boinga1 Posted April 8, 2005 Share Posted April 8, 2005 Greetings. I've been working on a mod that adds the various Jedi Masters met in-game to the exile's party (Think of it as a sort of "Jedi Armada" if you will). Each will have a backstory and/or sidequest of some sort. Currently, Zez-Kai Ell (Nar Shadda) has been added without a hitch, and I'm working on adding Kavar (Onderon, see more below). I'm posting now, in the early stages, for a little help. First, what Jedi does everyone want to see, and who should be replaced? Currently I've got: Kavar- Mandalore Zez-Kai Ell - Mira/Bao-Dur Vrook - Atton maybe Vash (Korriban) - Visas Atris - Handmaiden/Disciple I can't do much in terms of skinning, but anyone else already in the game, or from another mod (if I get permission) is a possibility. I'm also thinking about some kind of Jedi droid (not sure if this is possible) for G0T0 or T3. Second, I'm having technical trouble with Kavar. The script to add him doesn't seem to be working. It uses the exact same script as Zez-Kai Ell, so there should be no problem: void main() { RemoveAvailableNPC(2); AddAvailableNPCByTemplate(2, "p_kavar"); } After the dialogue the script is attached to runs, Mandalore dissappears, but Kavar isn't added! I thought that there might be trouble if Mandalore was in the party to go into the temple, so I moved the script to fire in Kreia's part of the "reunion" dialogue back on Dxun. Same thing - no Mandalore or Kavar. I'm quite frustrated here, and I would greatly appreciate any help. Here are some screens of the mod: Link to comment Share on other sites More sharing options...
Xcom Posted April 8, 2005 Share Posted April 8, 2005 Originally posted by boinga1 back on Dxun. Same thing - no Mandalore or Kavar. I'm quite frustrated here, and I would greatly appreciate any help. Did you actually make the p_kavar.utc template? Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted April 8, 2005 Share Posted April 8, 2005 This will be a very good mod when it's done Can't wait till there Link to comment Share on other sites More sharing options...
Captivus Posted April 8, 2005 Share Posted April 8, 2005 Well I Thought about this a little and .... Why don't you create some kind of computre console that would allow you to swich characters (int the actual party not only the two that are walking with you) For example you need mandalore in your group so you go to computer console click on "take Kavar to the party" - an thats it. You could place both Kavar and Mandalore in Ebon Hawk so that it would look more realistic Ps. Will Atris make int the party?? Link to comment Share on other sites More sharing options...
boinga1 Posted April 8, 2005 Author Share Posted April 8, 2005 Originally posted by Xcom Did you actually make the p_kavar.utc template? Of course. I double-checked everything - the tag is "Mand", the templateresref is "p_kavar", the file is p_kavar.utc. I thought maybe that Kotor Tool was cuaing the trouble, but when I went and started over with a GFF editor, same result. And to the above poster - I have no idea how to do such a thing, but I believe it is impossible to have more than 10 total NPC's available for the party. Link to comment Share on other sites More sharing options...
Darth Straker Posted April 8, 2005 Share Posted April 8, 2005 Originally posted by Captivus Well I Thought about this a little and .... Why don't you create some kind of computre console that would allow you to swich characters (int the actual party not only the two that are walking with you) For example you need mandalore in your group so you go to computer console click on "take Kavar to the party" - an thats it. You could place both Kavar and Mandalore in Ebon Hawk so that it would look more realistic Ps. Will Atris make int the party?? In my Sith Armada II , I tried to do this with Nihilus and Bao-Dur. Result:Nihilus left the MOD I'm not a wiz with scripts but the scripts you're used to, won't work. It may be possible with other scripts, but I can't be of much help. Glad to see a Jedi Armada, always wondered why no one did one for KOTOR I. Link to comment Share on other sites More sharing options...
