*Atris* Posted March 16, 2005 Share Posted March 16, 2005 Has anyone ben able to recruit a custom npc in TSL cuz i edit .utc files but nothing changes in game, do they have to be put somewhere different in TSL? Link to comment Share on other sites More sharing options...
Keiko Posted March 17, 2005 Share Posted March 17, 2005 I am having the same trouble, can you at least get your NPC to spawn? And Did you give him/her a dlg, and you need a script to fire too. Link to comment Share on other sites More sharing options...
*Atris* Posted March 17, 2005 Author Share Posted March 17, 2005 im going to replace the onderon diplomat on telos with my character to recruit, i edited the .utc but he wont change in game Link to comment Share on other sites More sharing options...
Darth333 Posted March 17, 2005 Share Posted March 17, 2005 huh? what do you mean you edited the .utc but he won't change in game? If you are talking about the npc's appearance, you have to load the module for the first time. Otherwise, use the DestroyObject function and spawn your new npc. And you will need to use a party member tag for your new character anyways so there's no way you can use the diplomat's tag...unless you want to redo the game entirely... ...but I don't know how tsl will react to custom recruits...there are so many cutscenes. involving all the npcs...better test your mod touroughly before publishing it. Link to comment Share on other sites More sharing options...
*Atris* Posted March 17, 2005 Author Share Posted March 17, 2005 Dont wory i will, my recruit will just replace HK47 as hes the only party member you can go through the game without recruiting. Link to comment Share on other sites More sharing options...
Darth Straker Posted March 17, 2005 Share Posted March 17, 2005 I just did a recruit today with Atris and Chuurolw. Link to comment Share on other sites More sharing options...
Xcom Posted March 18, 2005 Share Posted March 18, 2005 Originally posted by Darth333 ...but I don't know how tsl will react to custom recruits...there are so many cutscenes. involving all the npcs...better test your mod touroughly before publishing it. TSL probably won't be happy. Thanks to stoffe -mkb- we know that there are nearly 50 cutscenes in 003Ebo module alone, featuring different NPCs and depending on various variables and states. Link to comment Share on other sites More sharing options...
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