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View Full Version : Not your usual spawning a npc question


Seamhainn
01-13-2008, 06:24 AM
Hello!

I want to restore/spawn Shuma the Hutt on Dantooine with the .git file.

Rumour has it that spawning/talking to Shuma creates a bug.

My questions:

Is there a difference between
a) putting just the .git and associated file(s) into the override folder and
b) creating a new module?
Does the method a) create the bug by chance, as I assume the modder(s) who work on it until now only tried out that version?

The dialog file fires only

k_act_talktrue

and checks

k_con_ talkedto
k_pdan_jedi04
k_pdan_jedi02

.

Can any of these create bugs/conflicts?

Thanks and take care

stoffe
01-13-2008, 10:49 AM
Is there a difference between
a) putting just the .git and associated file(s) into the override folder and


You should never place GIT files in the override folder, this will cause problems when playing the game. The problem is that savegames contain GIT files with the same name as those holding the area data, but which also contains the game state of that area (npc locations, spawned objects, doors opened/closed, variables set etc).

When you place a GIT file in the override folder it will override the one in the savegame as well, essentially rolling the area back to its default state whenever you load a savegame in that area.

Seamhainn
01-13-2008, 02:45 PM
I am looking for a question you can't answer, M! Just kidding. Your enlightenments can not be praised high enough.

Thank you ones again!