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{K1} Achilles' Jedi Counsel mod is available to download


Achilles

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Originally posted by ClumsyClayson

Is there an easy way to avoid conflicts with the appearances.2da file. Because I have installed the Holowan Plug-in but want to use your NPCs.

Unfortunately, the only way around this is to combine files.

 

This thread might be helpful if you're unsure how to do this.

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With a little work it's actually quite simple.

 

I used

 

KotOR Tool

GFF Editor v1.3.4.7

dlgedit (to be able to add Mendah after-the-fact).

 

Open up KotOR Tool and find the .2da file editor. Open up Appearances.2da from Achille's mod (ummm, back stuff up first). Find the line for Mendah, highlight it (click the gray box on the left side of it to highlight it) right click, copy row. Now open up Appearances.2da from your Override folder, go to a blank row at the bottom, right click on the empty row's gray box, and click "Insert Copied Row". The last line in the Holowan Plug-In was 589 for me, so change the number of the Mendah line to 590 (or whatever the next open number is for you). Click on another row (any other row with stuff in it) then save the file (no renaming of files, save it where you got it).

You should be set to go with the .2da files.

 

Open up your GFF editor. You will have to edit both .utc files for Mendah (and eventually Merrik etc.). Open one up and click the + sign to open up the character sheet. At the top will be a line called "Appearance Type". Change that number to 590 (or whatever number you gave Mendah in the Appearances.2da file). Click on another line, then save the file as above. Do this for both .utc files.

 

I would go and re-download the mod to make sure you have the updated version with the dialogue and portait set...

 

If you plan on using any of the portraits or new NPCs in the Holowan Plug-In, you will need to add Achille's characters into your current Portraits.2da file. It's pretty much the same thing as above, maybe 5 minutes of work.

 

If you have any trouble, feel free to PM me and I should be able to help you out.

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Hey everyone,

 

Thanks once again to Caerid11's diligence, it has come to my attention that I failed to include Portraits.2da in my original release. The moral of the story is don't release mods when you haven't slept in a few days :D

 

I will update my website with an updated version of the mod tonight.

 

Thanks again to Caerid11 for his interest in this mod and his willingness to come forward with my oversights.

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NP, thank you for taking the time to put something like that together.

 

Funniest part so far (not a complaint, just funny) was that T3-M4 is replaced by Mendah the Jedi. Well I had Mendah with me when I did *spoiler* (as if anyone here hasn't beaten this yet) the Dantooine Droid quest, T3-M4 mentions that he's concerned for the missing droid. Of course it cuts to a picture of Mendah (or picture Yoda from the movies) with his lips moving beeping away like T3-M4.

 

Definitely glad on some level you missed a few pieces. It made me take the time to get to know how modding works on some levels, and makes it that much easier to fix future problems or put together things of my own.

 

All I need now it to give Mendah the Power Attack feat so he'll flip around like the Episode 2 duel with Dooku (not sure if spelled Dooku..Duuku...correctly).

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Originally posted by Caerid11

Funniest part so far (not a complaint, just funny) was that T3-M4 is replaced by Mendah the Jedi. Well I had Mendah with me when I did *spoiler* (as if anyone here hasn't beaten this yet) the Dantooine Droid quest, T3-M4 mentions that he's concerned for the missing droid. Of course it cuts to a picture of Mendah (or picture Yoda from the movies) with his lips moving beeping away like T3-M4.

 

Definitely glad on some level you missed a few pieces. It made me take the time to get to know how modding works on some levels, and makes it that much easier to fix future problems or put together things of my own.

 

Just an FYI Caerid11, Achillies didn't miss anything with Mendah, any new recruited NPC will always speak the lines of the replaced original NPC at certain dialogue points, because those lines are contained in many conditional dialogues strewn all throughout the game and it would be an impossible task to change them all, so it is going to be something we will all have to live with in regards to KOTOR recruit mods.

 

I hope this helps to clarify! :D

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Originally posted by RedHawke

Just an FYI Caerid11, Achillies didn't miss anything with Mendah, any new recruited NPC will always speak the lines of the replaced original NPC at certain dialogue points, because those lines are contained in many conditional dialogues strewn all throughout the game and it would be an impossible task to change them all, so it is going to be something we will all have to live with in regards to KOTOR recruit mods.

 

I hope this helps to clarify! :D

Redhawke is right, I would have had to rewrite a lot of dialog files to eliminate that from happening.

 

Mendah has to keep T3's Tag reference for a lot of reasons. Some dialogs fire specific side-dialogs based on the Tag of the NPC's with you. There's no easy way around it.

 

On a side note, Vandar/Mendah's model does not have the power attack animation built into it. So, even if you were to give him Master Power Attack, he would just stand there without moving. He does have basic fighting animations which is why he will move for basic saber attacks and blaster bolt deflection.

 

Similarly, Telkka Zil's model has flurry animations, hence why he (technially she) has that feat. Also, Merrik/Jedi Malak only has power attack.

 

Hope that saves you some heart burn :D

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Originally posted by RedHawke

Just an FYI Caerid11, Achillies didn't miss anything with Mendah, any new recruited NPC will always speak the lines of the replaced original NPC at certain dialogue points, because those lines are contained in many conditional dialogues strewn all throughout the game and it would be an impossible task to change them all, so it is going to be something we will all have to live with in regards to KOTOR recruit mods.

 

I hope this helps to clarify! :D

 

Well I think this might answer my question. Which was if you wanted to permanetly replace an NPC, not recruit a new, how hard would it be change the name ot the npc replaced?

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Originally posted by Nodakrattler

Well I think this might answer my question. Which was if you wanted to permanetly replace an NPC, not recruit a new, how hard would it be change the name ot the npc replaced?

You can change the display name and the templateresref to whatever you'd like but if you change the Tag, you'll create all kinds of interesting little bugs. The most interesting of which include continually spawning instances of your new NPC on the ebon hawk :D

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Originally posted by Nodakrattler

I'd probably change apperance with 2da files and hex editing mdl files to point to the any new textures I might make.

You could do that, but it's not going to get you around the Tag issue :D

Changing the appearance is one thing. Changing how the game recognizes utc files is another....

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Originally posted by Nodakrattler

Ok I'll be honest I'm not really sure what you mean by the Tag issue.

 

I do know that I can change the NPC utc files, to change class and feats, and the 2da's to change the apperance and that's probably all I would really do.

Look about 3 and 5 posts up respectively. That Tag issue. The one I mentioned in my original response to your post :D

 

Yes, you can change the rest of it to your heart's content :)

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Heh I know he didn't miss anything, I was just referencing it because I didn't think T3-M4 had any dialogue in the game (and it was funny watching Mendah lypsynching the beeps).

 

Hopefully KotOR 2 will give more modding freedom in creating your own characters.

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