Elven6 Posted February 11, 2006 Share Posted February 11, 2006 Ok I am going to make a mod which puts a Cantina on Dantooine, there will be a quest or 2 on it. One of the quests include a conversation with the Jedi Twilek Historian who tells you about the great hunt. Once you finish his quest he will show you a holocron that shows the Jedi Enclave being attacked if I can get this mod to work. This is my first mod so I will have a lot of questions so I hope people from the modding community can help. Edit: Im having trouble with kotor tool, when I work with the Module Editor sometimes I can't save it, when I try to I get a error. Link to comment Share on other sites More sharing options...
rgdelta Posted February 11, 2006 Share Posted February 11, 2006 Sounds good I would have worked on it for you but as I have said I am a little busy with TSL Enhanced and so getting the time has been hard for me. As to Kotor tool if you have not posted in the Kotor Tool Directory please do so also make sure you have all the .net service packs I had random errors till I upgraded to the latest 1.1 .net service pack I think it was sp1 or sp2 cannot remember. Link to comment Share on other sites More sharing options...
Garth8422 Posted February 11, 2006 Share Posted February 11, 2006 I also am new to Modding KOtor TSL but your project seems like alot to bite off for a Newbie. maybe U should start a little smaller and build up to that Mod. Like just change some Dialogs to funny crap and dabble in some basic item modding/and reskinning. Link to comment Share on other sites More sharing options...
Elven6 Posted February 11, 2006 Author Share Posted February 11, 2006 Well it looks easy so far I have been cleaning up the module I am using and adding way points and stuff. Hey Rgdelta if this mod works out I can probably help with yours too Link to comment Share on other sites More sharing options...
Elven6 Posted February 11, 2006 Author Share Posted February 11, 2006 Ok here is the error, it happens when I try to save or add a waypoint in http://img.photobucket.com/albums/v384/Elven6/ghfghfgh.jpg I cant make it any bigger for some reason Link to comment Share on other sites More sharing options...
Elven6 Posted February 12, 2006 Author Share Posted February 12, 2006 Ok I have a question, how would I add a conversation to the game? Has for a progress report I have cleaned up the module I am going to use and have added music, characters, doors etc. Btw if you want to go to a diffrent area ie Jedi Enclave to the Jedi Courtyard, is that called a spawn point or what. The thingy that loads a new module. Link to comment Share on other sites More sharing options...
The Source Posted February 12, 2006 Share Posted February 12, 2006 Here are some dialogue tips: http://www.lucasforums.com/showthread.php?t=143356 While I am working on my dialogue stuff, I will make a simple tutorial. I will make something simple and stright forward. When I first started to creat dialogue, there were things I wish were explained in simpler terms. Therefore, I will make up something that is clear cut. Link to comment Share on other sites More sharing options...
Pavlos Posted February 12, 2006 Share Posted February 12, 2006 You can start a new module by using a simple script such as: void main() { StartNewModule("MyModule"); } Simple enough. Just compile and then attatch it to a dialogue. You shoudl really ask questions outside of your own WIP thread as that way it doesn't get messy. Link to comment Share on other sites More sharing options...
Elven6 Posted February 18, 2006 Author Share Posted February 18, 2006 I got some stuff done and I want to test it, but the thing is I dont know how to turn it into a module type thing. Like stuff you would put into folders, I will take some screenshots of the place and post them once I find out how to make a beta. Link to comment Share on other sites More sharing options...
The Source Posted February 18, 2006 Share Posted February 18, 2006 I got some stuff done and I want to test it, but the thing is I dont know how to turn it into a module type thing. Like stuff you would put into folders, I will take some screenshots of the place and post them once I find out how to make a beta. What elements of your mod have you done? Example: Characters Dialogue Link to comment Share on other sites More sharing options...
Elven6 Posted February 18, 2006 Author Share Posted February 18, 2006 Character placment, dialouge is a pain in the ass! Link to comment Share on other sites More sharing options...
