Guest Qui-Gon Glenn Posted November 16, 2017 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. Quote Share this post Link to post Share on other sites
ALPHA000102 5 Posted November 16, 2017 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. Quote Share this post Link to post Share on other sites
Guest Qui-Gon Glenn Posted November 16, 2017 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? Quote Share this post Link to post Share on other sites
ALPHA000102 5 Posted November 16, 2017 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. Quote Share this post Link to post Share on other sites
Guest Qui-Gon Glenn Posted November 17, 2017 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? Quote Share this post Link to post Share on other sites
ALPHA000102 5 Posted November 17, 2017 Sorry not that I am aware of. I have barely heard and never used an Android before. Sorry again. Quote Share this post Link to post Share on other sites
Guest Qui-Gon Glenn Posted November 18, 2017 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! Quote Share this post Link to post Share on other sites
ALPHA000102 5 Posted November 18, 2017 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. Quote Share this post Link to post Share on other sites
Guest Qui-Gon Glenn Posted November 19, 2017 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 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. AlphaMod.7z Quote Share this post Link to post Share on other sites
ALPHA000102 5 Posted November 19, 2017 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. Mod Files.zip Quote Share this post Link to post Share on other sites
Guest Qui-Gon Glenn Posted November 19, 2017 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. Quote Share this post Link to post Share on other sites
ALPHA000102 5 Posted November 19, 2017 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. Quote Share this post Link to post Share on other sites
Guest Qui-Gon Glenn Posted November 21, 2017 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! Quote Share this post Link to post Share on other sites
ALPHA000102 5 Posted November 22, 2017 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. Quote Share this post Link to post Share on other sites
Guest Qui-Gon Glenn Posted November 22, 2017 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! Quote Share this post Link to post Share on other sites
ALPHA000102 5 Posted November 24, 2017 I did test the mod with the most recent files. I was actually able to get Weston to spawn just fine but when I clicked on him to start the conversation, nothing happened. I had the same result both times, even after I tried using the new dialogue files that I created. I have attached the files to see if they can help you out. I changed items to what I want them to be. I know it is alot but that is what I want because I have plans for all party members.I have a question for you. Do you know if it is be possible to have the Krayt Dragon Pearl, Mantle of the Force, and Upari Crystal in the same lightsaber? I ask because those I want to enhance mine with and if I cannot I need to change the scripts and rearrange the items to be given to me and Zaalbar. Thank you in advance. Mod Files.zip Quote Share this post Link to post Share on other sites
Guest Qui-Gon Glenn Posted November 25, 2017 I will look now at your new dialog files. I have found many issues with the original. The main one being, it appears you have used an old dialog to create this one, and it has embedded Ownership of some of the lines. Not being able to specify Trask is part of the problem - I think he is the owner of the conversation currently, even though it should be Weston, as any line that has him currently speaking has the "Owner" box greyed out. I am going to start over on that dialog. I will use your lines, but all of your Speaker/Owner lines need to be filled out properly, we need to attach the jedify scripts (and now I see I need to make 3 versions of that script, according to Guardian/Sentinel/Consulor) to the dialog properly, and place proper ownership of the dialog in Weston's hands. This could take no time, or it could take forever. I will get started and see what I come up with. In the future, make a new dialog file and do not edit a pre-existing one, please! Quote Share this post Link to post Share on other sites
ALPHA000102 5 Posted November 25, 2017 Thank you. Yes, I originally used an existing dialogue file and edited it. However the new ones that I tried the mod with yesterday were created completely from scratch. To let you know to you may not need to create 3 separate of the script. The reason I know there is a line on the dialogue which you can use to tell the script. The attached screenshots show it. I just used the same line multiple times so the script would fire on any choice I made. I plan to do the same thing for Zaalbar once we get Weston to work. Does that help you out? Thank you in advance. Dialogue Screenshots.zip Quote Share this post Link to post Share on other sites
Guest Qui-Gon Glenn Posted November 25, 2017 Thank you. Yes I originally used an existed dialogue file and edited it. However the new ones that I tried the mod with yesterday were created completely from scratch. To let you know to you may not need to create 3 separate of the script. The reason I know there is a line on the dialogue which you can use to tell the script. The attached screenshot show it. I just used the same line multiple times so the script would on any choice I made. Does that help you out? Thank you in advance. Haha! Well, I made a new version of the .dlg, so I will compare it your new one :hithead: The real issue in the original dialog file was conversation and reply ownership. Both Trask and your PC were sharing replies, when Trask cannot really be replying he can only "comment". Since I have already moved my version of your dialog into override, I will test it now. If it is closer to working, I will attach a screenshot and then check out your new dlg file and maybe make that one work. I feel confident we'll have something working today *!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!*!* EDIT: or ten minutes later Your new dialog file works better than mine!! Not a surprise, at all. Mine wouldn't start, and your new one seems to be functional if not perfect - good job! So, the issues now are - 1) the dialog isn't skippable, which is an easy fix 2) without skip-ability, the delays between conversation lines are massive. I am not sure I remember why, but I am sure we can fix that 3) No VO - not a big deal, and is not necessary, but if you want to release this as a public mod it wouldn't be too hard to make VO now that the mod is essentially working 4) Multiclassing - the reason we need three scripts is for the multiclassing of specific Jedi class. I need to make you a script to replace jedifyPC.ncs with GuardianPC, SentinelPC and ConsularPC, so that you actually become the class you request from Weston. Currently, the script will default you to one of the classes. This is an easy fix as well, literally just changing a value in the .nss, renaming the file, and re-compiling. 5) Adding some flavor - we can add some animations for Weston when he is talking to you. He can appear to plead, to be injured, to be angry, etc. These are all easy drag-and-drop options from the dlg editor. 6) Get Zaalbar's part done. Also, your file used "Weston" for the owner field. You need to change that to "endar01_weston" for it to work properly. I did change that in my revision of your latest dialog, and will attach it. For now, you have a workable mod! I suggest you change the .dlg to skippable, save it, drop the new version in your override, and then play around with what you have and I will work on the new scripts for making the PC different Jedi Classes according to player choice. EDIT2: Attached new Jedify scripts for PC. To edit your dialog, attach al_jedifyPC_G for the Guardian, al_jedifyPC_C for Consular, and al_jedifyPC_S for Sentinel. I will need to make a version of these for Zaalbar as well, unless you want to restrict him to a certain class. That is up to you. end_trask999.dlg newjedifyscripts.7z Quote Share this post Link to post Share on other sites
