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All party member-puppets to PC mod request


TheExile

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Oh, and I see how involved someone must be.

And hey people!!! I just discovered that if you change the tsl exe. file from the directory from swkotorII.exe to swkotorII.nss you can open the file with Kotor tool's text editor. But the scripts are weird...

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Oh, and I see how involved someone must be.

And hey people!!! I just discovered that if you change the tsl exe. file {snip}

 

Woah woah woah.

 

We don't talk about this here.

 

Editing the game's *.exe file is against the EULA and is not allowed at HL in order to maintain our good standing with LucasArts.

 

Sorry.

 

_EW_

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It only would spawn your party for one module - every time you changed areas they would be gone.

You could script around it, but another bug I foresee is the ability to spawn them more than once.

 

I'm just not sure if the mod's really what you want if you'd have to respawn them every thirty seconds as you were running through a planet.

 

Oh, and you'd need to decide the stats of these party npc's you're spawning. If you're going to make them powerful then at the beginning of the game they'll be uber. If you make them weak, then at the end of the game they'll be worthless.

 

I was toying around with the idea of doing it. It would involve editing the on_enter scripts for every single module you could ever use him for (so, most of them) and adding a line that depends on a couple of global variables. Plus you'd probably have to kill him once you left the area....

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