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Total Conversion Questions


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I'm looking to make a total conversion. I don't know very much at all about modding, but I plan on using this as one big learning process. I know I might not be able to accomplish everything I want (at least not in a timely fashion), but I would like to go as far as possible.

 

About the conversion:

 

I would like to make a storyline conversion about Gray Jedi during the time after KoTOR 2: TSL (3,929 BBY). I don't want to give away my story yet but it should be pretty interesting.

 

I originally wanted to add Tatooine, but I followed the Adding Planets To Galaxy Map in TSL HERE, and ran into a couple problems. First of all I can't figure out how to show Tatooine outside the cockpit when it lands, so I don't know what to do there. Also I couldn't get k_inc_hawk.nss to compile. It doesn't show any errors in compiling, but it doesn't show the file in the folder I told it to compile to. I don't know if I need to have the include files listed at the top of the k_inc_hawk.nss in the same folder for it to compile? OH! Also, I would like to know where the Icons are that are referenced in classes.2da (e.g. IR_Soldier...)

 

I also would like to change the Jedi classes to Gray Jedi classes just through renaming. Can I do this through just modifying classes.2da and dialog.tlk? I don't really need to change feats or powers since Gray Jedi are very similar to Light Jedi.

 

I wanted to make Tatooine the starting planet but if I can't get that working I'm just going to use the planets already in TSL and change the NPC's and quests and everything.

 

Any ideas would be greatly appreciated as well as help working on stories and quests. Also, any tips on how not to be a modding noob anymore would be great. I know almost nothing so please feel welcome to bombard me with the basics of modding.

 

Any one willing to help do some of the work would be appreciated also. I would just like to learn a bit in the process ; )

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I dont think I can answer all your problems but heres most of em:

 

Also I couldn't get k_inc_hawk.nss to compile. It doesn't show any errors in compiling, but it doesn't show the file in the folder I told it to compile to. [/Quote]

 

When you compile it you need to save the file as .nss or it wont save.

 

OH! Also, I would like to know where the Icons are that are referenced in classes.2da (e.g. IR_Soldier...)

That should be under ERFs-(first texture pack)-I

 

I also would like to change the Jedi classes to Gray Jedi classes just through renaming. Can I do this through just modifying classes.2da and dialog.tlk? I don't really need to change feats or powers since Gray Jedi are very similar to Light Jedi.

[/Quote]

Yes you can. You where right on this one :D

 

[

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I wanted to make Tatooine the starting planet but if I can't get that working I'm just going to use the planets already in TSL and change the NPC's and quests and everything.

You name the first module as 001EBO and then that is the place you will start in.

Any ideas would be greatly appreciated as well as help working on stories and quests. Also, any tips on how not to be a modding noob anymore would be great. I know almost nothing so please feel welcome to bombard me with the basics of modding.

I've worked on many storyline mods in the past so if you need any tips just PM me.

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I'm looking to make a total conversion. I don't know very much at all about modding,

Hullo there! First of all, this is a tricky combination. If you want to succeed with modding, the trick is to start small, work your way up, and, for large projects, plan everything meticulously.

 

but I plan on using this as one big learning process. I know I might not be able to accomplish everything I want (at least not in a timely fashion), but I would like to go as far as possible.

This is a good attitude to have. :)

 

About the conversion:

 

I would like to make a storyline conversion about Gray Jedi during the time after KoTOR 2: TSL (3,929 BBY). I don't want to give away my story yet but it should be pretty interesting.

 

I originally wanted to add Tatooine, but I followed the Adding Planets To Galaxy Map in TSL HERE, and ran into a couple problems. First of all I can't figure out how to show Tatooine outside the cockpit when it lands, so I don't know what to do there.

As I recall, you need a new texture to use for the PlayRoomAnimation(); part.

 

Also, while I don't know if you mean this, it does sound like you mean porting, in which case, I'll direct you to the rules. Not accusing you of anything, this is just in case you didn't know. ;)

 

Also I couldn't get k_inc_hawk.nss to compile. It doesn't show any errors in compiling, but it doesn't show the file in the folder I told it to compile to. I don't know if I need to have the include files listed at the top of the k_inc_hawk.nss in the same folder for it to compile?

IIRC, k_inc_hawk.nss doesn't compile. You just need it altered and put in the right place for KT to read it, instead of the default game version, when compiling your galaxy map scripts. :)

 

OH! Also, I would like to know where the Icons are that are referenced in classes.2da (e.g. IR_Soldier...)

I'm not sure those actually exist. If they do, they should be in ERFs-->TexturePacks-->swpc_tex_gui.erf

 

I also would like to change the Jedi classes to Gray Jedi classes just through renaming. Can I do this through just modifying classes.2da and dialog.tlk? I don't really need to change feats or powers since Gray Jedi are very similar to Light Jedi.

Yes, that should do it. I'd recommend not actually distributing a dialog.tlk, though, since it's a pretty big file. Probably better to use stoffe's TSLPatcher to add the new lines you want when the mod is installed. :)

 

Any ideas would be greatly appreciated as well as help working on stories and quests. Also, any tips on how not to be a modding noob anymore would be great. I know almost nothing so please feel welcome to bombard me with the basics of modding.

Well, first of all - read the tutorials and practice using them. This is essential.

 

Second, start with a small mod and work your way up making more complex ones.

 

Third, try and work out problems yourself, and when you've exhausted everything you can think of, then come here. It may be tougher, but it does make you a better modder. :)

 

Fourth, be sure to master scripting and the intricacies of dialogue editing. These two are vital skills for really good work - as is making sure you know the ins-and-outs of KotOR Tool really thoroughly. Have a good explore. :)

 

Fifth, if you can't find an answer to your question in the tutorials, or in the source script released with mods, use the search function next to see if you can find an answer.

 

Sixth, think critically work through problems methodically. Nine times out of ten when something goes wrong, you've forgotten to do a simple thing, or made a really silly mistake. Everyone does it, but working back through your problems methodically will help you to find them faster in future, and is generally better practice. :)

 

On the topic of TCs, this tutorial is recommended reading.

 

Finally, good luck! :)

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Thanks a lot Canderis and Darth InSidious, you were both very helpful : )

 

Darth what I did for Tatooine so far was to use TSL Onderon galaxy map icon and re-color it light brown like Tatooine.

 

Here are the things I need to learn how to do:

 

1. Make a texture like you said for the PlayRoomAnimation() portion of the script.

 

2. Make one sandy walkable outside area that leads to a cantina and a couple other rooms that I will be using.

 

3. Modify existing TSL rooms to give them a new look.

 

4. Place characters and items into the rooms (modules).

 

5. Add quests and party NPCs.

 

After Tatooine, I would just use existing planets in a slightly different order and customize rooms, change NPCs and Items, and quests.

 

6. Finally, I would like to learn how to make cutscenes.

 

Any help on how to do any of this would be awesome.

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2. Make one sandy walkable outside area that leads to a cantina and a couple other rooms that I will be using.

If you want to model a new area you'd follow THIS tutorial.

3. Modify existing TSL rooms to give them a new look.

As far as I know, this is not possible unless you mean just re-texturing them.

4. Place characters and items into the rooms (modules).

 

5. Add quests and party NPCs.

 

After Tatooine, I would just use existing planets in a slightly different order and customize rooms, change NPCs and Items, and quests.

 

6. Finally, I would like to learn how to make cutscenes.

 

For all of these you could use THIS Tutorial, it was the one that taught me.

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