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View Full Version : Is it possible to remove items from the game?


rocky348
06-22-2007, 06:45 PM
split from ".BIF creation" thread ~tk102
what if you want to remove items from the game?

ciao for now

GeorgNihilus
06-24-2007, 12:00 PM
Items can be removed -or changed for others- from PC's and NPC's, containers and dead bodies i.e; is that what u want? :)

SithRevan
06-24-2007, 12:24 PM
There are tools out there like that, that can edit a .bif file directly taking out and putting in items, characters, ect., but why would you want to do that? If you did not want an item to be in the game all that you have to do is simpley remove it from the NPC or container where you encounter it.

Mindtwistah
06-25-2007, 06:39 AM
Maybe he wants to remove all lightsabers in the game so it will be harder.

rocky348
06-25-2007, 10:37 AM
There are tools out there like that, that can edit a .bif file directly taking out and putting in items, characters, ect., but why would you want to do that? If you did not want an item to be in the game all that you have to do is simpley remove it from the NPC or container where you encounter it.

the mod i am working on is a new way to get the lightsaber, and because it has nothing to do with baodur, i want to take out the parts for the lightsaber quest, so it doesnt show up in the journal. Right now what i have come up with is making the parts something else and then modifing two of the earliest trigers for it to call for all three of them, and then as a second script removing the journal entry. But if i can edit the bif file i would prefure to do that.

ciao for now

stoffe
06-25-2007, 11:55 AM
the mod i am working on is a new way to get the lightsaber, and because it has nothing to do with baodur, i want to take out the parts for the lightsaber quest, so it doesnt show up in the journal. Right now what i have come up with is making the parts something else and then modifing two of the earliest trigers for it to call for all three of them, and then as a second script removing the journal entry. But if i can edit the bif file i would prefure to do that.


Modifying the data file to prevent the quest from being triggered would be the preferred route if you want to deactivate a quest in the standard game. Modifying the KEY/BIF data is a sure way to make your mod extremely incompatible with all others since any files the player has in their override folder will override any changes you have made to the BIFF files, and most mod installers will assume the data in the BIFF data files is untampered with and not look at it for changes to make new mods installed compatible with.

tk102
06-26-2007, 05:53 PM
If you really want a BIF editor there is one here at NWVault (http://nwvault.ign.com/View.php?view=Other.Detail&id=607) that Stormsinger says works just fine with KotOR. stoffe's advice on this should be given careful consideration first.

rocky348
06-28-2007, 12:07 PM
Modifying the data file to prevent the quest from being triggered would be the preferred route if you want to deactivate a quest in the standard game. Modifying the KEY/BIF data is a sure way to make your mod extremely incompatible with all others since any files the player has in their override folder will override any changes you have made to the BIFF files, and most mod installers will assume the data in the BIFF data files is untampered with and not look at it for changes to make new mods installed compatible with.

Good point, thanks for the help. Consider this forum closed now everyone!

Ciao