TriggerGod Posted June 14, 2008 Share Posted June 14, 2008 I'm gonna put off my Elementals mod for a while to work on this one. It will give you a chance to explore a new area on Nar Shaddaa for the base of the Red Eclipse. I'm using DDD/MF's tut, and I'm told to get rid of the doors. I want to keep all the doors, so what do I do? Delete them anyways? Link to comment Share on other sites More sharing options...
Darth Payne Posted June 14, 2008 Share Posted June 14, 2008 Are you planning to use the unused area near Vogga and the droid warehouse? Wish i could help you with the doors, haven't a clue how to do something like that though. Link to comment Share on other sites More sharing options...
Exile007 Posted June 14, 2008 Share Posted June 14, 2008 I'm gonna put off my Elementals mod for a while to work on this one. It will give you a chance to explore a new area on Nar Shaddaa for the base of the Red Eclipse. I'm using DDD/MF's tut, and I'm told to get rid of the doors. I want to keep all the doors, so what do I do? Delete them anyways? NO!!! Do not delete the doors if you want to keep them. Use the whereami armband to find the door that leads to another module and delete those. The only reason MF put that it in his tutorial is so that it doesn't link to another module. Link to comment Share on other sites More sharing options...
TriggerGod Posted June 14, 2008 Author Share Posted June 14, 2008 Ok... I don't feel like doing that, so if I'm lazy like that, I'm gonna go through, as I made a discovery. There is a line called "LinkedToModule" and I'll find the door that'll lead to the Polar (Shuttle) and the Czerka area. EDIT: Phail I've gone through all the doors, only one is link to a module. And that is to the Secret Factory that the TSLRP will be restoring. So, I'll really have to go in Link to comment Share on other sites More sharing options...
EnderWiggin Posted June 14, 2008 Share Posted June 14, 2008 To be honest, modding isn't really something you can cut corners on. It requires a certain level of attention to detail, and laziness causes errors. Just a warning _EW_ Link to comment Share on other sites More sharing options...
TriggerGod Posted June 14, 2008 Author Share Posted June 14, 2008 As I said, I phailed on the laziness. And now, I've phailed on the actual working. I've tried to use the band, but that didn't work. I'm gonna assume the first door struct is the door leading from the Czerka site. Link to comment Share on other sites More sharing options...
Ulmont Posted June 15, 2008 Share Posted June 15, 2008 I'll help you with this. All you half to do is find the doors on that area that are Marked "Static" and un-check the box in KT. Then go to the Locks tab, and select Locked, and then Select Key Required to unlock and put in the res-ref. Link to comment Share on other sites More sharing options...
TriggerGod Posted June 15, 2008 Author Share Posted June 15, 2008 Yeah. I will use the static thing and lock the door (once I find it ), but I'll just have an NPC teleport me back to the docks afterwords. Link to comment Share on other sites More sharing options...
correllian_thug Posted June 17, 2008 Share Posted June 17, 2008 NO!!! Do not delete the doors if you want to keep them. Use the whereami armband to find the door that leads to another module and delete those. The only reason MF put that it in his tutorial is so that it doesn't link to another module. thats probably the reason im having issues with the doors on topic: TG i always found the encounter with the RE to be too short, will there be any new quests for this? Link to comment Share on other sites More sharing options...
TriggerGod Posted June 20, 2008 Author Share Posted June 20, 2008 No, as I have not yet worked with editing global.jrl and globalcat.2da, so don't expect new quests. I'll just add a script that'll add a datapad about the RE leader. Then, after you finish GOTO's Yacht (And therefor, meet with Zez) I'll see if I can whip up a modified OnEnter script for Nar Shaddaa to summon a creature that will have a script that'll transport me there. Link to comment Share on other sites More sharing options...
Exile007 Posted June 20, 2008 Share Posted June 20, 2008 No, as I have not yet worked with editing global.jrl and globalcat.2da, so don't expect new quests. I'll just add a script that'll add a datapad about the RE leader. Then, after you finish GOTO's Yacht (And therefor, meet with Zez) I'll see if I can whip up a modified OnEnter script for Nar Shaddaa to summon a creature that will have a script that'll transport me there. Didn't I whip up a rather long script for that? In one of your questions below? Link to comment Share on other sites More sharing options...
TriggerGod Posted June 20, 2008 Author Share Posted June 20, 2008 Maybe.... Anyways, I want to try it on my own, see how well I am with scripting... EDIT: I've looked through the past pages of this forum, and I found the topic I was looking for. It had sekan giving someone a script that'll warp. So, this is the script I would use: void main() { StartNewModule("310NAR"); } Or something whatever I will use to name my module. Now, I just need to modify that OnEnter script... Link to comment Share on other sites More sharing options...
Robespierre Posted June 21, 2008 Share Posted June 21, 2008 Now, I just need to modify that OnEnter script... Is that a request for help? If so: In the .are file for your module (which you put in the .mod file), you specify the on_enter script for the module. Just make the script, compile and stick it in your override. Good luck and enjoy! Link to comment Share on other sites More sharing options...
Exile007 Posted June 21, 2008 Share Posted June 21, 2008 The thing about modifying an on-enter script is that it will affect other parts of a module that it checks for itself. Like Mira may not steal the space suit. Link to comment Share on other sites More sharing options...
TriggerGod Posted June 23, 2008 Author Share Posted June 23, 2008 All right, after exploring KTool, I have discovered the scripts, and I have the script I need: int StartingConditional() { string sTag = GetScriptStringParameter(); if ( GetIsObjectValid( GetItemPossessedBy( GetFirstPC(), sTag))) return TRUE; return FALSE; } Now, the problem is, I don't know what I place where. I'm guessing sTag is the tag of the item I want my PC to be holding. And how do I use that script to be able to talk to a certain NPC (normally, he would say nothing, but if my PC holding the item, then I want some dialog to play) Link to comment Share on other sites More sharing options...
Robespierre Posted June 23, 2008 Share Posted June 23, 2008 Actually, there is an easier way (if you're modding for TSL that is, I don't know about K1). If you put the conditional at c_hasitem in the conditional script entry, and then put the tag of the item you want in the little dialog box next to the script. Link to comment Share on other sites More sharing options...
TriggerGod Posted June 23, 2008 Author Share Posted June 23, 2008 Alright, so what I'm guessing the "little dialog box next to the script" is the box that says "String Param" is where you put your item tag... Link to comment Share on other sites More sharing options...
EnderWiggin Posted June 23, 2008 Share Posted June 23, 2008 Correct. Put your item tag in the box for the first parameter. _EW_ Link to comment Share on other sites More sharing options...
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