View Full Version : Setting a spawn point in a custom module

05-19-2011, 07:20 AM
** Original Thread ** (http://www.lucasforums.com/showthread.php?t=207438)

Setting the spawn point in a custom module:

Here is a short tutorial on how to set/change where you spawn in your custom module in 5 easy steps. I will show you how to extract the required file and edit it accordingly.


KotoR Tool
kgff Editor

Here we go:

Step 1: Open up KotoR Tool and navigate to danm13.rim in the RIM's section.
Step 2: Open "Module Info File" and extract the module.ifo file to any directory that you want.
Step 3: Open module.ifo with the kgff Editor.

You will find these entries in one group together:

Mod_Entry_Dir_X (this is the X direction you will face)
Mod_Entry_Dir_Y (this is the Y direction you will face)

Step 4: The last three entries are your XYZ coordinates. Launch KotoR, load any game and type into the cheat box "warp danm13" (without the tags).
Step 5: Go to where you want your new spawn point to be and type "whereami" (again, without the tags) and then place the XYZ coordinates in appropriate place in the module.ifo file.

Extra notes: If you are creating a custom module to release to the public, you're best off also adding the correct XY directions in.

For TSL Users: To be able to find out your location, use the K2 Armband found in this thread (http://www.lucasforums.com/showthread.php?s=&threadid=144260).

I hope this tutorial has been informative. Also a really big thanks to the great modders in this community who have helped me to make this tutorial possible. Please PM me if you have any questions.