View Full Version : TUTORIAL: Creating New NPCs for SP Without Replacing Old Ones

03-15-2002, 03:31 AM
This has really revitalized game play for me here. But I've run into a problem... I'm trying to get a character to spawn as a protocol droid. I'm using "protocol" as in protocoltc14 in the folder and npcs file. Race is bot and class is protocol. But when I spawn the character, it spawns, but definally in human stance. What am I doing wrong? Bacically, I cut and pasted the npc entry from the raven protocol npc and changed the rest ....

07-12-2002, 01:36 PM
I have written a tutorial which will explain the simple process of creating a new NPC for JO singleplayer and how to get it into the game.

You can access this tutorial by going to the following page:


I will post some more URLs once I submit the tutorial to some sites.


07-12-2002, 01:59 PM
that really simplifies it, good tutorial

i dont really how yoou have to rename the model name; i mean it doesnt make sense to me why the model name would have such an effect

well, what works, works, i guess

07-12-2002, 02:03 PM
I have no clue, but that's what we heard from Raven.

07-12-2002, 02:04 PM
Emon did you see my post in your mapping thread??

07-12-2002, 02:07 PM
LOL i just love it when this forum suddenly decides im not loged in or dont have
permision to edit my own posts :rolleyes:
OK...what was i gona say...o yeh.

Sweet! Thanks Emon, I didnt have time to try this when all you guys
were working it all out and I wasnt looking forward to reading through
all the posts on the subject to figure it out :D

07-12-2002, 02:09 PM
Emon r u making those icarus tutorials.

07-12-2002, 02:11 PM
Maybe, maybe not.

07-14-2002, 10:58 AM
At least one of the threads one this subject should be sticky, this seems like a good candidate. Never mind, I just saw that a thread like this over in maping is sticky. lol so many editing sections, hard to keep track of all.

BTW Emon, in yer tutorial you say we need an updated SP_entities.def file that you got from someone at Raven.
What exactly are the changes from the normal one? Why is it needed?
(its way to long to look through it for myself :p )

07-14-2002, 11:42 AM
it adds the NPC_spawner entity, or it changes NPC_**** to it

07-14-2002, 12:03 PM
It adds NPC_spawner, doesn't replace NPC_*****.

07-15-2002, 11:54 PM
Oh man this is great, but i got to the part where i have to use radiant, and my jk2 radiant just freezes everytime i open it. Emon if you know how to fix this plz tell me

07-16-2002, 01:27 AM
Uh, dunno... Didn't freeze for me.

07-16-2002, 01:34 AM
hey emon does studmans npc thing really work, cause before that guy was full of @#$% all the time

Lord Ignasius
07-16-2002, 01:49 AM
Gram everything studman gave me worked superb. But to give his mod some of my flavor I have been churning custom skins for it.

So it is true, and if you want to beta test it you can just give me your e-mail.

07-16-2002, 02:05 AM
sure that wouold be great. So i just put in base folder when i get it
oh e-mail is insane_30@hotmail.com

Lord Ignasius
07-16-2002, 02:07 AM
When I send I will give you the instructions.

07-16-2002, 03:58 AM
when about are you going to send it

07-16-2002, 07:18 AM
Originally posted by Gram_Reaper
hey emon does studmans npc thing really work, cause before that guy was full of @#$% all the time

It's not studman's, it's Mike Gummelt's from Raven. He sent me the same exact e-mail like two weeks ago but it got pushed down my list because of SPAM from LucasForums mailer (even after shutting it off, I had to block the address), and I didn't read it till a few days ago. :eek:

07-16-2002, 08:28 AM
jeez that guy rally has trouble making his own stuff up huh

07-16-2002, 08:45 AM
its not studman's code but he was the one to post quotes from the emails he received which enabled us to do so

i wasnt aware of studman's 'fake modelling/jabba' posts so i didnt/dont really have a problem with him in regard to the general editing forum.

i have a problem with people that dont reply to pm's and posts in threads, especially when they say something doesnt work but it does and they arent man enough to admit to it :d

anyways, studman made mistakes, possibly lied about it and tried to blame someone else but he did email raven unlike most other people. i myself wouldnt like to email raven unless i was doing something extremely significant for the community (doubt that will happen) but some people do. regardless, i think he was still the first to post the stuff and not keep it to himself for his own TC.

i dont think we need 50 people making npc mods either, thats just a bit stupid. if someone made a tutorial npc mod, like one custom character, then everyone could learn from that and build their own. its not really that hard once you have all of the answers.

there is too much competing to be first to do something and too much bitchiness.

