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Mod planet help please


Exile007

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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!

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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!

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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.

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