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WIP: The Grey Jedi


goldberry

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My current project is quite extensive, and will take some time to complete.

 

Included in my mod will be:

- Changes to a single dialog file on the Ebon Hawk (003EBO)

- A new Capital Ship (050CAP, 051CAP, 052CAP)

- A new Planet (054HAN, 055HAN, 056HAN, 057HAN, 058HAN, 059HAN)

- A moon to said Planet (060TRI, 061TRI, 062TRI, 063TRI)

- Grey Jedi Recruit (Kill G0-T0!!!)

 

This mod will clash with anything that includes a secsys.dlg; everything else will be "new" (term used loosely due to module constraints) content. The mod will start out after G0-T0's Ship on Nar Shadda. To play it, you must deny G0-T0 access to joining your party in the first conversation.

 

I would like to point out that I realise that this is alot of work for one person to take on, but I intend to do this alone. It will take slightly longer than usual, because this year is likely to be the most hectic I have had for quite a while. It will be completed, regardless of the time it takes.

 

I would also like to say that it was my holowan academy mod (that I stopped working on) that inspired me to do this. Anyway, on to the progress reports:

 

07/09/06 - 21:57

301NAR and 003EBO completed. Will being work on 050CAP in the morning.

 

09/09/06 - 18:45

Changed XXXGRY names to XXXTRI. I had my reasons :D

 

09/09/06 - 23:43

Skeleton of 050CAP complete.

Two way transition between 050CAP and 003EBO working.

 

16/09/06 - Added recruitable Grey Jedi Padawan.

 

17/09/06 - Changed the start of the story.

 

18/09/06 - Added Pictures in my new post.

 

19/09/06 - Everything vanished from my desktop!!! Thank God for Norton GoBack. 050CAP needs to be redone though.

 

05/10/06 - All problems have been averted. 050CAP has been removed, so all of my CAP modules have dropped by one number.

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I'm not gonna say the exact modules, but I will say that (a) They are all modules editable with the kotor tool module editor (Because I've never learnt to mod my hand XD) and (b) The ship will be mostly the harbinger, the planet will be pieces from dantoine, nar shadda, and citadel station, and the moon will be a cross between telos and dxun.

 

That all said, it is all subject to change in the next few weeks.

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My next update will be about 7pm GMT+1 tomorrow, as I'm away for the next two days. As it stands, I may only be working on this for about an hour a night plus weekeds... It will be done though, even if it kills me... which it probably will.

 

EDIT: Sorry I didn't notice the above post, i think you posted while I was typing XD. Um... no. The Galaxy Map and all related entities are evil. I will be using a simple computer dialog with attached scripts, because they are not evil and they do what I say.

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EDIT: Sorry I didn't notice the above post, i think you posted while I was typing XD. Um... no. The Galaxy Map and all related entities are evil. I will be using a simple computer dialog with attached scripts, because they are not evil and they do what I say.

LOL yes they're real pains.

 

Was just curious in case of compatibility issues ;)

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Oh don't worry, so long as nobody else uses my module names or uses new 301NAR or secsys.dlg, there will be NO compatability issues. That's not the actual reason why im not using the galaxy map, it is seriously because I cannot, and don't have the time to learn at the moment. I would like to have gotten an Alpha release ready for today, but I've only been home for half an hour, and I'm gonna be out all day tomorrow, and then I start back at college on monday :( . I'll update my first post later, and hope to have 050-054CAP 050-053CAP finished by about 23:00 GMT+1 today. Don't rely on that though, and IF I do release an Alpha, it will have all spoilers removed, and will basically be a skeleton where you can work out your paths for when you get the full mod. Another tip would be to save before entering 301NAR so that you don't have to start a new game to play my mod. Alternatively, when the mod is released, you can just do "giveitem gry_datapad" and then access the Ebon Hawk security panel. You would miss a key dialog, but i'm sure many of you wouldn't care :D

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Okay, I'm aware it's been a few days since I've visited this thread, which is kind of lazy as its mine :D. However, I have been working on the mod, just not to the level that I can claim to be able to write up an update report on my first post.

 

I will, however, be working on a mini project which I am making a thread for now.

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Could everyone from here on say who they would like to have replaced with the new NPC Jedi.

 

Choose between Hanharr/Mira, G0-T0, or HK-47.

 

If G0-T0, Hanharr or Mira, I will make it so the quest cannot be done until after Nar-Shadda.

 

If HK-47, I'll just remove HK from the Ebon Hawk, or make the quest impossible to complete, or something.

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This mod will clash with anything that includes a new 301NAR.mod or secsys.dlg; everything else will be "new" (term used loosely due to module constraints) content.
I'm a little late, but I just read through this, and as a note, the TSL Holowan Plug-in makes use of the "secsys.dlg" file, just thought I'd give you a heads up, as I know lots of people use the HP.

 

-Mav

 

side note: the secsys.dlg file in the plug-in is based off one of my mods and brings up a store (.utm) and a workbench, which DK edited to add several items, so if one was to overwrite that file with your file from this mod, all one would lose is teh ability to purchase and create certain items.

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Oh dear. I really got the feeling that it was such an obscure dialog file that nobody would have anything that clashes...

Don't you hate when that happens! :p

 

An easier workaround is to take a copy of the dialog file shipped with the conflicting mod in question and edit it yourself to make it compatible then ship it with your mod in a seperate subfolder for people to copy over if they want to use that mod with yours. ;)

 

Just a suggestion.

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An easier workaround is to take a copy of the dialog file shipped with the conflicting mod in question and edit it yourself to make it compatible then ship it with your mod in a seperate subfolder for people to copy over if they want to use that mod with yours. ;)

 

Or (if you enjoy inflicting agony upon yourself) use a mod-installer to insert your new dialog node(s) into an already existing secsys DLG file if there is one in the override folder when the prospective mod user installs. Requires lots of more work by the mod maker, but makes it easier for the mod user in the end (hopefully). :)

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Yeah, I'll look into one or both of those avenues when the time comes.

 

I would like to talk about when I should go about replacing G0-T0. If I make him leave the party just after he joins, I can't go and see Zek-ill-thingie (because I make my party kill him), however, when I kill him, he comes back when i next board the Ebon Hawk. Since i can only have 2 scripts in each struct, I was wondering if someone could do a kick G0-T0 from party, remove min 1-hp, remove no permenant death, G0-T0 go hostile, and then a script to fire to take me to Zek. If this can be done, I'd rather this were in one script, as I would like to add something special (and spoileriffic) into the second spot.

 

EDIT: All sorted. That was alot easier than I thought.

 

What I did: Rather than getting the datapad to access the capital ship from a dying grey jedi, you get it from Zek-ill-watchamacallit. Also, G0-T0 is told to bugger off and never seen again :D. The Grey Jedi dude will use G0-T0's slot on the party menu. Pictures in next post...

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