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3 questions

Page: 1 of 1
 HdVaderII
03-01-2008, 6:39 PM
#1
Okay...I'm having trouble on making a k2 telos new area mod, and i need 3 things
1. Using the Kotor Tool module editor, how do I get my custom items on a person, so when the person dies, you can get the custom items from their remains?
2. How do I make a door unopenable except if you use a key. I can't seem to make them resist lightsabers.
3. I'm using this script for warping,
void main() {
Startnewmodule ("101slum", "from202") ;
}
but all it does is take me to 101slum's starting point, not the specified waypoint. Any help would be appreciated
 Stream
03-01-2008, 7:33 PM
#2
1 & 2 - You have to edit the characters .utc file in KoTOR Tool itself not module editor and click on Inventory and add items there. The same with the doors, you have to edit the .utd file in the main tool.

Check the details in the .utw file and make sure it's a start point not a standard waypoint.

--Stream
 MasterWaffle
03-01-2008, 10:22 PM
#3
You might have already seen this, but if you are having trouble with module editing this is a great tutorial.
http://lucasforums.com/showthread.php?t=185199)

2. There's a box you have to check in the .utd file that makes it so doors are lightsaber proof.
http://img519.imageshack.us/img519/7261/utdlockub5.jpg)
 HdVaderII
03-02-2008, 8:06 AM
#4
I checked the boxes for locked, and the key, but the door is still giving me the option for use lightsaber. Is there anything else I'm forgetting, or haven't done?
 deathdisco
03-03-2008, 2:15 AM
#5
IIRC, There should be a checkbox some where for "plot item" which should do the trick.
 MasterWaffle
03-03-2008, 3:27 AM
#6
Most likely in the key's .uti file.
 Inyri
03-03-2008, 11:27 AM
#7
The 'plot' checkbox wouldn't be in the key UTI. It's under the basic tab -- "plot item." Checking it should keep the door from being bashable.
 MasterWaffle
03-03-2008, 4:29 PM
#8
My mistake. :)
 HdVaderII
03-03-2008, 6:18 PM
#9
it works! thanks a lot for the help. My mod can start moving forward again!
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