module tutorial
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Custom Module Tutorial
Well heres another tutorial! This one will teach you how to make a new module
using a pre-existing area.
Tools Youll Need
ot" Tool- Youll use this to extract the original game #iles ready #or
modi#ication.
$WN%&$
-'((- This is a custom '(()ditor specially made #or ot" and T*% +y tk,.
Youll use this to modi#y the #iles. $ont use any other '(()ditors as theyll
corrupt certain #iles.
$WN%&$
$%')ditor- ¬her tool +y tk,/ youll +e using this to make a dialog #or your
character later on.
$WN%&$
This tutorial like my others are written using ,. You can do this in 0T*%1aswell as the steps are the same.
2eople say that making modules is hard. &nd #or some it is. 3ut once you know the
+asics youre #ine. This tutorial will co4er the +asics o# what youll need to learn.
You will +e making the #ollowing5
& new module using a Wookiee 6ut on ashyyyk.
& single N2C.
& custom dialog #or your N2C. & #ew +asic scripts.
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http://kotortool.starwarsknights.com/http://www.starwarsknights.com/mtools/kgff_130.ziphttp://www.starwarsknights.com/mtools/dlgeditor_230.ziphttp://www.starwarsknights.com/mtools/kgff_130.ziphttp://www.starwarsknights.com/mtools/dlgeditor_230.ziphttp://kotortool.starwarsknights.com/ -
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(irst decide which module you want to use. (or this tutorial well +e using a
Wookiee 6ut. You can use whiche4er module you want though i# you4e ne4er
done this +e#ore 8d recommend doing the same as me 9ust to +e sure.
"ight/ #irst we need to extract the #iles we need #or the module.
8m using the module kas7m:a+.
pen ot" Tool and go to "8Ms;Modules.
Then scroll down to #ind the right module. Youll notice each module has two
su+trees/ expand them +oth.
You should see this5
)xpand the $ynamic &rea 8n#o ta+ and youll see the areas .git #ile/ in this case
kas7m:a+.git. Click the )xtract +utton on the right hand side o# the ot" Tool
window and sa4e the #ile as a .git. 8d recommend making a new #older #or the
module.
Now expand the Module 8n#o (ile ta+ and sa4e module.i#o to your new #older.
Then expand *tatic &rea 8n#o and sa4e the .are #ile. 8n my case its kasm7:a+.are.
Now expand 3lueprint/ 2lacea+les and extract kas:a+7cont7,.utp/ then expand
3lueprint/ *ound and extract rndwookanimals.uts.
The other ta+s contain the Characters etc #or the original module which we o#
course dont need.
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&nd since we dont want the module linked to ashyyyk we dont need the door
either.
Now we ha4e all the #iles we need we can start to edit the #iles to make the module
the way we want it.
Well start +y getting rid o# the old Characters. pen -'(( and go to (ile;pen.
pen the kas7m:a+.git #ile you 9ust extracted. Then go to
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8n the (irst Name #iled put what you want the N2Cs name to +e.
0The one that #loats a+o4e their head.1
'i4e them a %ast Name too i# you want +ut 8m lea4ing it as $uros.
Now we need to gi4e our N2C a custom Tag and "es"e# so in the Tag #ield type
what you want the N2Cs tag to +e. 3est to keep it simple so 8ll put my7npc then
click the ad4anced ta+ at the top o# the Creature )ditor and put the same thing in
the Template"es"e# #ield. 8t doesnt ha4r to +e the same +ut 8 like to ha4e them the
same +ecause its easier to remem+er.
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Now click the in4entory +utton.
This will come up5
This is where you can choose the N2Cs items etc.
8 want to gi4e my $uros a
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make the N2C attack you.
nce youre done playing with stats go to the &d4anced ta+ and check the No
2ermanent $eath 3ox. This will make it so that the N2C will return to li#e next
time you enter the module.
&lso change the (action to Neutral.
You should now ha4e something like this5
Now sa4e your character as my7npc.utc or something. 08ts easiest to use the Tag
and "es"e# as the #ilename too1.
Now we need to make a script that will make the N2C attack you. We will attach
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this script to a dialog option later so you can chose whether or not it happens.
(or this next part you can use Notepad or something like that +ut 8 like to use the
Text )ditor in ot" Tool.
