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Making a new mod


TheProphet

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Hey guys, I am making a new mod called, well I really don't have a name for it yet, it takes place after the dark side ending, taking over the core worlds. So far I have finished with the first part of Manaan. I was a little confused though, if anyone could help me i would like to know how you make a dialogue appear only once and then say something else later. For example, when Yuthura Ban says an important thing to you she doesn't say the exact same thing the next time you talk to her. I could really use some help with that. And is there a way to do custom voice overs because the wave files in the SWKOTOR folder are odd and don't play. Is there some kind of special format they use?

 

Sincerely,

CM GSCCC

:D

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Originally posted by Gsccc

I really could use some help here guys.

 

dont worry someone will come and help, i would gladly help if i knew anything about modding, im only good at idea creation, controling and managing the masses and recruitment drives (hehe) i'll see if anyone in the Infinite Empire can lend you a hand, hopefully someone can spend some time off the Mods to help a fellow Holowan member :D

 

MattCole

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Wow, thank you very much. It's nice to know that everyone here is here to help not flame. Glad I have such cool people in Holowan.:D :D :D

 

Another question if I may, I know this is kind of newbish but I did mods for Jk2files and they had this screenshot adding thing that showed it with your mod. I don’t see that here. How do I put screenshots in my post, is there some kind of website to do it?

 

 

Sincerely,

CM GSCCC

:D

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You will have to attach a script to the last reply your pc says before the dialogue is interrupted that sets, depending on what you want to do and where the dialog will restart a new local or global variable (SetGlobalNumber, SetGlobalBoolean or SetLocalBoolean)

Then , in the starting list, add a new entry that will point to the next Entry that will be spoken when the dialog restarts and use

Ge tGlobalNumber /GlobalBoolean/LocalBoolean (the one you used before)

 

Concerning the sound, read the sound section in "Guide for the Newbie" in the Stickies and then go to the other sticky called " Do You want to start modding kotor" : there is a tutorial about lipsync and all of that. (We shouldn't even be telling you to read the stickies: that should be the first thing you do when you get to the forums)

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Originally posted by Gsccc

Wow, thank you very much. It's nice to know that everyone here is here to help not flame. Glad I have such cool people in Holowan.:D :D :D

 

Another question if I may, I know this is kind of newbish but I did mods for Jk2files and they had this screenshot adding thing that showed it with your mod. I don’t see that here. How do I put screenshots in my post, is there some kind of website to do it?

 

 

Sincerely,

CM GSCCC

:D

 

Best bet for attaching screenshots is to host them on something like http://www.photobucket.com and then link them here like this

 

http://img34.photobucket.com/albums/v102/ShadowFox75/kotor/femscoutremake3.bmp

 

i believe posting actual pics has been disabled though hotlinking like the above works just aswell (and allows low speed users to decide if they want to view the ics or not)

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I found myself some screenshots! I got some new screenshots from my new mod, this is from Manaan. After you beat Malak on the dark side. SithGuardTalk.gif

 

SelkathTalk.gif

 

RepSoldTalk.gif

 

Now that I have finished with Manaan I will start on Korriban.

Thanks for all the help so far guys. And Sorry Darth I will try to be more aware of the stickies next time.

 

Sincerely,

CM GSCCC

:D

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I'm sorry if this has already been asked before Darth333 but is there a sticky devoted solely to scripting. Because I want to know how you guys know all this stuff about what to put in the script like in the Aurora Toolset. I would really appreciate it. BTW i looked in your newbie help sticky and only found the compiler not a list of commands so if you could help that would be great thx.

 

Sincerely,

CM GSCCC

:D

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There are tips about scripting in many places in this forum. Unfortunately scripting is a too vast topic to make a simple tutorial: it would require hundred of pages.

 

In any event, if you want an example of how to do the dialog thing, you can download my Bandon mod: there is a talk fight talk sequence where the dialog is interupted during the fight and then starts again once Bandon Healths drop under a certain point. The source code is not included in the original download so I uploaded it here if you want to look at it: http://mars.walagata.com/w/darth333/Bandon_source.zip ( to view the dlg file, you still have to download the mod at pcgame mods or at my website.) In Band_ud.nss you fing the SetLocalBoolean function and then in Bandon_defeat.nss the GetLocalBoolean.

You can also check this thread: it's about placing items but the principle is the same: http://www.lucasforums.com/showthread.php?s=&threadid=123554

 

BTW, follow the links in the Newbie Guide: read three lines lower than the download link and you'll find a link on 'how to use the compiler"

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Thanks a whole bunch Darth333, but you know how they have on the Script Editor a side bar that has tabs, Variables, and some others, Can you have a list of variables like GetSuchandSuch or AnimationsSit, and stuff like that or would that take too long too?Is the scripting between KOTOR and NWN pretty much the same, could i use the variables and stuff from the NWN Script editor and put things together?

