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Making a new mod

Page: 3 of 3
 Darth Dex
07-15-2004, 12:09 PM
#101
go to the theard My mod. DUH Matt!
 Colma Adawin
07-15-2004, 12:54 PM
#102
Originally posted by Darth Dex
go to the theard My mod. DUH Matt!

Y didn't you write your message in the thread: My Mod? DUH Darth Dex :p im sorry but i posted then looked at your thread

MattCole
 Darth Dex
07-15-2004, 5:20 PM
#103
lol...sorry. Duh, Matt I was just kidding.......maybe
 kampher
07-15-2004, 7:40 PM
#104
This mod is going to be godly. I am really excited to see this come out.
 Doc Valentine
07-16-2004, 2:35 AM
#105
Originally posted by kampher
This mod is going to be godly. I am really excited to see this come out.
Kampher, I dont know if I could have survived most of the hicups in my modding this mod without your true support. You are deffinetly one of the big reasons I am still doing this mod. I want to personally thank you.
 Doom_Dealer
07-16-2004, 1:41 PM
#106
That sleheyron looks pretty good, i never thought that sky would fit with that module, but it seems to work pretty well. Although i do agree a slightly darker/murkier sand might fit better, what kind of things are you going to put there so that it looks like the outter city? Are you going to make it populated and what are your plans for it?
 Doc Valentine
07-16-2004, 4:10 PM
#107
My plans are to find a way to put a few placeables in there and mabey some smoke billow pits to make it more effective. These are the outskirts. For the town, I am going to retexture to make everything look like a city of factories. Im changing dialogue and people and everything.
 Darth Dex
07-17-2004, 8:53 AM
#108
Wow, that's a lot of work! Good Luck!
 Doc Valentine
07-17-2004, 3:48 PM
#109
Ok guys this is how hoth will look, or at least the landing station, Sector A.
http://img6.exs.cx/img6/2307/Goobern.gif)
Ill give u screenshots when it is done.
 Darth Dex
07-17-2004, 5:32 PM
#110
That's the same as the Jedi Enclave, right? Just a idea, but you look probly retexture the inside, to make it more Hoth-like. Oh, and I have an idea, for the end since you say just spawn to the ebon Hawk, you change the scirpt of when after Malak dies to renture you to your ship and make traeling to the other planets possibly, you can add them without getting rid of the other one as long as you rename all the textures and stuff.
For more info on adding planets look at this theard:
http://www.lucasforums.com/showthread.php?s=&threadid=127001)
 kampher
07-17-2004, 5:42 PM
#111
Gscc im honored that you acknowledged me in your post. Glad I have been an influence on your modding journey so far. Im glad your making this mod, good luck on your efforts. I would help, but i just started learning how to mod new areas, so im not that effective. Good luck to you though.
 Doc Valentine
07-18-2004, 3:11 AM
#112
Originally posted by Darth Dex
That's the same as the Jedi Enclave, right? Just a idea, but you look probly retexture the inside, to make it more Hoth-like. Oh, and I have an idea, for the end since you say just spawn to the ebon Hawk, you change the scirpt of when after Malak dies to renture you to your ship and make traeling to the other planets possibly, you can add them without getting rid of the other one as long as you rename all the textures and stuff.
For more info on adding planets look at this theard:
http://www.lucasforums.com/showthread.php?s=&threadid=127001)

That would require me changing the origonal modules and Darth333 said I shouldn't. But good idea though.
 Darth Dex
07-18-2004, 11:12 AM
#113
Really it would? God I feel Stupid! Oh wait I......
 Doc Valentine
07-18-2004, 4:58 PM
#114
Hey Darth333, I have an important question for you and your beautiful mind. I am trying to make a scene similar to that of the one in A New Hope, where Han is talking to the rodian in the tavern and ends up shooting him. I have this set in Slehayron in a bar, a guy who looks like han owes money to this twilek and well I dont want to give it all away. Once again if this has been asked before I appologize. I want to know how you first, have a dialogue between two npcs with the pc watching, and how to once they are done, have the pc intervine. I also want to know how to have the npc "han" join the party. I know this is a lot but it would be awsome once it is done and I could think of no one to ask but you Darth333, your my girl on this one.

Sincerely,
Chuck McMackin
 Colma Adawin
07-18-2004, 5:23 PM
#115
Originally posted by Gsccc
I also want to know how to have the npc "han" join the party.

just follow Darth333's 10 step guide to Recruitment, and you didnt tell me that :p i REALLY WANT this mod now!!!!

