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Planting items on game. TSL


Lorden Darkblade

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I was wondering how this is being done these days, I remember that in the beginning in KotOR 1 it was using the .utc files that are corresponding to plasteel cylinders and bodies.

Is it still the same or now you guys are using scripting?

I'm curious to know cuz I'm trying to plant an item in game I just don't know if I use a .utc file or what ever else you guys do.

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Originally posted by Uchiha Itachi

I'm talking about The Sith Lords as it is said in my post.

You can use both, but the same rules apply. For .utc placing...make sure it's a 'unique' footlocker, chest, etc.

 

With Fred's new KT, I believe you can add droppable items to encounters as well (always could using a .gff editor, but KT is much easier IMHO)...

 

If you use scripting (to spawn a placeable), be sure to get Darth333's wherami armband, due to TSL's now 'invisible' console you can't view the coordinates with the 'wherami' cheat :rolleyes:

 

You can get it here if you don't have it already:

http://www.starwarsknights.com/tools.php

 

Hope that helps! :)

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I'll probably make most of my stuff buildable at a workbench.

 

Ohhh....

That's a great idea Mono :p

But how would you make the requirements for the item be created?

What's the name of the .2da file or files to make the requirements?

 

You can use both, but the same rules apply. For .utc placing...make sure it's a 'unique' footlocker, chest, etc.

 

I just two more questions:

1st: I thought that everything is random, therefore the items could not be planted on dead bodies, dead enemies body, foolockers tsk tsk stk....

2nd: If I use the .utc files for bodies or anything else it may be used it could conflict with other MODs right?

That's why I wanted to know how you guys plant items on game these days, I wouldnt want my MOD conflicting with the other MODs.

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Originally posted by Uchiha Itachi

I'm talking about The Sith Lords as it is said in my post.

I'm talking about a principle. I'm sure you can think of the rough TSL equivalent of a thug on Taris and the footlocker on the Endar Spire. I can't, so I used the best example of item dropping cliches I could think of.

 

1st: I thought that everything is random, therefore the items could not be planted on dead bodies, dead enemies body, foolockers tsk tsk stk....
Not entirely true. Some drops are fixed (and non are completely random) - all you have to do is specify that some generic soldier who *sometimes* drops a grenade is going to always drop the Uchiha Itachi armor.

 

2nd: If I use the .utc files for bodies or anything else it may be used it could conflict with other MODs right?
Potentially, yes. But if you pick an obscure location or enemy the odds are as low as they are going to get.

 

If you add your items by making them creatable items on the workbench I think you'll end up with a much greater compatibility problem as you will conflict with any other mods that tamper with what is creatable at the workbench.

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Originally posted by Uchiha Itachi

1st: I thought that everything is random, therefore the items could not be planted on dead bodies, dead enemies body, foolockers tsk tsk stk....

2nd: If I use the .utc files for bodies or anything else it may be used it could conflict with other MODs right?

That's why I wanted to know how you guys plant items on game these days, I wouldnt want my MOD conflicting with the other MODs.

 

1: Normally yes, random draw... however if it's in your override folder... the particular placeable should always contain what's been placed in the .utc file. It'll override standard game protocol...

 

2: This is true. It would be recommended to see what's already been released so as to not conflict with other mods. But that's always been the case even in KotOR. Best thing to do is include instructions on how to make your mod compatible with others for the "just in case" factor...

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Originally posted by Uchiha Itachi

I see....

But which one is the best way?

A .utc file or the workbench makeable way?

.UTC has a *way* lower chance of mod conflict, whereas if you went with workbench you would have one immediately, as there is already a mod out that tinkers with the items that can be built at a workbench.
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What about "messing around with GIT file" way. If you can't find a unique placable, you can try and replace the reference in the git file to the one you made. However, I read someone said this is not a good option.. Don't remember why.

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I don't even know what a GIT file is :p

Anyway, I think I'll have to do the workbench way cuz I don't know of good place to put it that anyone else wouldnt use it.

