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Portable Construction Bench: TSL MOD


GotGoose?

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v1.00 of Portable Bench & Lab OUT

 

This mod adds an armband that lets you access the construction bench and lab station from anywhere.

 

To get the item type "giveitem gg_portbenchlab" in the cheat bar (~ key).

 

or: Select the command "Access medical inventory" from the computer that opens the morgue at the beginning of the game.

 

Equip it like you would an armband.

To use, activate like you would a shield.

 

Download link:

http://www.pcgamemods.com/10712/

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Nice to have. Although it might be nice to try putting it into game somewhere so people don't have to cheat it in. Possibly a broken droid on Peragus or something. I'll admit that these little details are really nice to have when you have a whole list of mods in overide and anywhere from 1/3 to 1/2 half are item mods you have to type giveitem for. The other reason this would be nice is because you can't see your cheat commands being spoke so if you typo you have to go through the process time and again. But I have my copy for now.

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I was just coming up with some constructive feedback for the mod Mav. I know I can always use T3 and tweak him, but this isn't my mod. I find it nice when others are given helpful hints just as well as myself. Not too mention I know others tend to download mods more frequently when they have to do little to nothing to get the mod ingame.

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Placing an item into a placeable, i.e. footlocker or something, is rather simple, extracxt the placeable and edit it's contents, achilles wrote a more in-depth tutorial, however the key when doing that is to make sure that the placeable in which you put your item into isn't re-used otherwise you will be putting your item into several different placeables in the game. The way to spawn a placeable is through scripting which I don't do too well, but there are several useful scripting tutorials in the tutorial section of the forums, sorry but that's the best I can do.

 

Hope this helps a little.

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Guest Saturnine

I haven't tried your mod yet, but it sounds like very useful. However, far more useful would be a portable laboratory. Would you mind making one? :rolleyes:

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New version is out:

v1.02

 

A crate now appears with the item when you access the command "Access medical inventory" from the Medical Computer.

 

Note: The Medical Computer is the one at the very beginning of the game.

 

To Leviathan: Yes, the script does initiate the workbench dialogue.

 

To Saturnine: I could make a portable laboratory. Do you think it should be bundled with the PCB? If so, I could just add it into the crate that the PCB is put into.

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Originally posted by GotGoose?

New version is out:

v1.02

 

A crate now appears with the item when you access the command "Access medical inventory" from the Medical Computer.

 

Note: The Medical Computer is the one at the very beginning of the game.

 

To Leviathan: Yes, the script does initiate the workbench dialogue.

 

To Saturnine: I could make a portable laboratory. Do you think it should be bundled with the PCB? If so, I could just add it into the crate that the PCB is put into.

 

This sounds great.

 

As to the portable lab Idea you could write a seperate dialogue with 3 branches one for construction, one for lab, & one for oops didn't mean to activate you. Then depending on which you wanted to do it would launch the proper workbench dialogue. This saves space on your character and maintains the versatility of the mod. plus it provides convenience.

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I posted this elsewhere in here as I couldn't find this thread

 

has anyone gotten this to work in a game? if so how? I followed all the installation instructions and there are no other mods using spells.2da so that's not a problem, it just equips and the char makes the motion of activating it but then nothing happens

 

please help

 

thanks

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We need to define how 'soon' is 'very soon' <insert drooling smilie I can't find in 457 pages of smilies on this board here> :D

 

@Mach, you're using kotor 2? I haven't tried this in kotor 1 but it works in 2.... :eek:

 

Are you sure all three files are in your \override\ folder?

 

ive got gg_portbench.ncs , gg_portbench.uti and spells.2da (plus pcb_readme.txt) in my \override\PortableWorkbench\ folder :cool:

 

(i just like to keep my folders nice and organised lol)

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Originally posted by mrdefender

We need to define how 'soon' is 'very soon' <insert drooling smilie I can't find in 457 pages of smilies on this board here> :D

 

@Mach, you're using kotor 2? I haven't tried this in kotor 1 but it works in 2.... :eek:

 

Are you sure all three files are in your \override\ folder?

 

ive got gg_portbench.ncs , gg_portbench.uti and spells.2da (plus pcb_readme.txt) in my \override\PortableWorkbench\ folder :cool:

 

(i just like to keep my folders nice and organised lol)

 

yeah I have KotOR 2,bought the day it was released here in NYC, got the override folder and just readded the mod with these files

gg_portbench.ncs

gg_portbench.uti

gg_createbox.ncs

metalbox069.utp

spells.2da

 

and now it works, very strange

 

thanks for the help

 

Oso

:trooper:

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Originally posted by Mach Blake

yeah I have KotOR 2,bought the day it was released here in NYC, got the override folder and just readded the mod with these files

gg_portbench.ncs

gg_portbench.uti

gg_createbox.ncs

metalbox069.utp

spells.2da

 

and now it works, very strange

 

thanks for the help

 

Oso

:trooper:

 

Was the mod working the result of you starting a new game? If so that would be why. If a mod uses a modified 2da file unless you have never had a point in your game that the 2da file is used existing games cannot use a new mod's 2da file. A prime example is any mod using appearance, heads, portraits, spells, or baseitems.2da files. These all get used almost as soon as you start your game for various reasons. So any mod that you add after a game is started that uses these 2da files will not work properly. These same factors go for any mod that would use a modified upcrystals, upgrade, itemcreate, or itemcreatemira.2da file if you have used any of there resources then the game will save the 2da data and it cannot be overwritten.

 

Any mod that relies on scripting, dialogue edits, new models tied strictly to a uti file, and/or textures can be added to an existing game without failure usually. Please note even these are not guarunteed as TSL seems to have enough glitches to throw you the bird when you least expect it too when you add a mod.

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