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Recruit Darth Moeller WIP


Jeff

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I am working on a recruit Darth Moeller mod and I don't know where to find the list that shows what number to use in the script for replacing which party members for TSL.

 

RemoveAvailableNPC(7)-----in KotOR, 7 is for T3 but i want to replace G0T0 in TSL. Could someone give me the list for the script numbers for TSL?

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0 Atton

 

1 BaoDur

 

2 Mand

 

3 g0t0

 

4 Handmaiden

 

5 hk47

 

6 Kreia

 

7 Mira

 

8 T3m4

 

9 VisasMarr

 

10 Hanharr

 

11 Disciple

 

The numbers and tags. Just for the record, I believe the numbers are different for influence dialogs and some other things, so don't use this list for everything.

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Alright, well I'm at the stage where I need to test him in game to make sure I haven't made any critical errors so far. I am using Darth333's tutorial, and he says to go ahead and test the npc, would I be able to find the NPC wherever the original character is found, or am I missing something? I would just test it myself but the original model i used is a sith lord and they're all over the place so i wouldn't know where to find one, can someone clarify?

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Well, I know how to make NPC and ill love to make them, so ill throw in my 2 cents.

 

Well you said you were replacing G0-T0, right? Get into KT, and find G0-T0's dlg, and extract it, locate the file, and open it using Tk102's DLG Editor.

 

Ok so go into the dlg, and add a new entry, like "G0-T0, I need to talk to you". And tell him "I have decided to sell you for money", and add whatever you want to the dlg. when you get to the end, (Say this is your dlg" "G0-t0, I have dicided to see you for parts, so I am going to need a new sidekick, well, that is why I am selling your parts to get some money, and I will be re-placing you with my apprentice here, Darth Moeller. So Have fun getting taking your insides takin' out! MuHaha.

 

 

Now, in the Script #1 put your Recruit_Darth_Moeller.ncs (Or whatever you your recruit .ncs file) script into the Script #1 field so it should look like something like this: (Recruit_Darth_Moeller, or whatever you named it into that field) You DO NOT put the .ncs into that filed so it SHOULD NOT look like this Recruit Darth_Moeller.ncs

 

 

Now, save the new file to whatever you want, and put that dialog into the Override

 

Sorry if this didnt make sence

 

Hope this helps:D

 

DarthSmallz

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Ok I got the dialogue to work and after i say "Have fun getting your insides taken out" (I love that line DarthSmallz!), it goes to the character selection screen and i say remove G0T0 and then he disappears but no Darth Moeller appears. I will look into some things in the darth moeller file, but does anyone see something obvious that I am not doing?

 

EDIT: Oops! I said it not as it really is. I am on the Ebon Hawk testing this, and i say the last dialogue line to him, and I have it set to after that line the script runs. It goes to the party selection screen, but G0T0 is still there and Darth Moeller is not. So i tried to put goto in my party on the ebon hawk and then i removed him, and he disappeared, but no Darth Moeller still.

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  • 1 month later...

I had to blow the dust off of this thread...

 

Anyways, I have activated this project once again, and am basically starting from scratch. I have never made a recruitment mod, and I have found many scripts for different variations for recruiting the NPC.

 

The method I am using to recruit him is I will talk to G0-T0 (useless droid) and tell him I am selling him for parts, like I was going to when I originally started this project a while ago. Then, I just want Darth Moeller to replace G0-T0. But, with all the scripts that are posted on this site, I am having problems figuring out which one to use for this part. The script I had originally been using (Darth333's script from the tutorial) doesn't seem to work for me, or I am doing something wrong with it. Can someone point me to a thread with the correct script, or post one here?

 

EDIT: I think I found the right script to use:

void main()

{

RemoveAvailableNPC(3);

AddAvailableNPCByTemplate(3, "darth_moeller");

DelayCommand(1.0,ShowPartySelectionGUI());

}

But after I finish the dialogue with goto, the party selection screen comes up but goto is still there. Why is this happening?

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Well, I figured out the script for now, but I am having problems with something else that I would greatly appreciate some assistance.

 

For some reason, in the party selection screen, Darth Moeller looks like this messedupdarth2fk.jpg

 

His legs are cut off and clearly he isn't in the dark side form, or whatever you want to call it, where hes slouched over, in that really evil-looking stance.

 

Has anyone ever seen this happen before?

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Originally posted by DarthMoeller

Has anyone ever seen this happen before?

