HodgePodge Posted May 21, 2008 Share Posted May 21, 2008 Okay guys, I have embarked on a quest for a new mod, but I have a question that needs answering first. For my mod, I need a Twi'lek to spawn in the middle dormitory on the Enclave on Dantooine (after Belaya confronts you, go straight across the courtyard to the hallway that takes a turn to the left, and it's the second door on the left. Here's the script I'm using to spawn him, any help appreciated: void main() { CreateObject(OBJECT_TYPE_CREATURE, "c_rec_officer", Location(Vector(52.15,69.01,8.76), 0.0)); } I'm sure my mistake is horrendously obvious, but I'm a script noob xD Link to comment Share on other sites More sharing options...
DarthJebus05 Posted May 21, 2008 Share Posted May 21, 2008 Use the .git file. Ahh, I love that file. Open the .git file, go to Creatures, copy a full struct, and paste it. Go down to the bottom of the Creatures list, and you will see your copied struct. Now fill that in with the (I think) ResRef, or the tag of your NPC, and the co-ordinates. Fiddle around with the orientation, as thats the way it will be facing when spawned. Now package that into a MOD... or ERF file using KOTOR Tool, and put it in your Modules folder. Go to a save or start a new game and warp to Dantooine. Link to comment Share on other sites More sharing options...
HodgePodge Posted May 21, 2008 Author Share Posted May 21, 2008 Erm...sorry for being stupid but...which .git file? Link to comment Share on other sites More sharing options...
DarthJebus05 Posted May 21, 2008 Share Posted May 21, 2008 http://www.lucasforums.com/showthread.php?t=185991&highlight=anatomy If you still have questions, post away. I'll be here... all day. Link to comment Share on other sites More sharing options...
HodgePodge Posted May 21, 2008 Author Share Posted May 21, 2008 Does it matter what I name the newly created MOD/ERF file? Link to comment Share on other sites More sharing options...
DarthJebus05 Posted May 21, 2008 Share Posted May 21, 2008 Yes it does. It needs to be of the module name. Find the entire list of module names here: http://www.starwarsknights.com/k1modules.txt Link to comment Share on other sites More sharing options...
HodgePodge Posted May 21, 2008 Author Share Posted May 21, 2008 Hmm...I use the ERF builder to create the .erf file, i drop in the .git file, press build, it says done, but I can't find it. Any idea where the KT ERF Editor drops the ERF files? Link to comment Share on other sites More sharing options...
DarthJebus05 Posted May 21, 2008 Share Posted May 21, 2008 My Computer>C: Drive>Program Files>Kotor Tool>Global Templates>K2 And yes, it LOOKS like a movie file, but it's a ERF file. Remember when building the ERF file, to do: "<modulenamegoeshere>.erf" as well as choosing for the file to be ERF. As I've only built .MOD files, the above sentences my not be entirely true. Link to comment Share on other sites More sharing options...
HodgePodge Posted May 21, 2008 Author Share Posted May 21, 2008 Umm...not sure if you realized this, but this is for K1 xD So would it just be in Global Templates>K1? EDIT: Nevermind, it still dropped it in K2. Hail the Jebus! Link to comment Share on other sites More sharing options...
DarthJebus05 Posted May 21, 2008 Share Posted May 21, 2008 Don't ask me why, but it does that. Sorry, was going to mention it, but forgot. If you have any other troubles, feel free to PM me. Link to comment Share on other sites More sharing options...
HodgePodge Posted May 21, 2008 Author Share Posted May 21, 2008 RAWR! Now the Enclave is devoid of life... Gonna try it again after school tomorrow. Link to comment Share on other sites More sharing options...
DarthJebus05 Posted May 21, 2008 Share Posted May 21, 2008 Okay, like I said, I've never built a ERF file, so do it this way. Extract everything from "danm13" and "danm13_s" from KOTOR Tool into a folder. Make sure you have a backup of the altered .git file. Then put your UTC, and that .git file (and what other files you made) into the folder where you extracted everything. Then build all that into a MOD file using this name: danm13.mod Make sure you put the .mod after the "danm13"!! Then go back to the K2 folder and place the new .mod file into the Modules folder. Link to comment Share on other sites More sharing options...
HodgePodge Posted May 21, 2008 Author Share Posted May 21, 2008 Thanks Jebus! It works now Link to comment Share on other sites More sharing options...
EnderWiggin Posted May 22, 2008 Share Posted May 22, 2008 It seems a bit over the top to make an erf/mod file when you can just name it the onenter script name and then add the line "ExecuteScript "old_onenter" or whatever. That way the game will run it and anything else it needs to and you don't have to worry about including a file that has to go in another folder. However, there's something to be said for "If it isn't broken, don't fix it." _EW_ Link to comment Share on other sites More sharing options...
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