parazie_X_ Posted August 19, 2005 Share Posted August 19, 2005 i had a question for shosey i want to use the basement for kotor 2 since my kotor 1 cd 1 is damaged( always tells me cannot load background image check you disk for dirt or damages) i cannot put the modul files of yavin in kotor 2 is there a way to change the modul that the basement uses for a modul of kotor 2 without having to make a whole new mod ( still i would have to replace all the placeable item and the merchants so they fit to the modul but i can do it for the rest im a total lame) so if its possible can you point me the way to get it done ! and is there a way to make one of the merchants sell thorium charges caus i dont find any in the game except the one on koriban! thanks All Hail Revan! All Hail Revan! Link to comment Share on other sites More sharing options...
RedHawke Posted August 20, 2005 Share Posted August 20, 2005 i had a question for shosey I don't know if you will get a response as shosey hasn't posted since 5-20-05 so he might have moved on to other things. i want to use the basement for kotor 2 since my kotor 1 cd 1 is damaged( always tells me cannot load background image check you disk for dirt or damages) i cannot put the modul files of yavin in kotor 2 is there a way to change the modul that the basement uses for a modul of kotor 2 without having to make a whole new mod ( still i would have to replace all the placeable item and the merchants so they fit to the modul but i can do it for the rest im a total lame) Unfortunately what you are asking is for a whole new mod, the Basement as it is will only work in K1, you would have to literally do a whole new basement mod for K2. so if its possible can you point me the way to get it done ! and is there a way to make one of the merchants sell thorium charges caus i dont find any in the game except the one on koriban! thanks The Sallustian droid parts merchant on Dantooine also has Thorium Charges. Link to comment Share on other sites More sharing options...
parazie_X_ Posted August 20, 2005 Share Posted August 20, 2005 ok thanks but the darn merchant on dntoine doesnt have thorium charges ( akere and adum larp ) maybe im having probs with my game) ok then does anybody can give me a hand in makaing a basement for kotor 2 for making the moduls and merchants doors i can do it (well barely) but for the rest well everything that touches scripting and those ncs nss files that i dont understand how it works ! so please some one lend me a hand Link to comment Share on other sites More sharing options...
General Kenobi Posted August 20, 2005 Share Posted August 20, 2005 ok thanks but the darn merchant on dntoine doesnt have thorium charges Yes he does If you talk to him at the right time and say the right things he does indeed have em' General Kenobi Link to comment Share on other sites More sharing options...
Achilles Posted August 20, 2005 Share Posted August 20, 2005 Yes he does If you talk to him at the right time and say the right things he does indeed have em' General Kenobi or if you're DS you can loot them from his corpse Link to comment Share on other sites More sharing options...
parazie_X_ Posted August 21, 2005 Share Posted August 21, 2005 well thanks for the info i'll loot them from he's corpse since i'm always a DS player ! Link to comment Share on other sites More sharing options...
shosey Posted August 22, 2005 Author Share Posted August 22, 2005 Woah - he's alive!!!! Thanks to RedHawke for fielding the answers to this! I've just been kind of lurking around the forums during work as of late ;-P during my free time I've been caught up in World of Warcraft - hehe (PM me if you want to talk WoW) Anyway - a ways back when I first got KotOR2 I though about making a new type of store feature - unfortunatly I quickly lost interest and now I've been out of it for way to long. Anyway - this is what I had in mind - maybe I'll finish it up - who knows ;-P Okies, I'll try not to be a stranger (exits lurking mode) ;-P Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted August 22, 2005 Share Posted August 22, 2005 Yes I remember of that. PLEASE, finish it :D :D Link to comment Share on other sites More sharing options...
