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My Very First Mod YAY


TheOutrider

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Posted

This is my very first mod, its called the saber of destiny

 

From the readme:

Saber of Destiny Readme File

 

 

Background

info

__________

This is my first mod so it might not be very good. I tried my best and there are no bugs that I see so far.

 

 

Giveitem cheat=o_w_lghtsbr73

 

Stats

__________

Feats Required:

Lightsaber

 

Critical threat:

19-20x2

 

On hit: Paralyze 50%, DC 22

 

Attack Modifier: +3 vs. Darkside

 

Defense bonus: 5

 

Strength: 4

 

Dexterity: 4

 

Blaster Bolt Deflection: 4

 

 

Thanks to

__________

Darkjedighost and DarthBuzzard for testing it out

Fred Tetra's awesome KOTOR tool!

Darkjedighost(My uncle)helped me alot!

 

Get it here

Screenshot here

Posted
Originally posted by deathdisco

Looks good. Keep up the good work:)

Originally posted by CaptainSkye

I agree. Good job!:thmbup1:

Originally posted by Darth333

Good work! :)

WOW I didn't expect to be complimented so many times, Holowan is Nice:) !

 

Now to work on my other mods

Posted

That's a little bit harder to do (or maybe that its just tedious in my case) you have to find the person who you want to give the item to, then you have to actually tell it (through scripts) to give selected items to your main character, then you might want to make a dialogue for that so...yea it takes a bit.

Posted
Originally posted by RealJedidude

I want to place it into the Unknown world or Taris Sewers.

erm...yes but the Unknown World and the Taris sewers are huge... do you want the items to be:

 

- given to you by another npc during a conversation (if yes , is it a custom npc and conversation or an existing converstaion)

or

- place them in a basket or container, backpack, etc (if yes, you need the exact location)

or

- to be able to loot them on an npc you killed (again which npc - it can be a custom npc too)

 

or do you have some silly ideas such as make them appear by magic in the middle of a smoke cloud :D (it is possible)

Posted
Originally posted by Darth333

erm...yes but the Unknown World and the Taris sewers are huge... do you want the items to be:

 

- given to you by another npc during a conversation (if yes , is it a custom npc and conversation or an existing converstaion)

or

- place them in a basket or container, backpack, etc (if yes, you need the exact location)

or

- to be able to loot them on an npc you killed (again which npc - it can be a custom npc too)

 

or do you have some silly ideas such as make them appear by magic in the middle of a smoke cloud :D (it is possible)

Smoke cloud hmmm not a bad idea, I want to put it on a body of Saul on the Leviathin.
Posted
Originally posted by RealJedidude

Smoke cloud hmmm not a bad idea, I want to put it on a body of Saul on the Leviathin.

 

There are two solutions:

 

Solution no. 1:

 

- you edit Saul's .utc "lev40_saulbridge.utc" and you add the item in his inventory (no need for scripts). This is only possible since Saul has a unique .utc file and tag (tk102' s FindRefs is very useful for searching tags in other existing files ) (no smoke effect here).

 

Solution no. 2:

- you can also use a script. This method may be slightly more complicated but has the advantage that it gives you more flexibility, in that if someone else's mod already uses the .utc file or if there are many .utc files with the same name or tag - you also normally have more than one option as to were you plant the script. Oh and you can add special effects too :D, even make Saul dance if you want :p The following script will fire when you cross the door of the bridge:

 

 

1. extract the file “k_plev_brdgcs_en.ncs” from lev_m40ad_s.rim > Script, compiled and rename it to “old_script.ncs”.

 

2. Paste this script in notepad and save it as k_plev_brdgcs_en.nss

 

void main() 
{
// we identify our guinea pig by its tag:
object oSaulk=GetObjectByTag("SaulKarath402");

//this creates an armor in Saul’s inventory, you can add as much items as you want, by adding more lines like this one.
// Replace  g_a_class4002  by the TemplateResRef of your .uti:
CreateItemOnObject("g_a_class4002", oSaulk);

//this fires the old script that was attached to the door:
ExecuteScript("old_script",GetObjectByTag("lev40_bdgdoor"));

//smoke like effects  just for fun - remove the two lines if you don't want it:
effect eSmoke=EffectVisualEffect(1046);
DelayCommand(1.00, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eSmoke, oSaulk, 5.5));
}

 

( the comment lines won't affect the script, each line beginning by // will simply be ignored but don't hesitate to delete them all if you want.)

 

3. Compile your script (check the guide for the Newbie to find a link on how to use the compiler and troubleshooting), if everything went right you will now have two additional files: k_plev_brdgcs_en.ncs and k_plev_brdgcs_en.ndb – the important one is the ncs file – you can get rid of the other one.

 

4. Put the two files “old_script.ncs” and the new “k_plev_brdgcs_en.ncs” in your override folder and enjoy :)

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