mitchjo2345 Posted March 2, 2008 Share Posted March 2, 2008 does the warp cheat work in tsl if it doesnt are there any other methods into getting to your created module... Link to comment Share on other sites More sharing options...
Inyri Posted March 2, 2008 Share Posted March 2, 2008 Yes, the warp cheat works the same in TSL as it does in KotOR1. Link to comment Share on other sites More sharing options...
mitchjo2345 Posted March 2, 2008 Author Share Posted March 2, 2008 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" Link to comment Share on other sites More sharing options...
MasterWaffle Posted March 2, 2008 Share Posted March 2, 2008 There is a space, but you have to leave the file extension off in order to warp. Link to comment Share on other sites More sharing options...
mitchjo2345 Posted March 2, 2008 Author Share Posted March 2, 2008 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 Link to comment Share on other sites More sharing options...
MasterWaffle Posted March 2, 2008 Share Posted March 2, 2008 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. Link to comment Share on other sites More sharing options...
mitchjo2345 Posted March 2, 2008 Author Share Posted March 2, 2008 no i mean i renamed it in the module folder i think i already have that tutorial can anyone help me with the freezing Link to comment Share on other sites More sharing options...
Marius Fett Posted March 2, 2008 Share Posted March 2, 2008 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? Link to comment Share on other sites More sharing options...
mitchjo2345 Posted March 2, 2008 Author Share Posted March 2, 2008 oh reallly cause i did not understand what you meant by that i thought you meant by putting it into a folder but do i put rim to a git again Link to comment Share on other sites More sharing options...
Marius Fett Posted March 2, 2008 Share Posted March 2, 2008 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. Link to comment Share on other sites More sharing options...
mitchjo2345 Posted March 3, 2008 Author Share Posted March 3, 2008 um the thing is that i havent completed it yet i need to get it into my game so i can put placeables into it so arent i supposed to do that after Link to comment Share on other sites More sharing options...
Robespierre Posted March 3, 2008 Share Posted March 3, 2008 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). Link to comment Share on other sites More sharing options...
Marius Fett Posted March 3, 2008 Share Posted March 3, 2008 @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. Link to comment Share on other sites More sharing options...
mitchjo2345 Posted March 3, 2008 Author Share Posted March 3, 2008 kay i will try that i will probably reply in a day or so Link to comment Share on other sites More sharing options...
Marius Fett Posted March 3, 2008 Share Posted March 3, 2008 Just don't rush into it and you should be fine. Link to comment Share on other sites More sharing options...
Darkkender Posted March 3, 2008 Share Posted March 3, 2008 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. Link to comment Share on other sites More sharing options...
Marius Fett Posted March 3, 2008 Share Posted March 3, 2008 I didn't mean pack those in the .mod. I just meant that you'll need those files too if you want to model your own. I was just listing the different files you need that make up the actual area. Link to comment Share on other sites More sharing options...
Robespierre Posted March 4, 2008 Share Posted March 4, 2008 @loony636 It's a .MOD not a .RIM! Using RIMS complicates things! Wow I really need to proofread my posts. That was bad. Link to comment Share on other sites More sharing options...
mitchjo2345 Posted March 4, 2008 Author Share Posted March 4, 2008 well.....god damnit isnt anything easy!! Link to comment Share on other sites More sharing options...
Darkkender Posted March 4, 2008 Share Posted March 4, 2008 It's all easy as long as you pay attention to the important details. Link to comment Share on other sites More sharing options...
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