Many times... in KOTOR I if you replaced T3-M4 a recruited NPC would appear similar to that... and if Zaalbar was replaced the NPC would look a little high on the screen... so it is only natural this would happen to GO-TO's slot as well...

 

It is a display glitch that happens when replacing certain NPC's like short T3 or really tall Zaalbar, so it is also a likely glitch that will affect GO-TO who is essentialy, a floating ball.

 

And I do not believe there is anything that can be easily done about it.

 

As for the DS mastery did you apply DS points via a game script or the 'adddarkside' cheat?

 

EDIT: Also was your PC at Darkside mastery? And what was your recruits influence level? Unlike KOTOR I, TSL's influence system might be what is effecting your NPC's alignment and stance.

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Unfortunately I'm sorry to say that right now that either can't be fixed or it used to not be able to be fixed, I'm guessing you replaced G0-T0 or T3M4 with your recruited character.. right.

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Originally posted by RedHawke

Many times... in KOTOR I if you replaced T3-M4 a recruited NPC would appear similar to that... and if Zaalbar was replaced the NPC would look a little high on the screen... so it is only natural this would happen to GO-TO's slot as well...

OK, well that would explain it. In that picture, the npc replaced t3, so that must be why he is short.

 

Originally posted by RedHawke

As for the DS mastery did you apply DS points via a game script or the 'adddarkside' cheat?

He's not supposed to have DS mastery, I set in his UTI for him to be 90% DS (10 on the bar). But you know how DS people are in a certain stance in that picture normally? Well he isn't. I guess I'll assume that it is also a result of the graphics glitch with t3m4.

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Originally posted by DarthMoeller

He's not supposed to have DS mastery, I set in his UTI for him to be 90% DS (10 on the bar).

True, but that will change with the loading of the game due to TSL's Influence system. That could explain the more neutral stance.

Originally posted by DarthMoeller

But you know how DS people are in a certain stance in that picture normally? Well he isn't. I guess I'll assume that it is also a result of the graphics glitch with t3m4.

I would chalk it up to the Influence system expecting certain NPC slots to be a certain alignment to start... T3 starts at 50 and that is similar to the stance of your NPC in the picture. Even if the bar is at 10... the influence system will effect your NPC's alignment at the first influence shift, or it can even change during an area transition.

 

I suggest playing with the NPC in the party normally and see if it changes at all.

 

The only NPC who's alignment is not adjusted is Krea... but replacing her is all but impossible.

 

EDIT: Or it very well could be that the slots for the droids do not display the DS or LS transitions... this is also very likely.

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Originally posted by RedHawke

EDIT: Or it very well could be that the slots for the droids do not display the DS or LS transitions... this is also very likely.

I think that might be what it is. I had my PC's darkside set to full, so theoretically my NPC should have been pretty close to full. It must be the droid thing. :c3po::bdroid2:

 

EDIT: @ Redhawke

The way I have this recruitment right now is that I talk to Kreia and then t3 is replaced. I have tried to make it so you talk to the NPC I am replacing and then they are replaced, but it doesn't work for me. Any suggestions?

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Originally posted by DarthMoeller

@ Redhawke

The way I have this recruitment right now is that I talk to Kreia and then t3 is replaced. I have tried to make it so you talk to the NPC I am replacing and then they are replaced, but it doesn't work for me. Any suggestions?

Honestly I don't know. I haven't yet played around with NPC's in TSL yet. But if I were to do a recruit mod it would likely follow a similar formula to what I did in K1. Spawn the new NPC somewhere, and ask them to join and they replace an NPC.

 

EDIT: There might be issues with the game in having a dialogue open with the object you are trying to remove... but I could be wrong.

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Now that I think about it, I'm probably going to do mine the way you mentioned if I can figure it out. It seems more realistic to do it that way, and I can probably get it working easier as well. Thanks for your help RedHawke. :)

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When you replace a partymember your new npc will take the alignment of the replaced npc no matter what alignment you set in your .utc file

Use the AdjustAlignment() function when you recruit a new npc so it will have your desired alignment.

Something like this AdjustAlignment(oNPC, ALIGNMENT_NEUTRAL, 50);

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Originally posted by envida

When you replace a partymember your new npc will take the alignment of the replaced npc no matter what alignment you set in your .utc file

Use the AdjustAlignment() function when you recruit a new npc so it will have your desired alignment.

Something like this AdjustAlignment(oNPC, ALIGNMENT_NEUTRAL, 50);

Ahh, well that explains a lot. Thanks envida!

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