bead-v 251 Posted September 8, 2012 File Name: Workbox File Submitter: bead-v File Submitted: 07 Sep 2012 File Updated: 10 Sep 2012 File Category: Mods TSLRCM Compatible: Yes This is a mod for Kotor II: The Sith Lords created by VarsityPuppet and bead-v. This is a modding tool, designed mainly for module editing and cutscene creation/editing. It's designed to allow the modder to quickly change parameters when testing different scenarios. To obtain it, type "giveitem workbox" into the cheat console with the cheats enabled. The item will immediately become usable by everyone in the party as it doesn't need equiping. The Workbox supports the following features: - Prints the coordinates of the user's current location to the feedback screen, as well as its orientation in: - - degrees (to be used in scripts) - - radians (to be used in .gits for placeables) - - X and Y orientation (to be used in .gits for creatures,...) - - "cos" and "sin" (to be used in .gits for cameras ("cos" is the top-most box, while "sin" is the bottom-most)) - Prints the tag and coordinates of the nearest object, as well as its type and distance to it. It also prints the tag and coordinates of the nearest door, creature, placeable, waypoint and trigger. - Spawn a dummy: spawns a dummy creature to be used for reference when collecting coordinates for a cutscene. - Open/Close nearest door - Destroy nearest object - The Warp console - Camera finder: This feature lets you cycle through the module's cameras. - Adjust party members' skills, attributes, influence, availabilty - Adjust PC's skills, attributes, alignment and gender - Add/remove party members from the party - Change current player character - Toggle party switching on/off - Toggle MinOneHP on/off: basically makes the user invincible. - WM_custom is a script that is intended to be used when a modder wants to test something quickly in a script, saving them the dlg editing or editing existing scripts. - A GetIsObjectValid option, which requires the tag of the object to be entered in the dlg. - Global/Local changing with minimal dlg editing. In addition to that, we have developed a module editing system: The module's OnEnter script is modified to fire a dialog named "pre*MODULE_NAME*" (ie. "pre905mal") under the condition that the global 000_Debug is set. The placeable that fires the dialog is "*MODULE_NUMBER*dlghost" (ie. "905dlghost"). This dialog then controls various condition under which to fire the module, or just fires some cutscenes directly. Basically you can do anything with it. The Workbox has an option to fire the module PreDialog directly, and also controls whether the global 000_Debug is set or not (under "settings"). Whether you use this system or completely ignore it is up to you. Two features require editing of the workbox.dlg. The first is putting in the object tag for the GetIsObjectValid feature, to check whether the object exists. The node where the tag needs to be entered is marked. The other feature is the editing of globals and locals. What you need to do is create a new reply in the "Set Globals and Locals" tree, and attach the "WB_control" script to it with the following parameters: P1 - always 15 P2 - 1 if boolean, 0 if number P3 - local ID; if left 0, then this marks a global String Parameter - if local then this is the object tag (empty means OBJECT_SELF), if global then this is the global ID. (Like "000_Debug") P5 - this parameter can optionally mark the instance of the object with the local boolean or number. (P4 is not used) After creating the reply, you need to copy the entry from the other replies. There are two versions of the entry, based on whether it's a number or a boolean. Make sure to copy the right one. Examples: Darth Nihilus local number 13 15, 0, 13, 0, 0, DarthNihilus global boolean 000_PLAYER_GENDER 15, 1, 0, 0, 0, 000_PLAYER_GENDER global number K_CURRENT_PLANET 15, 0, 0, 0, 0, K_CURRENT_PLANET Click here to download this file Quote Share this post Link to post Share on other sites
Mandalore 61 Posted September 8, 2012 This is kandosii. Quote Share this post Link to post Share on other sites
kyrie 17 Posted September 10, 2012 There is an updated version up that has been fixed. Quote Share this post Link to post Share on other sites