Exile007 Posted December 28, 2007 Share Posted December 28, 2007 Alright, I am making a mod that adds content to KOTOR 2. It involves going to Coruscant, and I know the module is in the game since the cutscene of the Exile being exiled is in game. The only trouble is that when I extract 950COR and make a shell of the module it puts my character on the Ebon Hawk when I warp to it. Is there a script I have to write? Or do I use a different Module? Help me please! Link to comment Share on other sites More sharing options...
Lordjedi Posted December 28, 2007 Share Posted December 28, 2007 so you just want to use one module? Link to comment Share on other sites More sharing options...
Darth Payne Posted December 29, 2007 Share Posted December 29, 2007 He's probably going to add more later. (I hope.) Link to comment Share on other sites More sharing options...
Exile007 Posted December 29, 2007 Author Share Posted December 29, 2007 Obviously I am, it wouldn't be right to have a whole planet off of one room. That would be kinda dumb. Although can you help me with the module? Link to comment Share on other sites More sharing options...
Darth Payne Posted December 29, 2007 Share Posted December 29, 2007 I would love to help. Unfortunately, i have neither the game nor the skills to do it. Link to comment Share on other sites More sharing options...
90SK Posted December 29, 2007 Share Posted December 29, 2007 Try sniffing around the .git / .are files, see if there's some indication of warp points. Link to comment Share on other sites More sharing options...
Exile007 Posted December 29, 2007 Author Share Posted December 29, 2007 I can't find anything. I know that someone actually did a Coruscant mod so I wonder how they did it. I really need Coruscant though, since it is gonna be a major part of my Module. Link to comment Share on other sites More sharing options...
Lordjedi Posted December 29, 2007 Share Posted December 29, 2007 well ask the author if you could save the module and use it Link to comment Share on other sites More sharing options...
Exile007 Posted December 29, 2007 Author Share Posted December 29, 2007 Sorry to be picky, but I wanna do this mod myself. Well, I don't want to use another modders work. I do want help though. Link to comment Share on other sites More sharing options...
90SK Posted December 29, 2007 Share Posted December 29, 2007 Just download the mod and see what he did, no need to ask. I learned how to mod by looking at other people's work. The stuff is there as a community resource, and it's silly not to take advantage of it. Link to comment Share on other sites More sharing options...
Exile007 Posted December 29, 2007 Author Share Posted December 29, 2007 I just have NO idea even with the mod. I have no clue what the author did. Link to comment Share on other sites More sharing options...
Qui-Gon Glenn Posted December 29, 2007 Share Posted December 29, 2007 I just have NO idea even with the mod. I have no clue what the author did. That's Ok! He did quite a lot... The module in question was not really ready to go, so to speak. There was quite a lot of work involved in making the COR module useful. I believe the author is deathdisco? I am sure that he included the source that s/he wrote. I know there are custom placeable "walls" used to hide the damaged look of the Dantooine sublevel in making it into part of Coruscant. Planet mod making is a big endeavor. Best wishes! Link to comment Share on other sites More sharing options...
deathdisco Posted December 29, 2007 Share Posted December 29, 2007 You set the coordinates in module.ifo Check the Mod_entry_* fields. Link to comment Share on other sites More sharing options...
Exile007 Posted December 29, 2007 Author Share Posted December 29, 2007 Do you do that in a GFF editor? Link to comment Share on other sites More sharing options...
Darth InSidious Posted December 29, 2007 Share Posted December 29, 2007 Yes. Link to comment Share on other sites More sharing options...
Marius Fett Posted December 29, 2007 Share Posted December 29, 2007 Make sure you use K-GFF a custom made one for KotOR as others will corrupt .git .are and .ifo files. Theres a link in the download section Link to comment Share on other sites More sharing options...
Darth InSidious Posted December 29, 2007 Share Posted December 29, 2007 Actually, the standard GFF Editor will just corrupt the camera nodes if you try and fiddle with them, as I recall. Link to comment Share on other sites More sharing options...
Exile007 Posted December 29, 2007 Author Share Posted December 29, 2007 Awesome! I got it to work, but I don't feel like reskinning, so I'll work on some cutscenes. Link to comment Share on other sites More sharing options...
stoffe Posted December 30, 2007 Share Posted December 30, 2007 Actually, the standard GFF Editor will just corrupt the camera nodes if you try and fiddle with them, as I recall. The problem with using Bioware's GFF Editor for KOTOR modding is that the games introduce two new data types to the GFF format that the NWN editor is not aware of: Rotation and Vector. When Bioware's GFF editor loads a GFF file using any of these field types it doesn't know how to handle them and just silently skips them, essentially deleting them from the file if you save it. These field data types are fortunately not very commonly used, but the are used in the Camera List structs in .GIT files, and in the Minigame struct in .ARE files, among others. K-GFF was made specifically for editing KOTOR GFF files, so it handles the Rotation and Vector fields properly. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.