Welcome to Holowan labs Hades_One :) Glad to see you finally started making mods
I won't go into all the details tonight as it's getting pretty late here and I don't know what you know and what you don't know so feel free to ask if you need clarifications - if you don't understand a *** word of what follows, don't hesitate to mention it. I'm just giving quick answers om a few questions here.
Rapid Transit system:
Concerning the rapid transit system, look at k_sup_gohawk.nss and k_sup_gui_open . You can also refer to this thread (
http://www.lucasforums.com/showthread.php?s=&threadid=140253) for more info.
Banter:
I understand that if you cut down the xp by half, then lvl up is done much slower. However, many scripts in the banter will fire only when you level up. Those scripts are located in Bifs>Scripts.bif>Scripts source. for Canderous, they begin by k_hcan_state, Juhani k_hjuh_ , Bastila and carth K_swg_blabla.nss
So if you want to access all the banter and npc side quests before you finish the game you've got to change this.
Note that some scripts also depend on the planet you are on and the advancement of the main plot. Example:
//:: k_swg_carth09
/*
If Carth's personal dialogue is on ninth branch
and second starmap uncovered
*/
#include "k_inc_debug"
int StartingConditional()
{
int iResult = GetGlobalNumber("K_SWG_CARTH");
int nLevel = GetHitDice(GetFirstPC());
int nLastLevel = GetGlobalNumber("K_SWG_CARTH_LEVEL");
int nPlot = GetGlobalNumber("K_STAR_MAP");
if ((iResult == 8) && (nPlot > 19) && (nLevel > nLastLevel))
{
return TRUE;
}
return FALSE;
}
}
K_STAR_MAP refers to how many star maps you have recoverd . See the file K_qa.nss to find out about thi so you need at least one star map recovered too. You can remove the line that refers to the level of your PC. However, I am not sure what you mean when you say that you want to make it like Kotor 2. Do you want to be able to change NPCs alignment? I have played Kotor 2 and the system is quite different.
Kotor 2 uses a different system and introduces new functions that are not available in Kotor 1. Example taken from tsl:
// a_setinfluence
// Parameter Count: 2
// Param1 - Checks to see which NPC it is.
// Param2 - Sets it by X value
// This takes an NPC and modifies his influence by X amount.
// int NPC_PLAYER =-1;
// int NPC_ATTON = 0;
// int NPC_BAO_DUR = 1;
// other NPCs taken out for spoiler reasons
#include "k_inc_debug"
void main()
{
int nNPC = GetScriptParameter( 1 );
int nInfluence = GetScriptParameter( 2 );
ModifyInfluence ( nNPC, nInfluence );
}
Then dialogue branches are made available by a script that checks what influence your PC has on the NPC.
It is possible to change the alignment of npcs in Kotor 1 but you would probably need new dialogue for this or it wouldn't make any sense (I think). You would also need to track the changes with global variables (you can check this thread (
http://www.lucasforums.com/showthread.php?s=&threadid=129333) concerning scripts to set new global variables - just ofrget about the journal part). To really help you and give you exactly what you need, we would need more details on what you want to do exactly with the banter (what rules do you want to follow).
Concerning clothing, you just need to edit the .uti files g_a_clothesblabla.uti (in Bifs> Templates.bif>blueprint item ) with Kotor tool. For more info on editing item properties, see this thread:
http://www.lucasforums.com/showthread.php?s=&threadid=132253)
...and btw, not something you asked but you may find xptable.2da quite interesting to "fix" somehting we have already discussed ;)