Darth Rancorous Posted April 15, 2005 Share Posted April 15, 2005 Does anyone know what the utp file is for your Character's footlocker on the harbinger? I'm trying to add items to it and I can't figure out what the file name is. Link to comment Share on other sites More sharing options...
J_Slash Posted April 15, 2005 Share Posted April 15, 2005 in kotor tool, open Rims>Modules>152HAR_s.rim>Blueprint,Placeables>g_tresmillow_007.utp (2389) Some people said though that it wouldn't work, that the unique placeables are no more in kotor2, and personnally i haven't tried it yet so i can't tell for sure! Link to comment Share on other sites More sharing options...
T7nowhere Posted April 15, 2005 Share Posted April 15, 2005 it will work, But when placed in override it will override all g_tresmillow_007.utp files. So in a released mod its a bad idea but if you just want to add some items for yourself it will do the job. Link to comment Share on other sites More sharing options...
Darth Rancorous Posted April 15, 2005 Author Share Posted April 15, 2005 Thanks, It souldn't be a problem since one of the items is an updated <FullName>'s armband. Also is there a way to change the light saber you build with bao dur to a custom saber? Link to comment Share on other sites More sharing options...
J_Slash Posted April 15, 2005 Share Posted April 15, 2005 T7nowhere, does this mean that every g_tresmillow_007.utp footlocker in the entire game will have the same items in them?? Darth Rancorous, if u wanna do this u will have to override one of the sabres in the game, which is not a good idea since there will be some NPCs spawned with the same lightsabre u have, or u could just re-script the file used to make Bao-Dur give u the sabre, but i don't know which one it is...if u go with scripting maybe someone more experienced could help u out with this.. Link to comment Share on other sites More sharing options...
Achilles Posted April 15, 2005 Share Posted April 15, 2005 Originally posted by Darth Rancorous Thanks, It souldn't be a problem since one of the items is an updated <FullName>'s armband. Also is there a way to change the light saber you build with bao dur to a custom saber? It will be a problem because every instance of g_tresmillow_007.utp in the game will be replaced with your g_tresmillow_007.utp, which means you could have dozens of <full name>'s armbands As for the custom saber, open up baodur.dlg in dlgeditor and find the part of the dialog where BD builds your sabers. In the parameter fields you'll see uti tags for the games various sabers. Simply replace these entries with your custom sabers and save the dlg to your override folder. BD will now build your sabers instead of the default weapons. Link to comment Share on other sites More sharing options...
Darth333 Posted April 15, 2005 Share Posted April 15, 2005 You could use a script to place object in that container. I didn't checked the game files but if there are other containers with the same tag in that module, you could use the GetNearestObjectToLocation function where you can specify a location and then target the nearest object to that location: // 228: Get the nNth object nearest to lLocation that is of the specified type. // - nObjectType: OBJECT_TYPE_* // - lLocation // - nNth // * Return value on error: OBJECT_INVALID object GetNearestObjectToLocation (int nObjectType, location lLocation, int nNth=1); here is a sample script: [size=1] void main () { //the coordinates can be obtained with the [url=http://www.starwarsknights.com/tools.php]whereami armband[/url]. //Just stand the closest as you can from the container you want to use.. vector vecCont; vecCont.x = 0.0; // x coordinate goes here vecCont.y = 0.0; // y coordinate goes here vecCont.z = 0.0; // z coordinate goes here int nIdx = 1; location locCont = Location(vecCont, 0.0); object oContainer = GetNearestObjectToLocation(OBJECT_TYPE_PLACEABLE, locCont, nIdx); while (GetIsObjectValid(oContainer)) { if (GetTag(oContainer) == "my_object_tag") { CreateItemOnObject("item_template", oContainer); CreateItemOnObject("item_template", oContainer); break; } oContainer = GetNearestObjectToLocation(OBJECT_TYPE_PLACEABLE, locCont, ++nIdx); } } [/size] Link to comment Share on other sites More sharing options...
J_Slash Posted April 15, 2005 Share Posted April 15, 2005 ooo! i didn't know about the dialog thing!! forget what i said , sorry!! Link to comment Share on other sites More sharing options...
stoffe Posted April 15, 2005 Share Posted April 15, 2005 Originally posted by Darth333 (snip) if there are other containers with the same tag in that module, you could use the GetNearestObjectToLocation function where you can specify a location and then target the nearest object to that location: (snip) Or, since the container in this case contains a unique item, you could look for that item to determine which container to use, like: object oContainer = GetItemPossessor(GetObjectByTag("a_band_c01")); if (GetIsObjectValid(oContainer)) { CreateItemOnObject("newitem_resref", oContainer); } Link to comment Share on other sites More sharing options...
Darth Rancorous Posted April 15, 2005 Author Share Posted April 15, 2005 Thats what I'm going to have to do. I didn't realize that there were more than one g_tresmillow_007.utp. Link to comment Share on other sites More sharing options...
Achilles Posted April 15, 2005 Share Posted April 15, 2005 There are a few Link to comment Share on other sites More sharing options...