zacam Posted May 8, 2007 Share Posted May 8, 2007 I realize that alot of time has passed on this, however, this mod due to 2 scripts shared with the Light Saber Forms (by DeathDisco), I get the elevator control button, but no elevator. The Saber Forms computer though works perfectly. I tried blending the two scripts together, (one for k_pebn_remove the other for k_pebo_skybox) but I'm not sure I've gotten it done right. Here is what I have. k_pebn_remove: void main () { object oComputer = GetObjectByTag("computerforms"); float x=50.27f; float y=44.75f; float z=2.50f; float r=0.0f; vector vecNPC=Vector(x,y,z); location locNPC=Location(vecNPC, r); CreateObject(OBJECT_TYPE_PLACEABLE, "computerforms", locNPC); ExecuteScript("f_pebn_remove",OBJECT_SELF); } { CreateObject(OBJECT_TYPE_PLACEABLE, "elevator", Location(Vector(54.9,74.7,1.80), 0.0)); ExecuteScript("remove", GetModule()); } and pebo_skybox: void main () { object oComputer = GetObjectByTag("computerforms"); float x=50.27f; float y=44.75f; float z=2.50f; float r=0.0f; vector vecNPC=Vector(x,y,z); location locNPC=Location(vecNPC, r); CreateObject(OBJECT_TYPE_PLACEABLE, "computerforms", locNPC); ExecuteScript("f_pebo_skybox",OBJECT_SELF); } { CreateObject(OBJECT_TYPE_PLACEABLE, "elevator", Location(Vector(54.9,74.7,1.80), 0.0)); ExecuteScript("skybox", GetModule()); } While I get no errors, the computer works and the elevator button is present, but nothing happens. Should I be nesting them differently? My apologies on the Dark Resurrection, but it is applicable to this mod and this is the only topic I've seen for it. Link to comment Share on other sites More sharing options...
tk102 Posted May 8, 2007 Share Posted May 8, 2007 Welcome to the forums zacam. Here is what I have. k_pebn_remove: void main () { object oComputer = GetObjectByTag("computerforms"); float x=50.27f; float y=44.75f; float z=2.50f; float r=0.0f; vector vecNPC=Vector(x,y,z); location locNPC=Location(vecNPC, r); CreateObject(OBJECT_TYPE_PLACEABLE, "computerforms", locNPC); ExecuteScript("f_pebn_remove",OBJECT_SELF); } [color=red]{ CreateObject(OBJECT_TYPE_PLACEABLE, "elevator", Location(Vector(54.9,74.7,1.80), 0.0)); ExecuteScript("remove", GetModule()); }[/color] and pebo_skybox: void main () { object oComputer = GetObjectByTag("computerforms"); float x=50.27f; float y=44.75f; float z=2.50f; float r=0.0f; vector vecNPC=Vector(x,y,z); location locNPC=Location(vecNPC, r); CreateObject(OBJECT_TYPE_PLACEABLE, "computerforms", locNPC); ExecuteScript("f_pebo_skybox",OBJECT_SELF); } [color=red]{ CreateObject(OBJECT_TYPE_PLACEABLE, "elevator", Location(Vector(54.9,74.7,1.80), 0.0)); ExecuteScript("skybox", GetModule()); }[/color] While I get no errors, the computer works and the elevator button is present, but nothing happens. Should I be nesting them differently? You are closing the braces of the void main() too soon. The part in red is not getting executed. Try removing the } { lines from both scripts and recompile. My apologies on the Dark Resurrection, but it is applicable to this mod and this is the only topic I've seen for it. You're forgiven. Truth be told, thread necromancy isn't evil in and of itself, but typically it contributes nothing to the thread it is reviving and most of the original authors have often moved on. Quite often it is better to create a new thread with a link to the old thread because it's likely the new post is really a new topic. You could've done that in this case too I suppose. But because you are asking a specific question about the scripts which others can help with, and because there is no thread in Taris Upper City Emporium for this mod (!), it's not a big deal. Link to comment Share on other sites More sharing options...
zacam Posted May 8, 2007 Share Posted May 8, 2007 See, I knew it was something fairly simple that I was missing. Atleast I was smart enough to remove the void main() from the second addition instead of just simply copying/pasting one directly into the other. Apparently, I was too tired to figure it out from there. (But then, it also took me a long time since I put it together before I got the Ebon Hawk, so I was already well in to sleep dep.) Thank you most kindly for both the response and the forgivness. (And this would also be my welcome to KotOR as well....while I've been an avid Bioware fan from NWN (sadly, including 2) and a Jedi Knights player for some time, I never got into either KotOR or STL. Hoepfully, there's still something worth doing to contribute.) Link to comment Share on other sites More sharing options...
