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Darth Dex

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Since Darth333 helped me I have been able to start my Tatooine mod. When ever I go to Tatooine I hate it no really good bounties. Also, no one has a spine there. You know like at the bar somebody just says It's rude to bother me while I'm drinking and stuff like that. I mean then sound like nobles so I'm adding a new bounty office (hopefully) and I'm change almost all the dialong and change it so you have many chances to get in to fights. Feedback and ideas welcome.

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Okay I feel stupid. I'm about 1/2% done with the mod and I'm already asking for help because I don't get something. I need help make a attack scirpt and if information on were to put it. I made the dialong of the Itorian at the bar differnt , so he attacks you when you insult the family he had on Taris I think I did the script right I attached then just saved and tried it out, he said the dialong, put didn't attack. I put the .nss in my Override folder and put the link to it on the dialong, here's what the sprict says

Code:

#include "k_inc_debug"

 

void main()

{

ChangeToStandardFaction(OBJECT_SELF, STANDARD_FACTION_HOSTILE_1);

}

Is that right? Sorry, I'm annoying you so quickly, I just a stupid modder. I think that this guy: :confused: is smarter than me...jk...

maybe.

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Your script is correct. However, it will affect the npc who is speaking the line to which the script is attached (OBJECT_SELF).

If you want to target an npc other than the one who is speaking the line, you can use this:

void main()
{
object oHostile=GetObjectByTag("my_object_tag");
ChangeToStandardFaction(oHostile, STANDARD_FACTION_HOSTILE_1);
}

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Paste the script in notepad and save as blahblah.nss. Attach it to the script field in the dialog branch you want in the dlg file by typing the name of the script 'blahblah".

Then, you have to compile the script. Check the Guide for the Newbie Sticky in the scripting section. there is a link with complete instructions on how to use the compiler.

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Okay, this what I added for Ancorhead (the door list), so the bounty office would work and you wouldn't have to warp to it:

Bearing = -0.575959920883

Linked to = (blank for now)

Linked to flags= 0

Linked to module = (blank)

Tag = TatBountydoor

templateresref = sw_door_tat004

Transitondetin = 0 strings (just what it says, I don't know about what it means)

X = 172.000000000000

Y = 71.370002746582

Z = 3.750000000000

When I load the area of ancoehead it always freezes. Any idea what I should do?

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Originally posted by Darth Dex

Okay, this what I added for Ancorhead (the door list), so the bounty office would work and you wouldn't have to warp to it:

Bearing = -0.575959920883

Linked to = (blank for now)

Linked to flags= 0

Linked to module = (blank)

Tag = TatBountydoor

templateresref = sw_door_tat004

Transitondetin = 0 strings (just what it says, I don't know about what it means)

X = 172.000000000000

Y = 71.370002746582

Z = 3.750000000000

When I load the area of ancoehead it always freezes. Any idea what I should do?

 

huh? this is a door but where and how did you placed it in the game? Did you created a waypoint? What other changes did you make?

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I haven't seen your file but i made the test myself and it works. Here is what you have to check:

1. first, I would use a custom tag for the door. Look at my screenshot 1

 

2. the .git file:

a) change the tag to your custom tag.

b) I assume that you are using either Roboius or Bioware's Gff editor. Check the 'type' fieldfor each new entry. Example: screenshot 2.

c) Check the field ID: it should be the same as the Field name: if the Field name is Tag, then put Tag in Field ID. Example: screenshot 3.

( using the other custom made editor in my sticky "Guide for the Newbie" will prevent this kind of mistake: the copy/paste function will include this info)

d) TransitonDestin: it's like dialog: here you can add the new text that you want to appear when trasiting to a new area. If you work with the English version of Kotor, type -1 in the top box and 0 in the lower box (with gff editor). With the custom made editor, it's -1 and 1. BTW, just as for dialog, -1 means you are not referring to the .tlk file.

e) Bearing: i haven't checked the bearing but it may be incorrect: this will not prevent the game from loading however. It's just that if it is incorrect, your door will be 'oddly ' placed. Look at how it's placed and then change it if you need to.

 

Make sure the tag and the Template ResRef in your utd file are the same as in the .git file. The name of the .utd has to be the same as the TemplateResRef as well.

 

Drop both the .git and the .utd files in your override folder.

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Just a reminder when editing .git files --

if you use GFF Editor, you WILL corrupt the CameraList. If you would like to preserve the CameraList, you will need to use CamEdit to export the CameraList information to a .camlist file. Then after you make your changes to the .git, you can re-import the .camlist file with CamEdit.

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