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
  • 177 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
  • 949 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
  • 92 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
  • 238 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
  • 177 posts

Posted 03 July 2017 - 08:16 PM

Thanks for the help guys!



#6 LDR

LDR

    Grossly Incandescent

  • Reviewer
  • 130 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
  • 2,187 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
  • 130 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
  • 177 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
  • 3,808 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!

#11 DarthRevan101

DarthRevan101

    World's most unoriginal forum name....

  • Members
  • PipPipPipPip
  • 177 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
  • 1,270 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
  • 949 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
  • 177 posts

Posted 07 July 2017 - 09:45 PM

Thanks guys!



#15 Hassat Hunter

Hassat Hunter

    TSLRCM / M4-78EP Developer

  • Administrators
  • 4,516 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
  • 1,270 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