Revan81790 Posted June 30, 2008 Share Posted June 30, 2008 How do you remove a party member so you can have room for recruitment mods? Any help is appreciated... Link to comment Share on other sites More sharing options...
Inyri Posted June 30, 2008 Share Posted June 30, 2008 If you're downloading a recruitment mod, the modder has likely taken care of that issue within the mod and you won't need to worry about it. Link to comment Share on other sites More sharing options...
EnderWiggin Posted June 30, 2008 Share Posted June 30, 2008 Or, if you're trying to make your own, check D3's tutorial located here for the script: http://www.lucasforums.com/showthread.php?t=131944 _EW_ Link to comment Share on other sites More sharing options...
Revan81790 Posted June 30, 2008 Author Share Posted June 30, 2008 Yeah, I'm using that tut... however, I want it to be able to recruit the npc at at a certain location, not just switched with the other party mem. Isn't there a certain script that when the regular party mem trys to join, you can tell him no? Link to comment Share on other sites More sharing options...
JediMaster76 Posted June 30, 2008 Share Posted June 30, 2008 So you want to deny a person's ability to join your party? Well, that's bascially impossible, as nearly all the members have some connection to the story, and the game performs occasional checks to see if that necessary party member is in your party. For example, you need Canderous to get off of Taris, T3 to get into the Sith base, Bastila and Carth to leave Taris and board the Leviathan (without editing the .dlg file, otherwise the game will crash), Jolee is necessary to complete Kashyyyk, etc. The only character who you can really deny entry into your party is Juhani, by killing her. Or possibly Bastila end-game. Other than that, there probably is a way, but to be safe, I'd simpy follow EW or Inryi's advice. Link to comment Share on other sites More sharing options...
Revan81790 Posted June 30, 2008 Author Share Posted June 30, 2008 So you want to deny a person's ability to join your party? Well, that's bascially impossible, as nearly all the members have some connection to the story, and the game performs occasional checks to see if that necessary party member is in your party. For example, you need Canderous to get off of Taris, T3 to get into the Sith base, Bastila and Carth to leave Taris and board the Leviathan (without editing the .dlg file, otherwise the game will crash), Jolee is necessary to complete Kashyyyk, etc. The only character who you can really deny entry into your party is Juhani, by killing her. Or possibly Bastila end-game. Other than that, there probably is a way, but to be safe, I'd simpy follow EW or Inryi's advice. Well, I'm talking about TSL.. not KotOR1... GOTO isn't necessary... I want to deny him Link to comment Share on other sites More sharing options...
JediMaster76 Posted June 30, 2008 Share Posted June 30, 2008 Well... TSL is a bit different, yes. But I still think it performs party checks, I'm not too sure. Link to comment Share on other sites More sharing options...
Trex Posted June 30, 2008 Share Posted June 30, 2008 If you want to deny G0T0, you would have stop him from happening, if you follow me. You would somehow have to remove his recruit script. One way to do this might be to find the dialog which includes his recruitment script, create a copy of the dialog, find the recruiting script in the relevant dialog node, delete it, then place the new form of the dialog in the override folder. This would mean that, although the conversation with G0T0 would actually take place where you 'recruit him', after the attack on his yacht, the actual recruiting wouldn't actually happen. You could then add your own character anywhere else in the game where you want, although, if your replacing G0T0, it would clearly lead to complications when you reach the likes of Malachor. Link to comment Share on other sites More sharing options...
JediMaster76 Posted June 30, 2008 Share Posted June 30, 2008 Isn't there also a cutscene between GO-TO and Bao-Dur's remote? Wouldn't that be affected as well? Link to comment Share on other sites More sharing options...
Revan81790 Posted June 30, 2008 Author Share Posted June 30, 2008 If you want to deny G0T0, you would have stop him from happening, if you follow me. You would somehow have to remove his recruit script. One way to do this might be to find the dialog which includes his recruitment script, create a copy of the dialog, find the recruiting script in the relevant dialog node, delete it, then place the new form of the dialog in the override folder. This would mean that, although the conversation with G0T0 would actually take place where you 'recruit him', after the attack on his yacht, the actual recruiting wouldn't actually happen. You could then add your own character anywhere else in the game where you want, although, if your replacing G0T0, it would clearly lead to complications when you reach the likes of Malachor. Ah, well thank you for that... Hmm... you are right... However, is it possible to delete that confrontation? Maybe replace it, or just remove it completely? Link to comment Share on other sites More sharing options...
e-varmint Posted June 30, 2008 Share Posted June 30, 2008 .............. GOTO isn't necessary... I want to deny him You and me both! I was crushed that I did not get to rid the galaxy of that irritant when I first played TSL. .... is it possible to delete that confrontation? Maybe replace it, or just remove it completely? You could make a new cutscene, or disable the trigger for the GOTO-Remote cutscene. The cutscene is likely triggered by a script which may be triggered by a dialog. There are lots of ways to get rid of it. Link to comment Share on other sites More sharing options...