The Source Posted February 19, 2006 Share Posted February 19, 2006 Character placment, dialouge is a pain in the ass! What programs are you using for dialogue entries? Link to comment Share on other sites More sharing options...
Elven6 Posted February 19, 2006 Author Share Posted February 19, 2006 I am using dlgeditor it think its by tk3nowhere or someone close to that name, I also need a place to put the module and I am thinking of setting the waypoint to that blocked area that leads to the Matale grounds or who ever. But the thing is I can't edit the module with kotor tool! So if anyone can help me with this is will be appreciated, or else it will have to be a terminal on the Ebon Hawk! Link to comment Share on other sites More sharing options...
Elven6 Posted February 23, 2006 Author Share Posted February 23, 2006 Im going to post a few pics up soon, none of the convos work and for some reason Deesra dosen't spawn. If someone can lend aid it would be appreciated I also need a answer for my last question or else it will be something tacky! Edit: wtf! Now my work is gone!!!!!!!!!!!!!!!!!!!!!! When I open the module editor and load my file none of the stuff appears.... All I see is the start point and thats it@@@@@@@@@@@@@@@@@@@@@@@@ If my work is gone then im gonna do something unthinkable Edit 2: Well i cant get my work back so Im gonna start over, this time im not going to add alot of commoners and stuff, after all Dantooine was left in the shadows. But it will still have some good things to do, mabye even swoop racing! Link to comment Share on other sites More sharing options...
Elven6 Posted February 24, 2006 Author Share Posted February 24, 2006 Here's a screenshot, I would put up more but none of the bloody characters are spawinig! I need to find out how to put things into the override folder I think, help is appreciated. http://img.photobucket.com/albums/v384/Elven6/K2_00000.jpg Link to comment Share on other sites More sharing options...
RedHawke Posted February 25, 2006 Share Posted February 25, 2006 You don't put the files into override they all go into your .mod file. The only override files you need are the ones to get you into your module. If I were you I would take a look at some other modders mods that add modules to the game and see how they did things, doing this greatly helps the learning process. Link to comment Share on other sites More sharing options...
Elven6 Posted February 25, 2006 Author Share Posted February 25, 2006 is their a special name I have to give to the .mod file? Link to comment Share on other sites More sharing options...
Elven6 Posted March 3, 2006 Author Share Posted March 3, 2006 Ok here's a update, I got my site running http://www.freewebs.com/kotorstuff/ I am also adding i n warp points and stuff, having trouble with initiating a dialouge though. Link to comment Share on other sites More sharing options...
The Source Posted March 3, 2006 Share Posted March 3, 2006 I am a little confussed about where your problems are. Could you clearify where you are now? Link to comment Share on other sites More sharing options...
Elven6 Posted March 3, 2006 Author Share Posted March 3, 2006 I want to add waypoints and I am trying to start a conversation which dosent activate. I also need a way to get to the Cantina! Link to comment Share on other sites More sharing options...
Darkkender Posted March 3, 2006 Share Posted March 3, 2006 I want to add waypoints and I am trying to start a conversation which dosent activate. I also need a way to get to the Cantina! Okay so you are trying to "Trigger" a conversation/dialogue when a character reaches a certain location/waypoint on a map? If Answer equals "Yes" then You need to create a ".UTT" Trigger file. If you take a look at the appropriate ".GIT", ".ARE", or ".IFO" one of these will have triggers listed in there nodetree. You would add your ".UTT" trigger file as a reference in that section of the nodetree for the module information. If Answer Not Equal to "Yes" then Please provide us more details of what you are trying to do. Link to comment Share on other sites More sharing options...
