rep-patriot101 Posted December 14, 2008 Share Posted December 14, 2008 I really want to learn how to mod the game in order be able to fight as many "goodguy" jedi as I can. What's even worse: You can't fight ANY republic soldiers!! Does anyone know anything about modding? It's going to take me a while to modify the game to spawn light sided Jedi as hostile creatures... Link to comment Share on other sites More sharing options...
Star Admiral Posted December 16, 2008 Share Posted December 16, 2008 Probably the wrong forum. Maybe in the Modding Requests under the Holowan Labs? What is it exactly that you want? And for which game? Do you want to replace all the dark Jedi with light-side ones? Or to beef up their stats to present more of a challenge? To replace all the dark Jedi, that would be a time-consuming task, never mind the fact that it would not fit the story well. As for a difficulty mod, there are several out there. Check out this one for a change. - Star Admiral Link to comment Share on other sites More sharing options...
RedHawke Posted December 16, 2008 Share Posted December 16, 2008 Moving to Mod Requests... Link to comment Share on other sites More sharing options...
Mandalore_The_Great Posted December 16, 2008 Share Posted December 16, 2008 Well I'll do it if it's K1, which I asume it is for because you do fight random Dark Jedi on the different planets. What I'll do is play around with the appearances.2da so that the dark jedi on Tatooine turn into regular jedi... then I'll just mess around with the .utc files also to give them light side powers and take away their dark side powers Edit: or if you're talking about just spawning Jedis instead of replacing the DS jedis I'll do that Link to comment Share on other sites More sharing options...
TriggerGod Posted December 16, 2008 Share Posted December 16, 2008 Isn't there a script in K1 that checks your alignment? If so, one would be able to use that to spawn hostile jedi in the same manner that the game normally spawns dark jedi. If your darkside, the script will spawn jedi instead of dark jedi, and vice versa. Link to comment Share on other sites More sharing options...
Ferc Kast Posted December 16, 2008 Share Posted December 16, 2008 Isn't there a script in K1 that checks your alignment? If so, one would be able to use that to spawn hostile jedi in the same manner that the game normally spawns dark jedi. If your darkside, the script will spawn jedi instead of dark jedi, and vice versa. I have 2 responses to those questions. Firstly, the game doesn't spawn the Dark Jedi in K1. (Not technically, anyways.) They're actually there when you start the modules they're in. (Except in the case of Darth Bandon and Calo Nord.) So, it'd be utc editing, not scripting. Secondly, there are two scripts that check alignment in K1: k_con_light, k_con_dark Link to comment Share on other sites More sharing options...
Darth Payne Posted December 16, 2008 Share Posted December 16, 2008 You could always try the Slaughter The Council mod. It lets you fight all the Jedi on Dantooine. I don't remember any others that let you fight Jedi other than the Kill Star Forge Jedi one that lets you kill the Jedi in the Star Forge docking bay. Link to comment Share on other sites More sharing options...
rep-patriot101 Posted December 17, 2008 Author Share Posted December 17, 2008 Sorry for the confusion. I was asking how to mod, and was hoping that someone else may have similar ideas. It's for both games. Very generous of you guys to respond in that manner, I'm honored to be part of "Lucas Forums". I didn't see anyone else mentioning the "goodguy" orientation of the plot, so I thought that it would be a good idea to bring it up. yes: I want to modify the plot of both games so that Jedi are spawned when you reach certain points, like scripting. I've seen very clever mods already, so I thought I might propose this. Does anyone know about scripting, or spawning opponents, or something? help would be appreciated, and thanks again. Link to comment Share on other sites More sharing options...
Mandalore_The_Great Posted December 22, 2008 Share Posted December 22, 2008 an easy way to do this would be to use the generic spawn script found in the "frequently used scripting functions" page, then set the location of the jedi with the "whereami" cheat. Then put in the coordinates Link to comment Share on other sites More sharing options...
rep-patriot101 Posted January 21, 2009 Author Share Posted January 21, 2009 That many ways, huh? I went into "KOTOR TOOL" and replaced all of the "Dan13_" utc's w/ characters of "Faction: Hostile_1", but apparently that only works if you've never been to Dantooine before. So, if that's the case (again, I'm very green when it comes to modding), then how did the "slaughter the Jedi Council" mod work? How do you alter an Npc's faction if you've already been to that module? I express full appreciation and gratitude your guys' help. Link to comment Share on other sites More sharing options...
Mandalore_The_Great Posted January 22, 2009 Share Posted January 22, 2009 well the vanilla game doesn't check if you're dark or light for the dark jedi fights. probably just for things like the dialogue with party members. For Ex. If you were dark side, bastila would give the whole light-side runaround. if light, she'd be all happy Link to comment Share on other sites More sharing options...
rep-patriot101 Posted January 31, 2009 Author Share Posted January 31, 2009 Quote: "It appears I have suffered considerable damage and dismemberment. I can feel all the cracks in my motivators. And my central control cluster seems to have taken several repeated blaster shots at close range. How crude." ---------HK-47 Yes, I tried spawning a hostile Jedi Master in Manaan's "manm26ad"(i think) module, and I couldn't get the "r" variable to set straight in the script compiler. Everything went right except for the location data of the new NPC(in the script compiler). I put in the actual script w/ the coordinates and the "resref" for the NPC (c_iriaz) into the override folder, then ran the script compiler. Thank you very much, rep-patriot 101 Side question, how do I get beyond this sad status as a "lurker"? Link to comment Share on other sites More sharing options...
Mandalore_The_Great Posted January 31, 2009 Share Posted January 31, 2009 that changes as you make new posts. think after you get to 10 posts you get to be a rookie... yay Just an FYI consistent spamming to raise your post count will get it reduced back to a 0... so remember to post posts with a purpose. -RH --Didn't post to raise count, just so you know so the script didn't work? oh well. I hate having to define a place for things to spawn so I just make 'em spawn next to me.... i'm lazy like that Link to comment Share on other sites More sharing options...
Star Admiral Posted January 31, 2009 Share Posted January 31, 2009 Did the script actually compile, as in, you got an NCS file? And more importantly, what did you use to trigger the spawning? Simply dropping a spawn script into your Override folder will do little if the game doesn't know how to use it. It would be helpful if you posted your source code for us to check. - Star Admiral Link to comment Share on other sites More sharing options...
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