Darth Dex Posted July 14, 2004 Share Posted July 14, 2004 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. Link to comment Share on other sites More sharing options...
Salem Posted July 14, 2004 Share Posted July 14, 2004 Great idea I wish you the best of luck P.S if you ever need ideas just ask Link to comment Share on other sites More sharing options...
BountyHUNTER12 Posted July 14, 2004 Share Posted July 14, 2004 That sounds great Darth Dex. Finally, Tatooine won't be boring! Link to comment Share on other sites More sharing options...
TheProphet Posted July 14, 2004 Share Posted July 14, 2004 Dex, from one modder to another I wish you the Best of luck. Link to comment Share on other sites More sharing options...
Mav Posted July 14, 2004 Share Posted July 14, 2004 Good luck with your mod, although I don't know exactly how you are going to do it my best bet would be to have a dialog that spawns your enemy/target for a bounty, anyway good luck with it. Link to comment Share on other sites More sharing options...
Darth Dex Posted July 14, 2004 Author Share Posted July 14, 2004 I don't know, but the same scipt used on Taris I can just tewk a little, or something. Link to comment Share on other sites More sharing options...
Darth Dex Posted July 15, 2004 Author Share Posted July 15, 2004 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: is smarter than me...jk... maybe. Link to comment Share on other sites More sharing options...
Darth333 Posted July 15, 2004 Share Posted July 15, 2004 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); } Link to comment Share on other sites More sharing options...
Darth Dex Posted July 15, 2004 Author Share Posted July 15, 2004 Okay, cool. Sorry this seems like a super n00b question, but where do put the script in Overide or something else? Also, do I need to compile it? Link to comment Share on other sites More sharing options...
Darth333 Posted July 15, 2004 Share Posted July 15, 2004 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. Link to comment Share on other sites More sharing options...
Darth Dex Posted July 15, 2004 Author Share Posted July 15, 2004 Okay, I would post screens, but photobuckecy wouldn't let me join. Link to comment Share on other sites More sharing options...
Darth Dex Posted July 15, 2004 Author Share Posted July 15, 2004 Screens dark side points for getting in a fight and stupid Irtionan for challdging Darth Reavn: http://img12.exs.cx/img12/995/KotOR0000.jpg and http://img14.exs.cx/img14/1236/KotOR0004.jpg Link to comment Share on other sites More sharing options...
Darth Dex Posted July 16, 2004 Author Share Posted July 16, 2004 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? Link to comment Share on other sites More sharing options...
Darth333 Posted July 16, 2004 Share Posted July 16, 2004 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? Link to comment Share on other sites More sharing options...
Darth Dex Posted July 16, 2004 Author Share Posted July 16, 2004 it's what I added to m17aa.git file (under the door list). No other changes. Link to comment Share on other sites More sharing options...
Colma Adawin Posted July 16, 2004 Share Posted July 16, 2004 Darth Dex, i need to talk to you please check your PM inbox MattCole Link to comment Share on other sites More sharing options...
Darth333 Posted July 16, 2004 Share Posted July 16, 2004 Originally posted by Darth Dex it's what I added to m17aa.git file (under the door list). No other changes. This is odd. Verify the fields ID in the git file. If it doesn't work, then send me a PM. Link to comment Share on other sites More sharing options...
Darth Dex Posted July 16, 2004 Author Share Posted July 16, 2004 Sorry I'm learning as I go what's a Field ID? Link to comment Share on other sites More sharing options...
Darth333 Posted July 16, 2004 Share Posted July 16, 2004 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. Link to comment Share on other sites More sharing options...
tk102 Posted July 16, 2004 Share Posted July 16, 2004 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. Link to comment Share on other sites More sharing options...
Darth Dex Posted July 17, 2004 Author Share Posted July 17, 2004 TK I love your Camedit! It's so easy. And Darth333 The problem was I forgot to make a new tag. So In the .git I said look for tag TatBountyDoor I didn't have one. Link to comment Share on other sites More sharing options...
Darth Dex Posted July 17, 2004 Author Share Posted July 17, 2004 hmm......I made a new tag for the door, added a entry in the door list for, but the door isn't even spawing it doesn't semm (at least it's not openable. Any ideas? Link to comment Share on other sites More sharing options...
Darth333 Posted July 17, 2004 Share Posted July 17, 2004 Is it there or not? Is this door replacing an original door in the module? If yes, which one? Link to comment Share on other sites More sharing options...
Darth Dex Posted July 17, 2004 Author Share Posted July 17, 2004 Not replacing, but kind of. It's one of those fake doors, that you can't even select. I made it so there's a door that spawns right there (or should anyways). Link to comment Share on other sites More sharing options...
Darth333 Posted July 17, 2004 Share Posted July 17, 2004 The TemplateResRef in the .utd file has to be the same as the file name. If your .utd file is called my_door, then also type my_door in the TemplateResRef field. proof that it works: http://img47.photobucket.com/albums/v144/Darth333/door.jpg Link to comment Share on other sites More sharing options...
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