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Elven6

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You don't need any special settings to make a beta version of a mod, just build it. There aren't any differences between the debug and release versions that are built other than the changes you make to the source files. Just keep the debug/beta versions seperate from the release version so you don't have a mod filled with bugs you've already fixed.

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Using the debug build mode won't give it a special name, it just puts the compiled files into a different folder. Basically, there's no difference between the debug and release versions of mods you build with KT, being as you can't display debug info in KotOR without writing into your scripts. As for having a new name for it, you'll just have to rename the (module?) file.

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Did you created\modifed characters (.utc files), scripts for spawning them (.ncs) and put them in your .mod file ?

 

Even if you modify existing module, and create .mod file from it (with the same name as files existing in Modules folder), you must put all the files in it (characters, dialogs, doors, items, etc.) used by that module, or it won`t work.

 

But if you making new module just use the files you need.

 

And remember that .mod files must be in Modules, not override.

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I`m sorry, but about scripting I know even less than of modding overall.

But if you editing (not creating from start) existing module, you could use scripts that are in that module.

 

Added\Edited

 

Here scripts5bk.jpg are scripts for that module. So as long as you don`t create new characters\events\etc. you could use them.

 

But I think that you better look at this:

http://doomdealer.tripod.com/AGuidetomodules.zip

It`s for K1, but basics are the same, and probably scripting subforum.

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Get ALL the files you have modified and then compile them to something.mod. Make sure you put the .mod on the end of your file because I have found that Fred's KotOR Tool has a nasty habit of missing off the extension. Then put it in your modules folder and then launch the game type "warp something" and it should work. I can't see why it wouldn't.

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I tried that but it still doesen't place the characters and stuff

You have to do that all on your end, you have to enter entries for them in the .git file, and make up their .utc files, and dialogues, those have to be packed into your mod file just like everything else.

 

As I said in your other thread, 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.

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I think that you`d better just edit (change: what items are spawned, class, skills, atributes, etc.) existing module, because creating totally new module, placing character, items, scripting, dialoging , etc. is a lot of work, and looks like you`re pretty green too.

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