MattCole
 Darth333
07-18-2004, 7:12 PM
#116
Originally posted by Gsccc
I want to know how you first, have a dialogue between two npcs with the pc watching, and how to once they are done, have the pc intervine.
This is very easy. Just check this thread: http://www.lucasforums.com/showthread.php?s=&threadid=130950)

I am trying to make a scene similar to that of the one in A New Hope, where Han is talking to the rodian in the tavern and ends up shooting him.
I guess i can assume the next question will be 'how can i make Han shoot the Rodian during a convo?'
Here is the answer:

void main() {
object oHan=GetObjectByTag("hansolo");
object oTarget=GetObjectByTag("rodian");

ActionPauseConversation();
AssignCommand(oHan,CutsceneAttack(oTarget, 217,1,10));
DelayCommand(5.0,ActionResumeConversation());
}

Based on a script initially made by tk102 where Trask would shoot the PC during a convo.

Here is the syntax for the cutscene attack line:

CutsceneAttack(object oVictim, int nAnimation, int nAttackResult, int nDamage);

For nAnimation: refer to animations.2da
For nAttackResult, 1 means successful.
Damage: it says what it says... :rolleyes:

I also want to know how to have the npc "han" join the party.
Mattcolejk already ansewered the question :)
 Doc Valentine
07-19-2004, 6:57 PM
#117
Darth333 i mean not question your intelligence but in your first code construct you state the object oVictim and in the syntax you have oTarget, are these supposed to be the same or should I add oTarget to the object list??
 Darth333
07-19-2004, 11:22 PM
#118
It's because I just used copied and pasted the line from nwscript.nss.
Anyways, in order to avoid confusion, I duly edited the code above. In fact, you could replace oTarget by anything you wish, including oGsccc.
Btw, you have such a nice way to tell some one that he/she may have made a mistake...
 Doc Valentine
07-19-2004, 11:53 PM
#119
Please forgive the intrusion Darth333 but since we are in the forums it is hard to determin the tone of the words people type, was that sarcastic in the btw. Sorry again if you were just being nice, i just cant tell.
 Doc Valentine
07-20-2004, 7:32 AM
#120
I have a problem, the script didnt activate, I have replaced the fields as so
void main() {
object oHan=GetObjectByTag("hansolo");
object oTarget=GetObjectByTag("gasogem");

ActionPauseConversation();
AssignCommand(oHan,CutsceneAttack(oTarget, 217,1,10));
DelayCommand(5.0,ActionResumeConversation());
}
{
My "rodian" has the tag of gasogem
and my "han" has the tag of hansolo
Am i doing somehing wrong here, was there something I forgot to include, this is exactly how the script is. He just stands there and talks and then continues witout shooting the guy. I could really use some help.
 deathdisco
07-20-2004, 9:27 PM
#121
Are "gasogem" and "hansolo" the names of the .utc files?
I'm pretty sure tag refers to the "tag" property within the actual .utc file. The the script is case sensitive so make sure to use caps or lower case if need be. Also the script you posted has an extra "{" at the end.
 Darth333
07-20-2004, 9:40 PM
#122
Check your pms Gsccc
 Doc Valentine
07-20-2004, 11:39 PM
#123
Ok i did the changefaction thing and it worked except for one thing, it doesnt pause the convo. So what I am goin to do is have the convo stop at the blastershot. Then the player will talk to him. Unleass you can do it differently?
 Darth333
07-20-2004, 11:55 PM
#124
Did you use the Pause/Resume conversation functions? Try using functions such as ActionStartConversation and DelayCommand,
You can use the DelayCommand function to make things happen in a certain order. Otherwise, just do as you said. I won't be able to help this week: I'm going on vacation :)
 Yoko
07-24-2004, 3:34 AM
#125
:queen Well, i would like to say that modding is coming along well. Korriban has been started and is almost done. As for Slehayron and Hoth, I am working on the dialogue, and the website is up and running with constant newsletters updating the new mod Reign of the Sith. We love to hear yoru feedback.
 Doom_Dealer
07-24-2004, 3:55 AM
#126
Originally posted by Yoko
: the website is up and running with constant newsletters updating the new mod Reign of the Sith. .

Erm website?? Whats the address I cant seem to see a link anywhere.
 Achilles
07-24-2004, 8:09 AM
#127
Originally posted by Doom_Dealer
Erm website?? Whats the address I cant seem to see a link anywhere.

