HdVaderII Posted May 18, 2008 Share Posted May 18, 2008 I'm thinking of making a Ebon Hawk basement mod, like the one Shosey made for k1 for TSL. The original mod included a room with a few merchants. I need to know one thing first: Has anyone already made am Ebon Hawk basement mod for TSL? Any suggestions would be very helpful, as I'm stumped as to what module I should use. Link to comment Share on other sites More sharing options...
Darth Payne Posted May 18, 2008 Share Posted May 18, 2008 As far as i know a mod like this has not been done for TSL. At least i haven't found it, nor heard of it. Link to comment Share on other sites More sharing options...
HdVaderII Posted May 18, 2008 Author Share Posted May 18, 2008 Okay, I guess I can do the mod! I plan on having a - Sword/Saber Merchant -Implant/Armband Merchant -Gun merchant -Droid Utility Merchant And I am toying with the idea of adding an NPC that sells puppets you can assign to your party. Now I just need to find a module to fit these guys. Link to comment Share on other sites More sharing options...
EnderWiggin Posted May 18, 2008 Share Posted May 18, 2008 Okay, I guess I can do the mod! I plan on having a - Sword/Saber Merchant -Implant/Armband Merchant -Gun merchant -Droid Utility Merchant And I am toying with the idea of adding an NPC that sells puppets you can assign to your party. Now I just need to find a module to fit these guys. Question: Are the chairs in the council chambers (from the exile cutscene) modeled in or are they placeables? If they're just placeables (but I don't think they are) then you could rip them out and retexture the view outside to space. I think that would be a great room for them. Maybe a retexture of the module itself? _EW_ Link to comment Share on other sites More sharing options...
HdVaderII Posted May 18, 2008 Author Share Posted May 18, 2008 I don't know, I was thinking of the room having a cargo-hold-ish feel. Like a place where davik would hold all of his junk. Edit: What do you think of a mandalorian weapons cache for the room? Link to comment Share on other sites More sharing options...
EnderWiggin Posted May 18, 2008 Share Posted May 18, 2008 I don't know, I was thinking of the room having a cargo-hold-ish feel. Like a place where davik would hold all of his junk. Edit: What do you think of a mandalorian weapons cache for the room? Actually I think that would fit quite nicely. Good choice _EW_ Link to comment Share on other sites More sharing options...
HdVaderII Posted May 18, 2008 Author Share Posted May 18, 2008 void main() { object Basement = GetObjectByTag("basement"); if (GetIsObjectValid(Basement) == FALSE) { ExecuteScript("basementspawn", OBJECT_SELF); } } ExecuteScript("k_003ebo_enter2", OBJECT_SELF); } I'm using this script to spawn the console that gets you down to the basement when you enter the ebon hawk, except it's giving me errors at the "Execute script" on the last line. Can anybody point out what I messed up? Link to comment Share on other sites More sharing options...
EnderWiggin Posted May 18, 2008 Share Posted May 18, 2008 {snipped} I'm using this script to spawn the console that gets you down to the basement when you enter the ebon hawk, except it's giving me errors at the "Execute script" on the last line. Can anybody point out what I messed up? I think it may have something to do with the fact that you have an extra end bracket. Try this. void main() { object Basement = GetObjectByTag("basement"); if (GetIsObjectValid(Basement) == FALSE) { ExecuteScript("basementspawn", OBJECT_SELF); } ExecuteScript("k_003ebo_enter2", OBJECT_SELF); } Hope it works _EW_ Link to comment Share on other sites More sharing options...
HdVaderII Posted May 18, 2008 Author Share Posted May 18, 2008 Umm... now I'm getting undeclared identifier "basement" and Required argument missing in call to "GetIsObjectValid" Link to comment Share on other sites More sharing options...
EnderWiggin Posted May 18, 2008 Share Posted May 18, 2008 Umm... now I'm getting undeclared identifier "basement" and Required argument missing in call to "GetIsObjectValid" Hmm, that's unfortunate. Let me look again. _EW_ EDIT:: Here, this script compiled for me with no trouble, but I can't test to see if it actually works. Throw it in and we'll see. void main() { { object oBasement = GetObjectByTag("basement"); if (GetIsObjectValid(oBasement) == FALSE) { ExecuteScript("basementspawn", OBJECT_SELF); } } ExecuteScript("k_003ebo_enter2", OBJECT_SELF); } _EW_ Link to comment Share on other sites More sharing options...
HdVaderII Posted May 18, 2008 Author Share Posted May 18, 2008 Hey, I got it working! I had the basement in "GetObjectIsValid" uncapitalized on the text editor. Thanks for the help though! Link to comment Share on other sites More sharing options...
EnderWiggin Posted May 18, 2008 Share Posted May 18, 2008 Hey, I got it working! I had the basement in "GetObjectIsValid" uncapitalized on the text editor. Thanks for the help though! Sure. I thought it looked good after that last fix, so I really couldn't figure out the problem. My luck that you would fix it after I rewrote it _EW_ Link to comment Share on other sites More sharing options...
HdVaderII Posted May 18, 2008 Author Share Posted May 18, 2008 Okay, I've been working on it and this is what I have so far: So far it doesn't have much people, but I intend on adding some more NPC's, and placeables. Suggestions or comments? Link to comment Share on other sites More sharing options...
Darth Payne Posted May 18, 2008 Share Posted May 18, 2008 What about an attempted robbery like in the Bank of Coruscant mod? You can choose to either stop the robbery(for LS points), or let the robbery happen(for DS points). Btw, this is looking like a definite download for me. Link to comment Share on other sites More sharing options...
HdVaderII Posted May 18, 2008 Author Share Posted May 18, 2008 I don't know about robbery, this is supposed to take place in the Ebon Hawk... I wasn't really trying to make this have a story, just a place to buy some cool stuff, but I might think about something like that, though. Link to comment Share on other sites More sharing options...
TheProphet Posted May 18, 2008 Share Posted May 18, 2008 I like the model you chose for it, very nice. I would suggest that you retexture it a bit to make it fit more with the Ebon Hawk. A stone floor in a space ship just doesn't make much sense . Keep up the good work though. -Doc Link to comment Share on other sites More sharing options...
HdVaderII Posted May 23, 2008 Author Share Posted May 23, 2008 Status report: Gun Merchant, Sword/saber merchant, droid utlility merchant, and armband/implant merchant 90% complete Merchant who sells you puppets: work beginning I would suggest that you retexture it a bit to make it fit more with the Ebon Hawk. Don't worry Doc, I will get around to texturing the module, but I'm just working on the merchants first. EDIT: I'm also thinking of adding a robe/armor/clothing merchant Link to comment Share on other sites More sharing options...
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