map editor but with that tool you can remove and place items and scripts. Link to comment Share on other sites More sharing options...
randydg Posted March 5, 2004 Author Share Posted March 5, 2004 ok, now that im back in it again. i just added a few random sparks. i do need some help trying to find the following.. 1. a placeable (.utp) broken floor terminal 2. large fallen debre(.utp) 3. some type of pod or small ship(.utp) i tried using the escape pod & the gwing but neither would show up for some reason. the escape pod was in .utt i think. if i can find these 3 items i can finish off my mod with more dark jedi's, 1 master darl jedi, a few jedi bodies but not alot sence malak took the other jedi half dead bodies. and add the new dantooine to the ebon's map after the lev. the hardest part will be adding the new dantooine to the map after the lev because im not quite sure how to do that. i know its in a script file but not sure witch. Link to comment Share on other sites More sharing options...
T7nowhere Posted March 5, 2004 Share Posted March 5, 2004 To be clear, there is not a Map editor yet for KotOR. What you can do is use KT combined with a gff editor to view and edit the files that make an area. The most important files for an area or module are the .git, .are, .ifo. @randydg It's to see you back, I had thought maybe you gave up. Im glad I was wrong. I still think the council - Dark jedi fight should be scripted so that it only starts when you enter the council chambers. It's really fun watching Vandar kick darkjedi butt. Link to comment Share on other sites More sharing options...
randydg Posted March 5, 2004 Author Share Posted March 5, 2004 Ok, im about to upload my next version. includes: 1.added sparks to the terminal 2. added gwing 3. added a couple more dark jedi 4. added t7's council update ( they kick ass now ) http://swkotor.tripod.com you will know it has been updated when you see v0.8 beta on the site. then you can download the newest version. have fun Link to comment Share on other sites More sharing options...
randydg Posted March 5, 2004 Author Share Posted March 5, 2004 T7nowhere, You made them prety strong, so if i add enough dark jedi's and 1 dark master then they should still be fighting time you get there. in the update i just did all the dark jedi in the council are are about dead got to add more in that area. Link to comment Share on other sites More sharing options...
Commas Posted March 5, 2004 Share Posted March 5, 2004 as for adding it to the galaxy map after the leviathan, something you could try is to make the game automatically warp you to your aftermath dantooine after the end of the leviathan, like you beat malak, bastilla gets captured, you make it back to the ebon hawk and the PC is just all like "We have to go back t Dantooine" and i think he actually does have that as a dialogue option but carth says its not worth it or something, i could be wrong, but when you click that dialogue it automatically activates a warp to your dantooine mod, making it a mandatory part of the game, almost like a continuation of the leviathan mission. yes i am aware that is one big ass run on sentence. i have no idea how to do that mind you, but it would be a way to avoid the galaxy map, and would give the mod a little more weight in the story of the game. just an idea. Link to comment Share on other sites More sharing options...
randydg Posted March 5, 2004 Author Share Posted March 5, 2004 Great idea Link to comment Share on other sites More sharing options...
randydg Posted March 5, 2004 Author Share Posted March 5, 2004 my area is under a severe thunderstorm warning. its getting prety bad so im taking off and shutting everything down. be back when i can Link to comment Share on other sites More sharing options...
randydg Posted March 5, 2004 Author Share Posted March 5, 2004 lol im back, it moved out prety fast. Link to comment Share on other sites More sharing options...
Kreidian Posted March 5, 2004 Share Posted March 5, 2004 Originally posted by i like commas as for adding it to the galaxy map after the leviathan, something you could try is to make the game automatically warp you to your aftermath dantooine after the end of the leviathan, like you beat malak, bastilla gets captured, you make it back to the ebon hawk and the PC is just all like "We have to go back t Dantooine" and i think he actually does have that as a dialogue option but carth says its not worth it or something, i could be wrong, but when you click that dialogue it automatically activates a warp to your dantooine mod, making it a mandatory part of the game, almost like a continuation of the leviathan mission. From what I understand, this should be possible. Although it might require quite a bit of codeing in the dialog.tlk file. But since you're triggering it off the PC dialog selections it shouldn't be too hard. As a suggestion, I think you should have different dialog options depending on weather you're playing dark or light side. The Light side player could say something like, "We HAVE to try and help them." But a Dark side player would be able to say something like "No, I want to go there and make sure they pay for what they've done to me!" Possibly have a third option that says "You're right Carth", which would mean you continue with the game as normal. As an added bonus, it would be cool if you could potentially gain Light/Dark side points depending on what you picked. Also I think you should try to have it play the generic flyby/jump-to-hyperspace cinematic before loading the level. So it makes it flow better with the rest of the game. As a matter of fact, now that I think about it, you could really add more storyline elements into the final dialog with what's left of the council. Where you can discuss with them why they did what they did. Light Side players can decide that destroying the starforge is more important right now. Then Vandar will mention that Dantooine is no longer a safe harbor, and the surviving Jedi will be leaving the planet before they are attacked again. Dark Side players, on the other hand, will decide to grasp a little vengance and attack the council. It will give you a chance to take on the council members, as well as more Dark Side points. Of course Vandar will survive somehow. After that you'll decide that there's nothing left of Dantooine, so there's no reason to return. Either way it explains why you can't go back there once you leave. Even though the planet is still there on the Galaxy map. Link to comment Share on other sites More sharing options...
randydg Posted March 5, 2004 Author Share Posted March 5, 2004 that all sounds good, but doing it is a different story lol. i would need help. like someone do this part and another do this part and i do this part and everyone sends me their part and i put it all together. Link to comment Share on other sites More sharing options...
Kreidian Posted March 5, 2004 Share Posted March 5, 2004 Sounds Good, I'll see what I can do... Link to comment Share on other sites More sharing options...
Helodermatid Posted March 5, 2004 Share Posted March 5, 2004 If you want I can probably help with the scripting and editing the dialog files (if you give me what each person needs to say). Another idea for your mod is to have some remaining jedis recruitable by the PC. I modified your original mod a little to add a level 30 jedi council member (one of the main council members seen at the LS ending) to the party, then placed a of couple high level dark jedis on the map. The resulting fight was fantastic. In the real mod, there probably should be some story to this though. Link to comment Share on other sites More sharing options...
randydg Posted March 5, 2004 Author Share Posted March 5, 2004 the story is dantooine is under attack save it. lol not much story to go there. and on talking. if someone could do the following. 1. make vandar after saving him "You have saved us. Thank you. This place is no longer save. we will gather who we can and leave" 2. just do something like you said on comming to dantooine from the lev. with the different options. 3. someone asked me if i would expand outside the enclave and i don't see any reason to do it. the main reason for comming was to save the jedi & the council. Link to comment Share on other sites More sharing options...
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