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[Help] With .MOD File

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 Holty1-5
02-11-2010, 1:47 PM
#1
ok im trying to make a new area. im only using kotor tool.
i have the maps and the module editor brings up the map.
I delete the doors that link to other modules (Im Editing Taris apartmants)
and i delete all placeables (that could be the properlem) and camera's

i then add characters,placeables,and dialogue and scripts

I then Build the .MOD

My Computer Then Thinks This File is a movie File but it keeps the .MOD extension

I then Put it in My Kotor Override

If i start a new game it freezes on loading the endar spire

If i load a game then warp to the new module it will start to save but freeze then

Any Suggestions?
 Queen of Night
02-11-2010, 3:06 PM
#2
When you make your new module a new name you give, you will save your new module in the module folder, and then you warp in there.
 Holty1-5
02-11-2010, 4:19 PM
#3
isnt just ultimate irony when some one gives you the anwser and its so simple you just wanna:hang1:

Buts thanks for the help Queen Of Night i never would have guessed it.

[edit] Ok another question.
Do i need to put any other files In any Of the Folders as it still Freezes when i try to warp to the area.
so do i need to put anything else other than the .MOD file in the Module/Override Folder
 Queen of Night
02-11-2010, 5:14 PM
#4
Look closely at these tutorials, so you will certainly help:

http://www.lucasforums.com/showthread.php?t=185199)
http://www.lucasforums.com/showthread.php?t=194986)

or this: http://www.lucasforums.com/showthread.php?t=143421)

5.3) Area editing, merchants, new npcs, etc. :

NOTICE CONCERNING KOTOR 2: the cheat console in Kotor 2 is invisible and if you use the "whereami" cheat to get your PC coordinates, you won't see anything...I fixed this problem with an armband that allows you to get your PC coordinates. You can get the Armband here.

Kotor tool now includes an area editor but unfortunately, only a few maps have been completed. This means that you will need to use a GFFeditor unless you pick up one of the maps that have been completed for the KT editor.

You can edit most of the *.ut* (.uti, .utm. .utc., .utd, .utp, .utt) files directly with Kotor tool. Those that are not handled with Kotor tool can be opened and edited with a GFF editor.

Note that Bioware sometimes uses the same filename for two different objects in two different modules. This can sometimes lead to funny and less funny events during gameplay. Use tk102's FindRefs (see above) to search for identical tags. At other times, Bioware used the same file name, per example bandon001.utc on the Endar Spire and bandon001.utc on Manaan but with different tags and contents: this is also problematic so use KT search function to make sure there are no clones.

You can find an area creation tutorial here The tutorial was made when we had very few modding tools and the dialogue section is really outdated now. It won't show you how to use the module editor in KOtor tool either as it did not existed at that time but you'll learn a lot about game mechanics.

I wrote an updated tutorial on area creation a while back, which uses more up to date tools. It's a little outdated now, as it doesn't cover new area models, but it will show you how to set up the area files themselves. It also covers dialog and a few scripts. Basically, an updated version of Doom_Dealer's. ~Marius Fett


- Make sure to use tk102's K-GFF GFF Editor. This new gff editor was made for Kotor and TSL as the other non-kotor specific GFF editors corrupt .git and .ifo files.


I hope this can help you. And no, I do not want a high post number.
 harIII
02-11-2010, 10:13 PM
#5
make sure that the module.ifo file is not in the override, that was the cause of the same problem for me countless times
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