TriggerGod Posted April 26, 2008 Share Posted April 26, 2008 Using DDD's Custom Module Tut, I got to the point where I should use the whereami code. the thing is... How do I use it? I type it in, and nothing appears. I am using 305_NAR if that helps.. (Thats the Jek Jek Tar Tunnels.) Link to comment Share on other sites More sharing options...
Ferc Kast Posted April 26, 2008 Share Posted April 26, 2008 For TSL, you should use the whereami band found here to get the coordinates. Link to comment Share on other sites More sharing options...
TriggerGod Posted April 26, 2008 Author Share Posted April 26, 2008 Ok, I've got the armband installed, following the dialog band instructions, and when i type: "giveitem d3_location" (Without "") Nothing happens Link to comment Share on other sites More sharing options...
glovemaster Posted April 27, 2008 Share Posted April 27, 2008 Do you have in the swkotor2.ini file: [Game Options] EnableCheat=1 Link to comment Share on other sites More sharing options...
TriggerGod Posted April 27, 2008 Author Share Posted April 27, 2008 Of course. I'm an accomplished cheater. Don't misunderstand me. Hax0r = no, cheater = yes In fact, I've used it to gather all kinds of sabers from the USM. Link to comment Share on other sites More sharing options...
JCarter426 Posted April 27, 2008 Share Posted April 27, 2008 Three things: 1. CAPSLOCK? 2. Try again. Sometimes cheats won't work for me on the first try (even when I'm 100% sure I've spelled it right ). 3. You could just use KSE to add it to your inventory. Link to comment Share on other sites More sharing options...
TriggerGod Posted April 27, 2008 Author Share Posted April 27, 2008 1) I only accidentally use Caps when that gives me a perma-run (Like in Morrowind) 2) I've already made like, 15 of those weird orb things that appear when you mess up a giveitem code 3) Haven't thought of it: IT WORKED! Thanks! Now I can finish my module EDIT: Ok, how would I go about putting in new NPC's/Replacing old NPCs in a module, because I plan to add some new Dark Jedi Attacks like in K1. Link to comment Share on other sites More sharing options...
JCarter426 Posted April 28, 2008 Share Posted April 28, 2008 Open up the .git file (RIMS-->Modules-->.rim-->Dynamic Area Info Extract the file and then open it up with a GFF editor. All the NPCs are listed under Characters. Once you're finished editing, you have to package it as a .mod with KT's ERF builder and place it in your Modules folder (not Override). For more info: http://www.lucasforums.com/showthread.php?t=130451 , http://www.lucasforums.com/showthread.php?t=185199 Link to comment Share on other sites More sharing options...
TriggerGod Posted April 28, 2008 Author Share Posted April 28, 2008 So to add new Dark Jedi in an area (just updating an area) I do what you told me? Link to comment Share on other sites More sharing options...
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