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View Full Version : Editing character inventory? (split from Modding help...)


Gavroche
03-11-2007, 11:49 AM
Mod note: It's probably better to keep a somewhat separate question in its own thread, so I've split out that part of the discussion here. ~M

May I use this topic to ask a question about this ?

For example if I want Brejik to have Bastila's Lightsaber instead of the standard yellow one he has in his inventory (to get this lightsaber when I or Bastila will search his corpse), I go to tar_m03af_s.rim, find tar03_brejik031.utc, edit him etc... But when I want to extract the .rim to edit it with your tool, KotOR Tool doesn't let me "extract for module editing". He makes me extracts it in spare parts, giving to me an amount of files I don't need instead of the .rim...
(screenie (http://img521.imageshack.us/img521/5084/bugpi4.jpg))

I hope my intervention isn't inappropriate.

Edit : Mmm, the tar_m03af_s.rim can't be extracted, but the tar_m03af.rim can be. Should I extract this one ?
Redit : No, even by "extracting for module editing", it keeps extracting in separate files.
Reredit : I think I got it. I extract everything in spare sparts then I gather these parts with your tool, saving as tar_m03af_s.rim and putting that in the Override. Without forgetting to change tar03_brejik031.utc's inventory. Did I get it ?

stoffe
03-11-2007, 01:16 PM
For example if I want Brejik to have Bastila's Lightsaber instead of the standard yellow one he has in his inventory (to get this lightsaber when I or Bastila will search his corpse), I go to tar_m03af_s.rim, find tar03_brejik031.utc, edit him etc...

Yes, you extract the character template from the RIM file, modify it as usual with KotorTool (or a GFF editor if you feel like it), then save the modified UTC file somewhere (that is not inside the override folder).

In this case however, since there are no files in any of the other modules named tar03_brejik031.utc, you can just put the file in your override folder instead with no trouble. Putting things back into the module archive is mostly useful to avoid naming conflicts when different files in different modules share the same name.

The priority when the game looks for data is something like this...

1. override folder
2. savegame
3. loaded module

...where files found in the location higher in the list will be used rather than those with the same name and type found in the "lower" locations.

If you want to put it in the module anyway: you find the RIM file in the Modules folder and open it with the RIM Editor, drag the modified file into it, confirm that you want to replace the current resource with the same name, and then save changes to the RIM file. That should be all that's needed for it to work.

Keep in mind that the RIM and MOD files always should be left in the Modules folder where they are. Don't move them to the override folder or it won't work.


But when I want to extract the .rim to edit it with your tool, KotOR Tool doesn't let me "extract for module editing". He makes me extracts it in spare parts, giving to me an amount of files I don't need instead of the .rim...


I'm not sure I understand what you mean here. If you only want to modify one resource found within a RIM or ERF file you won't have to extract everything else. Just extract the file you want to edit, do your modifications and then save it back where it came from.

If you mean that you have already modified that area with KotorTool's module editor then I believe KotorTool will have saved the module data in a .MOD file instead of the original RIM file. If that's the case you open this MOD file instead, extract the UTC template you want to change, and then put it back there instead.

Gavroche
03-11-2007, 02:08 PM
I meant that, if I take another example that Brejik, an example that would exist in different modules, is it how I would do :
- Use KotOR Tool to modify the file-example in the RIM section, and save it (anywhere else that in the Override).
- Extract the whole .rim so that I get all the files contained in the Blueprint, Creatures Blueprint Items, all the scripts, etc... All the files of the module.
- I then open the RIM editor. I...

*/ /me have suddenly a doubt and stop writing. I go in K1's place in my computer, and see a folder called "modules". I open it.
...
...
/me feel very stupid./*

OK, thanks. I already noticed that Brejik wasn't present anywhere else in the files, so it should work just by putting it in the Override.