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Create A Jedi Trainer

NPC Forces Jedi powers Blasters Mods Lightsabers Zaalbar Endar Spire

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#21 ALPHA000102

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Posted 14 November 2017 - 09:40 AM

I have installed the files but the mod will not respond. This is where I have run into problems with mods in the past. I believe I take of the scripts when it comes to dialogue but if the character will not even spawn it does not mean anything. I have attached all the files that I have got. Can you please take a look at the files and see where the problem is? Thank you in advance.

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#22 Qui-Gon Glenn

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Posted 14 November 2017 - 03:13 PM

I will attach an old dialog file of mine that uses some similar scripts, so that you can see where I placed them.

I will also edit your .utc's to reference the On_Spawn and On_Perception events.

I told you that you couldn't spawn Zaalbar's trainer yet, since I need to inject our script as the On_Enter for that Dantooine module. However, the Endar Spire trainer should spawn - the scripting was taken from one of my old mods, and has always worked.

I will look closer at your .utc, but hopefully someone else can join in - I am not in the business of making full mods for people, just helping them with scripting.

Edit: any save you use for testing any of this, has to be a save that has NEVER entered this module before. Make sure that is the case. For the Endar Spire testing, you will need to start a new game, any old save on the ES will block the mod from working.

#23 ALPHA000102

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Posted 15 November 2017 - 07:48 AM

Thank you, I look forward to hearing back from you. Also there was one thing I forgot earlier. Is there anyway they can be setup to provide me with some light side points? I ask because that happens with the mods for Carth, Canderous, and Mission. I would like to receive 4 points for the Jedi Trainer for me and 2 points for the Jedi Trainer for Zaalbar. Thank you in advance.



#24 Qui-Gon Glenn

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Posted 15 November 2017 - 09:00 PM

Thank you, I look forward to hearing back from you. Also there was one thing I forgot earlier. Is there anyway they can be setup to provide me with some light side points? I ask because that happens with the mods for Carth, Canderous, and Mission. I would like to receive 4 points for the Jedi Trainer for me and 2 points for the Jedi Trainer for Zaalbar. Thank you in advance.

As for adding lightside points, yes that is an easy addition. Let's get this thing working first, and then we can hammer out the easy add-ons :D

I am attaching the files. Everything is complete now, I have fixed some cut&paste errors I made on the perception scripts, and I found the Dantooine m14aa on_enter script, so I renamed that as well and have included it with the files.

I also have edited your .utc files to correctly use the scripts I have provided. All that needs to be done now is test your dialog - the creatures should spawn in properly.

Edit: I forgot to include my dialog file from an older mod, for you to maybe figure out what you need to do there. I still have not looked at your dialog files, but I have checked everything else. Let me know if you want my old dialog file for comparison purposes.

Attached File  Jedify Scripts.7z   12.91KB   5 downloads

Edit2: shortly I will look closer at your .utc's to make sure everything there is kosher.

Be sure to either delete the old versions of these files, or rename all of .nss & .utc to .old, so that you don't get easily confused. Renaming them may be valuable, so that you can see what I changed between my errors and how I inserted the scripts to your .utc's.

#25 ALPHA000102

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Posted 16 November 2017 - 02:52 AM

I tried to install the mod with the files you gave me, first by both placing them in the override folder and then using the TSLPatcher, without any success. But I do have a few questions that may clear the issue up. First what do you mean by testing my dialogue to make the characters spawn and how do I do that? Second you mentioned they were multiple copies of each files, an old and new from you. Can you please point them out so I can rename them? And yes, I would like your old dialogue file please. It may be helpful. Thank you in advance.



#26 Qui-Gon Glenn

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Posted 16 November 2017 - 03:56 AM

Ok...

So, the new files are in the latest zip I attached. They will have the most recent date on them, so you can tell by date as well.

Essentially, you should just toss the first zip of files I sent you in the garbage.

There is no need to use the TSLPatcher yet, that will just confuse things and this is a simple override mod anyway.

