seawolfe Posted July 28, 2004 Share Posted July 28, 2004 Hmm .. just got onto this thread somehow and .. wow .. very interesting .. so now I'm wanting to work on a full area mod. To hell with just playing with crystals. I get the feeling I'm going to be asking a lot of questions about things though so be ready to be pelted. And my first one will be: Say I want to create an encounter that is going to happen as soon as you leave the docking hangar and I want to make it so that you are friendly with whichever side you chose in the dialog (sith or republic) .. can you set factions? Link to comment Share on other sites More sharing options...
TemporaryTomato Posted July 29, 2004 Share Posted July 29, 2004 Originally posted by seawolfe Hmm .. just got onto this thread somehow and .. wow .. very interesting .. so now I'm wanting to work on a full area mod. To hell with just playing with crystals. I get the feeling I'm going to be asking a lot of questions about things though so be ready to be pelted. And my first one will be: Say I want to create an encounter that is going to happen as soon as you leave the docking hangar and I want to make it so that you are friendly with whichever side you chose in the dialog (sith or republic) .. can you set factions? Try this: Doom_Dealer's tutorial It's very good. Link to comment Share on other sites More sharing options...
Darth Dex Posted July 29, 2004 Share Posted July 29, 2004 hmmm.....T102 You said isn't a mp just a tga that's false, try mapping for Ja you'll see that mapping has nothing to do with texturing. Link to comment Share on other sites More sharing options...
BountyHUNTER12 Posted July 29, 2004 Share Posted July 29, 2004 Originally posted by Darth Dex hmmm.....T102 You said isn't a mp just a tga that's false, try mapping for Ja you'll see that mapping has nothing to do with texturing. Tk102 meant the small maps in top-left corner of the screen, that show where you are. Those are textures. Link to comment Share on other sites More sharing options...
BountyHUNTER12 Posted December 1, 2004 Share Posted December 1, 2004 Sorry for bumping up such an old topic but... I have Questions 1.How do I insert custom strings where it shows the planet name and descriprion? 2.Also where did those Slehyron strings come from? I looked in the dialog.tlk file but it's not there. Link to comment Share on other sites More sharing options...
tk102 Posted December 1, 2004 Author Share Posted December 1, 2004 Ah one of my favorite threads. The names and descriptions are referenced as dialog.tlk entries in planetary.2da. For example: Kashyyyk's name and description are 32213 and 38685. "Sleheyron City" is in the dialog.tlk at 37614. You can use KTLK to find this. "Hoth" is not the dialog.tlk file. I cheated that in with a custom tool of my own device which I never released. Link to comment Share on other sites More sharing options...
Darth333 Posted December 2, 2004 Share Posted December 2, 2004 Originally posted by tk102 I cheated that in with a custom tool of my own device which I never released. :confused: Sorry but you draw my curiosity Edit: ah ok now I know Link to comment Share on other sites More sharing options...
BountyHUNTER12 Posted December 2, 2004 Share Posted December 2, 2004 What was it? Tell me plz. Link to comment Share on other sites More sharing options...
tk102 Posted December 2, 2004 Author Share Posted December 2, 2004 Tell you what, I'll release it soon. Let me get it up to my own standards though. Basically it's a GUI version of KTLK that supports editing. Edit: For closure, see this thread. Link to comment Share on other sites More sharing options...
RedHawke Posted December 2, 2004 Share Posted December 2, 2004 Originally posted by StormTrooper789 Sorry for bumping up such an old topic but... I have Questions 1.How do I insert custom strings where it shows the planet name and descriprion? 2.Also where did those Slehyron strings come from? I looked in the dialog.tlk file but it's not there. StormTrooper789, I would advise against releasing a mod with a modified dialog.tlk file, it is far too much a pain in the backside for the modder when people start installing it and not following the .tlk backup instructions, then complaining to you that your [insert Explitive Here] mod made them have to reinstall KOTOR, etc., that is why I released ORD Mandell with no edited dialog.tlk or galaxy map text, it can be way too much aggrivation, just to display a couple lines of text, and with a planet mod that is all it really is... Not like a Force Powers Mod or something of that nature, that needs to implement a lot of text. Of course when TK102 releases his new dialog.tlk editing toy you could post instructions in your readme and in the mod thread how to make the text come up in the galaxy map using that. I know I am going to for the people with ORD Mandell. Just my 2 cents! Link to comment Share on other sites More sharing options...
pie_man101 Posted December 3, 2004 Share Posted December 3, 2004 Not volunteering myself but, are any mod projects in the works (besides that galaxy forge that died on day 2) to add new planets and quests to KOTOR? Link to comment Share on other sites More sharing options...
