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warp cheat and other methods?


mitchjo2345

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well i am having a bit of a problem when i put my folder for my modification in modules

and play the game i type in "warp rebuiltacad.git" but nothing is happens i just stand there no loading or anything maybe its how i type it in

 

is there a space in between the Warp. eg

 

is it pronounced " warp rebuiltacad.git" or "warprebuiltacad.git"

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i have got it to warp i changed the ".git" to a ".rim" is that right? for some reason in the middle of the loading it saves and freezes! does anyone no what i am doing

 

i have replaced git with rim is that right?

 

do i do something to the ARE file

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i have got it to warp i changed the ".git" to a ".rim" is that right? for some reason in the middle of the loading it saves and freezes! does anyone no what i am doing

 

i have replaced git with rim is that right?

 

I'd leave off file extensions period, but I haven't used the function that often. Try it with no file extension. (IE: no .git or .rim)

 

I'd take a look at this tutorial if you're having trouble with module editing.

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Have you followed my tutorial fully?

 

What you need to do is pack all the files, (the .git, .are, .ifo and NPCs' and scripts etc) into a .mod file.

 

Either use KotOR Tools ERF Builder or stoffes ERFEdit tool.

 

Then if you save your file as bob.mod, when you're ingame you type warp bob

 

Ok?

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You don't need any .rim files.

 

The only files you need that make the module are the .git file, the .are file and the .ifo files. (If you've modelled your own new area you need a .mdl, .mdx and a .wok too)

 

Pack these files along with the other files (your scripts, npcs, placeables, dialogs and sounds) into the .mod using either of the tools I mentionedin my previous post.

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I assume you need to go into your module to get coordinates for the placeables?

 

Here's what you do:

 

Get your .git file, your .are file and your .ifo file all together and compile it in the compiler in KOTOR tool to make it a .rim file. Make sure you remember what your module is called.

 

Then go into KOTOR 2, open up the console (well you can't actually see that you've opened it up) and type warp "module_name" (no spaces in the module name, except for the underscore if there is one).

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@loony636 It's a .MOD not a .RIM! Using RIMS complicates things!

 

On topic:

 

You can either put the git ifo and are in a .mod on their own and warp there and write the co-ordinates down, or you can just warp to the original are you ae using and get the co-ords from there.

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The only files you need that make the module are the .git file, the .are file and the .ifo files. (If you've modelled your own new area you need a .mdl, .mdx and a .wok too)

 

"DO NOT!!!" Pack model files mdl, mdx, pwk, wok into the module file that or the texture files. These MUST be in the override folder. Otherwise you will cause potential game crashes.

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