Jump to content

Home

How do I add models to modules?[K1]


Saruman45

Recommended Posts

Its a Vista problem. No ~ key works in video games, on-screen or otherwise. My regular keyboard works fine, ~ works, until I get into the games.

The ~ worked on my old XP computer.

 

If you exhaust all other options, and you are really desperate, here is another way to determine coordinates. In the image below, I have taken the mini-map and scaled it so that I can use an “inquiry” command in AutoCad to get a coordinate. Since you probably do not have AutoCAD, it can also be done in other graphics programs that have rulers and customizable units.

 

You could scale the map 1:100, determine the coordinate of a specific spot, and voila. All you have to do is apply your correction factor.

 

To determine the coordinates that you will need to scale the map in the first place, you can use the .git file to get the coordinates of objects such as doors.

 

evyacht.jpg

 

Again, this is a last-resort option, but it will work. I have used this method on many occasions.

 

Edit: you may also have to rotate the mini-map

Link to comment
Share on other sites

The script posted above will work for placeables as well as creatures if you substitute 'OBJECT_TYPE_CREATURE' with (surprise) 'OBJECT_TYPE_PLACEABLE'.

 

I'm not sure what you mean by 'different options'. Do you mean dialogue? You can write it for placeables like you can for NPCs, yes. There's a conversation field in .utps.

 

What I meant was--like--access the console, punch 'Open the door', and the door opens. Punch 'Unlock the cylinder', and it unlocks the cylinder. Stuff like that. Thanks for the info! :)

 

 

Edit: Thanks e-varmint. I'll keep that in mind.

Link to comment
Share on other sites

Please post the contents of your Swkotor.ini file here.

 

Let's try not to make Jae mad while we're at it, ok?

 

_EW_

 

[sound Options]

Music Volume=85

Voiceover Volume=85

Sound Effects Volume=85

Movie Volume=100

Force Software=0

EAX=3

Disable Sound=0

Number 3D Voices=16

Number 2D Voices=24

Environment Effects Level=0.60

2D3D Bias=1.50

Environment Effects=1

Environment Effects Nonstreaming=1

Environment Effects Streaming=1

 

[Game Options]

Hide InGame GUI=0

Use Small Fonts=0

Keyboard Camera Deceleration=2000.000000

Keyboard Camera Acceleration=500.000000

Keyboard Camera DPS=200.000000

Hide Unequippable=0

Tutorial Popups=1

Subtitles=1

Mini Map=1

Floating Numbers=1

Status Summary=1

Enable Mouse Teleporting To Buttons=1

Mouse Sensitivity=33

Auto Level Up NPCs=0

Mouse Look=0

AutoSave=1

Reverse Minigame YAxis=0

Combat Movement=1

Enable Tooltips=1

Difficulty Level=1

TooltipDelay Sec=1.000000

Memory Access=1

Memory Level=1

EnableCheats=1

 

[Movies Shown]

Movie 0=0

Movie 1=0

Movie 2=0

Movie 3=0

Movie 4=0

Movie 5=0

Movie 6=0

Movie 7=0

Movie 8=0

Movie 9=0

Movie10=0

 

 

[Alias]

HD0=.\

OVERRIDE=.\Override

TEMP=.\Temp

MODULES=.\Modules

LOGS=.\Logs

LOCALVAULT=.\LocalVault

DMVAULT=.\DMVault

SERVERVAULT=.\ServerVault

STREAMMUSIC=.\StreamMusic

TEMPCLIENT=.\Tempclient

SAVES=.\saves

CURRENTGAME=.\currentgame

TEXTUREPACKS=.\texturepacks

STREAMWAVES=.\StreamWaves

 

 

[Graphics Options]

V-Sync=0

Anisotropy=1

Frame Buffer=1

Anti Aliasing=0

Texture Quality=2

Emitters=1

Grass=1

Soft Shadows=0

Shadows=1

Brightness=57

EnableHardwareMouse=1

FullScreen=1

 

[Autopause Options]

Mine Sighted=1

End Of Combat Round=0

Enemy Sighted=1

Party Killed=1

Action Menu=0

New Target Selected=1

[config]

firstrun=1

 

There you go.Can you teach me how to make a .utc file, anyone?

Link to comment
Share on other sites

How do I make a .utc? I'll worry about coordinates in a bit.

 

 

A utc is a file that "makes" your NPC; it has all the info like what it has to look like, going from old man, to boy or Rancor.

 

It also contains what the NPC has for Health and various other abilities and stuff.

 

The easiest way to create a utc is to get one from the game and change it to your needs.