BountyHUNTER12 Posted December 3, 2004 Share Posted December 3, 2004 Originally posted by RedHawke StormTrooper789, I would advise against releasing a mod with a modified dialog.tlk file, it is far too much a pain in the backside for the modder when people start installing it and not following the .tlk backup instructions, then complaining to you that your [insert Explitive Here] mod made them have to reinstall KOTOR, etc., that is why I released ORD Mandell with no edited dialog.tlk or galaxy map text, it can be way too much aggrivation, just to display a couple lines of text, and with a planet mod that is all it really is... Not like a Force Powers Mod or something of that nature, that needs to implement a lot of text. Of course when TK102 releases his new dialog.tlk editing toy you could post instructions in your readme and in the mod thread how to make the text come up in the galaxy map using that. I know I am going to for the people with ORD Mandell. Just my 2 cents! Really, I just wanted to edit the TLK file for personal use. It would be cool to see my work look authentic. *wipes fake tear* Link to comment Share on other sites More sharing options...
RedHawke Posted December 3, 2004 Share Posted December 3, 2004 Originally posted by StormTrooper789 Really, I just wanted to edit the TLK file for personal use. Oh! My bad! Then please ignore the strange entity rambling on behind the curtain... Though hopefully my post will save someone some pain in the future. Link to comment Share on other sites More sharing options...
EnderWiggin Posted December 4, 2004 Share Posted December 4, 2004 Originally posted by pie_man101 Not volunteering myself but, are any mod projects in the works (besides that galaxy forge that died on day 2) to add new planets and quests to KOTOR? PrtyLizardJedi and I are working on one, although I can't tell you anything else about it at this point.....(PLJ is the leader, I can't say anything without his permission.) _EW_ Link to comment Share on other sites More sharing options...
Sarthos Posted July 5, 2006 Share Posted July 5, 2006 has anyone finished any planets? Like that Sleheryon or anything? Link to comment Share on other sites More sharing options...
Pavlos Posted July 5, 2006 Share Posted July 5, 2006 To my knowledge, the only person to have yet made a planet for one of the games is RedHawke in his famous Ord Mandell mod. Play it, great fun . Link to comment Share on other sites More sharing options...
OB1-KeNOOBIE Posted July 5, 2006 Share Posted July 5, 2006 Lit Ridl made a Zombie Planet mod for K1 (although it's listed for K2 at Lucasfiles). It was in Chainz.2da's weekly mod report on starwarsknights.com a couple weeks ago. Link to comment Share on other sites More sharing options...
EnderWiggin Posted July 6, 2006 Share Posted July 6, 2006 Ooh... and I dunno if it's considered a planet because it was just an addition to Korriban, but Darkkender made a new area mod entitled 'Tomb of Jesset Dal'Kest' IIRC. Check that out too. _EW_ Link to comment Share on other sites More sharing options...
Darkkender Posted July 6, 2006 Share Posted July 6, 2006 Actually Redhawke is the only one to use this tutorial to it's full extent for the most part. Lit Ridl's zombie planet is done via a startnewmodule function not by using the galaxy map on the ebonhawk. Thanks for the plug EW but I can't even take credit for any mod that has been completed that goes all the way like Redhawke did. However I'm not certain how the Polish Yavin 4 mod works out. There might be a chance it uses the galaxy map. Link to comment Share on other sites More sharing options...
RedHawke Posted July 6, 2006 Share Posted July 6, 2006 However I'm not certain how the Polish Yavin 4 mod works out. There might be a chance it uses the galaxy map. If I recall correctly it uses some place on the Yavin Station to get to the Yavin IV planet. Link to comment Share on other sites More sharing options...
EnderWiggin Posted July 6, 2006 Share Posted July 6, 2006 If I recall correctly it uses some place on the Yavin Station to get to the Yavin IV planet. Correct. IIRC, It uses the side doors that you can never enter at the end of Suvam's shop. _EW_ Link to comment Share on other sites More sharing options...
Mindtwistah Posted May 26, 2007 Share Posted May 26, 2007 Sorry again for bringing an old thread up, but where do I put k_inc_ebonhawk.nss? And is this for K1? Cause the galaxy map won't open. Link to comment Share on other sites More sharing options...
Master Zionosis Posted May 26, 2007 Share Posted May 26, 2007 if it is an .nss file (k_inc_ebonhawk.nss) then it goes nowhere, if it is an .ncs then it goes in the override, and yes this works for K1 as RedHawke used this method for his Ord Mandell mod, which is for K1. Link to comment Share on other sites More sharing options...
stoffe Posted May 26, 2007 Share Posted May 26, 2007 Sorry again for bringing an old thread up, but where do I put k_inc_ebonhawk.nss? And is this for K1? Cause the galaxy map won't open. Files with a k_inc_ suffix are in most cases include files, and as such are only used by other scripts (via the #include directive) when those are compiled. They cannot be compiled on their own since they are not a complete script, only a repository of common functions, and global constants and variables to be used by other scripts. To compile a script using an include file you should put the include file in a location where the compiler looks for it. Depending on what version of nwnnsscomp you use this could be the override folder, the same folder as nwnnsscomp is in, or in the same folder the script (NSS) you are going to compile is located. Keep in mind that if you make changes to an include file you must recompile all scripts that use this include file for the changes to take effect. Link to comment Share on other sites More sharing options...
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