Jump to content


Photo

How to create a new module?


  • Please log in to reply
15 replies to this topic

#1 DarthRevan101

DarthRevan101

    World's most unoriginal forum name....

  • Members
  • PipPipPipPip
  • 214 posts

Posted 03 July 2017 - 05:59 AM

I'm not really too sure where to start. I'm looking to create a module that's a copy of G0-T0's Yacht, but obviously I'd fill it with my own characters, objects, etc. 

 

Any help would be greatly appreciated!



#2 DarthParametric

DarthParametric

    Dark Lord of the Sith

  • Members
  • PipPipPipPipPip
  • 1,089 posts
  • LocationOz

Posted 03 July 2017 - 06:22 AM

Start in the tutorial section - http://deadlystream....m/25-tutorials/

I haven't used it myself, but you may want to look at this tool by Fair Strides - http://deadlystream....-kotor-toolset/

There's also this tool by FS which should automate some of the process of cloning an existing module, if that's what you want to do - http://deadlystream....ile/518-modhex/

#3 Effix

Effix

    Jedi Padawan

  • Members
  • PipPipPip
  • 106 posts
  • LocationThe Netherlands

Posted 03 July 2017 - 04:21 PM

See the attachment.

Studying this may also help: http://deadlystream....dders-resource/

Attached Files


zBtNZ4u.png


#4 djh269

djh269

    Lurker

  • Members
  • PipPipPipPip
  • 257 posts

Posted 03 July 2017 - 05:34 PM

Alternatively some of these may assist: 

 

https://web.archive....splay.php?f=592



#5 DarthRevan101

DarthRevan101

    World's most unoriginal forum name....

  • Members
  • PipPipPipPip
  • 214 posts

Posted 03 July 2017 - 08:16 PM

Thanks for the help guys!



#6 LDR

LDR

    Grossly Incandescent

  • Reviewer
  • 147 posts
  • LocationPennsylvania

Posted 03 July 2017 - 09:51 PM

Oh wow, I forgot I made a mapnote tutorial on LF. Wish I was able to port my tutorials over here, because I know I made a module one. If you ever run into any troubles just shoot me a PM or catch me on discord. I've made a billion modules, none of them finished :lol:.

You make a loop de loop and pull. And your shoes are looking cool.

 

Also you should totally subscribe to my YouTube channel.


#7 Fair Strides

Fair Strides

    Aurora Engine Operator

  • Administrators
  • 2,204 posts
  • LocationOregon, USA

Posted 04 July 2017 - 02:49 AM

I need to see if ModHex still has an issue, but the Toolset is currently non-functional. There is an updated .exe in the Toolset section of the forums that is different from the one in the Modding Tools Downloads section.
 
I almost have the Toolset back together and when I do a bit more upgrading, I'll update the one in the Downloads section.
 

Oh wow, I forgot I made a mapnote tutorial on LF. Wish I was able to port my tutorials over here, because I know I made a module one. If you ever run into any troubles just shoot me a PM or catch me on discord. I've made a billion modules, none of them finished  :lol:.


You know you can still access the tutorials from the link DP posted and then copy-paste over to here, right?


(By the way, if you ever want to ask about one of the quotes, feel free to send me a PM)

 

My personal, made-up quote: "To know is good, but to act is better."

"Words are just words, thoughts thoughts, but actions...actions are progress." - Fair Strides

"Intelligence and respect are all it takes to get along fine. Not a bad trade off, huh?" - EwigD from GameFaqs

"And regarding butchering the language, I have been to the internet. The language is well butchered regularly." - Malkior

 

"You can either live with the lies or die with the truth. Who would rather lie to live than die for telling the truth?" - Fair Strides


#8 LDR

LDR

    Grossly Incandescent

  • Reviewer
  • 147 posts
  • LocationPennsylvania

Posted 04 July 2017 - 04:48 AM

Not every thread from the Wayback Machine is accessible.

You make a loop de loop and pull. And your shoes are looking cool.