 

So to get one use KotorTool.

 

Look in BIFs => templates => Blueprint, character.

 

 

 

It has a long list to choose from, so just pick one and click on the Extract button.

 

Save it somewhere, where ever you like. Best is to create a folder for your modding projects to keep stuff in one place. Else you'll end up like me loosing files you need.

 

OK; so now to open your extracted file, go to File => Open GFF files.

 

Search for your utc you just extracted, click open.

 

KotorTool will then ask for what game you want this UTC, K1 or TSL.

 

Then you'll get to the options(lot of tabs) window of your UTC file.

 

The important bit, to make this UTC work with a script is the Template ResRef in the Advanced Tab.

 

Fill in a name, best a name easy to remember, as this is what gets "called" by the game. When script fires and looks what to create it reads that name and knows what UTC file to use to create your NPC :p

 

 

I would take your time looking at whats in all those tabs to fiddle around with. But once your content with what you have hit the Save button.

 

For the script stuff, go back to the tutorials here at Holowan, there's not much differance between spawning a Cylinder and a creature.

 

I'll look around and see if I can dig up one of my scripts to show you, what it looks like. Though my knowledge about scripts doesn't go further then that.

 

EDIT: Found one of my old scripts. You can ignore the IF thingys. Its the CreateObject lines what you're after.

 

The g_qgmdarkjedi01 is the ResRef in the UTC I made for this lad.

 

The Location thing says where you're "creature" pops up: first number is X, second Y and as last Z

Thats why you need to use the Whereami cheat, to get the X Y Z.

 

So in the game go stand where you want the boy to be, do the cheat, if you get it to work.

 

Do you use a Laptop or a Desktop PC, as for my laptop I have to do CtrlGr+` to get the console working.

void main() {
   if (GetEnteringObject() == GetFirstPC()) {
       if (!GetLocalBoolean(OBJECT_SELF, 40) && !GetIsObjectValid( GetObjectByTag("g_qgmdarkjedi01") )) {
           CreateObject(OBJECT_TYPE_CREATURE, "g_qgmdarkjedi01", Location(Vector(-7.22, -43.42, 0.0), 0.0));
           CreateObject(OBJECT_TYPE_CREATURE, "g_qgmdarkjedi02", Location(Vector(-9.08, -42.71, 0.0), 0.0));
           CreateObject(OBJECT_TYPE_CREATURE, "g_qgmdarkjedi01", Location(Vector(3.02, -43.29, 0.0), 180.0));
           CreateObject(OBJECT_TYPE_CREATURE, "g_qgmdarkjedi02", Location(Vector(2.59, -44.64, 0.0), 180.0));


           SetLocalBoolean(OBJECT_SELF, 40, TRUE);
       }
   }   

}

Link to comment
Share on other sites

Evidently Vista has some weird permissions hangups with modifying ini files.

 

Enabling Cheats in Vista: http://www.lucasforums.com/showthread.php?p=2431529#post2431529

 

* * * *

Re utcs:

Probably nobody here has ever built a utc file from scratch. Instead, just modify one using KotOR Tool and save the .utc into your override.

 

You can find the UTC files

BIFs -> templates.bif -> Blueprint, Character

 

or

 

RIMS->Modules->(some module that ends in *_s.rim)->Blueprint, Character

 

Just double click the utc file to open up the Creature Editor and then save. It's a good idea to change the Tag (on the "Basic" tab of Creature Editor) into something else and save the utc as the same name as the Tag.

 

Ex: opening up bantha.utc

change tag from "Bantha" to "tk102bantha"

save file as "tk102bantha.utc"

 

Then later in scripts I can use "tk102bantha" as the resref when I spawn the creature with the CreateObject function, and when the creature is spawned, I can use "tk102bantha" as its tag for other scripts or dialogs.

 

 

Edit: beaten by Quannon :xp:

Actually Q, the TemplateResRef has no bearing on the game whatsoever. For spawning, the game looks at the filename, not the TemplateResRef. The Tag is critical however obviously.

Link to comment
Share on other sites

Edit: beaten by Quannon :xp:

Actually Q, the TemplateResRef has no bearing on the game whatsoever. For spawning, the game looks at the filename, not the TemplateResRef. The Tag is critical however obviously.

 

 

Crap, no wonder half of my scripts didn't work properly.

 

Though I keep the Tag and ResRef the same in name :lol:

 

Ack, this ain't my area of expertise anyway, but I did find it challenging to the first time.

