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Possible [WIP] TSL Basement


HdVaderII

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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.

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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.

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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_

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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 :D

 

_EW_

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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?

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{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_

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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_

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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 :xp:

 

_EW_

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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

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