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Character's footlocker on the harbinger


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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!

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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..

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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.

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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]

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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);
}

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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? :p

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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?

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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...

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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)

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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.

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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

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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! :D

 

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 ;)

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