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Return to Dantooine like nothing happened


R2-X2

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Posted

Would it be possible for anyone to create a little completely non-canon mod for me, namely letting you fly to Dantooine after the Leviathan just like before? I'd really appreciate it for another playthrough where I want to do all side quests but also visit the planets in any order I want... You get my problem?

Posted

Uh... I'm not sure, but I'm guessing that that would be some type of script, which is out of my league. Or it may be hard-coded, which is out of everyone's league :p and may or may not be impossible. :fist:

 

 

 

Do svidaniya,

~KG~

Posted

The closest I can think of is that my K1 Restoration will let you fly to Dantooine after its destruction. I'm not saying what's there though (partly because I don't yet know)...

Posted

My suggestion is not as practical as using the galaxy map but maybe the easiest method for anyone to tryout.

 

It wouldn't be that hard to code if the game leaves the Global Booleans and Numbers of Dantooine as they are before the Leviathan...

 

You can create a new Boolean/Number that is defined when you leave the leviathan. Via the Boolean/Number you can trigger a conversation inside the Ebon Hawk where you can be asked whether you would like to visit Dantooine again. With a script you can warp to Dantooine...

 

It's not the same as travelling via galaxy map but I believe it is hardcoded and/or integrated inside the Ebon Hawk module and I don't know much about Module editing and such things.

 

Hope that helps...

 

Fastmaniac

  • 2 weeks later...
Posted

@Mandalore5

Yeah, I'm really looking forward to the Restoration mod (that's seems to be better than any TSL restoration could be)

 

@Fastmaniac

That's what I was looking for. Too bad I have no knowledge of scripting (anymore :p)... maybe there's someone who'd do that for me? ;)

Posted

Yeah, when there is no data post-Leviathan it's a huge effort to code the settings. Though I have an idea: Maybe you can trigger a script that 'saves' every boolean/number from Dantooine into another Boolean/Number and a script that transfers the data from these selfmade Globals... But it is a real pain to do that for every Global of Dantooine...

Posted
  R2-X2 said:
@Mandalore5

Yeah, I'm really looking forward to the Restoration mod (that's seems to be better than any TSL restoration could be)

 

Uh, I'd reserve judgment for when this restoration is actually done...

Posted
  Phildevil said:
Uh, I'd reserve judgment for when this restoration is actually done...

 

What exactly is holding it up from being released, anyway? Just release the thing and be done with it, for god's sake!!

Posted

(Especially to Phildevil & Mandalore5)

 

I did'nt want to offend anyone, TSLRCM is amazing, but in my (not so humble) opinion KotOR is a complete game that gets only more awesome with restored content brought back. In TSL it's like you need those restorations to have the game make at least a bit sense and fun. And yes, I'm often a bit too prejudiced... In this context especially against TSL in general :S

Posted

Not offended, I just seek to be prepared if this mod should fail (no offense intended there either, real life IS more important than mods), as quite a few already did.

Posted

No problem whatsoever. I understand completely, TSLRCM is pretty much necessity for the game, whereas a restoration for K1 would only improve what's already good.

 

And yeah, we're not finished and probably won't be in the near future.

Posted

Well there's no hurry, is it? ;)

 

And back to topic: Would it be possible to simply stop the game from changing the Dantooine variables (No more travel, everything else reset) so it doesn't even know there should be something with Dantooine?

Posted

That's just not that simple.

 

You'd have to figure out at which point in the game the globals are reset and whether it's via trigger, another script or a conversation. After that's been figured out, you'll have to decode the script to change it because of the other lines of code that are certainly in there but have nothing to do with Dantooine. At least at this point it's unlikely to succeed because most of the ingame scripts can't be decompiled with DeNCS.

 

Fastmaniac

Posted

So that means that you'd have to look up all the things that script does, and then, if you can't decompile it, rewrite it completely except for the Dantooine stuff to keep the rest working?

Posted

As I am definately to bad at scripting and haven't got the time (and patience, to be honest) to learn it, is there anyone capable and willing to do that little favor for me?

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