Akira X Posted November 10, 2004 Share Posted November 10, 2004 Ok first of all I'm a newb at this. Now I found Doom Dealers tutorial on how to mod and I used that to try and attempt my first mod. So I followed the all the instructions but I did do a few things diffrently, First off I did'nt use the same location, which was the tatooine droid shop, Instead I decided to try the jedi enclave on dantooine, now obviosly I know it uses different coordinates so I picked the empty room next to the matale guy and used the whereami command to get the coordinates. I did the dialog and tested it on the dlgeditor than I created the npc using KOTOR tool. than I came to the deleting and extracting of the doors. Here is where I got stuck, I have no clue which door to delete with gff editor an which to extract with the KoTOR tool. But I went ahead and created the .mod file any way to see if it worked. However my Npc did not appear at all. Any suggestions or answers? thanx in advance Link to comment Share on other sites More sharing options...
Darth333 Posted November 10, 2004 Share Posted November 10, 2004 First of all, make sure the TemplateResRef field and the name of your utc file for that npc are the same. This is a common mistake. Also verify if your npc is in the creature list of the .git file if your are spawning it from there. If this doesn't fix the probelm, then just tell us . For doors, the best you can do is a whereami cheat near the door you want to remove and then look at the .git file in the door list to find the door with the closest coordinates. Link to comment Share on other sites More sharing options...
Akira X Posted November 10, 2004 Author Share Posted November 10, 2004 ok I will try that, aslo are the placebles necessary? Link to comment Share on other sites More sharing options...
Akira X Posted November 10, 2004 Author Share Posted November 10, 2004 gah the npc is still not spawning. this is what the creaturelist looks like 0 [user-defined Struct: 4] =.... TemplateResRef [CResRef] = n_sithappren XOrientation [FLOAT] = -1.0000000000 XPosition [FLOAT] = 54.119000000 YOrientation [FLOAT] = 0.0000000000 YPosition [FLOAT] =69.0200000000 ZPosition [FLOAT] = 8.76000000000 and n_sithappren.utc is the correct file name :/ Link to comment Share on other sites More sharing options...
Darkkender Posted November 10, 2004 Share Posted November 10, 2004 I may have found the problem n_sithappren needs to be in quotes when you compile the script otherwise it won't compile. Link to comment Share on other sites More sharing options...
Darth333 Posted November 10, 2004 Share Posted November 10, 2004 no, he/she is apparently spawning the npc form the .git file and not a script. Normally when you build a module, you add all the creatures you want to appear by default in the .git file. What I mean Akira X is to verify if the entry in the TemplateResRef field is the same as the file name. Otherwise, your npc wont appear. Can you post what you entered in the .utc file for the tag and TemplateResRef fields? Link to comment Share on other sites More sharing options...
Darkkender Posted November 11, 2004 Share Posted November 11, 2004 I guess that's what I get for stretching myself thin on about 20 different directions of the real world and modding and not knowing the different formats use different methods. Link to comment Share on other sites More sharing options...
Akira X Posted November 11, 2004 Author Share Posted November 11, 2004 Your talking about the character .utc right? for the tag it is: sithAppren and for templateResRef it is: n_sithappren Link to comment Share on other sites More sharing options...
Darth333 Posted November 11, 2004 Share Posted November 11, 2004 That is correct. Double check your coordinates just in case and if you still can't make it, I can check your files if you want, just send me a PM. Link to comment Share on other sites More sharing options...
Akira X Posted November 11, 2004 Author Share Posted November 11, 2004 before I resort to that could it be the actual character? I did equip him with some crazy stuff... Link to comment Share on other sites More sharing options...
Darth333 Posted November 11, 2004 Share Posted November 11, 2004 If everything is fine except this npc, most likely it is a problem with the .utc file. So yes, it is possible, especially if you edited the .utc file with a gff editor instead of Kotor tool and used the copy paste function ( I don't know if this is the case but the tutorial you are using is good but a little outdated now). Verify the FieldID and the Type in your .utc file with a GFF editor. If you don't know what I am talking about, refer to these pics (they have been taken from a .git file but it's the same in a .utc file) : http://img.photobucket.com/albums/v144/Darth333/gff_geom.jpg http://img.photobucket.com/albums/v144/Darth333/id.jpg You could try with a non-modified .utc file directly extracted from the game:if the npc appears then it's your .utc file, if not, it's something else. Link to comment Share on other sites More sharing options...
Akira X Posted November 11, 2004 Author Share Posted November 11, 2004 naw I used the kotor tool to edit the char. I just tried a normal one and it didnt work. which files would you need me to send for you to examine? Link to comment Share on other sites More sharing options...
Darth333 Posted November 11, 2004 Share Posted November 11, 2004 The .mod file (which contains the .ifo, .are and .git file) and your utc file (which I assume is included in the .mod file anyways). I'm sending you a PM with my e-mail address. Link to comment Share on other sites More sharing options...
Raveth Posted November 14, 2004 Share Posted November 14, 2004 hmm try to follow the EXACT instructions on DD's tutorial .. with same area and so that should do it i think =) hope that helps -Raveth Link to comment Share on other sites More sharing options...
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