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My mod.

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 Darth Dex
07-14-2004, 8:57 AM
#1
Since Darth333 helped me I have been able to start my Tatooine mod. When ever I go to Tatooine I hate it no really good bounties. Also, no one has a spine there. You know like at the bar somebody just says It's rude to bother me while I'm drinking and stuff like that. I mean then sound like nobles so I'm adding a new bounty office (hopefully) and I'm change almost all the dialong and change it so you have many chances to get in to fights. Feedback and ideas welcome.
 Salem
07-14-2004, 9:43 AM
#2
Great idea
I wish you the best of luck

P.S if you ever need ideas just ask
 StormTrooper789
07-14-2004, 11:14 AM
#3
That sounds great Darth Dex. Finally, Tatooine won't be boring! :)
 Doc Valentine
07-14-2004, 6:42 PM
#4
Dex, from one modder to another I wish you the Best of luck.
 Mav
07-14-2004, 7:22 PM
#5
Good luck with your mod, although I don't know exactly how you are going to do it my best bet would be to have a dialog that spawns your enemy/target for a bounty, anyway good luck with it.
 Darth Dex
07-14-2004, 7:23 PM
#6
I don't know, but the same scipt used on Taris I can just tewk a little, or something.
 Darth Dex
07-14-2004, 8:45 PM
#7
Okay I feel stupid. I'm about 1/2% done with the mod and I'm already asking for help because I don't get something. I need help make a attack scirpt and if information on were to put it. I made the dialong of the Itorian at the bar differnt , so he attacks you when you insult the family he had on Taris I think I did the script right I attached then just saved and tried it out, he said the dialong, put didn't attack. I put the .nss in my Override folder and put the link to it on the dialong, here's what the sprict says
Code:
#include "k_inc_debug"

void main()
{
ChangeToStandardFaction(OBJECT_SELF, STANDARD_FACTION_HOSTILE_1);
}
Is that right? Sorry, I'm annoying you so quickly, I just a stupid modder. I think that this guy: :confused: is smarter than me...jk...
maybe.
 Darth333
07-14-2004, 10:48 PM
#8
Your script is correct. However, it will affect the npc who is speaking the line to which the script is attached (OBJECT_SELF).
If you want to target an npc other than the one who is speaking the line, you can use this:

void main()
{
object oHostile=GetObjectByTag("my_object_tag");
ChangeToStandardFaction(oHostile, STANDARD_FACTION_HOSTILE_1);
}
 Darth Dex
07-15-2004, 8:05 AM
#9
Okay, cool. Sorry this seems like a super n00b question, but where do put the script in Overide or something else? Also, do I need to compile it?
 Darth333
07-15-2004, 11:37 AM
#10
Paste the script in notepad and save as blahblah.nss. Attach it to the script field in the dialog branch you want in the dlg file by typing the name of the script 'blahblah".
Then, you have to compile the script. Check the Guide for the Newbie Sticky in the scripting section. there is a link with complete instructions on how to use the compiler.
 Darth Dex
07-15-2004, 5:23 PM
#11
Okay, I would post screens, but photobuckecy wouldn't let me join.
 Darth Dex
07-15-2004, 6:38 PM
#12
Screens dark side points for getting in a fight and stupid Irtionan for challdging Darth Reavn:
http://img12.exs.cx/img12/995/KotOR0000.jpg)
and
http://img14.exs.cx/img14/1236/KotOR0004.jpg)
 Darth Dex
07-15-2004, 9:42 PM
#13
Okay, this what I added for Ancorhead (the door list), so the bounty office would work and you wouldn't have to warp to it:
Bearing = -0.575959920883
Linked to = (blank for now)
Linked to flags= 0
Linked to module = (blank)
Tag = TatBountydoor
templateresref = sw_door_tat004
Transitondetin = 0 strings (just what it says, I don't know about what it means)
X = 172.000000000000
Y = 71.370002746582
Z = 3.750000000000
When I load the area of ancoehead it always freezes. Any idea what I should do?
 Darth333
07-15-2004, 10:02 PM
#14
Originally posted by Darth Dex
Okay, this what I added for Ancorhead (the door list), so the bounty office would work and you wouldn't have to warp to it:
Bearing = -0.575959920883
Linked to = (blank for now)
Linked to flags= 0
Linked to module = (blank)
Tag = TatBountydoor
templateresref = sw_door_tat004
Transitondetin = 0 strings (just what it says, I don't know about what it means)
X = 172.000000000000
Y = 71.370002746582
Z = 3.750000000000
When I load the area of ancoehead it always freezes. Any idea what I should do?

huh? this is a door but where and how did you placed it in the game? Did you created a waypoint? What other changes did you make?
 Darth Dex
07-16-2004, 7:55 AM
#15
it's what I added to m17aa.git file (under the door list). No other changes.
 Colma Adawin
07-16-2004, 8:36 AM
#16
Darth Dex, i need to talk to you please check your PM inbox