If anyone knows a good way please tell me.

The workbench seems nice...

Tho I don't know how to create the requirements like:

Security 15

Dark Sided

40 Components need or maybe none.

I need to know how to make the requirements, all of them cuz I don't think I'll make them much high cuz if I do some people may not be able to make it.

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Originally posted by Uchiha Itachi

Anyway, I think I'll have to do the workbench way cuz I don't know of good place to put it that anyone else wouldnt use it.

 

You might wanna reconsider. As it was mentioned, there already mods (2 or 3) that use workbench.

 

Another good method is adding items through dialog (+ script).

 

Yet another way is using someones store to sell the items.

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If you just want the item in the game then use cheats - it's by *far* the fastest and easiest method and everyone can do it. As far as getting it as a planted item into the game for people who would use your mod: the workbench is not the easiest way to go in the long run. If it were just one mod you had a conflict with it wouldn't be so bad, but it's a problem that becomes worse the more people use your reasoning (and several already have).

 

The solution is multi-mod releases that people like T7 put out, or a utility that does appending/modifying of .2da files automatically (which wouldn't be too hard to program, relatively speaking).

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Originally posted by Uchiha Itachi

I have a question, I want to make an upgradeable robe so I would have to put the number 2 in the UpgradeLevel (Byte) Node right?

2 is for armored robes but I'll create a new robe using the normal robes you know what I mean?

Like the Sith Robe for example.

From what I gather.. yes :)

 

And with all the "Place it this way or that", as long as you include instructions on what exactly you edited in the proper .2da's I don't see it as a "major" problem to add your items via workbench. Other's will then at least know what they have to change to make your items available if they've previously installed a workbench mod :D

 

It's good to see that you are at least considering other modders when you want to release something. It's an admirable quality. Detailed readme's get you bonus points too ;) heheh

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Well I do this cuz I, as all of us, were once not a modder and wondered how to make a MOD work with an old one I had already.

So i think on how to help fixing that.

I have another question, I can't remember how KotOR 1 was but in KotOR 2 there are lots of armor reinforcements(upgrades) I wanted to know how, using the Kotor Tool, to understand what is what in the sub menu when you can pick if something is upgradeable or not.

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Originally posted by Uchiha Itachi

Well I do this cuz I, as all of us, were once not a modder and wondered how to make a MOD work with an old one I had already.

So i think on how to help fixing that.

I have another question, I can't remember how KotOR 1 was but in KotOR 2 there are lots of armor reinforcements(upgrades) I wanted to know how, using the Kotor Tool, to understand what is what in the sub menu when you can pick if something is upgradeable or not.

Keep in mind this is a theory, but with Fred's new tool you can set an option where it seeks out you own personal .2da files.

 

If you go ahead and edit those first, THEN construct your item's .uti... your custom upgrade should actually show up in the upgrade required pull-down...

 

Anyone, please correct me if I'm wrong....

 

If however, you just want to use the game's standard upgrades, you'll have to look at the upgrade's .uti to find out what attributes the particular over/under lay provides.

 

tk102, thank goodness, made this sweet list to help us out:

 

http://www.starwarsknights.com/itemstsl.php

 

Not only does it provide the template, but it contains detailed descriptions on what the items do. Just choose the appropriate field (armor upgrades in your case) and go to town! :D

 

Remember though, TSL's upgrade system has somewhat simplified upgrading. Unless you want specific attributes (custom), all you have to do is make the robe upgradeable. The game will take care of the rest, so there's no need to even worry about it. Game standard upgrades stats are defined elsewhere and not dependant on the .uti (again, unless custom)...

 

Sorry if my rambling is confusing ;)

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module name and such, huh, hold on a sec.....hmmm strange I can't find it I'll look later and let you know if I find it ;)

 

I'm not 100% sure, but I think the .uti file tells the workbench how many components it takes to make an item, not sure though

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