*o open ot" Tool and open the text editor +y clicking this icon at the top o# the
window underneath the tool+ar5
The text editor window will look like this5
Copy and paste this into the Text )ditor5
void main()
{
ChangeToStandardFaction(OBJECT_SELF, STANDAD_FACT!ON_"OST!LE_#)$%
*a4e the #ile as attack.nss or something. 0")M)M3)" T6) N** )>T)N*8N
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&N$ 8T* 2"3&3%Y W8*) T M&) *?") 8T *&2 you want.
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Get LS Points5
void main(){
AdjustAlignment(GetFirstPC(), ALIGNMENTLIG!T"I#E, $$$)%&
"eplace >>> with the num+er o# %* points you want #rom ,-,.
Get DS Points5
void main()
{AdjustAlignment(GetFirstPC(), ALIGNMENT#A'"I#E, **)%
&
"eplace >>> with the num+er o# $* points you want #rom ,-,.
8# you want to make some o# your own scripts to make things more interesting and
ha4e no scripting a+ility try %ilac *ouls *cript 'enerator.
8t was designed #or NWN +ut should still get you started.
$WN%&$
Now to make the dialog #or our N2C. pen up $%')ditor and go to Mode;ToggleMode5 ot" 8.
Then go to (ile;New/ you should see some +lack writing on the screen saying New
$ialog/ click it and this should show up5
*ince our N2C is an organic +eing we set the Con4ersation Type to 6uman as
shown in the a+o4e picture.
http://nwvault.ign.com/View.php?view=Other.Detail&id=4683&id=625%20*/http://nwvault.ign.com/View.php?view=Other.Detail&id=4683&id=625%20*/ -
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Now/ right click that New $ialog click &dd New )ntry/ in a .dlg #ile the red entries
are the N2C and the +lue replies are your 2Cs lines.
nce you4e clicked add new entry a red line o# writing saying 0continue1 H)nd
$ialogI will appear/ click it and this will appear5
Click the +ox where 8 ha4e drawn a smiley #ace and enter what you want the N2C
to say to the player.
Then click o## the entry so the text appears. Now right click your entry and click
&dd New "eply/ +lue text will appear/ click it and add the text you want the 2C to
+e a+le to say in the same way as you did in the entry.
0You can add more than one reply per entry1
8# you want a particular line to #ire a script/ 0such as you4e written here take this
item as the N2Cs line1 youll notice a +ox at the +ottom o# the screen that says
*cript That (ires When *poken.
Write the name o# the script you want here 0without the #ilename extension1.
8ll Euickly make a dialog now so you can get the idea o# what it will look like.
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3y no means a sophisticated dialog as it took around : seconds to make.
&dd a #ew reply options to each reply to make it more interesting.
nce your happy with your con4ersation go to (ile;*a4e and sa4e your #ile.
8ll call mine my7dialog.dlg/ remem+er the dlg extension!
&lmost done now/ 9ust got to edit the character to use your new dialog and add the
N2C to the module.
Well edit the character #irst.
pen -'(( again and open your characters .utc #ile.
*croll down until you see the con4ersation #ield.
Type in the name o# your dlg #ile like this5
Now 9ust need to edit the N2C and pack e4erything into a .mod #ile.
pen ot" and type Fwarp kas7m:a+G into the console/ walk to where you
want your N2C to stand and type FwhereamiG into the console.
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6ere are the co-ordinates 8 got5
pen youre kas7m:a+.git in -'(( and right click Creature%ist/ expand the
node you le#t there earlier and edit it to accommodate your N2C/
Click the Template"es"e# and alter the 4alue to your N2Cs in my case my7npc.
Now click your >2osition (%&T and change the 4alue to the >co-ordinate you
got #rom the game/ #or me this is ,J.KL.
$o this #or the Y2osition and >2osition with their respecti4e co-ordinates too.
(or the >rientation and Yrientation 9ust lea4e them as they are/ working out
orientation means using pi so its 4ery con#using.
You should now ha4e this5
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08 NW 8 6&
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Click the H@I +utton next to the +ox under utput #ile name and +rowse #or a
location to sa4e the .mod.
Call it what e4er you want/ 8ll use mymodule.mod 0")M)M3)" T6) .M$1
Then +ack in the )"( editor window click the arrow under utput #ile type and
click M$.
Now click the &dd (iles +utton and add all the #iles you4e madeAmodi#ied #or the
module.
8t should now look like this5
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Now click +uild M$ and a pop up should appear saying )"( +uild complete.
Click ok and exit ot" Tool.
Now put your new .mod #ile in the Modules #older in your ot" $irectory 0NT
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6ope your module worked out ok!
2M me i# you ha4e any pro+lems.
-$arth$ing$ong
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