Robespierre Posted January 31, 2008 Share Posted January 31, 2008 This thread is related to this piece of cut-content: #47. A sound file exists that involves Carth teaching you how to use a droid that was supposed to allow you transit between the Taris City levels. The sound file can be found in "\streamwaves\m40ad\swoo02". Now to the point of the thread: I'd like to try my hand at restoring this piece of content. Now, bear in mind that the most KOTOR modding I've ever done before has been going through some random .dlg files for the fun of it. But I'd like to learn and help out with the K1RP/K2RP restoration effort. Ah, after listening to the voice files, I reckon it would be really cool to have a droid to act like the terminals on Telos. On Taris, it'd take you to the following locations: Apartments South Apartments North Upper City - South Upper City - North (I think those are the names...the two upper city modules regardless) Lower City Lower City Apartments Undercity Sewers (probably right next to the forcefield leading to the Upper Sewers) Upper Sewers Any other suggestions? To be able to travel to these locations, you would have to first talk to the droid at each of the locations. It would log and add the location to the list. Because I'm not totally stupid (and I possess fingers and eyes), I decided to have a look at some scripting tutorials, and I think I'll need some combination of: This is to spawn an NPC (ie, the droid) when I enter the relevant module. Select all void main() { object oEntering = GetEnteringObject(); object oPC=GetFirstPC(); if (GetIsPC(oEntering)) { if (!GetIsObjectValid(GetObjectByTag("o"))) { CreateObject(OBJECT_TYPE_CREATURE, "my_npc_templateresref", Location(Vector(0.0,0.0,0.0), 0.0)); // I just need to know the OBJECT_TYPE_CREATURE information for a droid. I know how to get the location information. } ExecuteScript("SOMETHING???", OBJECT_SELF); } Is there another script to permanently place an NPC somewhere? Or do they all have to re-spawn when the PC enters a module? Can someone give me some possible NPC droids that I could use? Start Conversation Select all void main() { ActionStartConversation(GetFirstPC(),"dlg_filenamehere"); } Now this leads into the .dlg file that I will create. However; how do I make the different strings of the file appear when the player visits different locations? I assume that the solution is something to do with variables and conditionals in the dialog, but someone would have to talk me through that. After doing a little more research on global/local variables I have a question. Can I use this: Boolean 10 - Dialogs, used to set that the creature has been talked to once. To show that I've already 'talked' to two of the droids, and then trigger the dialog and the warp scripts? Or would this require something much more complicated. Gee, scripting is harder than I thought. Speaking about warping, I found this script on these forums: Warping Script Select all CleanUpLocals(oSwoop); StartNewModule("tar_m02ab", "K_PTAR_SWOOP_POINT_01"); However, this warps the player to an existing waypoint. Is there anyway to replace this with coordinates? I know this isn't much of a WIP (more of a LOWIP, Lack of Work in Progress), but I'd appreciate all the help I can get so I can get into KOTOR modding. I've probably jumped in the deep end a bit, but I can learn fast and I think that I could make this mod work. EDIT: I just realised that this is more of a help thread, so it should probably go in one of the sub-forums. Link to comment Share on other sites More sharing options...
Dan Loto Posted January 31, 2008 Share Posted January 31, 2008 I think this project is beyond my current skill level but I do have some information for you. #37 (Provided by Dan Loto). AS ORIGINALLY QUOTED BY DAN IN HIS PMs TO ME By looking at Tar_m03aa_S in kotor tool it looks like there's a lot of dialog in the lower city that wasn't used. (Edited some stuff out here) One final thing are two dialog files which say "Trigger for bek base is to the left, beside this terminal." and "3ab to the left, 3ad to the right" Maybe this "terminal" was for working the bike/swoopdroid. 3ab and 3ad are the apartment complexes down there. Judging by Carth's cut dialog, you wouldn't be able to "transit" to 3ab and 3ad but it could take you to tar_m03aa if you've been there before. Carth said that it couldn't take you inside of cramp places such as a store (I'm misquoting him I think) but it could take you to open areas...if I remember correctly... Judging from that, I think it should only be these places, but it's up to you Upper City - South Upper City - North Lower City Undercity Lower Sewers (maybe) I hope you succeed! Link to comment Share on other sites More sharing options...
Seamhainn Posted January 31, 2008 Share Posted January 31, 2008 Where can I find the voice overs? Thanks and take care Link to comment Share on other sites More sharing options...
