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View Full Version : UTP Tutorial by Holty1-5


Canderis
06-10-2010, 09:34 PM
This tutorial was created by Holty1-5 not by me.

Link to Holty's profile (http://www.lucasforums.com/member.php?u=165348)

Post all comments HERE (http://www.lucasforums.com/showthread.php?t=204224)
Before you Read Notes: To New Modders: I Hope you Find this Helpful

To Modders: Somethimes I have Wrote "I dont Know what this Does" on some of the Area's if you Know something i have Missed Please Feel Free to Post it and i will Edit that Section

Note to All: I May have Made some Spelling Errors, If i have and you can still Understand what i ment then Contact Via PM or Vistor Message. If its Not Understandable Post it. Ok Lets Begin

First of Open Kotor Tool. (Duh)

Then for the easiest job of finding what Modules placeables you want to use I suggest going options then selecting Show Module Description and Show Module locations. This will add the Names of the Modules on Kotor Tool Rims Section

http://www.lucasforums.com/picture.php?albumid=581&pictureid=6664

Then Go to RIMS> Modules > and then your Chosen Module (I will be Using 711Kor_s (The Secret Tomb) Then Blueprint Placeables. I will be Using ďSith_mummy.utpĒ as I like the Name.
I will now explain whatís under each Tab and what it means to the best of my Knowledge.

http://www.lucasforums.com/picture.php?albumid=581&pictureid=6665

Basic:
Name: What name will be on the Placeable when you find it In Game.
Tag: This is Mainly Used in Scripts (Is Often Same as Resref)
Appearance: What it will Look Like
Plot Item: Is it Important? For a Quest
Static: If it is Static you wonít be able to interact with it
Min 1HP: I Think this means it must have minimum of 1 Health Point
Stats: Should be clear :)

Lock:

Locked: Is it locked?
Can it be Re-locked: Can you re-lock it after you lock it?
Automatically Remove Key: Once you Use a Key it will get rid off it
Key needed to lock or unlock: Do you need a Key
Open Lock DC: I donít Know best to leave it how it is I find
Key Tag: If you put something here you generally need to make a UTI for this

Advanced:

Template Resref: When Editing a Placeable Leave it how it is but when making a new Placeable to Add to a Custom Area or adds to existing area this is also what you Name the File when Saving
Faction: Leave how it is (Means I donít Know)
Conversation: If this has a Conversation (Mainly Used for Computers) just put the Name of the Dialogue here
Animation State: Leave how it is (Means I donít Know)
Type: Leave how it is (Means I donít Know)
Has Inventory: Does it have Inventory
Party Interact: Do the Players Party Interact (Iím not to sure on that)
Usable: Can you use it

Scripts:

Best you just leave this unless you know what youíre doing.


Trap:
I believe this means are there Traps on it like Poison or Something but I have no Experience here

Description and Comment:
I donít think these Effect it In Game At All, I Mainly use the Comment Section to just Right my Name encase some one tries to plagiarise the File as there Own

Inventory:
You can Double Click Items in the Drop down Lists to add them into the Placeable.
Then you can edit the Quantity (Note Changing the Name will do Next to nothing but if you change the Tag to something that Isnít a Itemís Template Resref then nothing will Appear) Then Click Ok

Adding a Custom Item Here:

What I do is add an Item I donít want then Change the Resref to My items Template Resref. This will Not Yet change the Name but then when you save and Re-Open the Inventory the Name will be Blank which is Normal. Then Click Ok
http://www.lucasforums.com/picture.php?albumid=581&pictureid=6666

Saving the Placeable:
When Editing a Placeable Accept the Resref so it will edit the Placeable

When Making a New Placeable Save it as Your Custom Template But Of course adding it In Game is not what I am Covering, Figure it out :)