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question for tk102


Seprithro

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I can't be of much help with Photoshop -- maybe Prime, svösh, or Suchan271 could help you there. You're talking about the saber hilt right?

 

As for the second question -- it should be possible to inject an epilogue into the story line. Much of the game is driven by dialog files which call scripts. So the first thing to do is find out where you want to intercept the normal gameflow. I'd start with Malak's dying dialog and trace out the script calls. It's not difficult to see which scripts get called if you use DLGEdit in test-drive mode. Then you would want to find an appropriate place to insert your script -- or change the EndConversation field of the dialog so your script fires right after the dialog ends.

 

That script will be the entry point into your new mod. After that -- you can pretty much do what you want.

 

THIS WAS THE ANSWER YOU GAVE ME ABOUT ADD NEW MOD TO ENDING, ONE QUESTION WHERE DO I FIND "MALAK'S DYING DIALOG"?

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Here's how I found it -- I knew it would be in the Star Forge so I looked in RIMs->Modules->sta_xxxx and chose the last one I could find. The _s.rim files contain the dialogs, objects, etc. So I looked in the dialogs of sta_m45ad_s.rim and there was one called k_sta_darthmalak.dlg which sounded promising. I extracted that file and took it for a Test Drive using DLGEdit. Sure enough it contained Malak's final words.

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I have actually made this mod some times ago that allows you to play after the end of the game. I made the game to teleport you back to the ebon hawk instead of displaying the credits. You can change this script to teleport the party to your mod instead. Unfortunately, I do not have the source code anymore. Probably you have to create a new script, but at least you know the name of the script that is called at the very end of the game.

 

The mod is available here.

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