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WotOR

Page: 2 of 5
 lactose_
12-23-2006, 10:13 AM
#51
Hey, no problem T7, I'm just glad to have ensured the mod was as good as intended.

I'd still like to know the answer to my query though, if possible.

Finally, can you describe how this mod would affect the Revan's Mask+ ver 2.0? I don't mind spoilers, so please let me know what will happen in-game if I install WOTOR over the RM+ (I suppose that should be the order in which to do this).
 T7nowhere
12-23-2006, 5:01 PM
#52
^^^ I did have plans to add a few enhancments to Revan's Mask+ with this mod but I did not have time to impliment them. Included in this mod is revan02.uti this is a lightside version of Revans mask that I made. Currently there is no way other than cheating to accuire the mask, but its there.

Here is the icon for the mask http://gallery97455.fotopic.net/p24073208.html)

Let me ask this: While I do have the Mac version of the game, would I be able to take the disk folder files on my Mac and transfer them to my PC laptop, mod the .2da files there, and THEN return them to my Mac? As you can see, I'm very new to all of this.

Well I don't know anything about Macs, But I suppose if you can get Override folder onto a pc , you will be able to use the patcher without any worry.

You will need to create a SWKotOR folder and place your override and dialog.tlk file in that folder in order for the patcher to function without errors. After the patching is complete and you found no errors, then you can take your override folder back over to your mac and delete the SWKotOR folder along with the dialog.tlk.
 TheNeutrachrist
12-23-2006, 5:43 PM
#53
Whoa! thanks for catching those lactose_, I was certain that I had updated the files in the tslpatcher data folder after I fixed them. :( I sent my version of the mod to Shem to be reuploaded so if you haven't downloaded it yet please wait for the version 1.01.

For those that have already installed the mod you can download and copy these files over the original ones from my mod. Minor patch (http://members.shaw.ca/t7nowhere/files/upgrades1.0_to_1.01.rar)



You can edit that utc with KotoR Tool I would suggest editing my version of the file and add the robe to the body equip slot.

As for the robe crashing the game it's probably from the robe uti pointing to the wrong appearance.2da line, this is not the fault of my mod. Appearance.2da or the robes are not edited and the different uti dan14_juhani.utc would not cause the robes to crash when equiped on her. I have tested svцsh's Juhani Sanctuary robes when I was playtesting and everything was smooth, she wore them the entire game.

Edit: regardless of which version you have 1.0 or 1.1 you should download and use the files that I posted above. simply extract and overwrite the files in Override.

Fixed it, thanks for the point in the right direction T7!
 Master Kavar
12-23-2006, 8:57 PM
#54
I'd like to report what I think might be a bug, or it just might be my computer running slow.

On the Endar Spire, there was a slight delay between the moment Darth Bandon appears and when he brandished his new lightsaber, causing him to look hostile with his bare hands, and didn't brandish his lightsaber until moments before the scene switched away from him. Only a minor problem, but I thought I'd mention it anyways.
 Lucied
12-23-2006, 9:08 PM
#55
i love it its awsome but i cant help but notice in the mission screenshot is that a reskin of her in a black outfit ??? :)
 T7nowhere
12-23-2006, 11:59 PM
#56
I can't say, Shem was nice enough to take those screens in his game, I don't have any of my screens up yet.
 Lucied
12-24-2006, 12:23 AM
#57
so t7 is this compatible with your revan's saber mod?
 T7nowhere
12-24-2006, 12:39 AM
#58
yes, completly, just install that mod before this one.
 Shem
12-24-2006, 2:20 PM
#59
On the Endar Spire, there was a slight delay between the moment Darth Bandon appears and when he brandished his new lightsaber, causing him to look hostile with his bare hands, and didn't brandish his lightsaber until moments before the scene switched away from him. Only a minor problem, but I thought I'd mention it anyways.That's interesting because when I beta tested it, it worked normally and I tested that scene at least five times.