Link to comment
Share on other sites

10) Save the git file where ever you saved the boy's utc file (probably the override :rolleyes:)

 

Eek. No don't put git files in your override ever. Git files are for dynamic data and if you put them in your override, the original state of the git will get reloaded each time you enter a module. Like if you put a lightsaber into a footlocker and leave the area and come back to it, the lightsaber will be gone.

 

Instead, the git and all the other resources of the area need to be packed into .mod file and placed in the modules folder.

 

How do I make a script? Is there a program that can open them? I need to open an existing script, then I'll convert it to a custom one.

 

For information about scripting you might start here. Warning: you will need patience when learning scripting and how to compile scripts. Familiarity with the command line will help a great deal.

Link to comment
Share on other sites

Eek. No don't put git files in your override ever. Git files are for dynamic data and if you put them in your override, the original state of the git will get reloaded each time you enter a module. Like if you put a lightsaber into a footlocker and leave the area and come back to it, the lightsaber will be gone.

 

Instead, the git and all the other resources of the area need to be packed into .mod file and placed in the modules folder.

 

Yeah, I kinda forgot about that...

Especially since, right now, Mustafar is the prologue. >_>

Link to comment
Share on other sites

How do I make a script? Is there a program that can open them? I need to open an existing script, then I'll convert it to a custom one.

 

You can use the Text Editor from KotorTool to compile your script to a .ncs file.

 

A regular script file that can be opened in about any textwrite, like Notepad; has the .nss extension.

 

You can find the Text Editor under Tools in KotorTool.

 

I can't really tell you more as I'm not good at it... But TK's link should give some more info on the subject.

Link to comment
Share on other sites

Alright. I have the utc and the script. I need someone to go to the ebon hawk cargo hold and get me some coordinates. Anywhere in the cargo hold will be fine. Then reply to this post and tell me the coordinates.

 

Did you try following the thread link I gave you in post #33 regarding enabling cheats in Vista?

Link to comment
Share on other sites

Did you try following the thread link I gave you in post #33 regarding enabling cheats in Vista?

 

Yes I did. That's just about saving the .ini file. I checked. I saved mine the exact same way. Everything is going fine, until I get into the game. The problem is not Kotor itself, i have the same problem in any of my other games (Jedi Academy, Morrowind, etc.) they ~ key just doesn't want to function in any games.

 

Trust me. I'm not being lazy or anything, If I could get the coordinates by myself, I would. I figured out the script without much trouble, once I got into Kotor Tool. And the utc wasn't that hard. So can someone please help?

 

After all the help you've been given to make cheats work, at least say 'please'. :rolleyes:

 

sorry... can i please have the coordinates?

Link to comment
Share on other sites

sorry... can i please have the coordinates?

 

M'kay, I got some coords:

 

X= 33,25

 

Y= 25,63

 

Z= 1,87

 

The module name that came with it is ebo_m12aa, though the Ebon-Hawk has several RIM files.

 

IIRC, they represent the Hawk at each differant planet, so I would do some research to see whats in the all RIMS and then pick the one you need.

 

As I'm 80% sure you need to link you're little spawn script to the big script of the RIM of the Hawk.

 

The idea is that you just fire you're little script from out the BIG script.

Plus I think its best you look into the IF statements to avoid the boy getting spawned each time you enter the Hawk.

 

 

Do you have the key with the little ² and ³ on. Sometimes this is my ~ button in certain games, though thats more likely cause I have Laptop.

 

Also try out other combos like Alt+` or Ctrl+` and so on. Oddly enough that worked for me.

Link to comment
Share on other sites

M'kay, I got some coords:

 

X= 33,25

 

Y= 25,63

 

Z= 1,87

 

The module name that came with it is ebo_m12aa, though the Ebon-Hawk has several RIM files.

 

IIRC, they represent the Hawk at each differant planet, so I would do some research to see whats in the all RIMS and then pick the one you need.

 

As I'm 80% sure you need to link you're little spawn script to the big script of the RIM of the Hawk.

 

The idea is that you just fire you're little script from out the BIG script.

Plus I think its best you look into the IF statements to avoid the boy getting spawned each time you enter the Hawk.

 

 

Do you have the key with the little ² and ³ on. Sometimes this is my ~ button in certain games, though thats more likely cause I have Laptop.

 

Also try out other combos like Alt+` or Ctrl+` and so on. Oddly enough that worked for me.

 

I suck at manual scripting. I'm trying to use the Kotor Script Generator. Anyone know how? I have the coordinates, courtesy of Quanon here. The generator is easier, according to some people. Anyone know how to work it?

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...