 

Also you should totally subscribe to my YouTube channel.


#9 DarthRevan101

DarthRevan101

    World's most unoriginal forum name....

  • Members
  • PipPipPipPip
  • 214 posts

Posted 04 July 2017 - 10:46 PM

Thanks for the help! I'm getting the hang of it now.



#10 Sith Holocron

Sith Holocron

    M4-78

  • Administrators
  • 3,943 posts
  • LocationKodiak, AK (Hoth)

Posted 05 July 2017 - 12:13 AM

Take notes. It will assist you in the future and perhaps you can make a new tutorial as well.

"Release dates are for those that don't care about quality in mods." - Me
 
Here are my mods. Please rate and leave some feedback if you've liked any of them in your game!

Not approving mods.  PM one of these other folks if you mod is not reviewed within 24 hours.


#11 DarthRevan101

DarthRevan101

    World's most unoriginal forum name....

  • Members
  • PipPipPipPip
  • 214 posts

Posted 05 July 2017 - 09:33 PM

So I've created a copy of the cantina in KotOR I, and I'm just wondering how I get these two guys to sit?

 

3dmjd5A.png



#12 Kexikus

Kexikus

    Jedi Master

  • Members
  • PipPipPipPipPip
  • 1,367 posts

Posted 06 July 2017 - 07:29 AM

I don't know how it's done in vanilla, but one possibility is to give them an OnSpawn script that contains the following line:

AssignCommand(OBJECT_SELF, ActionPlayAnimation(36, 1.0, -1.0));

The problem with that is that the player will see them sit down when entering the module and I don't know what happens if you leave and return to the module. So there's probably a better solution.



#13 DarthParametric

DarthParametric

    Dark Lord of the Sith

  • Members
  • PipPipPipPipPip
  • 1,089 posts
  • LocationOz

Posted 06 July 2017 - 08:07 AM

It the vanilla Taris Upper City Cantina module the onenter script - k_ptar_a02ae_en - has this bit at the end:
 
	oAreaObject = GetFirstObjectInArea(OBJECT_INVALID, 64);
	while (GetIsObjectValid(oAreaObject)) {
		if ((GetTag(oAreaObject) == "ptar_pazplayer")) {
			AssignCommand(oAreaObject, ActionPlayAnimation(206, 1.0, 0.0));
		}
		if ((GetTag(oAreaObject) == "ptar_sitter")) {
			AssignCommand(oAreaObject, ActionPlayAnimation(204, 1.0, 0.0));
		}
		if ((GetTag(oAreaObject) == "ptar_drinker")) {
			AssignCommand(oAreaObject, ActionPlayAnimation(205, 1.0, 0.0));
		}
		oAreaObject = GetNextObjectInArea(OBJECT_INVALID, 64);
	}


#14 DarthRevan101

DarthRevan101

    World's most unoriginal forum name....

  • Members
  • PipPipPipPip
  • 214 posts

Posted 07 July 2017 - 09:45 PM

Thanks guys!



#15 Hassat Hunter

Hassat Hunter

    TSLRCM / M4-78EP Developer

  • Administrators
  • 4,554 posts

Posted 17 July 2017 - 10:35 AM

I don't know how it's done in vanilla, but one possibility is to give them an OnSpawn script that contains the following line:

AssignCommand(OBJECT_SELF, ActionPlayAnimation(36, 1.0, -1.0));
The problem with that is that the player will see them sit down when entering the module and I don't know what happens if you leave and return to the module. So there's probably a better solution.


Doing that just makes them stand again if interacted with and reloading the module... you know; that ancient TSL issue some crazy mod fixed.

#16 Kexikus

Kexikus

    Jedi Master

  • Members
  • PipPipPipPipPip
  • 1,367 posts

Posted 17 July 2017 - 01:59 PM

Doing that just makes them stand again if interacted with and reloading the module... you know; that ancient TSL issue some crazy mod fixed.

 

Makes sense. Good thing I only used this model in a one-off cutscene module :)






0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users