boinga1 Posted April 8, 2005 Author Share Posted April 8, 2005 I'm calling time-out with the Kavar part. It's as if the game isn't aware of the p_kavar.utc file, but I have no idea why. I've tried firing the script in two different modules, and it still doesn't work, so I assume the problem must be with the utc. Anyones who wants to, can take a look at it (send a pm for e-mail). Another thing I wanted to ask - what are some of the more popular mods out there that I should try to make this compatible with? Link to comment Share on other sites More sharing options...
stoffe Posted April 8, 2005 Share Posted April 8, 2005 Originally posted by boinga1 And to the above poster - I have no idea how to do such a thing, but I believe it is impossible to have more than 10 total NPC's available for the party. Although it's impossible to have more than 10 people in the party at the same time, you could probably make it so you have more possible party members that you switch in and out of the party as you wish to use them. If the Ebon Hawk area is saved in the Savegame you could have any partymembers not currently among the 10 wait around there. Then modify the script that fires when you exit the Ebon Hawk to start a Computer Screen dialog instead of popping up the Party Selection GUI. Using this dialog screen the player selects which 10 NPC should be in the currently selectable party, and then the dialog launches the party selection screen after that to allow the player to pick which two should be active. A bit complicated perhaps, but it should allow you to work around the 10 party member limit. It would only work for the parts of the game where you can return to the Ebon Hawk to change around your party, though. And it would only work if 003EBO is stored in the Savegame. At least in theory, I haven't tested this in practice. Link to comment Share on other sites More sharing options...
boinga1 Posted April 8, 2005 Author Share Posted April 8, 2005 I dunno. That sounds a lot beyonds my scripting abilities - all I know is copy/pasted from here, and I've never seen anything like that. If I'm really bored, I'll give it a shot. Link to comment Share on other sites More sharing options...
Jeff Posted April 9, 2005 Share Posted April 9, 2005 This project looks awesome, I can't wait till you get it done. Take your time of course, we don't want it ending up like the end of TSL Link to comment Share on other sites More sharing options...
General Kenobi Posted April 9, 2005 Share Posted April 9, 2005 Originally posted by DarthMoeller This project looks awesome, I can't wait till you get it done. Take your time of course, we don't want it ending up like the end of TSL I agree with DarthMoeller this mod will be really sweet when you complete it. So if were replacing people do you know of any conflicts with the character replacements? I replace bao-dur with a custom Jedi Sentinel of my own design but he just gets switched back to bao-dur after every biggie plot line part he plays. So just curious. As for the ending of TSL (THANK THE POWERS THAT BE) that they at least left the parts and pieces for us to fix for em'....lol God ain't that sad as heck. Big ole' losers At least we make the movies good enough to make up for the nasty games the contract companies put out. Link to comment Share on other sites More sharing options...
boinga1 Posted April 9, 2005 Author Share Posted April 9, 2005 Update: Thanks to Gargant, Kavar is now working properly in-game. Some pics - Kavar: http://i4.photobucket.com/albums/y119/boinga1/jedimod/kavar3.jpg http://i4.photobucket.com/albums/y119/boinga1/jedimod/kavar2.jpg http://i4.photobucket.com/albums/y119/boinga1/jedimod/kavar1.jpg Atris (still bugfixing): http://i4.photobucket.com/albums/y119/boinga1/jedimod/atris1.jpg Link to comment Share on other sites More sharing options...
Jeff Posted April 9, 2005 Share Posted April 9, 2005 I was wondering if with the new dialogue you are creating, will there be voices? Link to comment Share on other sites More sharing options...
boinga1 Posted April 10, 2005 Author Share Posted April 10, 2005 There is a little, in places where the dialogue is already in-game (asking the Jedi Master what they said earlier, for example). Unfortunately, unless you know a good voice actor, the rest will be pretty much silent. Sorry. Link to comment Share on other sites More sharing options...
Jeff Posted April 10, 2005 Share Posted April 10, 2005 sounds good still, i wasn't expecting any voice really just from most previous mods not having any, so i am glad that you included what was anready there. I can't wait for this to come out! Link to comment Share on other sites More sharing options...
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