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[Question] Switching modules in KotOR Tool's Module Editor?


Al_Ciao

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Hey guys, I apologize for my newbish question. I spent last night looking through the tutorials and couldn't find an answer, though it's possible I simply overlooked it. I did a tiny bit of (unpublished) TSL modding a couple years ago, only to get distracted by Skyrim and forgetting what little I knew about TSL modding xD

 

Anyways, I had a Project folder into which I had extracted a copy of 851nih (.git, .are, and .pth); and in Kotor Tool I had used the Module Editor to add enemies to the area, and then ingame warped to it to fight them. It was more a test than anything else.

 

So now, I decided I wanted to add another area, and extracted a copy of 503ond to the same folder, and the Module Editor opens up 503ond - but now I don't know how to get it to open up 851nih again. How do I switch between modules in the Module Editor that I want to edit, from a single Project?

 

Thanks.

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Hey guys, I apologize for my newbish question. I spent last night looking through the tutorials and couldn't find an answer, though it's possible I simply overlooked it. I did a tiny bit of (unpublished) TSL modding a couple years ago, only to get distracted by Skyrim and forgetting what little I knew about TSL modding xD

 

Anyways, I had a Project folder into which I had extracted a copy of 851nih (.git, .are, and .pth); and in Kotor Tool I had used the Module Editor to add enemies to the area, and then ingame warped to it to fight them. It was more a test than anything else.

 

So now, I decided I wanted to add another area, and extracted a copy of 503ond to the same folder, and the Module Editor opens up 503ond - but now I don't know how to get it to open up 851nih again. How do I switch between modules in the Module Editor that I want to edit, from a single Project?

 

Thanks.

 

Hail your return!

 

You could use ERFEdit, at starwarsknight.com...

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Thanks for your reply! I have ERFEdit, but it doesn't have an actual map overview of the module like KotOR Tool's module editor does >.> I'm a very visual person, and that way I don't have use whereami to place things.

 

Welcome back to the forums :D.

 

Unfortunately not all maps are supported by kotor tools module editor. Did you check the list to make sure your module is supported?

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You can check out this thread I started. I myself and a few others have been doing this but not all modules are up and running yet. It's by far the easiest way to get coordinates. I was able to place about 20 people in about 5 minutes, no joke. It would take me five minutes just running around and finding the coordinates to begin with besides adding them to the .git file.

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Supreme kotor: it's supported. Previously I was able to open up 851nih in the editor, and now I'm able to open up 503ond, but I cannot switch BACK to 851nih.

 

HarIII - What thread is that?

 

Also, I'm just trying to get what I presume is a very basic question answered: how do I switch between which module map I want to edit in KotOR Tool's module editor? :)

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Faceplane, sorry dude, forgot to include the link:

 

http://lucasforums.com/showthread.php?t=212470

 

To be honest with you I don't think that many people ever used the map editor. For the most part we have to use the whereami cheat, if you're in KOTOR, or the whereami armband, if you're in TSL. Either way you have to go in and walk to the location you're interested in to get the coordinates. However lately I've been doing it a different way by using 3DS Max and rebuilding the modules by using the original models and placing them together.

 

Let me know if this doesn't help you.

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Oh, that's cool work you got there. Unfortunately, I don't know how to use 3DSMax xD I keep meaning to learn, but have yet to get around to it. It surprisees me that few people uses KT's map editor; it's exceedingly easy, barring this one thing I can't figure out. Hmm, perhaps I'll try put each module in a separate folder; currently, they're both in the same Project root folder.

 

Thanks ^-^

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