Here are the pictures from my beta test.

http://img297.imageshack.us/img297/7964/bandon1fm7.jpg)
Turns on lightsaber as soon as he is seen.

http://img297.imageshack.us/img297/2756/bandon2db9.jpg)
Then walks towards you after turning it on like he usually does.
 T7nowhere
12-24-2006, 2:44 PM
#60
I'd like to report what I think might be a bug, or it just might be my computer running slow.

On the Endar Spire, there was a slight delay between the moment Darth Bandon appears and when he brandished his new lightsaber, causing him to look hostile with his bare hands, and didn't brandish his lightsaber until moments before the scene switched away from him. Only a minor problem, but I thought I'd mention it anyways.

I thought that might happen on slower machines, I'm not saying that your system is slow, but you may want to do some system maintenance. A simple defrag can do wonders.
 Master Demonius
12-24-2006, 7:59 PM
#61
i can d/l this mod on the filefront site because its supposedly not there is there somewhere else i can d/l this
 SithRevan
12-24-2006, 9:37 PM
#62
i can d/l this mod on the filefront site because its supposedly not there is there somewhere else i can d/l this

I just downloaded the updated version of this mod about an hour ago and I had no problem doing it. I would go try again and if you have anymore problems with it I will go check it (I am the Co.Manager there so I can do that.) Anyway though I hope this does help.;)
 TheNeutrachrist
12-25-2006, 2:06 AM
#63
Is it just me or are all the weapons translusent?
 T7nowhere
12-25-2006, 2:31 AM
#64
Well, which weapons? check your override to make sure that all these files are presant

Ban_hilt00.txi
Mand_hvypstl01.txi
Mand_hvyrptr01.txi
t7_ap_hilt.txi
t7_apBlade01.txi
t7_baccablade01.txi
t7_bastila.txi
t7_bigz01.txi
t7_chundbow01.txi
t7_hk_rptr.txi
T7_HldOBlstr01.txi
T7_hvybstl02.txi
t7_joleesbr01.txi
t7_lsabreblue01.txi
t7_lsabregren01.txi
t7_malak01.txi
t7_misskat01.txi
T7_pistol01.txi
t7_quatrasbr01.txi
t7_revan03.txi
t7_sherBlstrfl01.txi
t7_troph1.txi
t7_troph2.txi
t7_yuthjedi01.txi
t7_yuthsith01.txi
w_glam_cross.txi
w_glam_grip.txi
 lactose_
12-25-2006, 3:52 AM
#65
^^^ I did have plans to add a few enhancments to Revan's Mask+ with this mod but I did not have time to impliment them. Included in this mod is revan02.uti this is a lightside version of Revans mask that I made. Currently there is no way other than cheating to accuire the mask, but its there.
Thanks for the answer, T7!

I have other questions, if you don't mind.. :D

1) Why make a new baseitems.2da entry for saber crystals? I've wanted to ask this for other mods but I never got around to doing so. Is the regular slot hard-coded for a certain number of crystals or something?

2) Will you be releasing the source scripts? I wanted to see how Malak's sabers would be incorporated in-game but couldn't do so. Or, alternatively, could you just tell me how the PC can get them thru normal play?

Thanks!
 T7nowhere
12-25-2006, 6:29 AM
#66
Thanks for the answer, T7!

I have other questions, if you don't mind.. :D

1) Why make a new baseitems.2da entry for saber crystals? I've wanted to ask this for other mods but I never got around to doing so. Is the regular slot hard-coded for a certain number of crystals or something?

The reason I did this is so that I can have a Lightsaber+crystal with the same model variation as a Doublesaber+crystal. We did this with USM also for the same reason.

2) Will you be releasing the source scripts? I wanted to see how Malak's sabers would be incorporated in-game but couldn't do so. Or, alternatively, could you just tell me how the PC can get them thru normal play?

Thanks!