Jennaida Posted April 15, 2005 Share Posted April 15, 2005 Originally posted by Achilles It will be a problem because every instance of g_tresmillow_007.utp in the game will be replaced with your g_tresmillow_007.utp, which means you could have dozens of <full name>'s armbands So? There seem to be dozens of every other 'unique' item in KotOR II, why not the armbands as well? Link to comment Share on other sites More sharing options...
Achilles Posted April 15, 2005 Share Posted April 15, 2005 Originally posted by Jennaida So? There seem to be dozens of every other 'unique' item in KotOR II, why not the armbands as well? Ever feel like you failed to connect with people? Link to comment Share on other sites More sharing options...
Jeff Posted April 15, 2005 Share Posted April 15, 2005 Originally posted by Achilles There are a few Well, 23 player armbands wouldn't be that bad... Link to comment Share on other sites More sharing options...
Darth Rancorous Posted April 16, 2005 Author Share Posted April 16, 2005 Trust me I don't want 23 armbands not to mention the custom jedi robe that I made as well. While I was searching through the .dlg files I also noticed that there are a lot of conversations that were not added to the game but still there. I knew that there was a lot cut from the game but I didn't know it was still there. PS: I couldn't figure out how to change the lightsaber you create to a custom saber. I looked in baodur.dlg and found the option to ask if "do I have all the lightsaber parts (link)". How do access the link? Link to comment Share on other sites More sharing options...
Achilles Posted April 16, 2005 Share Posted April 16, 2005 Link for what? Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted April 16, 2005 Share Posted April 16, 2005 Originally posted by Achilles Link for what? I think he's referring to the (link) in a dialogue tree when a dialogue reply is referencing another node tree... @Darth Rancorous the (link) in your dialogue means that the dialogue continues in a seperate node (within the same file).... Look for another node that has the possible choices for answers to the question... Link to comment Share on other sites More sharing options...
Darth Rancorous Posted April 16, 2005 Author Share Posted April 16, 2005 I've tried to find it but couldn't. I was wondering if it could be linked to another dlg. file? Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted April 16, 2005 Share Posted April 16, 2005 Originally posted by Darth Rancorous I've tried to find it but couldn't. I was wondering if it could be linked to another dlg. file? This might help http://www.jumpstationz.com/kotor%20screens/bao-tlk.jpg If you click on the colors, you'll notice the script fileds change to: conditional: "c_have_item" (which checks to see if the PC already has built a saber) and the run script: "a_give_item" (the script to edit in order to apply your custom saber changes) Link to comment Share on other sites More sharing options...
Achilles Posted April 16, 2005 Share Posted April 16, 2005 Originally posted by Darth Rancorous I've tried to find it but couldn't. I was wondering if it could be linked to another dlg. file? In DLGEditor you can double click on the the "Already Listed" and it will take you to the primary entry so that you can edit parameters, scripts, etc.. In the KT conversation editor, you just have to look for it. Unfortunately, once you do, not all of the information that you need to make the change you are trying to implement is available, so you will need to extract the .dlg file and make the changes using DLGEditor anyway. I hope that helps. Link to comment Share on other sites More sharing options...
Achilles Posted April 16, 2005 Share Posted April 16, 2005 Originally posted by ChAiNz.2da This might help http://www.jumpstationz.com/kotor%20screens/bao-tlk.jpg If you click on the colors, you'll notice the script fileds change to: conditional: "c_have_item" (which checks to see if the PC already has built a saber) and the run script: "a_give_item" (the script to edit in order to apply your custom saber changes) a_give_item just gives you the item indicated by the resref listed in the string parameter field. // a_give_item // Parameter Count: 2 // Param1 - The number of the item to give to the player. // Param2 - item's resref (as a string) // This script gives the number of the item designated // in the parameter to the player. // // KDS, 07/23/04 void main() { int nQuantity = GetScriptParameter( 1 ); string sItem = GetScriptStringParameter(); if(nQuantity == 0) nQuantity = 1; CreateItemOnObject( sItem, GetPartyLeader(), nQuantity ); } In order to give yourself a custom saber via this dialog, you would have to open the dlg in DLGEditor and change the tag to that of your item (in the appropriate node). Screenie Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted April 16, 2005 Share Posted April 16, 2005 Originally posted by Achilles In order to give yourself a custom saber via this dialog, you would have to open the dlg in DLGEditor and change the tag to that of your item (in the appropriate node). Screenie Ahh yes.. you are correct sir! I forgot about those other fields using tk's dlgeditor (which, BTW Darth Rancorous, use that as KT can't properly handle the dialogue editing (yet) )... KT was just for screenie purposes Link to comment Share on other sites More sharing options...
Darth Rancorous Posted April 17, 2005 Author Share Posted April 17, 2005 thanks. Where can I find Tk's editor? Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted April 17, 2005 Share Posted April 17, 2005 Originally posted by Darth Rancorous thanks. Where can I find Tk's editor? Just about every tool you'll need will be here http://www.starwarsknights.com/tools.php well... other than Fred Tetra's KotOR Tool: http://kotortool.home.comcast.net/index.html Link to comment Share on other sites More sharing options...
Darth Rancorous Posted April 17, 2005 Author Share Posted April 17, 2005 Thanks. This tool should help since It wouldn't work in the kotor tool. Link to comment Share on other sites More sharing options...
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