GotGoose? Posted February 20, 2005 Share Posted February 20, 2005 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/ Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted February 20, 2005 Share Posted February 20, 2005 That is very handy sometimes in the game man. I'll test it as soon as I can. Keep up the good work Link to comment Share on other sites More sharing options...
GotGoose? Posted February 20, 2005 Author Share Posted February 20, 2005 I uploaded a item file with a description that had grammar errors so I uploaded a new one. Download Link: v1.01 Link at pcgamemods.com Link to comment Share on other sites More sharing options...
Darkkender Posted February 20, 2005 Share Posted February 20, 2005 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. Link to comment Share on other sites More sharing options...
Mav Posted February 20, 2005 Share Posted February 20, 2005 @ Darkkender Perhaps, now I know you don't always want him with your party, bu tperhaps you could just implant the script to create the construction bench into T3's dialog and go from there, just a thought Link to comment Share on other sites More sharing options...
Darkkender Posted February 20, 2005 Share Posted February 20, 2005 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. Link to comment Share on other sites More sharing options...
GotGoose? Posted February 20, 2005 Author Share Posted February 20, 2005 Yes, that would be a nice feature Darkkender. However, I don't know how I would go about doing that. Do you know how to place an item in an existing container, or create a brand new container? Link to comment Share on other sites More sharing options...
Mav Posted February 21, 2005 Share Posted February 21, 2005 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. Link to comment Share on other sites More sharing options...
Leviathan Posted February 21, 2005 Share Posted February 21, 2005 Excuse me GotGoose?, but could you release the source code employed in "gg_portbench.ncs", please ?... It would let me the occasion to study the "composition" of this (interesting) mod... Thanks for your assistance !... Link to comment Share on other sites More sharing options...
GotGoose? Posted February 21, 2005 Author Share Posted February 21, 2005 Leviathan: That's odd, there should be a folder named "Source" in the zip file that has that script. If you still can't find it, here's the code. void main() { ActionStartConversation(GetFirstPC(),"workbnch"); } Link to comment Share on other sites More sharing options...
Leviathan Posted February 21, 2005 Share Posted February 21, 2005 I would have believed that this script was more complex... In reality, that's just a script which initiates a conversation with a work-bench at any place, isn't it ?... Seriously, I would never have thought to it... Good work, GotGoose? !... Link to comment Share on other sites More sharing options...
Guest Saturnine Posted February 21, 2005 Share Posted February 21, 2005 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? Link to comment Share on other sites More sharing options...
GotGoose? Posted February 21, 2005 Author Share Posted February 21, 2005 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. Link to comment Share on other sites More sharing options...
Guest Saturnine Posted February 21, 2005 Share Posted February 21, 2005 Originally posted by GotGoose? Do you think it should be bundled with the PCB? That would be preferable. Link to comment Share on other sites More sharing options...
Darkkender Posted February 21, 2005 Share Posted February 21, 2005 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. Link to comment Share on other sites More sharing options...
mrdefender Posted February 23, 2005 Share Posted February 23, 2005 How soon can we expect a portable lab station? Link to comment Share on other sites More sharing options...
GotGoose? Posted February 24, 2005 Author Share Posted February 24, 2005 Very soon. The new version bundles the bench and lab into one armband. Link to comment Share on other sites More sharing options...
Mach Blake Posted February 25, 2005 Share Posted February 25, 2005 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 Link to comment Share on other sites More sharing options...
mrdefender Posted February 28, 2005 Share Posted February 28, 2005 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> @Mach, you're using kotor 2? I haven't tried this in kotor 1 but it works in 2.... 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 (i just like to keep my folders nice and organised lol) Link to comment Share on other sites More sharing options...
Mach Blake Posted February 28, 2005 Share Posted February 28, 2005 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> @Mach, you're using kotor 2? I haven't tried this in kotor 1 but it works in 2.... 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 (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 Link to comment Share on other sites More sharing options...
Darkkender Posted February 28, 2005 Share Posted February 28, 2005 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 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. Link to comment Share on other sites More sharing options...
mrdefender Posted February 28, 2005 Share Posted February 28, 2005 Just another example of how KOTOR 2 can be stubborn glad its working for you edited: ok, you just had to post a few seconds before me didn't you Link to comment Share on other sites More sharing options...
Mach Blake Posted February 28, 2005 Share Posted February 28, 2005 it's working nicely now, it wasn't a new game. I looked and found there was a file called gg_createbox.nss or portbench.nss (I forget which) I deleted that from the override folder and then readded the files that were supposed to be there thanks again Oso Link to comment Share on other sites More sharing options...
GotGoose? Posted March 1, 2005 Author Share Posted March 1, 2005 Woohoo! v1.00 of Portable Bench & Lab is out! Download link Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.