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holo droid emotter and defenders wrist concole for kotor 1


goldenflames

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ok here's the deal, i always use the wrist concole and hde in kotor 2 cos its extreamly use full (and the spwan party member thing roks)

 

i was wondering if there is or if som 1 can make a similar mod like these 2 for kotor 1

 

the parts i realy want are

add/remove party and nonparty members

add remove pupets (this may not be doable in kotor 1)

open nearest door

warp ( simply cos i dont know what to type in the cheat menu)

 

p.s. a little of topic (well actualy alot) i how can i undo the changes of a gallaxy of sapers ( i tried save game editor but it never worked on my pc) if u need to know it my pc head is from the hispanic and westasian mod male head ( an earlier request of mine)

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Ah na-na!

Scripting in Kotor I is rather wierd against scripting in Kotor II: TSL.

The first bad thing: every action will take it's own script, that;s annoying!

The second thing is that they aren't some functions in Kotor I that are In Kotor II(abilities for example)

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so there is a way of making an add remove party members mods...

 

if so can som 1 do (when they hav som time)


 

mayb a script that occurs when you use an item or talk to a party member

Of course I can do it if I will not be as busy as I am now...

I am doing something 1700% more important that this mod...

Just a tip:

void main ()
{
    AddAvailableNPCByTemplate(NPC_BASTILA, "p_bastilla" );
}

That is the template.

Available NPC_* slots:

  • NPC_BASTILA - p_bastilla
  • NPC_CANDEROUS - p_cand
  • NPC_CARTH - p_carth
  • NPC_HK_47 - p_hk47
  • NPC_JOLEE - p_jolee
  • NPC_JUHANI - p_juhani
  • NPC_MISSION - p_mission
  • NPC_T3_M4 - p_t3m4
  • NPC_ZAALBAR - p_zaalbar

 

To remove party member you need this:

void main ()
{
     RemovePartyMember(NPC_BASTILLA); RemoveAvailableNPC(NPC_BASTILLA);
}

NPC_* are still the same.

So, all you have to do, is to replace required ResRef (p_bastilla in this example) and party slot (NPC_BASTILA in this example).

And then, you should compile those your scripts and place them in dialog, add required replies and that is all!

The last thing is to make console for it, just copy Echany energy shield's line in spells.2da to the last row in the spells.2da, rename it and so on.

Then just replace impactscript field with new one's name.

Here is what this your script should have in it:

void main()
{
ActionStartConversation(OBJECT_SELF, "dialog_name"); 
}

So, go on!

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hey thanks for that but a quick Question, will this do the whole doubleing the npc in the hawk like what happends when a non normal npc is put in, i wont be able to tell untill 3 weeks (charity work,exams, coursework, home work and my work experiance week.... i cant wait till its over lol)

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