ALPHA000102 5 Posted November 25, 2017 Thank you for providing me with the correct dialogue file. I did test the mod and the spawning works great. All I need now is the classes scripts to make the character the desired Jedi class. I look forward to getting that from you. I have done what alot of what you asked for. I have made it so the conversations can be skipped and added some animations to both Weston and Zaalbar. Furthermore I have adjusted the scripts for the items so they are exactly right. However I noticed when I tested the mod that even thought I did not set the script for it I was given Heart Of The Dragon crystal to use in my lightsaber. Do you know why the game did that if the script does not tell it to? I am guessing that by VO you meant voiceover. Is that correct? If so I am not going to make one. First of all I do not see the need for it as the mod works just fine without. Second the mods I have to make Carth, Canderous, and Mission Jedi do not have voiceovers and I want to keep everything similar. And third I would have make recordings of my own voice to use as the voiceover and I do not want to do that, especially if I do decide to let the mod go public as I do not want my voice going out over the world like that.I have attached the new mod files here. How do they look to you? I look forward to getting the remaining scripts from you. However please be advised I have deleted my saved games for it so I will have to play back to Dantoonie in order to test the one for Zaalbar and that will probably take me a few days. I have seen the new scripts you gave me. However they will not work as they are compiled. I need a source script of each one in case I wish to change them in the future. I can add them into the correct line in the dialogue files. Please make a source script for all 3 classes from the files I have attached to the post as I have made some changes to the scripts. I can then compile them myself. That way I can make changes to the script such as if I ever want to alter what items me and Zaalber receive. The new scripts from you bring me to a point that I have been having trouble with and I am asking for help on. I have tried to play around with the scripts in order to give and Zaalbar different items for heck of it just to try it out. However after I change and compile the new scripts the new items do not appear in the game. How do I change this please? One thing: please make sure the numbers for each item that I want me and Zaalbar to be given is left alone. I want that to equip each party member. Also could please do the same for the Zaalbar trainer? This way I can test them as well when I get to that point in the game. Thank you in advance. Mod Files.zip Quote Share this post Link to post Share on other sites
Guest Qui-Gon Glenn Posted December 2, 2017 I have been rather busy lately; a part-time assignment has turned into a full-time gig, again. I may get a chance to look things over tomorrow. I apologise, but RL has taken back the reigns a bit As for new items not appearing in-game, I wonder if you actually have the right script in your override - when modding, it can be very easy to have the wrong version of a file in override, because they are all named the same. Double-check the "date created" to see if you have something else going on. Sorry I can't be of more assistance at the moment, but I do fully intend to keep helping you with this! Quote Share this post Link to post Share on other sites
ALPHA000102 5 Posted December 4, 2017 I have some things going on for me as well. I completely uninstalled and then reinstalled the game. I altered the script files to account for the new items and placed them in the override folder. However the new items would not appear in my inventory. The item I am trying to add is an unique I creating through KOTOR Tool but I have created the .uti file in the mod files and override so I do not see any problem. I believe there a glitch in my PC as it has been acting up. As I said I am busy right now to but I plan to run a full wipe and reinstall the operating system from scratch within the next few days. I am hoping then I can put my files back on and see if that will clear-up the problem. I will let you know how things go In the meantime I have attached the updated files here. The unique item Is at the very bottom of the list in the script and you can the properties with KOTOR Tool. It is entitled g1_w_sbrcrstl22. Can you see where the problem is. Thank you in advance. Mod Files.zip Quote Share this post Link to post Share on other sites
Guest Qui-Gon Glenn Posted December 7, 2017 What game version do you have? 4 CD, DVD, Steam? If 4 CD, prepare for SecuRom shenaniganry I'll try to do some modding this weekend. I am close to an update on my project, and I have to look for something for an old friend, so I should be able to take things for a spin. I also need to uninstall KotOR, and test your mod from a clean override. Good luck with the OS reinstall, download all of the latest drivers for your chipset and components before you wipe your PC, and save them on a thumbdrive, it will save you time once your fresh OS is in place Quote Share this post Link to post Share on other sites
ALPHA000102 5 Posted December 10, 2017 I have the 4 CD PC version. I am sorry but I do not know what you mean by "SecuRom shenaniganry". Good luck on the project you are doing for your old friend. I will trying the full reinstall today. Thank you for the good luck wishes. Once I have that done I will try testing the mod for Weston. I just hope I can change the scripts to alter the items I want to receive as desired. The part for Zaalbar will have to wait awhile. I will have to play the game through to that point. I do not want to take any shortcuts in order to make sure the mod is working correctly. I will let you know how things go. Thank you in advance. Quote Share this post Link to post Share on other sites
Guest Qui-Gon Glenn Posted December 10, 2017 My power has been out for almost 34 hours now. My weekend has been a waste. I will have to try again next week Quote Share this post Link to post Share on other sites