Darth Novotnus Posted April 3, 2009 Share Posted April 3, 2009 So I decided to learn a bit about modding - just basics like dialog writing, making new NPCs and so on. 1. First problem I meet is making a conversation start. I've made a *.dlg file, edited *.utc file and put name of my dlg (without .dlg extention) into "Converation" row in my UTC. After editing *.git, packing everything (.are, .git, .ifo, .utc, .dlg) in a *.mod file and warping to my new module my NPC is there, but when I click him he just reorients on me without launching my dialog. Any idea what I missed or did wrong? 2. I have a little problem with Onderon Skyramp module (504OND). Is it possible to remove explosions ans ships battleing above that module? I wanted to make it a ruined city: I did the simplest thing and replaced Onderon skybox with oryginal Sleheyron\M478 skybox from the game files, but the explosions and ships doesn't fit my "ruined city" idea. Is there any chance to modify shadows in the module or add some fog\rain? 3. This going to be uber-noobish question: So, I tried to make Atris-Traya model wear Darth Nihilus mask to make female Nihilus. I extracted mask from Nihilus model, put it into Traya modem and placed it on her face. Screenie: Show spoiler (hidden content - requires Javascript to show) Now I know it will not work (crashes game when loading module with this character placed in). Is there any way to make Traya wear Nihilus mask? Or maybe my thinking was good, I just screwed up something in importing\exporting models (used Replacer v1.0 and mdlops06a1). Thanks for any tips! Link to comment Share on other sites More sharing options...
DarthParametric Posted April 3, 2009 Share Posted April 3, 2009 Is there any way to make Traya wear Nihilus mask?Not by editing the head model. You'd have to make it as a mask/helmet and have her equip it via her UTC. Link to comment Share on other sites More sharing options...
Fiestainabox Posted April 3, 2009 Share Posted April 3, 2009 Is "No Interupt checked in the UTC? If it is, only the first line of dialog will play, and if theres no dialog in that first line, then it the NPC won't say anything. Also, be sure to use TK102's dialog editor when creating dialogs for TSL, Kotor Tools dialog editor mashes TSL dialogs. Link to comment Share on other sites More sharing options...
Darth Novotnus Posted April 3, 2009 Author Share Posted April 3, 2009 Is "No Interupt checked in the UTC? If it is, only the first line of dialog will play, and if theres no dialog in that first line, then it the NPC won't say anything. It's unchecked. I figured out it can mess my dialog : ) Also, be sure to use TK102's dialog editor when creating dialogs for TSL, Kotor Tools dialog editor mashes TSL dialogs. That's the one I use... I didn't put any VOs nor scripts into my dialog - just added some lines, maybe the problem is here? Link to comment Share on other sites More sharing options...
zbyl2 Posted April 3, 2009 Share Posted April 3, 2009 Make sure you didn't misspell your .dlg file name in your utc and remember to not use .dlg extension when you're putting dialog's name in your utc. Another thing, make sure you packed your .dlg into mod file (the simplest way would moving dlg file into override). I'm often forgetting to add something when I'm packing mod... Also, make sure "speaker" tab in dlg editor is empty and you don't have any conditional script installed in convo. 2. I have a little problem with Onderon Skyramp module (504OND). Is it possible to remove explosions ans ships battleing above that module? I wanted to make it a ruined city: I did the simplest thing and replaced Onderon skybox with oryginal Sleheyron\M478 skybox from the game files, but the explosions and ships doesn't fit my "ruined city" idea. I believe those ships are part of model, can't say for sure though. Link to comment Share on other sites More sharing options...
Darth Novotnus Posted April 3, 2009 Author Share Posted April 3, 2009 Not by editing the head model. You'd have to make it as a mask/helmet and have her equip it via her UTC. Note she's a 'special' model and can't be alerted by normal mask (used Breathe Mask for a test). Will it work if I create (after a lot of learning ) special mask? Make sure you didn't misspell your .dlg file name in your utc and remember to not use .dlg extension when you're putting dialog's name in your utc. Another thing, make sure you packed your .dlg into mod file (the simplest way would moving dlg file into override). I'm often forgetting to add something when I'm packing mod... Also, make sure "speaker" tab in dlg editor is empty and you don't have any conditional script installed in convo. All checked - I'm not that stupid, it's just a case of lack of expierience : ) Tried with and without basic scripts, all writen by myself, so no leftovers of the basic conversation... It must be some idiotic mistake : ) Link to comment Share on other sites More sharing options...
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