DSieg Posted October 11, 2012 Share Posted October 11, 2012 Hi. I was working on a mod which adds an item in the game. I did it on the Jedi on the Endar Spire (n_sithappren002.utc) and the corpse dropped a lightsaber with the other items. I did some research and I understood I must not play with this corpse... I also read some explanations about unique placeables, and here is my question : in Kotor 1, where is the first unique placeable. Is there one on the Endar Spire ? If I can avoid scripting, I would be very glad (last time, I succeded but all this compiling/decompiling thing is killing me). Thanks. Link to comment Share on other sites More sharing options...
Fallen Guardian Posted October 11, 2012 Share Posted October 11, 2012 You should be able to mess with that body, I mean, if you're just adding inventory to it then it probably doesn't matter. But I think the first unique placeable is the footlocker that you initially get your gear from on the Endar Spire. Link to comment Share on other sites More sharing options...
DSieg Posted October 11, 2012 Author Share Posted October 11, 2012 Thanks for your answer. I think the same about this corpse, but I read on topics that it could crash some cut-scene on the Leviathan. About the container, I think its content must be scripted (it seems to depend on your class). I finally managed to easily script something to add the item on the corpse in the script that spawns enemies after the duel between the two jedi (k_pend_reinfrc03.ncs) : void main() { ActionPauseConversation(); CreateObject(1, "end_reinforce2", GetLocation(GetObjectByTag("wp_end_reinforce2_1", 0)), 0); CreateObject(1, "end_reinforce1", GetLocation(GetObjectByTag("wp_end_reinforce1_1", 0)), 0); object oJedi = GetObjectByTag("end_jedi01"); if (GetIsObjectValid(oJedi)) { CreateItemOnObject("g_a_mstrrobe062", oJedi); } } I tested it and it seems to work correctly. Link to comment Share on other sites More sharing options...
Fallen Guardian Posted October 11, 2012 Share Posted October 11, 2012 Huh, okay. Looks good. The leviathan glitching would only happen if you stuck the n_sithappren02.utc into the override. If you put it into a .MOD for the Endar Spire it wouldn't affect anywhere else except the Endar Spire. Link to comment Share on other sites More sharing options...
DSieg Posted October 11, 2012 Author Share Posted October 11, 2012 .MOD ? I was wondering : are scripts like an .utc file ? Are they loaded with the area or is it dynamic ? Link to comment Share on other sites More sharing options...
Hassat Hunter Posted October 12, 2012 Share Posted October 12, 2012 Or just inside the module (.rim), no need to make a whole .MOD file. .utc's are loaded when they are called upon, not otherwise. You can set them to be triggered in the module files (.are and .ifo) though if you want them continuously running... Link to comment Share on other sites More sharing options...
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