drewsy1 Posted May 4, 2010 Share Posted May 4, 2010 Hi! First post here! Anyway, I'm having trouble in finding a good module tutorial. Basically, what I want to do is add an npc/merchant into the Yavin IV space station (or anywhere that the character can access at any time, really). I know how to edit dialog, basic scripting, and how to edit NPCs with Kotor Tool. I don't get how to edit an EXISTING module (as in extract it, make my changes, and replace the original, rather than having to 'warp' to it in-game). Can I get some help from the modding community? Edit: if it's too much trouble (or too complex; simple mind here!) I could always just down-grade to modifying an existing NPC (like on dantooine; one of those useless protocol droids should do nicely) Should I post what i'm trying to do specifically, like who the npc is and what they're selling? BTW, is there any way to insert custom items into the merchant menu? Kotor tool is USELESS for that, so i'm reduced to editing RESREF tags with the merchant tool-thing in Kotor Tool. any way around that? Link to comment Share on other sites More sharing options...
VarsityPuppet Posted May 4, 2010 Share Posted May 4, 2010 Well, first off, welcome to the forums. These should help as far as module editing goes. http://www.lucasforums.com/showthread.php?t=130451 http://www.lucasforums.com/showthread.php?t=185200 http://www.lucasforums.com/showthread.php?t=185199 As far as merchants.... I would suggest getting KGFF editor. It's essentially vital to the Kotor modder anyways. Link to comment Share on other sites More sharing options...
drewsy1 Posted May 5, 2010 Author Share Posted May 5, 2010 Thank you. I had found those tutorials, but they only show me (or at least, I only see them as) how to create an entirely new module. I would love to use these tutorials (they're very well put together) but I need to know how to then 'paste' my new module over an existing module. I tried using these the first time, and i got a doorless, npc-less Yavin IV space station module that I had to 'warp' to, instead of a new NPC in the existing Yavin IV module. If I'm just NOT GETTING IT, could you explain it to me? Hope I don't sound rude... Oh, and thanks for the tip about K-GFF. I had the tool (i downloaded every tool that every manual said to download) but I haven't experimented with it too much. Will definitely do so when I get home. Link to comment Share on other sites More sharing options...
Holty1-5 Posted May 5, 2010 Share Posted May 5, 2010 and i got a doorless, npc-less Yavin IV space station module I had the same Properlem when i started Area Modding about 3 Months Ago and i still Struggle a Bit The Name of the UTC/UTP/UTD file must be the same as the Resref of that UTC/UTP/UTD as well or it doesnt Show up Link to comment Share on other sites More sharing options...
VarsityPuppet Posted May 5, 2010 Share Posted May 5, 2010 Thank you. I had found those tutorials, but they only show me (or at least, I only see them as) how to create an entirely new module. I would love to use these tutorials (they're very well put together) but I need to know how to then 'paste' my new module over an existing module. I tried using these the first time, and i got a doorless, npc-less Yavin IV space station module that I had to 'warp' to, instead of a new NPC in the existing Yavin IV module. If I'm just NOT GETTING IT, could you explain it to me? Hope I don't sound rude... Oh, and thanks for the tip about K-GFF. I had the tool (i downloaded every tool that every manual said to download) but I haven't experimented with it too much. Will definitely do so when I get home. If you want to add stuff to a module, you kind of have to use the same basic concepts behind building a new one. All utis/utcs/ut whatevers are going to have to be added into the .git for the module. That's basically it. Make sure to include all of the ut_ files when you pack a .mod file. Link to comment Share on other sites More sharing options...
drewsy1 Posted May 9, 2010 Author Share Posted May 9, 2010 Okay, I have packaged absolutely EVERYTHING into my custom module, have renamed it so that it replaces the original. The module overrides the original without a hitch, but the NPC WILL NOT APPEAR. I'm trying now to put it on Dantooine, in the Ebon Hawk's landing pad, near the bushes that appear in front of you to the right when you first emerge from the Hawk. I have all of the NPC's files, and I have double- and triple-checked everything, yet I can't see anything wrong. Should I post a zip file of all of the files, and request help modding it? I just don't seem to be able to do this right. If anyone has a 'checklist' of sorts, for inserting characters into existing modules, please post. I tried. I really did. It seems that any other custom NPC that I make will go into any module just fine, but when I make my specific NPC (and I remade it several times), it won't go in. I even tried grabbing another NPC and just putting the armor and equipment on it that I wanted, but it just showed up in basic clothing. I'm trying to make an NPC that will sell some items from various mods that I've downloaded - specifically, those with gear from around Empire time. I'm trying to give the NPC stormtrooper armor ("storm_armour", "storm_helmet") I've got the dialogue down, i've got the merchant part down, I can theoretically insert the NPC into the module (i've done so with other NPC's; i know the basics of how to do it). It just won't appear if it's a new NPC, and its custom gear wont appear if I use a pre-existing NPC (I experimented with Matale on a blank Yavin IV module; it showed him in "Clothing" when I put the stormie armor on; it doesn't even show his green robes, just basic tan clothing!. No, I'm not going to put this mod up on any sites; this is just to make it easier for my brother to get custom items. I can put all that I have thus far up as a link; can someone throw me a line here? Link to comment Share on other sites More sharing options...
VarsityPuppet Posted May 9, 2010 Share Posted May 9, 2010 PM me the files. I will take a look and see what is happening. Link to comment Share on other sites More sharing options...
Nick Vader Posted May 9, 2010 Share Posted May 9, 2010 If you have a savegame on the module where you have put the NPC, and you load the module from that savegame, then the module will not change and remain just the same. You should load the module in a different savegame. That worked for me. Link to comment Share on other sites More sharing options...
drewsy1 Posted May 19, 2010 Author Share Posted May 19, 2010 sorry I haven't been on for a while - i've been studying/taking final exams. freshman year of high school is FINISHED. hoo-rah. anywho; i've decided to go back to the basics and build my mod piece-by-piece over the summer. I have a lot going on this summer, so I can't devote my life to it right now. Thanks for all of your help and tips! Link to comment Share on other sites More sharing options...
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