If you have placed the most recent files in your override, and the trainers will not spawn, let me ask you this:

1) For your Endar Spire trainer, that should appear on the Endar Spire and be named Weston I believe, did you start a new game?

If you didn't, you will never see Weston spawn. The on_enter script is loaded immediately, and using a save after you have woken up will not work, sorry. I know, because the Sith Stalker spawns on the Endar Spire after Trask is gone.

2) Where exactly on the Endar Spire was he supposed to spawn? It is possible I have used the wrong module for spawning.

3) For Zaalbar's trainer, in the save you are using to test, have you ever visited Dantooine before? If so, that save also will not work, for the same reason as 1).

You have to have never been to these places before, for them to spawn. Otherwise, the game holds onto old memories.

#27 ALPHA000102

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Posted 16 November 2017 - 07:13 AM

I used the files from the zip you created in the #24 post so I know they are the most recent. I have attached an image which a mark of where Weston should appear on the Endar Spire and yes, I started a brand new game in order to attempt to get him to spawn. I actually deleted all saved games, fully uninstalled the game, fully shutdown and restarted the computer, then reinstalled the game, and started and brand new game. I still saw nothing for Weston. I have not even tried to get the Zaalbar trainer to spawn as I want to take care of Weston first. I hope this helps you out. Thank you in advance.

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#28 Qui-Gon Glenn

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Posted 16 November 2017 - 10:39 PM

Weird.

Ok, now I have to do some real modding.

Unfortunately, I took on some work today and tomorrow, so the soonest I will be able to dig further is Saturday afternoon.

One thing we can do is add a SendMessageToPC to the On_Enter scripts, to see if the script is actually firing. My suspicion is that the issue lies with your .utc files, which I did not get a chance to look at last night.

Did you set an appearance for these individuals?

#29 ALPHA000102

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Posted 16 November 2017 - 10:46 PM

I understand and that is not a problem, I can wait. I look forward to hearing from you on Saturday. I hope your work turns out well. Yes, my .utc files for both characters have an appearance but it is the one that the game provides to them by default so I do not see much of a problem there. Do you? If so, I am willing to try and edit them if you think it would help. Right now the only thing I have changed is their allegiance. They were both listed as 50/50 for good vs evil by default and I made them both 100% good. Is that a problem? I hope this helps you out. Thank you in advance.



#30 Qui-Gon Glenn

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Posted 17 November 2017 - 07:09 PM

Alignment shouldn't be the issue.

If I had modding tools on my phone I could handle this right now :(

Is there a viable Android GFF editor?

#31 ALPHA000102

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Posted 17 November 2017 - 08:51 PM

Sorry not that I am aware of. I have barely heard and never used an Android before. Sorry again.



#32 Qui-Gon Glenn

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Posted 18 November 2017 - 09:08 PM

Nothing to apologise about! I was asking the forum in general that question, not you :)

I will install your mod and load up KotOR shortly, and will focus on the Endar Spire and Weston. I have looked again at your utc, and at first glance everything seems fine. I will play with some different spawn points - it is possible that your coordinates are screwy, or that I entered them wrong. Either way, I should be able to get something going.

Once I can get Weston to spawn, I will send you the latest revision. If anyone else is following this thread that knows how to mod, I would greatly appreciate someone taking a glance at my latest attached zip of files in here and see if anything stupidly obvious is missing!

#33 ALPHA000102

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Posted 18 November 2017 - 09:45 PM

Thank you so much. I eagerly wait to hear back from you. I hope that you can get Weston to work. Is there anyway that you can check Zaalbar or will I need to do that myself? Thank you in advance.



#34 Qui-Gon Glenn

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Posted 19 November 2017 - 01:04 AM

As for Zaalbar, if I can get Weston to spawn I will understand why the other trainer is also not spawning. I am sure similar errors in each incidence are the cause of non-spawn.