Darth Balor Posted January 31, 2008 Share Posted January 31, 2008 Hmm, weird I found voice overs for the droid on every planet, but I didn't find Carth's tutorial lines... Link to comment Share on other sites More sharing options...
Dan Loto Posted January 31, 2008 Share Posted January 31, 2008 Hmm, weird I found voice overs for the droid on every planet, but I didn't find Carth's tutorial lines... Now I can't find Carth's either . I know I've listened to it before though. Edit: http://rapidshare.com/files/88139560/Carth.rar I found them on my other computer. I don't know where I got them from because they were just in my modding folder. According to Carth it would seem that the Undercity and Sewers are off limets =( Edit 2: I have to use Audacity to open them just incase anyone can't get them to play. Link to comment Share on other sites More sharing options...
Robespierre Posted January 31, 2008 Author Share Posted January 31, 2008 Hmmm, I was kinda hoping to make it go to the Undercity, but I suppose the Lower City could work too. At least it will give you a quick way to transfer between all of the Lower and Upper City of Taris. So a revised list of the locations it will take you to: Apartments South Apartments North Upper City - South Upper City - North Lower City Lower City East Apartments Lower City West Apartments Please tell me if another location should be on there EDIT: Yes, after listening to the instructions, this is the best way. However, I'm going to exclude Carth's line "You can signal the droid by pressing a button on your datapad", since I have no idea how to do that (if someone could help me out, I'd appreciate it). Oh and about those sounds files: I can't find them anywhere on my KOTOR installation, where did you find them? On the Xbox version? Because they're pretty good. Oh and a few more questions: How do I make Carth say those lines when we're in the apartment (just after waking up after the Endar Spire thing), after he's said all of his other lines? So I've made a .dlg file with him saying the four lines, now how do I make him say it? Link to comment Share on other sites More sharing options...
Robespierre Posted February 1, 2008 Author Share Posted February 1, 2008 Just a few screenshots: http://img107.imageshack.us/img107/4666/globaljranq4.jpg That's my Global.jra. I think everything is right there... http://img352.imageshack.us/img352/6006/carthjh6.jpg Right, that's my Carth Dialog. I need some help with this one: How do I make Carth say it? And how can I check if lip syncs exist for it? I need him to say it after he's finished talking to me about what's he's done after we got off the Endar Spire (so, after all his existing dialog). And where do I put the VOs? The same place I put the droid VOs (in a different module folder, but in that general area?), or somewhere else? http://img46.imageshack.us/img46/4637/transporterdroidac7.jpg All I need to know with this one is how to spawn the droid, what model to use and how to get him to say the lines (so nothing at all really...). And again, thanks for the help guys. I really appreciate it. Link to comment Share on other sites More sharing options...
Seamhainn Posted February 1, 2008 Share Posted February 1, 2008 Unfortunately I am up to my neck into the work on the Shadowland level. But while skimming KotOR Tool I once stumbled over a droid or somesuch which had some lines in the comment box or somewhere else which noted that this particular droid did just that what is mentioned in the dialog files. I am sorry that this is not of much help to you, but I will keep my eyes open and will keep you posted if I see the file again. Take care Link to comment Share on other sites More sharing options...
Robespierre Posted February 1, 2008 Author Share Posted February 1, 2008 Thanks, I'll see if I can find it. I look forward to seeing the final Shadowlands work, good luck! Link to comment Share on other sites More sharing options...
Dan Loto Posted February 1, 2008 Share Posted February 1, 2008 Which of the Lowercity apartment complexes does it take you to? Link to comment Share on other sites More sharing options...
Robespierre Posted February 2, 2008 Author Share Posted February 2, 2008 Which of the Lowercity apartment complexes does it take you to? There's more than one? Ah, I forgot that there were two. It will take you to both of them. Thanks for reminding me! Link to comment Share on other sites More sharing options...
Robespierre Posted February 2, 2008 Author Share Posted February 2, 2008 Unfortunately I am up to my neck into the work on the Shadowland level. But while skimming KotOR Tool I once stumbled over a droid or somesuch which had some lines in the comment box or somewhere else which noted that this particular droid did just that what is mentioned in the dialog files. I found the droid in question (I think). Apparently it appears as a well known Xbox KOTOR bug, where it randomly appears on the Ebon Hawk and teleports you to different places (presumably a developer tool). For anyone that's interested its in the ebo_m40ad_s.rim and its called pebn_swoopdrd.utc. Enjoy. EDIT: Ah yes, I have a small update. I got Carth to talk (of course, he's doing a nice ventriloquist act at the moment) and a journal entry which has instructions on how to use the transporter. Link to comment Share on other sites More sharing options...
