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Item placement using Kotor Tool?


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LoL, even with your help I can't figure out scripting, although reading another post, you helped someone else out okay... :mad::D But yeah, I put it onto a module unique space. I wanted to put it on an equipment pack in the module, I'm assuming that would overwrite others in the game too?

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Originally posted by Mono_Giganto

LoL, even with your help I can't figure out scripting, although reading another post, you helped someone else out okay... :mad::D

What is it that you can't figure out in the script i sent you?

 

I wanted to put it on an equipment pack in the module, I'm assuming that would overwrite others in the game too?

If the name of the .utp is not unique, then yes, it will overwrite all the files with the same name in the game.
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All of the stuff with attaching it to a dialog confuses me beyond belief, I have almost no idea what you mean; it's just too complex for my little mind. Another post you made recently told someone to just copy it into worpad, save as an nss, then compile it. (Different script I guess?) And now I'm really confused... I'm trying not to bug you with so many questions without at least looking for a way to get them ingame that I can do, and because of that I looked around, and found utp files!

 

Now to actually ANSWER your question... I don't understand what to do with it. :D Your PM kinda left me in the dust, sorry.:toilet1:

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Originally posted by Mono_Giganto

All of the stuff with attaching it to a dialog confuses me beyond belief, I have almost no idea what you mean; it's just too complex for my little mind. Another post you made recently told someone to just copy it into worpad, save as an nss, then compile it. (Different script I guess?) And now I'm really confused... I'm trying not to bug you with so many questions without at least looking for a way to get them ingame that I can do, and because of that I looked around, and found utp files!

 

Now to actually ANSWER your question... I don't understand what to do with it. :D Your PM kinda left me in the dust, sorry.:toilet1:

 

I was pretty intimidated too, until I saw how it actually worked. When all's said and done it's pretty simple (relative to the complexity of what you're trying to do, of course).

 

It's essentially a two step process:

 

1) a script does something (spawns a character, item, etc)

2) something triggers the script to run (area transition, dialog, etc).

 

First you need the script (add there are tons of scripts available on this board which you can find using the Search function). Most of the time you just need to read the post to figure out which word or two needs to be changed to make your script work.

 

Then you need to go into a dialog file (assuming that you use a dialog to trigger your script), find an entry or reply that you think will be suitable for your trigger, and then add the script to that line of dialog.

 

I use tk102's dlgedit program and GFF editor. For instance, I recently created a pretty simple mod (that I thought was going to be really hard when I started it), where you can recruit a new player.

 

I had to create two new dialogs, which was pretty easy to do thanks to dlgedit and Doom Dealer's walkthrough. Then I created three scripts: one that spawned my character, one that added him to my party, and one that made him disappear so that I didn't have twins =).

 

I attached the first script to dialog from that area (in this case the conversation with the Sand People Cheiftain). I attached the second script to the dialog that I created for my new NPC, setting it to fire when he agreed to join my party. Finally I attached the last script to the last entry in the dialog that he disappeared after I tell him to go to the ship and wait for me.

 

Best bet is to read at least part (if not all) of Doom Dealer's walkthrough, going step by step through each of the processes that he outlines. I hope that helps.

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Originally posted by Mono_Giganto

All of the stuff with attaching it to a dialog confuses me beyond belief

Attaching script to dialog: (1) Entirely read the readme from made by tk102 on how dlg edit works (it's easier when you open dlg edit and follow at the same time). Read Doom Dealer's tutorial for more info, as well as my last post in this thread: http://www.lucasforums.com/showthread.php?s=&threadid=131689 (not about scripting but general info on dlg files(2) Find a dialog file in the module. (3) Fire the dialog with dlg edit. Select an entry in the EntryList or ReplyList (preferably something you can't bypass when you play the game) (4) select the scrit field and attach the script by typing the name of your .nss file in the script field. See screenshot:

screenshot

In this case, the original script was named 'svoshrobes.nss' but you don' type the extension.

For examples with source code available, download tk102's darkside choker and svösh's Revan Redemtion Robes (item created on the pc instead of a footlocker but it's the same principle). Open the files and look at how it's done.

it's just too complex for my little mind.

That is not true ;) Scripting has nothing to do with black magic.

Another post you made recently told someone to just copy it into worpad, save as an nss, then compile it.

This is exactly what you have to do (you still have to attach the script somewhere - in this case, a dialog) . Just put the tag of your footlocker in the script (i think i indicated to you where to insert the tag). To get the tag, open the .utp file wiht gff and look at the tag field.

For instructions on how to use the compiloer, read the Scripting section in the guide for the Newbie and follow the links. Once compiled, you should have a new my_script_name.ncs file in your override folder. This is the compiled script.

 

drop everything into the override folder and test.

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Originally posted by valakii

I MADE IT! IT WORKS! Unbelievable! It just didn't work with the merchant I tried. But now I tried it with suvam on yavin, et voila! But I've got another question: Can anybody tell me how to set a custom texture for my selfmade lightsaber? I already changed the model to the one of Malaks lightsaber, but there's still the Malak texture on it.

 

You need to hex edit the .mdl file. You can get a free hex editor called XVI32 here. You need to search the file for the texture used (in your case w_lsabrered01), then replace it with the texture you want to show up in the game. There are several instances of the name, and they all need to be replaced.

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Originally posted by jedi_5002

You need to hex edit the .mdl file. You can get a free hex editor called XVI32 here. You need to search the file for the texture used (in your case w_lsabrered01), then replace it with the texture you want to show up in the game. There are several instances of the name, and they all need to be replaced.

 

Jedi_5002 is right, except Malaks saber model uses the w_ShortSbr_001 texture, for its handle, the w_lsabrered01 is the blade color texture.

 

I hope this helps! :D

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