MattCole
 Darth333
07-16-2004, 10:47 AM
#17
Originally posted by Darth Dex
it's what I added to m17aa.git file (under the door list). No other changes.
This is odd. Verify the fields ID in the git file. If it doesn't work, then send me a PM.
 Darth Dex
07-16-2004, 4:56 PM
#18
Sorry I'm learning as I go what's a Field ID?
 Darth333
07-16-2004, 7:07 PM
#19
I haven't seen your file but i made the test myself and it works. Here is what you have to check:
1. first, I would use a custom tag for the door. Look at my screenshot 1 (http://img47.photobucket.com/albums/v144/Darth333/gff_door.jpg)

2. the .git file:
a) change the tag to your custom tag.
b) I assume that you are using either Roboius or Bioware's Gff editor. Check the 'type' fieldfor each new entry. Example: screenshot 2 (http://img47.photobucket.com/albums/v144/Darth333/new_node.jpg).
c) Check the field ID: it should be the same as the Field name: if the Field name is Tag, then put Tag in Field ID. Example: screenshot 3 (http://img47.photobucket.com/albums/v144/Darth333/id.jpg).
( using the other custom made editor in my sticky "Guide for the Newbie" will prevent this kind of mistake: the copy/paste function will include this info)
d) TransitonDestin: it's like dialog: here you can add the new text that you want to appear when trasiting to a new area. If you work with the English version of Kotor, type -1 in the top box and 0 in the lower box (with gff editor). With the custom made editor, it's -1 and 1. BTW, just as for dialog, -1 means you are not referring to the .tlk file.
e) Bearing: i haven't checked the bearing but it may be incorrect: this will not prevent the game from loading however. It's just that if it is incorrect, your door will be 'oddly ' placed. Look at how it's placed and then change it if you need to.

Make sure the tag and the Template ResRef in your utd file are the same as in the .git file. The name of the .utd has to be the same as the TemplateResRef as well.

Drop both the .git and the .utd files in your override folder.
 tk102
07-16-2004, 7:40 PM
#20
Just a reminder when editing .git files --
if you use GFF Editor, you WILL corrupt the CameraList. If you would like to preserve the CameraList, you will need to use CamEdit (http://www.pcgamemods.com/5276/) to export the CameraList information to a .camlist file. Then after you make your changes to the .git, you can re-import the .camlist file with CamEdit.
 Darth Dex
07-17-2004, 8:20 AM
#21
TK I love your Camedit! It's so easy.

And Darth333 The problem was I forgot to make a new tag. So In the .git I said look for tag TatBountyDoor I didn't have one.
 Darth Dex
07-17-2004, 1:37 PM
#22
hmm......I made a new tag for the door, added a entry in the door list for, but the door isn't even spawing it doesn't semm (at least it's not openable. Any ideas?
 Darth333
07-17-2004, 1:45 PM
#23
Is it there or not? Is this door replacing an original door in the module? If yes, which one?
 Darth Dex
07-17-2004, 5:23 PM
#24
Not replacing, but kind of. It's one of those fake doors, that you can't even select. I made it so there's a door that spawns right there (or should anyways).
 Darth333
07-17-2004, 7:16 PM
#25
The TemplateResRef in the .utd file has to be the same as the file name. If your .utd file is called my_door, then also type my_door in the TemplateResRef field.

proof that it works: :p http://img47.photobucket.com/albums/v144/Darth333/door.jpg)
 Darth Dex
07-17-2004, 9:32 PM
#26
Okay I''l try that. I like the picture!
 Darth Dex
07-18-2004, 9:07 AM
#27
hmm..This is werid. I don't know why this doesn't work.....there must have been something I did wrong, but I can't figure out what. Darth333 Can you PM me your email? I'll send you the two files, so you can show me what I did wrong.
 Darth333
07-18-2004, 9:22 AM
#28
ok, i'll have a look at it. Check your pms
 Darth Dex
07-19-2004, 4:12 PM
#29
hmmm.....Okay I can't decide Should I make 5 bounties or more (I'm doing their UTC files now)?
 Darth Dex
07-20-2004, 8:16 AM
#30
hmmm..it seems no one cares about my mod anymore...So I'll post more screens.
 Colma Adawin
07-20-2004, 8:32 AM
#31
Originally posted by Darth Dex
hmmm..it seems no one cares about my mod anymore...So I'll post more screens.

your wrong! i care and we disscussed your mod over MSN, remember? and i said 6 becoz their wasnt enough bountys for Taris, so an added amount of Tatooine will increase the realism of the game :D