Emperor Devon Posted March 3, 2006 Share Posted March 3, 2006 For how to start a conversation, that's a fairly simple matter. Say you call your dialogue file 'deersa.dlg'. You'll have to make the dialogue file with tk's editor, (KotOR tool's dialogue editor doesn't work for TSL) and save it to your override folder. For your deersa NPC, enter 'deersa' into the place to put dialogue in its utc file. For how to get there, you could add an extra NPC with a speeder near Khoonda, and he could take you to the cantina for a small fee. You can just add a script that loads your cantina module to that NPC's dialogue file. Link to comment Share on other sites More sharing options...
Elven6 Posted March 3, 2006 Author Share Posted March 3, 2006 For how to start a conversation, that's a fairly simple matter. Say you call your dialogue file 'deersa.dlg'. You'll have to make the dialogue file with tk's editor, (KotOR tool's dialogue editor doesn't work for TSL) and save it to your override folder. For your deersa NPC, enter 'deersa' into the place to put dialogue in its utc file. For how to get there, you could add an extra NPC with a speeder near Khoonda, and he could take you to the cantina for a small fee. You can just add a script that loads your cantina module to that NPC's dialogue file. I did the Deesra thing but the convo dosent start when I approach him, I had the speeder in mind but I dont know how to ativate the script. Link to comment Share on other sites More sharing options...
Darth333 Posted March 3, 2006 Share Posted March 3, 2006 Elven6: please try to keep this thread for progress updates only. Post you tech questions in the appropriate threads. When you have a question about waypoints, then use your waypoint thread. Same with dialogue: use your dialogue thread. Don't post the same question all over the place. It's hard to follow and we don't know what has been answered and where you stand. We are not free online 24hours tech support. We are normally happy to give a hand but you've got to help us help you too... If you keep asking the same things in multiple places, some threads will end up being locked. This is your warning. Here is a sample of your last threads that already discuss many of the issues you keep asking about here: http://img.photobucket.com/albums/v144/Darth333/elven.jpg Second, no offense but I think you are taking too much at the same time and you don't quite know what you are doing. Don't expect to be able to do all this right away by pressing some buttons... Learning to mod is possible ( I believe it's accessible to everyone) but it requires efforts and you need to sit down and read the existing material. A lot of the questions you are asking are very basic and have been answered in the sticky tutorials and in the readmes that come with the tools. Take the time to read them! If you still have questions after reading the relevant material, then post your questions and we will be happy to help. But please, do some reading first. I also suggest that you don't try to do everything at the same time. Try learn one aspect of modding at a time instead of everything at once. It will be easier for everyone. Right now we look at your questions and frankly it's a bit hard to provide help because you don't seem to master any aspect of modding. Finally, when you ask a question (after reading the relevant material), tell us what you did. When you say "the waypoint doesn't save" no one can help you. Tell us what what info you entered in each field and what you want to do. Give us details (in the appropriate thread). "I tried to save and it froze" doesn't give us a single clue on what you did wrong. ...and when working with Kotor tool's module editor, backup your .git file regularly in case something happens. If you want an npc to start a convo automatically when you approach, use the OnPerceived event: http://www.lucasforums.com/showthread.php?t=143452 (if you want to discuss this further, please post in the appropriate thread). Link to comment Share on other sites More sharing options...
Elven6 Posted March 8, 2006 Author Share Posted March 8, 2006 Ok I need 2 voiceover's, one of a Sith Master guy and another of a republic soilder, I need a male voiceover for them so If anyone is intrested please pm me or reply here. I ll post the pictures of the Sith Base and stuff later on. I would do the voicing but I can't find my mic! Ok lets leave the battle for the forums behind us and Ill add a update for this mod, question free. I finally got the dialouge's working, so are the voiceovers for many people Well here is what I am going to do, this quest is gonna lead you to places like Naar Shadda and mabye Korriban. For Nar Shadda I will be making a new Module which will include a new gang! The gang's working title is "The Leauge Of Extraorindary Sith"! Feed back is welcome Edit: From what I hear my Holocron idea is impossible so I will have to change the end of the quest a bit. Im adding a secret Sith base for my leauge idea where you will fight a sith master who has the artifact Link to comment Share on other sites More sharing options...
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