I got distracted by my ongoing bathroom renovation, discovered the sink insert I bought for the new vanity had a cracked off backsplash. Homeownership is a never ending blast :|

Anyways, I will begin now. Hopefully when you return tomorrow, you will see an update from me.

UPDATE:

Well, I know what I did wrong on Weston. My memory played tricks on me and I mistook the Endar Spire module name. I suspect this is the issue as well with Johcli, but it is hard to say. I am going to ask you to simply use a console command to get the location of your Johcli spawn point. "whereami" is built into KotOR1 & 2, but the invisible console of KotOR2 renders it useless. It will give me the exact barebones info I need for KotOR - frankly, the armband you used has TMI :D

Anyways, there is a problem with your dialog. It doesn't work. It gives your last line of dialog as a barkstring, interestingly with VO.

 

20iyhp1.jpg

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#35 ALPHA000102

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Posted 19 November 2017 - 04:41 PM

I cannot get the whereami armband to work as I cannot the cheats console to work and I have tried everything to do get it to. I have even tried to open the armband through the Saved Game Editor without any success. If you are having trouble I have no problem with you selecting a spot for the 2 Jedi Trainers yourself. All I ask for Weston is that he be along the side of the hallway that he currently is. Furthermore I would like it if I was facing the footlocker that I got my equipment from. For Zaalbar it is fine if he is in the general of my original coordinates. Also I have completely remade the dialogue files and attached them to the .utc files. They are attached below. Do they work out any better for you in setting up the mod? Thank you in advance.

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#36 Qui-Gon Glenn

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Posted 19 November 2017 - 07:04 PM

I will give the new dialog a spin in a moment.

After that, I will see if I can download a clean save after Taris to test Dantooine and make sure Johcli spawns.

Finally, I will then make a bit of a tutorial post, that will show you exactly what to edit in the .nss files I have made for you to change their orientation to your liking, as well as add some things if you like. Then I will show you a step by step process for compiling your changes as a new .ncs to put in your override.

However, once I get the second trainer to spawn properly, and have made the tutorial post, I am going to leave this in your hands to finish as you like.

The dialog editing is one of my weaker areas, and needed a good bit of help to make my dialogs work in previous mods. There are lots of people here better at that than me that will be glad to help.

I have already looked at one of your original dialogs, and to me it seems everything is fine, so hopefully you figured out your error there because again I'm not a strong swimmer.

#37 ALPHA000102

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Posted 19 November 2017 - 07:52 PM

Thank you. I look forward to hearing back from you. I should hopefully be ready to take everything from there. Also I wanted to let you know that I tried what you suggested to get the whereami armband to work and had no success. Sorry about that. Thank you in advance.



#38 Qui-Gon Glenn

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Posted 21 November 2017 - 06:41 PM

Welp, real life and the holidays are keeping me busy, I will get a chance to mod again on Saturday.

You could test your dialog on Weston at least, he does spawn now and your dialog edits may have fixed things. Give it a shot!

#39 ALPHA000102

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Posted Yesterday, 03:21 AM

Sorry but I will be unable to test the mod until I get the files back from you. Sorry again. I hope you enjoy the holiday. Thank you in advance.



#40 Qui-Gon Glenn

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Posted Yesterday, 11:20 PM

I don't understand :(

The lastest zip of files spawns Weston correctly. You can edit your dialog and test it again and again until it works.

I know this is a request thread, but yes you can alter your .dlg and easily test your dialog. No need to compile anything.

My one random thought is that we might simply need to change Weston's faction (in his .utc) to let him talk normally. This is something you can definitely test without anything more from me as well.

Have you installed the latest files? If Weston doesn't spawn for you, I probably know why but you have to tell me - he spawns fine in my game.

Edit his faction to neutral, double check where your start of conversation is in your dialog file, and double check all of your parent/child relationships, and then test and post a screenshot.

You have to test, or this mod will not happen. This is a collaboration or nothing!





Also tagged with one or more of these keywords: NPC, Forces, Jedi, powers, Blasters, Mods, Lightsabers, Zaalbar, Endar, Spire

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