MattCole
 Darth_ToMeR
07-20-2004, 8:38 AM
#32
Originally posted by Darth Dex
hmmm..it seems no one cares about my mod anymore...So I'll post more screens. Yes post more screens
 Darth Dex
07-20-2004, 8:56 AM
#33
Fine, this is a nother screen about making the Czea Guard attackab;e you tell him you don't want to pay he gets nervous you have yto go back to your ship when you come out he attacks you:
http://img18.exs.cx/img18/5210/KotOR0000a.jpg)
PS I would post what the bounty office looks like, but I having some minor problems.
 Darth Dex
07-20-2004, 5:14 PM
#34
hmmm.......my .mod file for the bounty offic efreezes after the save is complete, why does it do this and any help on how to fix it would be well....helpful.
 Darth333
07-20-2004, 5:39 PM
#35
There are a few possibilities...the most common is dropping the file in the override folder instead of the modules folder. After this, i would look at the .git file.
 Darth Dex
07-21-2004, 2:28 PM
#36
I check that what about the .git file what should I check out there?
 Darth Dex
07-24-2004, 9:15 PM
#37
Please, help!!!!!
 Darth333
07-24-2004, 9:47 PM
#38
check the fieldID and type with gff editor. Also make sure you followed step no. 7 in Doom Dealer Area Creation tutorial: 'Packaging the files into a .mod file." If this doesn't work, then send me the files, i'll check them.
 Darth Dex
07-25-2004, 8:41 AM
#39
No one seems to care much about my mod so I don''t want to make a mod were I'm the only one who uses it! So take the poll at the top, if my mod lives or dies.
hmm....weres the poll thingy? O well just reply then if no on does then D-Day.
 RedHawke
07-25-2004, 9:08 AM
#40
First rule of PC game modding Dex;

Mod for yourself first!

Only when you are satisfied with your mod, then release it...

People will download it, some will like it, and some won't, remember you can't please everyone.

I hope this helps! :D
 Darth Dex
07-25-2004, 9:16 AM
#41
hmm....i guess I'll keep working on every once and awhile.
 Darth333
07-25-2004, 10:25 AM
#42
I agree with RedHawke.

The idea of modding is to do it for fun. Personally, I have more fun modding than playing the game and I do it for myself first.
Don't mod only to please the audience.

You should go on with your mod and when it's ready, make it available for download. You'll get the feedback by then. As for the question you asked: should you have more than a certain amount of bounties, it is very difficult to answer since we don't know the contents and the extent of the mod. I think you should do what you think is best, taking into consideration the time you can invest in this project, and not sacrifice quality for quantity. It's better to have a smaller mod than a big unfinished project :)
 Darth Dex
07-25-2004, 11:13 AM
#43
Okay I've diced to contune my mod and work doble as hard.
 jedi_5002
07-26-2004, 3:04 AM
#44
Originally posted by Darth Dex
Okay I've diced to contune my mod and work doble as hard.

Excellent. I will definetly download this when it comes out.
I never posted about how much i was looking forward to this mod, because you seemed to be doing well with it. Now you seem to be well with it again. But, better a little late than never, right?

:fett:

P.S. if some of this makes little sense it's because I'm posting this at 01:57.
 Darth Dex
07-26-2004, 8:14 PM
#45
Thanks jedi, I need some kind of boost.
 Darth Dex
07-26-2004, 8:17 PM
#46
Oh, Doom_dealer I need help. Can you tell me what I need to put in a .mod file I'm not sure if I need everything that the mod has or if I should just put some things in over ride. I've read your turtiual it makes sense, but I'm not sure since it is using module that you made not mine. Sorry for the n00bie question.
 Darth333
07-26-2004, 10:12 PM
#47
Originally posted by Darth Dex
Can you tell me what I need to put in a .mod file I'm not sure if I need everything that the mod has or if I should just put some things in over ride.
Put everything you want to appear in the module in the .mod file: placealbe, characters, scripts, doors, triggers... If you want an example, download a .mod file and look at it with kotor tool --> ERFs--> modules
 kevlet
07-27-2004, 7:45 AM
#48
Just about every mod that alters the game in giving you something else to do in a game you've completed more than enough times is good.
Without mods kotor would be long gone in my opinion. Mods are one of the things that keeps this game alive.
 Darth Dex
07-27-2004, 9:07 AM
#49
Thanks, Darth333, id it wasn't for you I wouldn't be able to even mod!

And at Kevet I'm a little confused but I get the jist.
 Darth Dex
07-27-2004, 9:29 AM
#50
Oh, right I have dieced to also add a recuit a Gammlormeana (sorry I got a D in spelling) I will work on the characters utc's today. Oh, yeah, the bounties and thier problems (what I have so far):
Dex (stole money from Zax)
Matt Cole (a dark jedi that was with the extange he betray them a killed a whole lot off them)
Sima(killed four Hutts)
Acmeny (killed the great hitman Cagrtus Starkiller)
T'liaks (a dancer how soeard rumors about Zax)
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