R2-X2 Posted October 19, 2011 Posted October 19, 2011 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?
Kyr'am Galaar Posted October 19, 2011 Posted October 19, 2011 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 and may or may not be impossible. Do svidaniya, ~KG~
LDR Posted October 20, 2011 Posted October 20, 2011 ...But it won't be in the navicomputer and you'd have to do all the quests again.
R2-X2 Posted October 20, 2011 Author Posted October 20, 2011 Dont destroy all my hope on this! // Nah. Dont like warping except for modding issues :S
Mandalore5 Posted October 20, 2011 Posted October 20, 2011 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)...
Fastmaniac Posted October 20, 2011 Posted October 20, 2011 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
R2-X2 Posted November 2, 2011 Author Posted November 2, 2011 @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 )... maybe there's someone who'd do that for me?
Fallen Guardian Posted November 3, 2011 Posted November 3, 2011 Actually the game resets the booleans for Dantooine post Leviathan if I remember correctly, so it would be a pain to return to Dantooine and have everything as you left it.
Fastmaniac Posted November 3, 2011 Posted November 3, 2011 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...
Phildevil Posted November 3, 2011 Posted November 3, 2011 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...
Mandalore5 Posted November 3, 2011 Posted November 3, 2011 I agree. Hold your applause until you see the finished product, as I myself don't currently believe we'll beat TSLRCM. Not for a long time. Thanks anyway :¬)
Forceboat Posted November 3, 2011 Posted November 3, 2011 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!!
Fallen Guardian Posted November 3, 2011 Posted November 3, 2011 The reason it hasn't been released is due to the fact it isn't done yet.
R2-X2 Posted November 3, 2011 Author Posted November 3, 2011 (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
Phildevil Posted November 4, 2011 Posted November 4, 2011 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.
R2-X2 Posted November 4, 2011 Author Posted November 4, 2011 Ok, let's say I'm a bit more optimistic about this one than about some other large mods
Mandalore5 Posted November 4, 2011 Posted November 4, 2011 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.
R2-X2 Posted November 5, 2011 Author Posted November 5, 2011 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?
Fastmaniac Posted November 7, 2011 Posted November 7, 2011 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
R2-X2 Posted November 7, 2011 Author Posted November 7, 2011 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?
Fastmaniac Posted November 7, 2011 Posted November 7, 2011 No, you simply have to locate the script and erase the change of the Globals. And as I said, it's very hard to decompile ingame script.
R2-X2 Posted November 8, 2011 Author Posted November 8, 2011 But if you cannot decompile it, how are you supposed to erase the Global change from the script?
Fastmaniac Posted November 8, 2011 Posted November 8, 2011 Yes, that is the basic problem behind it...
R2-X2 Posted November 13, 2011 Author Posted November 13, 2011 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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