liquidthex Posted February 14, 2005 Share Posted February 14, 2005 Is there any way to hook a script/function or better yet a 2da, so that you wouldn't need to replace the original file with an override? I assume not since there are so many mods out there which are not compatible with each other.. I just have a problem writing code that wont be compatible with everyone elses mods =P Like adding things to globalcat.2da or replacing an entrance script such as k_003ebo_enter to script an event when the player enters the ebon hawk.. Is there a way around any of this? Link to comment Share on other sites More sharing options...
tk102 Posted February 14, 2005 Share Posted February 14, 2005 Oh, welcome to the forums! This has been a long standing problem with modding KotOR. 2da files require a lot of cooperation between modders. There is no easy solution here... . cchargin has come up with best solution however... his KMM utility allows users to add/remove mods fairly easily. Download is available on http://www.pcgamemods.com/6 spells.2da and appearance.2da are the two biggest compatibility obstacles for most mods. globalcat.2da, however, is the safest 2da to modify because the row numbers have no meaning. Sometimes you can get away with reusing a global variable that has served its purpose already in the game (eg. Endar Spire globals in KotOR1). Local variables are another possible substitute. Link to comment Share on other sites More sharing options...
liquidthex Posted February 14, 2005 Author Share Posted February 14, 2005 I'm wondering if an advanced tool could be written, like KMM but with the capability of auto-combining 2da data.. It doesn't seem like it would be the hardest thing to write.. the hard part would be reading and writing 2da files.. I could do it in perl, if there was a module to read/write 2da files =P Link to comment Share on other sites More sharing options...
RedHawke Posted February 14, 2005 Share Posted February 14, 2005 Originally posted by liquidthex I'm wondering if an advanced tool could be written, like KMM but with the capability of auto-combining 2da data.. It doesn't seem like it would be the hardest thing to write.. the hard part would be reading and writing 2da files.. I could do it in perl, if there was a module to read/write 2da files =P This would not be possible for some of the 2da files... Example: spells.2da you not only would have to combine the 2 files, but then you would also have to edit any .uti and script files that refrence a specific number in spells.2da. Likewise with appearance.2da. It is harder than it appears. Link to comment Share on other sites More sharing options...
liquidthex Posted February 15, 2005 Author Share Posted February 15, 2005 I see, that's unfortunate =( I suppose they simply did not have 3rd party addons in mind whatsoever =( Hooking in most scripting languages is usually very easy. Link to comment Share on other sites More sharing options...
tk102 Posted February 15, 2005 Share Posted February 15, 2005 If you are interested in using the Perl modules I've written, I could you send you my latest versions of: - GFF.pm - ERF.pm - TwoDA.pm (only read functions incl.) - BIF.pm Send your email in a PM if interested. Link to comment Share on other sites More sharing options...
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