Darth Payne Posted February 2, 2008 Share Posted February 2, 2008 Ooh, this is looking better and better. Link to comment Share on other sites More sharing options...
FrustrationMan Posted February 2, 2008 Share Posted February 2, 2008 Are you planning this for all planets, as the voice files for them are there? My guess would be that this was the original design for the rapid transit system. Link to comment Share on other sites More sharing options...
Robespierre Posted February 3, 2008 Author Share Posted February 3, 2008 I'm going to start with Taris but the eventual plan will be to have them for all the planets that the droid has VOs. Link to comment Share on other sites More sharing options...
Darth Payne Posted February 3, 2008 Share Posted February 3, 2008 Sounds really good. I think it's a good idea that you focus on one planet at a time. Link to comment Share on other sites More sharing options...
Marius Fett Posted February 3, 2008 Share Posted February 3, 2008 Umm... Not meaning to put a damper on the mod but theres already something like this in the game... If you warp to ebo_m40ad the Galaxy Droid is there... It can take you to any planet in the game (though it crashes with Endar Spire and Star Forge). Plus in that same module in eitherthe garage or the cargohold (can't remember which) there's another droid which will take you to any area on whatever planet you hapen to be on... Maybe you could just use these droids files? It would save making new ones... Link to comment Share on other sites More sharing options...
Robespierre Posted February 3, 2008 Author Share Posted February 3, 2008 I know that those exist, and I'll take a look at those to see if I could use those scripts. Thanks for pointing those out, I'll be sure to warp there right away. The Galaxy droid I see as more of a cheat than anything else. The Ebon Hawk can take you to any planet in the natural storyline order. And I think that's already been restored. Link to comment Share on other sites More sharing options...
Marius Fett Posted February 3, 2008 Share Posted February 3, 2008 Actually I just realised that ebo_m40ad is where you speak to your party about Bastillas kidnap... You can still use all the files in a different module though. Link to comment Share on other sites More sharing options...
Robespierre Posted February 4, 2008 Author Share Posted February 4, 2008 I haven't got round to looking at the existing files yet, but I just wanted to say that the Carth bit is now 100% done. The lipsyncs aren't the best, but I'm thankful that they're there. Carth's mouth jerks around a little bit, but they're okay. I'm also probably going to restore the two lines of dialog for Carth that exist in the apartment. They basically tell you to rest while the Kolto packs "do their job". I think its a simple little addition to the existing cutscene. I might clean up the existing cutscene, as when you get up out of the bed, it looks quite jerky. Right now I'm just working on getting the droid to spawn. Then I'll get him to talk and finally I'll work on the warp scripts and the conditionals. Not sure how I'll do the last bit though, since I have no idea what conditionals to use, or the warp scripts for that matter. Any help would be appreciated. Link to comment Share on other sites More sharing options...
Marius Fett Posted February 4, 2008 Share Posted February 4, 2008 If you want to spawn the droid you have two options. Either edit the areas .git file or use a script. Link to comment Share on other sites More sharing options...
Dan Loto Posted February 4, 2008 Share Posted February 4, 2008 A script would be more compatible with other mods...right? Link to comment Share on other sites More sharing options...
Marius Fett Posted February 4, 2008 Share Posted February 4, 2008 Not really... If you edit an areas .git file you then have to pack it in a .mod so other files cant overrite unless they use that same module. And since hardly any mods override the original modules (in fact I can't think of any) there would be virtually no issues regarding compatibility. How ever spawning it in the .git would be a lot of bother just to spawn one NPC. So a script would be beter in this instance. Link to comment Share on other sites More sharing options...
Taak Farst Posted February 4, 2008 Share Posted February 4, 2008 ...Are we struggling or will this restoration get done? It sounds cool. Link to comment Share on other sites More sharing options...
Robespierre Posted February 5, 2008 Author Share Posted February 5, 2008 Either edit the areas .git file or use a script. Yes, I'm working on the scripting approach. I've got a few issues with spawning. The main one being it doesn't. Any help would be nice... Link to comment Share on other sites More sharing options...
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