DarthRevan101 104 Posted July 3, 2017 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! Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted July 3, 2017 Start in the tutorial section - http://deadlystream.com/forum/forum/25-tutorials/ I haven't used it myself, but you may want to look at this tool by Fair Strides - http://deadlystream.com/forum/files/file/767-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.com/forum/files/file/518-modhex/ Quote Share this post Link to post Share on other sites
Effix 532 Posted July 3, 2017 (edited) See the attachment. Studying this may also help: http://deadlystream.com/forum/files/file/1030-jolees-hut-mod-modders-resource/ Module Tutorial.pdf Edited April 6, 2022 by Effix pdf went to 0kB, reuploaded Quote Share this post Link to post Share on other sites
djh269 264 Posted July 3, 2017 Alternatively some of these may assist: https://web.archive.org/web/20130124072344/http://www.lucasforums.com/forumdisplay.php?f=592 Quote Share this post Link to post Share on other sites
DarthRevan101 104 Posted July 3, 2017 Thanks for the help guys! Quote Share this post Link to post Share on other sites
LDR 234 Posted July 3, 2017 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 . Quote Share this post Link to post Share on other sites
Fair Strides 509 Posted July 4, 2017 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 . You know you can still access the tutorials from the link DP posted and then copy-paste over to here, right? Quote Share this post Link to post Share on other sites
LDR 234 Posted July 4, 2017 Not every thread from the Wayback Machine is accessible. Quote Share this post Link to post Share on other sites
DarthRevan101 104 Posted July 4, 2017 Thanks for the help! I'm getting the hang of it now. Quote Share this post Link to post Share on other sites
Sith Holocron 2,478 Posted July 5, 2017 Take notes. It will assist you in the future and perhaps you can make a new tutorial as well. 1 Quote Share this post Link to post Share on other sites
DarthRevan101 104 Posted July 5, 2017 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? Quote Share this post Link to post Share on other sites
Kexikus 995 Posted July 6, 2017 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. Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted July 6, 2017 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); } Quote Share this post Link to post Share on other sites
DarthRevan101 104 Posted July 7, 2017 Thanks guys! Quote Share this post Link to post Share on other sites
Hassat Hunter 571 Posted July 17, 2017 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. Quote Share this post Link to post Share on other sites
Kexikus 995 Posted July 17, 2017 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 Quote Share this post Link to post Share on other sites