The www button in the toolbar below her signature will take you there (http://www.freewebs.com/gsccc/index.htm)
 Colma Adawin
07-24-2004, 9:07 AM
#128
Originally posted by Doom_Dealer
Erm website?? Whats the address I cant seem to see a link anywhere.

its even on my sig :p how could you miss it :p im kiddin

MattCole
 Doc Valentine
07-25-2004, 3:58 AM
#129
Originally posted by Darth333
You will have to attach a script to the last reply your pc says before the dialogue is interrupted that sets, depending on what you want to do and where the dialog will restart a new local or global variable (SetGlobalNumber, SetGlobalBoolean or SetLocalBoolean)
Then , in the starting list, add a new entry that will point to the next Entry that will be spoken when the dialog restarts and use
Ge tGlobalNumber /GlobalBoolean/LocalBoolean (the one you used before)

Concerning the sound, read the sound section in "Guide for the Newbie" in the Stickies and then go to the other sticky called " Do You want to start modding kotor" : there is a tutorial about lipsync and all of that. (We shouldn't even be telling you to read the stickies: that should be the first thing you do when you get to the forums)

Could you be so kind as to set an example script of this?
 StormTrooper789
07-25-2004, 9:49 AM
#130
Originally posted by Gsccc
I have a problem, the script didnt activate, I have replaced the fields as so
void main() {
object oHan=GetObjectByTag("hansolo");
object oTarget=GetObjectByTag("gasogem");

ActionPauseConversation();
AssignCommand(oHan,CutsceneAttack(oTarget, 217,1,10));
DelayCommand(5.0,ActionResumeConversation());
}
{
My "rodian" has the tag of gasogem
and my "han" has the tag of hansolo
Am i doing somehing wrong here, was there something I forgot to include, this is exactly how the script is. He just stands there and talks and then continues witout shooting the guy. I could really use some help.
Remember, everyone, Tag Names are CaSe SeNsItIvE!
 Doc Valentine
07-25-2004, 2:02 PM
#131
Believe me, I checked the tag names and everything. There was no case sencetivity problem. Its just not working.
 Doc Valentine
07-25-2004, 9:21 PM
#132
Originally posted by Darth333
You will have to attach a script to the last reply your pc says before the dialogue is interrupted that sets, depending on what you want to do and where the dialog will restart a new local or global variable (SetGlobalNumber, SetGlobalBoolean or SetLocalBoolean)
Then , in the starting list, add a new entry that will point to the next Entry that will be spoken when the dialog restarts and use
Ge tGlobalNumber /GlobalBoolean/LocalBoolean (the one you used before)

Concerning the sound, read the sound section in "Guide for the Newbie" in the Stickies and then go to the other sticky called " Do You want to start modding kotor" : there is a tutorial about lipsync and all of that. (We shouldn't even be telling you to read the stickies: that should be the first thing you do when you get to the forums)
Ok darth333 now that you are back, thank heavens, you might be able to help me with this. Could you please make an example script of the quote above.

BTW: I really missed you, glad you are back;)
 Darth333
07-25-2004, 9:38 PM
#133
just got a new system and kotor is uninstalled and I can't access nwscript. I should install it tomorrow. In the meantime you could have a look at my Darth Bandon Recruitable mod source code for the talk fight talk sequence here (complete mod available at pcgamemods - note: it is a little different from what you want to do but the idea is there) : http://mars.walagata.com/w/darth333/Bandon_source.zip) and at tk102's darkside choker here: http://www.pcgamemods.com/5271/)
If you still need help concerning this, just post it and i'll be able to help more tomorrow morning.
 Doc Valentine
07-25-2004, 10:10 PM
#134
Im glad to have the help of the beautiful Darth333 agian. Now i can continue my mod. Notice you are talked about in my readme on the manaan mod. :)
 Darth333
07-25-2004, 10:51 PM
#135
Thanks for the readme :)
You could also check this thread concerning the use of a set/get local boolean etc.. http://www.lucasforums.com/showthread.php?s=&threadid=123554)
 Doc Valentine
07-27-2004, 12:23 AM
#136
Still not working, can you get me that example?
 Glamador
07-27-2004, 1:11 AM
#137
reign of the sith sounds nice...but i dont think it has enuf *umph* to it...i suggest "Reign of Revan!"...i wish i could do the stuff ur doing...im a n00b at KotOR modding (i only got the game a week ago)...im experienced at C++ and modding for other games tho so i hope to be a great modder someday!
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