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Can you have a list of variables like GetSuchandSuch or AnimationsSit, and stuff like that or would that take too long too?

Not exactly but you may want to look at nwscript, in the BIFs-->scripts.bif-->scripts source

To play with Global variables, you can use tk102 Global Variable comparison tool (check the Newbie guide in the other useful tools section)

 

Concerning animations and dlg files, see this thread: http://www.lucasforums.com/showthread.php?s=&threadid=128128. Note that tk102 has since then added a list of animations to choose from in his DLGedit to make things even easier.

 

Is the scripting between KOTOR and NWN pretty much the same, could i use the variables and stuff from the NWN Script editor and put things together?

 

What do you mean using the variables from nwn? :confused: They are not the same...and although the functions are very similar, there are diferences between kotor and nwn.

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but you know how they have on the Script Editor a side bar that has tabs, Variables, and some others,
No absolutely have no idea what you're talking about.

 

Is the scripting between KOTOR and NWN pretty much the same,

Yes they are both based on C++. The compiler for KotOR is actually a hacked version of the NWN script compiler.

 

 

could i use the variables and stuff from the NWN Script editor and put things together?

 

No. You can only use the functions declared in the nwscript.nss file Darth333 mentioned.

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Originally posted by MattColejk

Hey Well done Gsccc!! :D i hope it works out alright

 

we will be watching your future VERY carefully :)

 

MattCole

 

[Query]Um, is that a good or a bad thing. Because I'm confused on weather I should be frightened or excited.:confused:

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Originally posted by Gsccc

[Query]Um, is that a good or a bad thing. Because I'm confused on weather I should be frightened or excited.:confused:

 

hehe, its a VERY GOOD THING :D, it means, i cant wait till you've released your mods :D

 

nothing to fear, YET! :) (kidding)

 

MattCole

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Originally posted by MattColejk

hehe, its a VERY GOOD THING :D, it means, i cant wait till you've released your mods :D

 

nothing to fear, YET! :) (kidding)

 

MattCole

 

[statemen] Good, I'm real excited about my new mod, this being the first one I've made for kotor.

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Well it would be weridly placed, but possible, there is one problem (which I can't help you with maybe one of the smart or at least semi-smart modulers can)

 

First read this:

 

Va. Endar Spire

-------------------------------

 

end_m01aa - Command Module

end_m01ab - Starboard Section

 

-------------------------------

Vb. Taris

-------------------------------

 

tar_m02aa - South Apartments

tar_m02ab - Upper City North

tar_m02ac - Upper City South

tar_m02ad - North Apartments

tar_m02ae - Upper City Cantina

tar_m02af - Hideout

tar_m03aa - Lower City

tar_m03ab - Lower City Apartments

tar_m03ad - Lower City Apartments

tar_m03ae - Javyar's Cantina

tar_m03af - Swoop Platform

tar_m04aa - Undercity

tar_m05aa - Lower Sewers

tar_m05ab - Upper Sewers

tar_m08aa - Davik's Estate

tar_m09aa - Sith Base

tar_m09ab - Sith Base

tar_m10aa - Black Vulkar Base

tar_m10ab - Black Vulkar Base

tar_m10ac - Black Vulkar Base

tar_m11aa - Hidden Bek Base

tar_m11ab - Hidden Bek Base

 

-------------------------------

Vc. Ebon Hawk

-------------------------------

 

ebo_m12aa - Bridge <------ write this name down (the fancy one not bridge.

ebo_m46ab - Mystery Box

 

-------------------------------

Vd. Dantooine

-------------------------------

 

danm13 - Jedi Enclave

danm14aa - Courtyard

danm14ab - Matale Grounds

danm14ac - Grove

danm14ad - Sandral Grounds

danm14ae - Crystal Caves

danm15 - Ruins

danm16 - Sandral Estate

 

-------------------------------

Ve. Tatooine

-------------------------------

 

tat_m17aa - Anchorhead

tat_m17ab - Docking Bay

tat_m17ac - Droid Shop

tat_m17ad - Hunting Lodge

tat_m17ae - Swoop Registration

tat_m17af - Cantina

tat_m17ag - Czerka Office

tat_m18aa - Dune Sea

tat_m18ab - Sand People Territory

tat_m18ac - Eastern Dune Sea

tat_m20aa - Sand People Enclave

 