Unfortunately I didn't have time to finnish the dialouge for Malaks lightsaber, I'll be free( no work or school) :D during the week so I'll do my best to get it completed. What I was doing was allowing the PC to Generate a lightsaber like Malak's with the SF replicator. The scripts are done though. There is also a possible very powerful bonus to replicator if you have my Revan's mask + mod. (but thats not in there either yet.)

Currently, if you want to use Malak's Lightsaber you can by cheating. I made all 7 colors for his saber.

As for the source scripts you can try DeNCS , that app may not be able to perfectly decompile the script, but if you know a little about how the code works it would be enough to figure out how my scripts work. I'm a ameture scripter at best so they are not very complicated.


I'll say this though, some of the weapons are not there just for the PC to obtain. None of the npc's will be willing give away their weapon. ;)
 Master Demonius
12-25-2006, 9:13 AM
#67
i got it
i used the cheat to get malaks lightsabre and when i equipped it it crashed my game
 Ghost Down
12-25-2006, 11:08 AM
#68
Could you implent the lightsaber from your Revan's Mask + Mod into this mod? I'm asking this cause I like that saber alot! .. But I don't like the robes from your Revan's Mask + Mod. Maybe you could let it replace the padawan lightsaber that you build on Dantooine? Also could you release that reskin of Bastila? The one where she wears the dark brown robe. :)

- Ghost Down
 T7nowhere
12-25-2006, 3:00 PM
#69
Could you implent the lightsaber from your Revan's Mask + Mod into this mod? I'm asking this cause I like that saber alot! .. But I don't like the robes from your Revan's Mask + Mod.

If you download version 2.0 the robes are an optional install, they have a separate installer from the rest of the mod. That mod is the only way you will be able to get that Lightsaber.

EDIT: I uploaded version 2.0 to the SWK featured mods page a few days ago. The file is still named the same though, i didn't feel like editing the page just to change the name of the download file.

Also could you release that reskin of Bastila? The one where she wears the dark brown robe. :)

- Ghost Down

Nope, I can't release that, its not my reskin. Svцsh is the one that made it, you'll have to pester him for it. ;)

i got it
i used the cheat to get malaks lightsabre and when i equipped it it crashed my game

You spawned one of the sabers from t7_malak01-t7_malak07 ?
 Master Demonius
12-25-2006, 4:20 PM
#70
no g_w_lghtsbr6
 TheNeutrachrist
12-26-2006, 12:25 AM
#71
Well, which weapons? check your override to make sure that all these files are presant

Ban_hilt00.txi
Mand_hvypstl01.txi
Mand_hvyrptr01.txi
t7_ap_hilt.txi
t7_apBlade01.txi
t7_baccablade01.txi
t7_bastila.txi
t7_bigz01.txi
t7_chundbow01.txi
t7_hk_rptr.txi
T7_HldOBlstr01.txi
T7_hvybstl02.txi
t7_joleesbr01.txi
t7_lsabreblue01.txi
t7_lsabregren01.txi
t7_malak01.txi
t7_misskat01.txi
T7_pistol01.txi
t7_quatrasbr01.txi
t7_revan03.txi
t7_sherBlstrfl01.txi
t7_troph1.txi
t7_troph2.txi
t7_yuthjedi01.txi
t7_yuthsith01.txi
w_glam_cross.txi
w_glam_grip.txi

It was all of them that had the problem but WoToR 1.1 seemed to fix it.
 T7nowhere
12-26-2006, 12:44 AM
#72
^^^ Odd, I don't see how thats possible unless you installed the mod incorrectly.

Anyway I'm glad its working for you now.
 Master Demonius
12-26-2006, 1:14 AM
#73
i figured out my problem as well
 lactose_
12-26-2006, 10:26 AM
#74
The reason I did this is so that I can have a Lightsaber+crystal with the same model variation as a Doublesaber+crystal. We did this with USM also for the same reason.
Oh, yeah that explains it, although the alternative would be just to name the models differently right? Why not do this instead?
Unfortunately I didn't have time to finnish the dialouge for Malaks lightsaber, I'll be free( no work or school) :D during the week so I'll do my best to get it completed. What I was doing was allowing the PC to Generate a lightsaber like Malak's with the SF replicator. The scripts are done though. There is also a possible very powerful bonus to replicator if you have my Revan's mask + mod. (but thats not in there either yet.)

