Mr Pure Pazaak
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Everything posted by Mr Pure Pazaak
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Yeah the save fixed it, thanks for the assistance!
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Yeah no I figured it would be okay as long as you weren't in the actual module. I'll load in clean to try it in a bit. My bad
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Alright I'll try my same process and load in from a save just before landing on the planet
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Not from before ever going there, I have a save before going to the Unknown World I can try, I''m currently loading in from North Beach after already going through Central.
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I've already done all the steps in Darth's step by step instruction, I don't have much modding experience to be able to understand how to repackage from scratch or how it would be easier than what I've already tried. I'm just trying to troubleshoot where I've gone wrong from the guide using the method Darth has provided me with.
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Alright so it doesn't spawn them in as of yet, I've attached my working in K GFF just to confirm that I'm duplicating and editing the structs correctly. I'm thinking my issue is that I'm not moving the files into my game correctly or something. I saved that .git file, copied my .mod into my K1 modules folder, open it with ERF editor, drag my .git file in, click yes to replace, and then save the .mod. What could be going wrong?
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That's allgood, I've been walking around with the armband manually putting in coordinates for different spawns around central beach, about to try it out with about 80 new spawns.
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How can I get this magic armband that'll give me coords?
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Alright I've duplicated around 20 Structs with different X coordinates with intervals of about 5 values between each one just to test it out. Once I save this new .git, what is the procedure to move the right files into my game? I have the newly edited .git and .mod files. Where do these need to go, and I'm assuming I need to backup the files if I'm replacing things in the actual games files?
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Oh I have the two RIMs extracted and have the new .mod file saved from the ERF editor, but am stuck with what to do next in regards to copying the GIT and using K-GFF. The file I'm looking at is m41aa.git (31484)... I just want to make sure that this is the right file and what to do with it next.
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Could you elaborate on the GIT? I'm making a copy of the file in "Dynamic Area Info" right? And I'm Extracting the entire subtype, will I need to rename it or anything?
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Yeah I just want them to hop around and behave as normal Gizka would. If you could simplify the procedure down to steps on how to do this, that would be amazing, from what you've said it doesn't seem to complicated, I'm just not very familiar with modding terms and "where to position them, then add that info to the module's GIT and inject it into a MOD (that should be Central Beach I believe - UNK_M41AA)". I'm fairly noob, thank you for you the quick reply!
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Hey everyone, I can't seem to find much information on the spawning of extra creatures. I'm working on a small project and require more creatures in order to do so. For example, if I wanted to spawn 50 Gizka on the beach of the Unknown World, how would I go about it? I don't have too much modding experience but am pretty familiar with the KotOR tool. Any information would be awesome!
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Wow, awesome work, I was having a play around with files and MDLEdit and only managed to get the model and textures working. Animations were giving me a hard time. I would like to know what I was doing wrong though, for future endeavours and because I spent a couple hours tryna make the sh#t work
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Title, was wanting to use her as a "playable" character in Kotor 1. Just wanted to know if there is a mod already out there, if not, if someone could direct me to the best tutorial for this sort of thing... or help me out with the procedure so I can give it a crack myself.