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Ebon Hawk Construction Bench is now up at My Site


RedHawke

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Hello again people, :waive1:

 

I'm at it again... what started out as something simple snowballed a little on me into one of the largest .dlg files I have ever made (It takes up the majority of this mods filesize too!), but all went well, and now I present to you;

 

(With a big nod to TSL) The Ebon Hawk Construction Bench...

 

You can get it from my Site... Here. :ben:

 

With my continuing mission to make everyone's PC's spend their hard won, or easily cheated credits, I have a new mod that will help you in this area.

 

What does it do, you ask?

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(From The Readme)

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This mod alters the Ebon Hawk's workbench to be able to build brand new items and some of the normal game items, now when you click on the Ebon Hawk's workbench it becomes a super handy TSL-esque Construction Bench. Henceforth referred to simply as the CB.

 

This mod does too much to be listed... but, what you can build at the CB will change as your skills are increased, the skills that affect the CB are; (Repair, Demolitions, and Treat_Injury) also some things might require you to be a certain level or a Jedi, if you don't have enough credits, etc. There are a ton of possible combinations.

 

But I'll try to list the highlights there is at least one of each major weapon type that is buildable at the CB, as well as one new of each armor type, including armored clothes. All the buildable weapons and armor have the word "Custom" in their title and most all are fully upgradeable, there are no new skins for these armors and weapons, the armors all use the first texture variation, the weapons use one of the standard games variants, new textures for these items would increase the mods size drastically, but all you people out there can alter the item .uti files to point to whatever textures you wish, I leave that up to you.

 

Along with the above, you can also construct 4 Custom Jedi Robes, 1 in each game color, and 2 new Custom Battle Robes (Revan/Star Forge Skins) stronger than the normal robes, all robes are upgradeable. Like the armor's they use standard game textures. The robe .uti files are easily alterable like the armors.

 

You can also build lightsabers, all 3 styles, single, double, and short, at the CB, only the Standard colors are supported, but here's the bonus the bench gives you, the saber color you get is completely random, and you even have a slim (5% or so) chance to build yourself a HOTG ot MOTF saber with the CB. How cool is that?

 

Also you are able to build, pending your appropriate skill level of course, any of the games Grenades (Even the mighty Thermal Detonator), Mines, Medpacks, Stims, Repair Kits, Parts Packs, Computer Spikes, Armor Upgrades, and Weapon Upgrades. Most of these also have the option for you to build quantites (1, 5, or 10), so you don't need to build these one at a time, unless heavy use of the CB makes you poor of course, if you don't have enough credits the options will not show up as well. :)

 

Of course everything you build costs you some credits for the building supplies, etc.

 

This is fully compatable with all my other Mods, and just about everyone else's as well... at least I don't remember one that made use of the Ebon Hawk's Workbench??? :eek:

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Darth333 also deserves some well earned credit as well, for being my conditional scripting salvation!

 

Enjoy people! :D

 

EDIT: And yes (ChAiNz) it still works as a Regular Workbench!

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This sounds awesome now to get a chance to DL it when I get home from work tonight. If only they would give me access to my PC's usb ports at work. I can DL to a floppy but not my jumpdrive here.:mad: I suppose it's okay because I would never get work done because I would mod from work.

 

By the way is the muse still hitting you with that good right-cross.

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Ummm RedHawke, a little help I click on the worbench, but the origianl one pops up not your new one, unless it looks exactly the same and I haven't figured out how to use it yet??

 

EDIT: I just thought of this, but I probably need to level up first, I'm only level 5 in my new game and I just re-read your readme... lol sorry

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Originally posted by maverick187

Ummm RedHawke, a little help I click on the worbench, but the origianl one pops up not your new one, unless it looks exactly the same and I haven't figured out how to use it yet??

You are talking about the Ebon Hawk's workbench here right?

 

Have you installed all the necissary files?

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Originally posted by maverick187

I think I just need to level up, see my edit above... sorry.

No that isn't it, when you click on the workbench you should see a new computer dialogue, no matter what level you are, and not just go to the upgrade screen like normal.

 

If you don't see the dialogue then the k_pebo_upgrade.ncs script from the mod is not in your override, as that one should activate the dialogue instead of the upgrade screen.

 

:confused:

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Originally posted by maverick187

I tried removing every file in my override and then installing just your mod, and now the bench doesn't even open at all, my games messed up.

That's just plain wierd! :confused:

 

I just double checked all the EH modules in the game and the 2 with workbenches (Regular EH, and the Unk. World EH) both use that script to use the workbench, so by all logic you should be seeing the dialogue... very strange game hiccup indeed. :eek:

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I had a .utp file in the override, the same one from the Ebon Hawk, I took it out... didn't work... I edited it to have your dialouge... didn't work... strange indeed, I think I'm going to try adjusting the name of your script and then edit the .utp to have that name and your dialogue, who knows could work.

 

EDIT: Nope didn't work

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Originally posted by maverick187

I had a .utp file in the override, the same one from the Ebon Hawk, I took it out... didn't work... I edited it to have your dialouge... didn't work... strange indeed, I think I'm going to try adjusting the name of your script and then edit the .utp to have that name and your dialogue, who knows could work.

That would be the culprit, yes a repair bench .utp file in your override that is named the same as the Ebon Hawk's would definately screw with this mod, especially if it used a different upgrade script, you should remove that .utp and load from a previous save before you loaded the Ebon Hawk's module the first time. That should fix it. ;)

 

EDIT: Remember once you load a module all the info goes to your savegame, so unfortunately you will have to use a previous save...

 

EDIT 2: I see you got it all sorted out there Mav, have fun. :D

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that did it, we got that son of a *sorry*... hehehe, I have no idea why that file was in there, probably for another mod but who cares yours is way better. OK the following is a warning to other users.

 

Warning before use of this mod remove any file with the name "reptbl002.utp" from your override folder

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Originally posted by maverick187

that did it, we got that son of a *sorry*... hehehe, I have no idea why that file was in there, probably for another mod but who cares yours is way better. OK the following is a warning to other users.

 

Warning before use of this mod remove any file with the name "reptbl002.utp" from your override folder

 

I'll have to make certain of the name of the files in my Tomb of Jesset Del'kest mod that I'm finishing since it uses the ebon hawk in one of the modules.

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Originally posted by Darkkender

I'll have to make certain of the name of the files in my Tomb of Jesset Del'kest mod that I'm finishing since it uses the ebon hawk in one of the modules.

Actually Darkkender, if you leave the WB and it's activation script in your EH Module the same as the default files, then when you have it all packed into your .mod file people will be able to use that bench in your mod, with my mod to construct things as well, very nice indeed! Just a thought... :D

 

Remeber, the only things you need in override are possible .2da and .lip files and the actual files to get players into your new module, all the other files like the exit scripts, placeables, npc files, etc. all are packed into their respective .mod files and should not be placed into override. ;)

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Originally posted by RedHawke

Actually Darkkender, if you leave the WB and it's activation script in your EH Module the same as the default files, then when you have it all packed into your .mod file people will be able to use that bench in your mod, with my mod to construct things as well, very nice indeed! Just a thought... :D

 

Remeber, the only things you need in override are possible .2da and .lip files and the actual files to get players into your new module, all the other files like the exit scripts, placeables, npc files, etc. all are packed into their respective .mod files and should not be placed into override. ;)

 

:D I'll have to make sure of that factor Redhawke.:D

 

2nd half: Are you saying I should throw all of my textures into the mod files as well? Wow 5mb MOD files here I come.:p

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