zacam Posted May 11, 2007 Share Posted May 11, 2007 Okay, it still is not working. I even switched the order in which they're in the files, no dice. I though maybe calls to two (potentially) conflicting scripts for removal might be the cause, so I reduced it to only one. (I tried them each seperately.) Still no dice. No matter what, the computer always works, but the elevator does not. I can "warp basement" and it loads fine. That elevator takes be back up topside. Where I'm at: I've jsut landed at Dato. I've attempted to utilize the elevator multiple times before becoming Jedi as well as during the quests to become one and after wards, when I can leave. I have yet to leave the planet though. **Note: To prevent it from being a cached script issue in the savegame, I loaded savegames prior to possesing the Ebon Hawk and still no dice. Willing, if necessary to start a whole new game, but I don't think it should require me doing so. Link to comment Share on other sites More sharing options...
tk102 Posted May 11, 2007 Share Posted May 11, 2007 I'm looking at the two mods' scripts now. Try this for k_pebn_remove: void main () { float x=50.27f; float y=44.75f; float z=2.50f; float r=0.0f; vector vecNPC=Vector(x,y,z); location locNPC=Location(vecNPC, r); CreateObject(OBJECT_TYPE_PLACEABLE, "computerforms", locNPC); CreateObject(OBJECT_TYPE_PLACEABLE, "elevator", Location( Vector( 54.9,74.7,1.80), 0.0)); ExecuteScript("f_pebn_remove",OBJECT_SELF); } For k_pebo_skybox: void main () { float x=50.27f; float y=44.75f; float z=2.50f; float r=0.0f; vector vecNPC=Vector(x,y,z); location locNPC=Location(vecNPC, r); CreateObject(OBJECT_TYPE_PLACEABLE, "computerforms", locNPC); CreateObject(OBJECT_TYPE_PLACEABLE, "elevator", Location( Vector( 54.9,74.7,1.80), 0.0)); ExecuteScript("f_pebo_skybox",OBJECT_SELF); } Note: the remove.ncs and f_pebn_remove.ncs are actually the same script (that is, the original k_pebn_remove.ncs) as are f_pebo_skybox and skybox.ncs (that is, the original k_pebo_skybox). Deathdisco and shosey just redistributed the original .ncs file under different names. You only need to ExecuteScript on one of them. Link to comment Share on other sites More sharing options...
zacam Posted May 11, 2007 Share Posted May 11, 2007 Well, two things. While removing .ndb's for scripts is well and fine, it seemed to break it when removing them for other things. Also, I didn't need to merge the two scripts, simply using the basement mod scripts instead by themselves (with the attendant .ndb files) made both of them work perfectly. I'm now very happy, though now I'll have to rebuild the kmm and source folder I made for my Massive mod. Even stupider mistake: when trying to alpabetically align my kmm file, it did not include: basement.ndb, elevator.ncs and elevator.ndb. *sighs* I now feel totally stupid. Link to comment Share on other sites More sharing options...
Serathas Posted November 30, 2007 Share Posted November 30, 2007 wow, this mod is awsome btw, sent you a pm with a question about it Link to comment Share on other sites More sharing options...
ShineySix Posted January 20, 2016 Share Posted January 20, 2016 The link to http://www.hosey.org/kotor will not work for me, it says: "The resource you are looking for has been removed, had its name changed, or is temporarily unavailable". Please help. Link to comment Share on other sites More sharing options...
GeorgNihilus Posted January 20, 2016 Share Posted January 20, 2016 my my... i DO NEED to try this ... but hosey link not available for me either just a temporary disable or new link in need??? Link to comment Share on other sites More sharing options...
milestails Posted January 20, 2016 Share Posted January 20, 2016 Astonishingly, this Spanish gaming website has a working link to this ancient mod: http://academia.clandlan.net/index.php?page=download&file=kotormods/The_Ebon_Hawk_Basement.zip Link to comment Share on other sites More sharing options...
GeorgNihilus Posted January 20, 2016 Share Posted January 20, 2016 Astonishingly, this Spanish gaming website has a working link to this ancient mod: http://academia.clandlan.net/index.php?page=download&file=kotormods/The_Ebon_Hawk_Basement.zip great find thank u alot ... however ... worked only if copy and pasting link into A NEW TAB with Chrome at least ... otherwise, no way to easily find the mod if clicking directly on the link. thx ... Link to comment Share on other sites More sharing options...
milestails Posted January 20, 2016 Share Posted January 20, 2016 In that case, here is the original link: http://academia.clandlan.net/?page=academia/view&id=65&title=El_sotano_del_Halcon_de_Ebano Link to comment Share on other sites More sharing options...
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