Jump to content

Home

A problem with using a custom Module


TriggerGod

Recommended Posts

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 :D

 

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

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

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...