Fair Strides 2 Posted August 1, 2013 Share Posted August 1, 2013 Well guys, I'm having issues getting a module to wok. So, since I can't get it to work, I'm coming to you guys. I've been helping a guy out through Skype these past few days, and now we're stuck. We have been trying to duplicate the Korriban Academy module in TSL, but it freezes 25% of the way through. Since you've gotten custom modules to work, could you please take a look at it and see what the problem is? Thanks, because we've tried everything we can think of and it still doesn't work. A list of what we have tried: Packed everything into .mod, using both KT and ERFEdit; Renamed the .mod; Renamed the .mod, .are, and .git files; and Renamed the Mod_Tag in the .are file. P.S:Here's the file. P.P.S: We know about the shortened file name. We had fixed that before and it hadn't worked, but we don't have a newer one. Link to comment Share on other sites More sharing options...
newbiemodder Posted August 1, 2013 Share Posted August 1, 2013 Do you have a new .vis and .lyt file for the new module? Did u retextured it? If so, are all your textures sized correctly? Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted August 1, 2013 Author Share Posted August 1, 2013 Do you have a new .vis and .lyt file for the new module? Did u retextured it? If so, are all your textures sized correctly? No .vis or .lyt files. All we did was extract 702KOR.rim and 702KOR_s.rim, throw them into a .mod and tried the combinations I already listed. We're just trying to make a duplicate right now. The textures shouldn't be a problem, right? Should we rename the rooms in the .are/.ifo? What about extracting the room models and renaming them? We are lost on what to do now... Link to comment Share on other sites More sharing options...
darthtyren Posted August 1, 2013 Share Posted August 1, 2013 Here is the method that I use for making new modules. 1. Open KT. Select the .rim module file of the module you wish to use. In this case it would be JUST 702KOR.rim. 2. Select the option 'Extract for Module Editing'. A map support dialog will come up saying "A map is not yet supported for this module. Do you want to proceed with the extraction?" Click 'Yes'. 3. The Resource Type Selector comes up. Make sure that 'Dynamic Module Info', 'Static Module Info', 'Module.ifo', and 'Path Info' are all checked. As for the stuff on the other side of the list, it depends on how much of the original module information you want to keep or mess with. I usually have 'Doors', 'Placeables', and 'Sounds' checked. 4. Save your extracted resources wherever you wish. When something comes up that asks "Would you like the .GIT file cleaned of all non-extracted elements?", might as well, considering those are elements you now won't be using. Then another dialog comes up asking if you would like the module editor to open the specified location you gave the next time you use it. Doesn't really matter, considering 702KOR doesn't have a supported map. 5. Open up the KT ERF File Builder or ERFEdit, make a new .mod file in the game's modules folder, add the resources you just extracted, and build/save the module. Then open up the game and warp to the module. If this doesn't work, then I don't know. Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted August 1, 2013 Author Share Posted August 1, 2013 Here is the method that I use for making new modules. 1. Open KT. Select the .rim module file of the module you wish to use. In this case it would be JUST 702KOR.rim. 2. Select the option 'Extract for Module Editing'. A map support dialog will come up saying "A map is not yet supported for this module. Do you want to proceed with the extraction?" Click 'Yes'. 3. The Resource Type Selector comes up. Make sure that 'Dynamic Module Info', 'Static Module Info', 'Module.ifo', and 'Path Info' are all checked. As for the stuff on the other side of the list, it depends on how much of the original module information you want to keep or mess with. I usually have 'Doors', 'Placeables', and 'Sounds' checked. 4. Save your extracted resources wherever you wish. When something comes up that asks "Would you like the .GIT file cleaned of all non-extracted elements?", might as well, considering those are elements you now won't be using. Then another dialog comes up asking if you would like the module editor to open the specified location you gave the next time you use it. Doesn't really matter, considering 702KOR doesn't have a supported map. 5. Open up the KT ERF File Builder or ERFEdit, make a new .mod file in the game's modules folder, add the resources you just extracted, and build/save the module. Then open up the game and warp to the module. If this doesn't work, then I don't know. Already tried that(*points to item one of the list in the first post*). Link to comment Share on other sites More sharing options...
supreme kotor Posted August 2, 2013 Share Posted August 2, 2013 Question: Why did you do step 3&4 I have duplicated modules before and that isn't required. All you should have to do is name the .mod something diffrent. Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted August 2, 2013 Author Share Posted August 2, 2013 Question: Why did you do step 3&4 I have duplicated modules before and that isn't required. All you should have to do is name the .mod something diffrent. Because it wasn't working when we tried the other ways. We had named the .mod Korriban_Introduction.mod, but the game cut it to Korriban_Intro.mod. We'll try it all over again and see if it works... Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted August 3, 2013 Author Share Posted August 3, 2013 Do you have a new .vis and .lyt file for the new module? Well, we got it in-game by restarting from the beginning. Now we have everything black, just a black screen. Should we need a .vis or .lyt now? Really sorry for not mentioning it, but it's the module from TSL. Link to comment Share on other sites More sharing options...
darthtyren Posted August 3, 2013 Share Posted August 3, 2013 The black screen shouldn't be happening if you didn't rename anything. Open up the .are file, i think, and make sure that it isn't looking for an OnEnter, OnHeartbeat, etc. Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted August 3, 2013 Author Share Posted August 3, 2013 The black screen shouldn't be happening if you didn't rename anything. Open up the .are file, i think, and make sure that it isn't looking for an OnEnter, OnHeartbeat, etc. Why would we have to do that? We had KT extract everything and not clean the .git. Trex ran into a similar issue... Link to comment Share on other sites More sharing options...
Hassat Hunter Posted August 5, 2013 Share Posted August 5, 2013 I remember a similar issue when I renamed Insidious 999 module to 235tel. From what I recall many models and walkmeshes and stuff also have the module name in them, so I had to rename them to 235tel to make them work (not crash and appear afterwards). 702 would be a lot larger so a lot more could potentially be modelled with that old area name in mind... Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted August 5, 2013 Author Share Posted August 5, 2013 I remember a similar issue when I renamed Insidious 999 module to 235tel. From what I recall many models and walkmeshes and stuff also have the module name in them, so I had to rename them to 235tel to make them work (not crash and appear afterwards). 702 would be a lot larger so a lot more could potentially be modelled with that old area name in mind... Well, we got it working ingame by restarting the whole thing. Now we were trying to make you spawn inside the cage in the torture room, so we changed the starting coordinates in the module.ifo to the same as the cage's in the .git, but the game crashed. So I replaced the cage with the force cage and now the cage isn't there at all! Any ideas? Like how they pulled it off with Atton on Peragus or the Party on Telos? Link to comment Share on other sites More sharing options...
Hassat Hunter Posted August 12, 2013 Share Posted August 12, 2013 Would have to check, but instead of starting there, did you think about instead teleporting the exile there. Might make a difference. Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted August 12, 2013 Author Share Posted August 12, 2013 Would have to check, but instead of starting there, did you think about instead teleporting the exile there. Might make a difference. No worries. We fixed the issue, but I forgot to post that we did. It turns out the .utp file wasn't put back into the .mod... Link to comment Share on other sites More sharing options...
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