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how do i add npcs in this game


kolthor7

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You need KotOR tool to make the NPC's template. Then you need to know the coordinates you want the new npc to spawn, then you'll need to create a script in KotOR tool, clicking on the big Txt button, like this one

 

void main()
{
  CreateObject(OBJECT_TYPE_CREATURE, "creature_template", Location(Vector(0.00, 0.00, 0.00), 0.0));
}

 

Then save it as a file like "spawn_new_character.nss" (without the quotes, but you can name it whatever you like), set it as a script for K1 or K2 on the script function of the txt box. Then attatch the code to a dialogue file, or the more prefered method by allowing it to be an OnEnter script.

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You need KotOR tool to make the NPC's template. Then you need to know the coordinates you want the new npc to spawn, then you'll need to create a script in KotOR tool, clicking on the big Txt button, like this one

 

void main()
{
  CreateObject(OBJECT_TYPE_CREATURE, "creature_template", Location(Vector(0.00, 0.00, 0.00), 0.0));
}

 

Then save it as a file like "spawn_new_character.nss" (without the quotes, but you can name it whatever you like), set it as a script for K1 or K2 on the script function of the txt box. Then attatch the code to a dialogue file, or the more prefered method by allowing it to be an OnEnter script.

 

can someone explain this in a noobish form, im new to this...

also can somone please show me how to work the kotor tool in teamviewer (a screen sharing program) itd be alot easier

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I made this tutorial specifically for people like you. Even though it spends very little time adding NPCs (characters in the game), it will teach you how to do everything from making your own modules (not modeling new ones), spawning characters, creating dialog, writing scripts, firing scripts, and I think making journal entries (I may be wrong). Basically it's what every young module editor needs to go through to get an idea on how to do things the right way and rig it to where it's sufficient. It will teach how you how to do all the mechanical stuff but depending on how much time you spend on your area(s) you can make them functional or elegant.

 

It's just a matter of getting down and dirty with the files...

 

-----EDIT-----

Oops, forgot to add the link to the tutorial. Here you go:

 

http://lucasforums.com/showthread.php?t=206101

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I made this tutorial specifically for people like you. Even though it spends very little time adding NPCs (characters in the game), it will teach you how to do everything from making your own modules (not modeling new ones), spawning characters, creating dialog, writing scripts, firing scripts, and I think making journal entries (I may be wrong). Basically it's what every young module editor needs to go through to get an idea on how to do things the right way and rig it to where it's sufficient. It will teach how you how to do all the mechanical stuff but depending on how much time you spend on your area(s) you can make them functional or elegant.

 

It's just a matter of getting down and dirty with the files...

 

-----EDIT-----

Oops, forgot to add the link to the tutorial. Here you go:

 

http://lucasforums.com/showthread.php?t=206101

 

that is not what i want, i went to your links and all there is there are files, i dont want files i want tutorials, somone please help me.

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There are several different downloads. One contains the files, I think they are source scripts that I've included and the others are video tutorials. Check them out, I promise you they will do exactly what you want.

 

k ty, but does this work with kotor#1 i noticed in your videos, they were for tsl.

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Yeah, module editing for KOTOR is basically the same thing as editing TSL. Really the only difference are the models and a few additional script commands. It'll work for KOTOR.

 

no, it doesnt work, because tsl used .mod for theyre modules and kotor1 used .rim, i tried it and it doesnt work, please help!

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Both games use .rim as the format of their modules. If you save it in .mod it will do the same thing and will actually override a .rim should you use the same name. Trust me it will work, I modded KOTOR for many long months before I moved on to TSL, it will work, the process for both games is identical. Try going through the tutorial and ask a question AFTER you've tried it out.

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Both games use .rim as the format of their modules. If you save it in .mod it will do the same thing and will actually override a .rim should you use the same name. Trust me it will work, I modded KOTOR for many long months before I moved on to TSL, it will work, the process for both games is identical. Try going through the tutorial and ask a question AFTER you've tried it out.

 

well guess what, it didnt work.

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Both games use .rim as the format of their modules. If you save it in .mod it will do the same thing and will actually override a .rim should you use the same name. Trust me it will work, I modded KOTOR for many long months before I moved on to TSL, it will work, the process for both games is identical. Try going through the tutorial and ask a question AFTER you've tried it out.

 

oh yea and, you shouldnt be such a smartass because i DID try it before commenting.

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oh yea and, you shouldnt be such a smartass because i DID try it before commenting.

 

Stop being such a brat. You are not going to get help that way. You must have done something wrong because I can use that tutorial just fine and it wouldn't be there if it didn't work.

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Stop being such a brat. You are not going to get help that way. You must have done something wrong because I can use that tutorial just fine and it wouldn't be there if it didn't work.

 

when i make the .mod file i type in the cheat "Warp (Mapname)" and it just makes the game-script freeze.

what did i do wrong.

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well guess what, it didnt work.

 

oh yea and, you shouldnt be such a smartass because i DID try it before commenting.

 

Well guess what? I bet very few people are willing to help you now. :thmbup1: Way to make yourself look like a complete ass to the entire modding community, despite the fact that we're willing to help you.

 

And if you can't figure it out, you did something wrong, obviously so start over from the beginning.

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Did you put the mod file in modules? that is what you have to do.

 

Edit: I mean .mod

 

yup, i took Danm13.rim module, extracted the files, then made a new .mod file and named it mod01 saved it in modules, but i cant see it unless i go to erf editor in kotor tool.

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Explain the steps you took in creating your module and I will try to see what went wrong.

 

Steps i did in order;

 

open kotor tool

click on a .rim module (in my case Danm13.rim)

click extract for module editing

extract module to a blank folder.

open erf editor

select output file type "MOD"

select output file directory "C:\Program Files\LucasArts\SWKotOR\modules"

click add files

select all files inside the blank folder with danm13.rim files

click build mod

click done

close out of kotor tool

restart star wars kotor 1

click new game

press ` or ~ and type warp mod01

 

then the game script just stops running in other words i can move but cant go anywhere or do anything.

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what I meant before was that there is a modules folder in the game directory and you put your .mod file there and what do you mean that you cant go anywhere?

 

yes here is a module folder and yes i put my .mod file there.

and i mean i cant go anywhere as in you cant do any actions cant talk to anyone cant open doors cant do anything but walk around and maybe mess around in the pause menus...

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That is because it is the module without the utc's and all that other stuff you are just using the module and have to insert npc's yourself do you need help with putting an NPC in there. Plus the module itself is not connected to the other areas so you cant go to the courtyard or the hawk. Can't talk to NPC's because they are not in the module but are actually placed in there through the use of spawning.

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When you do module editing you generally start off with a blank room. It's like moving into a new apartment, there's nothing in it. You have to go in and add all the doors, placeables, characters, triggers, waypoints, and scripts. It can be a mind numbing job but the rewards are well worth it.

 

---EDIT (FORGOT TO MENTION)---

Normally, at least for me anyways you want to work with your own module. If you want to edit an existing module so that you can say, make a new companion in the Dantooine Academy then you need to do something different. At the menu as you are extracting the files there is a pop up that asks what types of files you'd like to extract. You need to check off all of them and then build it.

 

Also in the future when you say it didn't work everybody here will think that the module crashed the game or something. Please be more specific about WHAT EXACTLY HAPPENED. Also if I came off as hostile earlier, I didn't mean to. I'm just trying to help.

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