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Help with a recruit mod


rictus135

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I am currently working on a recruit mod (again) but have noticed several issues that come up.

 

In Darth333's "how to recruit an NPC in less than 10 steps" tutorial she states that you *must* use the Tag of the NPC you are replacing or the game will crash. However this creates issues were the original NPC's events become the events of the new NPC's. For example the one i noticed first of all was when i was approached by that friend of Jolees about his other friend being in trouble on Manaan. Another problem I have noticed is that the characters stop you and open a dialog for no apperant reason. I am guessing this is were you would normally trigger dialogs with the original NPC to advance their storyline, but i am just guessing.

 

My question is: Is it possible to use a new tag for the character without crashing the game? And if so, how?

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Yes, what you can do is just replace the tag with a new one, like so:

 

http://i121.photobucket.com/albums/o226/masterzionosis/utctagdemo.jpg

 

and use the new tag for the Recruit, :).

 

You can, but the game will not work properly in all places unless you modify the scripts/dialogs that check for the presence of an NPC via their party table slot, and then assumes the character to have a specific tag.

 

(Like DI mentioned above the Ebon Hawk is one such place. Usually when you enter the ship all old NPCs standing around are cleared out and respawned. The clearing out accesses them via their tags, while the respawning uses party slot. As such things will get rather crowded after a while with an extra copy of your new NPC spawning each time you enter the ship while the old ones are not removed.)

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That sounds like an awful lot of work for a simple recruit mod, and it still wouldn't fix the ebon hawk problem.

 

Would it be possible to use scripting to fool the game into thinking you weren't using that party table slot in your active party. Say a script that fires when you leave the ebon hawk?

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