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Showing content with the highest reputation on 12/31/2023 in Posts

  1. 1 point
    You don't need to got to the trouble of using TSLPatcher for testing purposes. Create a MOD of the vanilla module (.rim/_s.RIM plus _dlg.erf for TSL) with ERFEdit, copy it into the modules folder, then add your edited UTC/s to the MOD. Remember that once you enter a module for the first time its content is stored in your save file. So typically you'll want a save before entering a module for the first time. That's less relevant if you are spawning creatures via script.
  2. 1 point
    Using Holocron Toolset's GIT editor is the easiest way. Select the game from the drop-down on the main page, switch to the Modules tab, select the appropriate module from the drop-down list, expand Module Data and double click on the GIT to open the GIT Editor. That will give you a top-down view of the module's layout with all the starting objects. But be aware that many encounters are scripted, so certain creatures may not exist on the map by default. It's important to note that you should pretty much never dump edited UTCs (or any other template) in the Override folder, especially for TSL. The only exception is for global templates. This is because TSL is notorious for reusing UTC ResRefs across modules, although even K1 does this to some extent.