-------------------------------

Vf. Kashyyyk

-------------------------------

 

kas_m22aa - Czerka Landing Port

kas_m22ab - The Great Walkway

kas_m23aa - Village of Rwookrrorro

kas_m23ab - Worrwill's Home

kas_m23ac - Worrroznor's Home

kas_m23ad - Chieftain's Hall

kas_m24aa - Upper Shadowlands

kas_m25aa - Lower Shadowlands

 

-------------------------------

Vg. Manaan

-------------------------------

 

manm26aa - Ahto West

manm26ab - Ahto East

manm26ac - West Central

manm26ad - Docking Bay

manm26ae - East Central

manm27aa - Sith Base

manm28aa - Hrakert Station

manm28ab - Sea Floor

manm28ac - Kolto Control

manm28ad - Hrakert Rift

 

-------------------------------

Vh. Korriban

-------------------------------

 

korr_m33aa - Dreshdae

korr_m33ab - Sith Academy Entrance

korr_m34aa - Shyrack Caves

korr_m35aa - Sith Academy Entrance

korr_m36aa - Valley of Dark Lords

korr_m37aa - Tomb of Ajunta Pall

korr_m38aa - Tomb of Marka Ragnos

korr_m38ab - Tomb of Tulak Hord

korr_m39aa - Tomb of Naga Sadow

 

-------------------------------

Vi. Yavin Station

-------------------------------

 

liv_m99aa - Yavin Station

 

-------------------------------

Vj. Leviathan

-------------------------------

 

lev_m40aa - Prison Block

lev_m40ab - Command Deck

lev_m40ac - Hangar

lev_m40ad - Bridge <------Then write this name down (again not Bridge.)

 

-------------------------------

Vk. Unknown World

-------------------------------

 

unk_m41aa - Central Beach

unk_m41ab - South Beach

unk_m41ac - North Beach

unk_m41ad - Temple Exterior

unk_m42aa - Elder Settlement

unk_m43aa - Rakatan Settlement

unk_m44aa - Temple Main Floor

unk_m44ab - Temple Catacombs

 

-------------------------------

Vl. Star Forge

-------------------------------

 

sta_m45aa - Deck 1

sta_m45ab - Deck 2

sta_m45ac - Deck 3

sta_m45ad - Deck 4

 

Okay, now that you have the names ebo_m12aa = Ebon Hawk Bridge (really the whole ship) And that The Leviation Bridge = lev_m40ad. Now go to the whatever/SWKotor/modules folder. First find ebo_m12aa and make a back up of it, then delete it. Then find lev_m40ad and make a copy of that (right click copy then right click paste, and rename the copy ebo_m12aa. Now here's where your going to have to ask a moduler what to do (it's a area dude) Anyways, the Bridge on the Levation doesn't have a Galky (no I can't spell) map, so you'll have to ask them to spawn one there for you or they could tell you how, Alos the modulers would have to tell you how to get rid of all the chararters there (Admiral Kareth) unless you want them for affect then some moduler would have to make them be, put on your team and You would have to make new dialoage for them.

 

 

 

NOTE: The Bridge has a eleator that would take you to the level Levation, so DON'T USE IT

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Originally posted by Darth Dex

First find ebo_m12aa and make a back up of it, then delete it. Then find lev_m40ad and make a copy of that (right click copy then right click paste, and rename the copy ebo_m12aa.

DON'T DO THIS!!! This is not a simple movie: it's a module and the ebon hawk module is a key module in the game: there are tons of scripted events and you will just render the normal game completely unplayable.

I understand that you are doing an after ending mod. Then , what you would have to do is to link your module to a custom Leviathan bridge module. Extract the Leviathan Birdge module, delete all the element you dont need and replave tham by what you want. If you want to keep the sith soldiers, then just change their dialogs and their faction. Rename the module with a new name such as my_leviathan.mod or otherwise your will simply override the existing leviathan module and make the game impossible to play.

 

Next, you could link your modules with a script:

void main() 
{
StartNewModule("my_module");
}

or try this : see this post: http://www.lucasforums.com/showthread.php?s=&postid=1564376#post1564376

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I forgot this:

Originally posted by Darth Dex

Anyways, the Bridge on the Levation doesn't have a Galky (no I can't spell) map, so you'll have to ask them to spawn one there for you or they could tell you how.

You can make your own galaxy map: take a computer, make a dialog with the computer and attach scripts that will take you to the module you want. Feel free to look at my Easy Warping Armband to see how it's done (just forget about the spells.2da twist: contrary to computers, armbands (.uti) do not have a dialog field ).

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