View Full Version : Recruitment scripting

08-23-2006, 10:12 PM
(The below is for a K1 mod)

I'm working on a mod that allows you to choose alternate versions of existing NPCs right now, so you can get stuff like a melee Carth, or a rifle-using Zaalbar, etc. The .utc files are easy enough to play around with, and I haven't had any problems with that stuff so far, but the problem that presents itself for me is what seems to be a complete lack of a recruit script that both works and doesn't bork up the dialogue.

Case in point: I'm trying to rig it so you choose an alternate Carth when you try leaving the apartment on Taris for the first time. There should be three different choices here, with each one leading to a "remove this .utc, add this .utc to that slot" script (the same one in Darth333's "Recruitment Mod in 10 Steps" guide). Instead of displaying the choice like it should, it always skips ahead, treats the three choices like they aren't there, and seems to be using the original Carth anyway.

So, uh, help? If someone could tell me what I'm doing wrong with tk102's .dlg editor or the scripting, it'd be much appreciated and help me to do something with the KOTOR Remix that isn't crappy skins. :)

08-24-2006, 12:48 PM
My simple scripting techniques say take a look at the "onuserdefind"/"onenter" scripts for the door in the apartment, if your editing the dialog for the door,and its skipping your options, I'm guessing the actual script is held "in" the doors.