<snip>

I'll say this though, some of the weapons are not there just for the PC to obtain. None of the npc's will be willing give away their weapon. ;)
Yes of course! With beautiful models such as these nobody would wanna give them up! :D

So I suppose we can look forward to more weapon-y goodness in the new year then! :drool1:
 T7nowhere
12-26-2006, 11:45 AM
#75
Oh, yeah that explains it, although the alternative would be just to name the models differently right? Why not do this instead?

1) I can keep all my models in the same number range.(also less of chance that someone else will use the same number range or that my models will conflict with another mod.)
2)I can make more sabers Upgradable this way.(not that I really need so much space for my lightsabers)
3)Because tslpatcher makes it so easy to edit gff and 2da's.( Its so easy that I almost look for ways to use the patchers functions) ;)
 SithRevan
12-26-2006, 3:30 PM
#76
3)Because tslpatcher makes it so easy to edit gff and 2da's.( Its so easy that I almost look for ways to use the patchers functions)

So do I actually, I love using it because of the organization it gives generates when you do use it. Anyway though I just want to say awesome job on the update for this mod. It looks really good!;)
 Master Demonius
12-26-2006, 3:41 PM
#77
has n e 1 else had a problem with loading the starforge with this mod or is itjust me
 Kainzorus Prime
12-26-2006, 4:46 PM
#78
Excellent, it definately gives a fresh feel to K1.
 PrimusPilus
12-26-2006, 9:46 PM
#79
Great job T7! I've been using your mods since CIS!

A quick question for you...do you know what specifically is modified in the baseitems.2da file? I've been comparing the one for WOTOR 1.1 and my own and I can't seem to see any difference. There are some modified lines in my personal baseitems.2da, however, I can't seem to see any changes that your MOD adds. If that is the case, then I won't be copying your baseitems.2da into my override folder but if there are changes, then I'm an idiot cause I can't see them. I need to know what they are however, so that I can modify the existing baseitems.2da file.

Thanks in advance!
 TheNeutrachrist
12-27-2006, 12:13 AM
#80
I have to double check but I believe I am missing the t7_sherBlstrfl01.txi, because Sheruk's Rifle is still transparent. Everything else I've gotten so far is not, the jedi knight single saber was until I installed 1.1, Sheruk's still is.
 T7nowhere
12-27-2006, 12:21 AM
#81
Great job T7! I've been using your mods since CIS!

A quick question for you...do you know what specifically is modified in the baseitems.2da file?

Well I would hope I do. ;) There are no changes to the 2da files that are included in the tslpatchdata folder. Those 2da's are there incase TSLpatcher does not detect any of the 2da files used in this mod. They are un-edited, it is the patchers job to edit the 2da's it finds in the override folder if it finds none then it copies the 2da files to override and edits them.

So to answer your question in order to see what is added to the 2da files you will need to run the tslpatcher.exe. Don't let the name scare you it will install the mod for use with KotOR and not TSL, I simply forgot to rename the installer exe.

I have to double check but I believe I am missing the t7_sherBlstrfl01.txi, because Sheruk's Rifle is still transparent. Everything else I've gotten so far is not, the jedi knight single saber was until I installed 1.1, Sheruk's still is.