Trex Posted June 30, 2008 Share Posted June 30, 2008 Isn't there also a cutscene between GO-TO and Bao-Dur's remote? Wouldn't that be affected as well? Very correct, but if I had to guess, the game probably checks whether to play out this little sequence by seeing if G0T0 is in the party or not, then going forward with it. If G0T0 is not in the party, it shouldn't even occur. Ah, well thank you for that... Hmm... you are right... However, is it possible to delete that confrontation? Maybe replace it, or just remove it completely? Well if you choose take my suggestion of creating an overriding version of the dialog which recruits G0T0, all that should really matter is the actual dialog file name. If you were to create one of the same name, where absolutely NOTHING happened i.e. Just one line of dialog where no one really speaks, then place it in the override folder, then the dialog may skip without G0T0 even appearing on the ebon hawk. The only big problem would be if any other important scripts were supposed to be fired during that specific dialog. Link to comment Share on other sites More sharing options...
Revan81790 Posted July 1, 2008 Author Share Posted July 1, 2008 Very correct, but if I had to guess, the game probably checks whether to play out this little sequence by seeing if G0T0 is in the party or not, then going forward with it. If G0T0 is not in the party, it shouldn't even occur. Well if you choose take my suggestion of creating an overriding version of the dialog which recruits G0T0, all that should really matter is the actual dialog file name. If you were to create one of the same name, where absolutely NOTHING happened i.e. Just one line of dialog where no one really speaks, then place it in the override folder, then the dialog may skip without G0T0 even appearing on the ebon hawk. The only big problem would be if any other important scripts were supposed to be fired during that specific dialog. Yes... Finding the files that would allow me to do so would be a problem though. I wouldn't know where to look. Link to comment Share on other sites More sharing options...
Trex Posted July 1, 2008 Share Posted July 1, 2008 Yes... Finding the files that would allow me to do so would be a problem though. I wouldn't know where to look. If get KOTOR tool and go to KOTORII>ERFs>Modules you'll see the various modules of the game listed. Inside each are the various dialog files for each of them. There's a fair few, so you'll have to go hunting, but I'm guessing it'll be one of the ones based in an Ebon Hawk module. Hope that helps. Link to comment Share on other sites More sharing options...
Princess Artemis Posted July 3, 2008 Share Posted July 3, 2008 Very correct, but if I had to guess, the game probably checks whether to play out this little sequence by seeing if G0T0 is in the party or not, then going forward with it. If G0T0 is not in the party, it shouldn't even occur. G0-T0 will be in the party though--as the character Revan81790 wants to have recruited in his place. The scene is very likely triggered by a script, so the triggering script would need to be changed so that it either only triggers if G0-T0 really really really is in the party (if this is an optional recruit) or by changing the script so it triggers nothing. How the script is fired also affects things. If it's from a dialogue, and the dialogue isn't a huge one, easy to do that--remove the script from the dialogue and the script will not run (and hope that the dialogue is the only one with that name, otherwise things can get ugly--it may not be possible to remove the scene in that case, depends on what is starting the dialogue). If it's fired from a waypoint, find which waypoint and remove the script from it (again, hoping that the waypoint file name is unique!). These are only an option if G0-T0 cannot ever be a party member with this recruit. If it's an Ebon Hawk cutscene, again it may get little trickier--if G0-T0 is never to be a party member at all, every cutscene with him in it in the two Ebon Hawk scripts can just be commented out and *poof*, no G0-T0 cut scenes. That might be overkill though, if he's only part of a scene, in which case it gets really tricky depending on what needs to be done to remove G0-T0 from the scene (would get into modifying at least three scripts and a dialogue). It's certainly possible to do it though. Anyhow, in a recruit mod, what we see playing it is "G0-T0 isn't part of the game anymore and now we get this other character instead", but to the game, G0-T0 is there, he just looks different and has a different name. So things like G0-T0's scenes have to be accounted for. ...Which is why HK-47 is so very very easy to replace and the prime choice for recruit mods. Having been nearly excised from the game entirely as it is and thus having no impact on the story (meaning no headaches like trying to fix G0-T0 showing up on Malachor V), removing the recruit script from HK's dialogue and commenting out his Ebon Hawk cutscenes is really all that needs to be done to make him disappear, though making a custom c_con_hk47pm script to make the game check to see if HK is really HK based on the new character's name or some other easily chacked attribute would be a highly recommended act to take care of virtually all points at which HK would have dialogue. Any new recruit mod really should have something like that...in this case, a custom c_con_g0t0pm (IIRC that's the script name) to check that the new recruit really is G0-T0 (and finding that it isn't, prevent virtually all of G0-T0's dialogue from being spoken by the new recruit). It won't take care of everything, but it will get most of it. Link to comment Share on other sites More sharing options...
