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Start the game with a new module?


ace92

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I don't know that you can, but I am far from a scripting expert. Best to wait for one of our scripting gurs's to pop in and give you a definitive answer on that.

 

Offtopic: In the future please make your thread title more descriptive than "Hey", it would be best to include some part of the subject matter of the thread in the thread title. Remember this is not a chat room.

 

EDIT: I edited the thread with an appropriate title for the subject.

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I don't know if you can change what happens before the tutorial (because i think it just *starts*), but there is a script at the end (a_end_001) which starts 101PER. There's not a decompiled version, but I imagine it's just a StartNewModule() script. Simply have it point to whatever your new module is, rather than 101PER.

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Actually, the best way is illegal...

How to do it: open your swkotor.exe in the HEX-editor, search for "001ebo", and just replace it with your module name (it should have 6 signs, no less, no more!) and just save it.

Now it works.

But that is illegal.

So there is another way...

Just name your module 001EBO.mod, and that is all, game will take it as the original one, and so, it will start your own module.

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for question 1 : When you see // in front of a line, it means that it's a comment, so when you compile your script all comments will be ignored by the compilator. You don't need to write "//Scripts are fun".

 

for question 2 : You put it in the top of the file then you write your script below.

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Ahhh??? What do you mean?

If you mean where to place it - in Override folder,

If you mean how will it work - just compile it and place to the Override folder, no more actions, it'll work.

123mod - is your module name, just replace it with what you want.

Anyway GoldBerryies script is not really working.

void main ()
{
    StartNewModule("123MOD"); // 123MOD - is your module name, replace it.
}

Anyway if you need more advanced script ask me, because I think you want to do some other actions on something, don't you?

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yeah you've got me...i'm going to do a new storyline...i've already got the storyline ready all i need is the modeling and scripting,etc...

ok,i tried what you said i gaved him the telos moudle,compiled it and puted it in the override folder and it didn't work...what do you think is the problem?

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Put the StartNewModule script on the "skip the prologue" dialog node in 001EBO. That way, you can either go through the prologue and then play the normal game, or you can skip the prologue to start your expansion. Alternetively, you could have a seperate dialog node altogether.

 

Lemmie just eat my dinner and I'll edit the file for you.

 

EDIT: What is the name of your custom module you want to warp to?

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That doesn't have anything to do with this topic. You are referring to skipping entire areas of the game, this topic is about starting an entirely new set of modules.

 

I shouldn't really answer because we are getting more and more off-topic, but no, if you warp to Telos, you will not be given your characters automatically, you will need to add that into whatever script you use to skip it.

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That would require alot of work. It is possible, although skipping the prologue can't really be done legally, but the dialog idea that I posted puts you into the prologue, and then gives you the choice between going to peragus OR the new storyline:

 

Skip The Prologue (1)

Continue The Prologue

 

(1) Skip To Where?

To Peragus (2)

To <Whatever the heck the new module is called :D> (3)

 

(2) Bypassing the prologue...

 

(3) Bypassing the prologue...

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