All of the txi's are there, I just downloaded the mod from filefront and the files is in the rar, however the file is incorrect(there is a typo in the spelling of CM_Baremetal) and you should have downloaded and copied the files from my minor patch found in this post http://www.lucasforums.com/showpost.php?p=2233552&postcount=49) to your override folder. it includes the correct t7_sherBlstrfl01.txi plus a few other minor correction not included in the WotOR1.1 that is on filefront. Shem is aware of this, but I told him not to worry about getting my updated version up until after the holidays, because I uploaded the fixes in a rar on my isp's free webspace.
 kata_mad
12-27-2006, 4:39 AM
#82
I have only just seen this mod and are downloading it right now, Does bastilia use her new saber on the SF as if she does I would like to know how you got around the whole invincible bastila issue (i.e. where there are 2 .uti files named the same on the SF)
 T7nowhere
12-27-2006, 5:26 AM
#83
Yes, she does use the saber I made her.I wrote a simple script that adds the saber to her inventory for the fight scenes and during the ingame cuts she will be holding the saber, which is also scripted.

Ya, you can't touch those uti's on the SF without messing something else up.

It should have even been a simple matter to equipe the saber on her, but the dev responsible for those last couple of levels liked to use a scripting function that forces the npc to equipe the most powerfull melee weapon, and don't ask me why but the game seems to think that the default sabers are the most powerfull. So in the end I had to destroy the standard from her inventory and add another one of mine. The cut scene should be fairly seemless. ( I just realized that if you kill Bastila you might be able to loot 2 double lightsabers from her inventory) oh well ;)

To put it simply, the Starforge was a pain in the butt.
 lactose_
12-27-2006, 10:31 AM
#84
T7, would it be possible to let us know what those scripts look like? I tried to use DeNCS as you suggested but needless to say I couldn't get it to work... Reason I'm asking is because I want to equip all the dark-side Bastilas with Svosh's Revelation Robes.

Also, I've got another minor bug to report! Bastila's bastcrystlr.uti points to the yellow coloured crystal.
 PrimusPilus
12-27-2006, 10:52 AM
#85
Thanks for the response T7, that makes sense then. Good to know my brain hasn't left me completely ;)
 kata_mad
12-27-2006, 12:06 PM
#86
T7, would it be possible to let us know what those scripts look like? I tried to use DeNCS as you suggested but needless to say I couldn't get it to work... Reason I'm asking is because I want to equip all the dark-side Bastilas with Svosh's Revelation Robes.


Would that actually work, since the script pulls the lightsaber out at the begining of the fight, the robes would have to be there already. I do hope I am wrong because I have always wanted to have her fight in them.
 Rain128
12-27-2006, 3:02 PM
#87
EDIT: Sorry seemed to work fine... weird =/
 T7nowhere
12-27-2006, 3:38 PM
#88
T7, would it be possible to let us know what those scripts look like? I tried to use DeNCS as you suggested but needless to say I couldn't get it to work... Reason I'm asking is because I want to equip all the dark-side Bastilas with Svosh's Revelation Robes.

Also, I've got another minor bug to report! Bastila's bastcrystlr.uti points to the yellow coloured crystal.

Whoopsy, I don't know how that slipped past. I Tested those SF scenes so many times. I've uploaded the fixed files, unfortunately in order for them to be used by the game you will need to load the module fresh. Meaning that it has to be the first time you enter the module.

More minor fixes (http://members.shaw.ca/t7nowhere/files/upgrades1.0_to_1.02.rar)

void main ()
{
object oNPC1 = GetObjectByTag("sta_bastila", 0);
CreateItemOnObject("bastsbrr",oNPC1);
DestroyObject(GetObjectByTag("g_w_drkjdisbr002"));
ExecuteScript("ok_psta_pcwalk", OBJECT_SELF);
}
The above script is the one used to make bastila pull out and use the double lightsaber I made her. So if you wanted to have her equiped with svцsh's robe you would need to use a script like the one below.
void main ()
{
object oNPC1 = GetObjectByTag("sta_bastila", 0);
object oRobe = GetItemInSlot(1, oNPC1);

object oNewRobe = CreateItemOnObject("g_a_clothes03",oNPC1);

if (GetIsObjectValid (oRobe))
{
DestroyObject(oRobe);
}
AssignCommand(oNPC1, ActionEquipItem(oNewRobe,1));
}

