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View Full Version : Repeatable Recruitables


rictus135
11-06-2005, 09:04 AM
I was thinking that the problem with most recruit mods, is you lose one of the original characters. However, I was thinking this isn't really necassary. If you add a script that creates a copy of the character you remove somewhere in the kotor universe, with dialouge to re-recruit them, you would be able to switch characters at will, choosing your favorite for each situation.

The only problem i can see with this, is that it would probably revert that character back to whatever level they began on, and you would have to level them up again. (Big deal!)

As to where they would appear, it should be possible for them to appear in the ebon hawk, so you can recruit them on each of the planets. It might even be possible to have their position in the ebon hawk the alternate position (like at the Unknown world) of the player they replace. But im not sure how that would be done.

Anyway, I'm a complete newbie, and may be way off with these ponderings, I just thought it would be some food for thought, and make for some better recruit mods.

CarnageIKU
11-06-2005, 09:10 AM
thats actually a very good idea, you could even have them go(spawn) to the ebon hawk so that way when your off planet you can still switch them.

Darkkender
11-06-2005, 11:24 AM
For k1 I created a Recruit mod called recruit darkkender that used a datapad that allowed the user to switch in and out Recruit Darkkender for one of the existing Game NPC's. The datapad is accesible from the games quick items like medpacs and stims. Take a look at the mod and the source scripts to see if this adequately suits your idea.

coaxmetal
11-06-2005, 01:05 PM
I was thinking along the same lines, actually.
And if you create the recruit mods correctly, you might have the new NPCs anywhere you wanted on the Hawk.
Assuming you can spawn objects at any location on the Hawk, there's virtually no upper limit to how many NPCs can be on the ship, but if there's a difference between spawning NPCs and spawning a cargo container, well, that's an issue.
Also, you might be able to shift around which character goes in which slot with the original PCs - like switching, say, Jolee and Mission around in K1 so she'd stand in the medbay and he was off by himself in the crew quarters, or whatever? If either of the games had no problem with things like that, party customization could be very smooth. With proper scripting, you could liberally switch around basically anyone without having to pay attention to switching the right character back afterwards.