Elven6 Posted February 22, 2006 Share Posted February 22, 2006 Using kotor tool how would I make a beta for a mod I am working on? Beta meaning a mod I want to test? Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted February 22, 2006 Share Posted February 22, 2006 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. Link to comment Share on other sites More sharing options...
Elven6 Posted February 23, 2006 Author Share Posted February 23, 2006 But the mod I have I have no way to get to it without warping, I need to make a special name for it Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted February 24, 2006 Share Posted February 24, 2006 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. Link to comment Share on other sites More sharing options...
Elven6 Posted February 24, 2006 Author Share Posted February 24, 2006 Ok I am using the module builder tool but when I get their none of the people are there! So that means I need things in the override folder, but what would I put in it? Link to comment Share on other sites More sharing options...
Osuirof Posted February 24, 2006 Share Posted February 24, 2006 Did you created\modifed characters (.utc files), scripts for spawning them (.ncs) and put them in your .mod file ? Â 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. Â But if you making new module just use the files you need. Â And remember that .mod files must be in Modules, not override. Link to comment Share on other sites More sharing options...
Elven6 Posted February 24, 2006 Author Share Posted February 24, 2006 Well can you do this step by step? Â I have a character but it dosen't have a spawn script Link to comment Share on other sites More sharing options...
Osuirof Posted February 24, 2006 Share Posted February 24, 2006 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 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. Link to comment Share on other sites More sharing options...
Elven6 Posted February 24, 2006 Author Share Posted February 24, 2006 In laemans terms? I am using the skeleton of 207tel Link to comment Share on other sites More sharing options...
Pavlos Posted February 25, 2006 Share Posted February 25, 2006 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. Link to comment Share on other sites More sharing options...
Elven6 Posted February 25, 2006 Author Share Posted February 25, 2006 so if it is called Dantooine Cantina.mod, I put it into my module folder and warp their? Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted February 25, 2006 Share Posted February 25, 2006 Yes. Link to comment Share on other sites More sharing options...
Elven6 Posted February 25, 2006 Author Share Posted February 25, 2006 I tried that but it still doesen't place the characters and stuff Link to comment Share on other sites More sharing options...
RedHawke Posted February 25, 2006 Share Posted February 25, 2006 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. Â 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. Link to comment Share on other sites More sharing options...
Elven6 Posted February 25, 2006 Author Share Posted February 25, 2006 And where do I make the git file? Link to comment Share on other sites More sharing options...
Osuirof Posted February 25, 2006 Share Posted February 25, 2006 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. Link to comment Share on other sites More sharing options...
Pavlos Posted February 25, 2006 Share Posted February 25, 2006 When you say that there is no one in there: are you sure that you are not using a save that has already visited this particular module before you put anything in. If so your save data is overwriting the data in the .git. Link to comment Share on other sites More sharing options...
Elven6 Posted February 25, 2006 Author Share Posted February 25, 2006 No I warp their Link to comment Share on other sites More sharing options...
Pavlos Posted February 25, 2006 Share Posted February 25, 2006 Yes but has your save been in that module before? Link to comment Share on other sites More sharing options...
Elven6 Posted February 25, 2006 Author Share Posted February 25, 2006 No, Link to comment Share on other sites More sharing options...
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