That script should work, now that you have the script you need to trigger it. I used a script from the game "k_psta_cutwait" and renamed it to "ok_psta_cutwait"
void main()
{
ExecuteScript("ok_psta_cutwait", OBJECT_SELF);
ExecuteScript("t7_bastrsbr", OBJECT_SELF);
ExecuteScript("bast_E_Robe", OBJECT_SELF);
}
The part of the above script in cyan would be your script name. I named it bast_E_Robe because it would be euqiping the evil looking robe on her. Save the last script and name it k_psta_cutwait and compile the script, drop it along with the script to equip her robe and when you enter that module she will hopefully be wearing the robe.
 Shem
12-27-2006, 4:00 PM
#89
T7, would it be possible to let us know what those scripts look like? I tried to use DeNCS as you suggested but needless to say I couldn't get it to work... Reason I'm asking is because I want to equip all the dark-side Bastilas with Svosh's Revelation Robes.Well, I made it so you can have Bastila equip Svosh's Bastila Revelation robes by doing some appearance.2da changes. I had Bastila make a swap. What I switched is the Bastila clothing section into the robe section, and had the robe codes into the clothing section. Then have the dark side version of the robes coded under the Dark Jedi robes.

http://img293.imageshack.us/img293/9127/bastuw3.jpg)

It also makes a switch that I want. Having Bastila wear Jedi robes at the end celebration.

http://img378.imageshack.us/img378/2346/celewc8.jpg)


Also, I've got another minor bug to report! Bastila's bastcrystlr.uti points to the yellow coloured crystal.This is probably why it's good that T7 is holding off sending in a updated version so that more bugs can be reported before he has me upload an updated version.
 TheNeutrachrist
12-27-2006, 5:46 PM
#90
I had missed that first patch, thought it was part of the WoToR 1.1 update, thanx T7!
 Master Demonius
12-27-2006, 8:33 PM
#91
has n e 1 else encouterd a bug where bastilla doesnt show up when ur in the laviethin interogation room

Translation: Has anyone else encountered a bug where Bastila doesn't show up when you are in the Leviathan interrogation room?

Mod note: Please make at least a token attempt to use proper English. This is a forum, not an instant messenger or a chatroom. ~M
 kata_mad
12-28-2006, 8:42 AM
#92
So if you wanted to have her equiped with svцsh's robe you would need to use a script like the one below.
void main ()
{
object oNPC1 = GetObjectByTag("sta_bastila", 0);
object oRobe = GetItemInSlot(1, oNPC1);

object oNewRobe = CreateItemOnObject("g_a_clothes03",oNPC1);

if (GetIsObjectValid (oRobe))
{
DestroyObject(oRobe);
}
AssignCommand(oNPC1, ActionEquipItem(oNewRobe,1));
}

That script should work, now that you have the script you need to trigger it. I used a script from the game "k_psta_cutwait" and renamed it to "ok_psta_cutwait"
void main()
{
ExecuteScript("ok_psta_cutwait", OBJECT_SELF);
ExecuteScript("t7_bastrsbr", OBJECT_SELF);
ExecuteScript("bast_E_Robe", OBJECT_SELF);
}
The part of the above script in cyan would be your script name. I named it bast_E_Robe because it would be euqiping the evil looking robe on her. Save the last script and name it k_psta_cutwait and compile the script, drop it along with the script to equip her robe and when you enter that module she will hopefully be wearing the robe.

If anybody tries this and getis it to work is it possible to PM me and I will give you an email address to send it to because I would not know how to script it if it was right in front of me.
 lactose_
12-28-2006, 11:03 AM
#93
Ooh, thanks for the scripts T7!

I suppose a similar one is used for Bastila on the Unknown World. But can I ask why? Especially when her .utc there is unique?
 T7nowhere
12-28-2006, 3:08 PM
#94
Ooh, thanks for the scripts T7!

I suppose a similar one is used for Bastila on the Unknown World. But can I ask why? Especially when her .utc there is unique?