Revan81790 Posted July 3, 2008 Author Share Posted July 3, 2008 G0-T0 will be in the party though--as the character Revan81790 wants to have recruited in his place. The scene is very likely triggered by a script, so the triggering script would need to be changed so that it either only triggers if G0-T0 really really really is in the party (if this is an optional recruit) or by changing the script so it triggers nothing. How the script is fired also affects things. If it's from a dialogue, and the dialogue isn't a huge one, easy to do that--remove the script from the dialogue and the script will not run (and hope that the dialogue is the only one with that name, otherwise things can get ugly--it may not be possible to remove the scene in that case, depends on what is starting the dialogue). If it's fired from a waypoint, find which waypoint and remove the script from it (again, hoping that the waypoint file name is unique!). These are only an option if G0-T0 cannot ever be a party member with this recruit. If it's an Ebon Hawk cutscene, again it may get little trickier--if G0-T0 is never to be a party member at all, every cutscene with him in it in the two Ebon Hawk scripts can just be commented out and *poof*, no G0-T0 cut scenes. That might be overkill though, if he's only part of a scene, in which case it gets really tricky depending on what needs to be done to remove G0-T0 from the scene (would get into modifying at least three scripts and a dialogue). It's certainly possible to do it though. Anyhow, in a recruit mod, what we see playing it is "G0-T0 isn't part of the game anymore and now we get this other character instead", but to the game, G0-T0 is there, he just looks different and has a different name. So things like G0-T0's scenes have to be accounted for. ...Which is why HK-47 is so very very easy to replace and the prime choice for recruit mods. Having been nearly excised from the game entirely as it is and thus having no impact on the story (meaning no headaches like trying to fix G0-T0 showing up on Malachor V), removing the recruit script from HK's dialogue and commenting out his Ebon Hawk cutscenes is really all that needs to be done to make him disappear, though making a custom c_con_hk47pm script to make the game check to see if HK is really HK based on the new character's name or some other easily chacked attribute would be a highly recommended act to take care of virtually all points at which HK would have dialogue. Any new recruit mod really should have something like that...in this case, a custom c_con_g0t0pm (IIRC that's the script name) to check that the new recruit really is G0-T0 (and finding that it isn't, prevent virtually all of G0-T0's dialogue from being spoken by the new recruit). It won't take care of everything, but it will get most of it. Wow.... That must have taken a while to type... Anyway, yeah I thought there would have to be some form of removing or making new scripts... However, about HK-47. I actually thought about replacing HK-47 instead of G0-T0 but, I know way too many people who love HK-47 and his comedic style... Link to comment Share on other sites More sharing options...
Princess Artemis Posted July 4, 2008 Share Posted July 4, 2008 Wow.... That must have taken a while to type... Anyway, yeah I thought there would have to be some form of removing or making new scripts... However, about HK-47. I actually thought about replacing HK-47 instead of G0-T0 but, I know way too many people who love HK-47 and his comedic style... Yeah, it took a while to type, but I like to be thorough. Recruitment mods are not easy to make well, and sometime people don't realize that. Not saying you don't know that, but the person to whom I was replying was under a mistaken impression that I wanted to make sure was thoroughly addressed. Just trying to be helpful to all, no offense intended. And yeah, people do seem to prefer that recruit mods ditch G0-T0 instead of HK...it's just a good bit harder to do well. Link to comment Share on other sites More sharing options...
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