Because I know there are already several mods out there that already edit her utc so I scripted it. However I took a shortcut and just edited all of the other Bastila utc's in that module to add my saber.
 lactose_
12-29-2006, 3:48 PM
#95
^^^^^
Ok, noted. :)

Now, I know you must be getting tired of this, but I think I found another problem...

I was playing through the sta_m45ac to see your (original) scripts in action. And this is what happens:
- When the cutscene is played for Bastila, the flourishing of her saber as it is being equipped can be heard.
- She talks to Malak with non-ignited saber, and then goes into battle meditation mode with the same non-ignited saber.
- When the PC confronts her, she flourishes her saber, but there are no blades!

Note that I only tested this by warping straight to sta_m45ac w/o playing through the earlier part of the SF.

But I think scripting the saber to be equipped at the beginning of the cutscene is what causes this problem?
 stoffe
12-29-2006, 4:28 PM
#96
Because I know there are already several mods out there that already edit her utc so I scripted it. However I took a shortcut and just edited all of the other Bastila utc's in that module to add my saber.

If you are willing to go through the trouble you could make the installer modify the existing UTC (GFF) file in the override folder (if it exists) to insert the saber into Bastila's inventory directly without overwriting the whole UTC file. That should theoretically preserve compatibility with other mods modifying the same template (unless they also change her weapon, of course) without having to use scripts to give and equip the weapon.
 T7nowhere
12-29-2006, 5:22 PM
#97
But I think scripting the saber to be equipped at the beginning of the cutscene is what causes this problem?
All the script does is tell the saber to (basically)turn off. You see for some reason the "ActionEquipItem" command will sometimes make a saber ignite and flourish.

I did notice this problem with an early script trigger I had tried. But with the current scipts it should be fine. Hmm, I'll go through it again. Maybe it would be better to just remove that script all together.

lactose_, try the scene without this script "k_psta_cutwait.ncs in override.

EDIT: If you are willing to go through the trouble you could make the installer modify the existing UTC (GFF) file in the override folder (if it exists) to insert the saber into Bastila's inventory directly without overwriting the whole UTC file. That should theoretically preserve compatibility with other mods modifying the same template (unless they also change her weapon, of course) without having to use scripts to give and equip the weapon.

I am actually doing that now, I tried to get it done before the 20th(my deadline) but just ran out of time(as you know its quite a bit more work than editing a utc directly ;) although I am glad you figured out a way to allow editing the struct trees) . Also scripting the sabers on the npc's was abit of a safety habit I picked up from making USM.
 lactose_
12-30-2006, 3:48 PM
#98
I did notice this problem with an early script trigger I had tried. But with the current scipts it should be fine. Hmm, I'll go through it again. Maybe it would be better to just remove that script all together.

lactose_, try the scene without this script "k_psta_cutwait.ncs in override.
All right, it works fine now! :) And the whole scene flows better too (unless one thinks that the action of flourishing a saber that was previously not in her hand is weird - but then many NPC dark jedi do that too).
 Mandalorian-Jed
01-04-2007, 12:45 PM
#99
I was just wondering, what are the codes to get the weapons to spawn in-game?

I'm using the "Skip Taris" mod and I dont have Bastila's lightsaber like I should do :indif:
 Ghost Down
01-05-2007, 9:24 AM
#100
Hey, I had this idea for awhile, and I thought that I might aswell spit it out.

*drum roll* WotOR for TSL! *drum roll*

No, no.. Not one from scratch. Just convert some of the weapons from WotOR to TSL.
And not all of them, just some important ones. Like Canderous's blaster, it could be given to Mandolore (Does make sense.. Canderous and Mandalore are the same person.) And HK's AK! Perhaps you could even reskin HK's blaster and give it to the HK-50's and name it HK-50's Assassin Rifle or so. And Atton could be given a reskin of Carth's blaster. And I am quite sure that you will figure out which guns to give to which Party members and/or NPC's. ;)

But ...

Is it possible to make it compatible with the USM?

Anyway.. I hope that you take some time to think about my idea! :)


- Ghost Down
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