07-16-2002, 09:44 AM
i was witness to the fake animations thread. yeah while he did blatantly spam the forum with it, he did post those emails from Chang and was the first to do so.

i myself wouldnt like to email raven unless i was doing something extremely significant for the community (doubt that will happen) but some people do.

go ahead and email Chang sometime. He's a really nice guy. I've asked him about a couple things I've had on my mind lately and some of it wasn't his expertise so he was gonna ask someone else for me. Still, he was very prompt with the email with the def file. One would think of course to keep the emails spread out tho, considering the volume amount of email he must get every day. still if there's something that you just gotta know and the community isn't helping much, then you can always email him and ask a simple question. I'm glad that there are people like that in big companies like Raven.

07-16-2002, 01:43 PM
yeah true, this tutorial kinda didnt make sense to me so if a better one comes out(no offence Emon) thats explains the process more ill be fine. I just love single player thats all

07-16-2002, 05:37 PM
i tried studmans way of creating new npcs, it worked for two characters, i made a darth maul, and young obiwan, but every other one i try to make never works, i tried mace windu, but his head wont show up, i tried makeing a quigon, but he keeps showing up as a jeditrainer, tried to make a count dooku too, but he shows up as kyles dead father...

So im not sure what im doing wrong, for some reason its not using the models i choose for it. Here is what i did.

1) made a ext_data folder in the base directory.
2) put newnpcs.npc file in ext_data.
3) made a JediMaceWindu & jediquigon folder in the base/models/players directory.

4) put the mace windu model in its folder, and quigon model in its folder. Changed newnpcs.npc file config to that of windu and quigon

name: jedimacewindu or jediquigon
model : jedimacewindu or jediquigon

Keep in mind i did make two different configs one for each character, so i didnt try to combin them or anything. But the models just dont seem to work right. If this indeed does work with any model, then let me know what im doing wrong, i got it to work for 2 characters, but cant seem to get it working for any others.

And no offence to Emon, but his tutorial didnt help at all, i tried setting it up his way, but even the npc's i got to work wouldent work the way he said to set it up.

07-17-2002, 12:47 AM
well i cant get anything to work with it , so im just gonna wait till that beta test of that mod that ingsignuis ois working on

07-17-2002, 01:26 AM
If you are having problems with my tutorial, it's you, not the tutorial.

07-17-2002, 02:03 AM
nah its the radiant

08-01-2002, 05:59 PM
I tried to download the SP_entities.zip file from http://emon.netfirms.com/newnpcs.html page, and it would only download a zip file with nothing in it! haha

Can you please fix this Emon so I can have a crack at this NPC stuff


08-01-2002, 07:28 PM
I switched to another server, it must have gotten jacked up. Fixed now.

08-02-2002, 04:06 PM
Thanks Emon for fixing the ZIP link!

But I just knew this would be harder than it seems in the Tutorial! haha I must be reading it wrong somehow, but when I get into a map and try to spawn a RebornStormtrooper as per your tutorial is says that it is unable to spawn the character! and some other crap about no spawner file or something! I'm not trying to create a map yet, I just wanted to be able to spawn whatever into a normal map. Anyway, this is what I did, to try and get this working:

1. Created "New NPCs" folder in my Gamedata folder.
2. Extracted ext_data/npcs.cfg to "New NPCs" folder.
3. Copied and pasted Reborn's entry to a new file called "newnpcs.npc" and placed it in the Gamedata/New NPCs/ext_data folder with the npcs.cfg file.
4. Altered the newnpcs.npc file, so that Reborn was called RebornStormtrooper.
5. Extracted the whole models/players/stormtrooper directory from assets0 to the Gamedata/Base folder.
6. Renamed Gamedata/Base/Models/players/stormtrooper to Gamedata/Base/Models/players/RebornStormtrooper.
7. Loaded the game. No mod file existed in the Mod Menu called New NPCs. So I just loaded the game and the spawn didn't work.

So, what am I doing wrong? Does the ext_data file in the New NPCs folder need Pk3-ing?

Does the /models/players/RebornStormtrooper file need Pk3-ing?
or does the model_default.skin need tinkering with in the RebornStormtrooper file?

hahaha What pathetic piece of important info am I overlooking here? Any help?


08-02-2002, 05:05 PM
OK, i'm having the saber-blade-through-the-back problem as well, but i didn't quite follow how the solution is carried out. I'm trying to make Dooku into a npc...

So how does it work? Copy model.glm and model_default.skin to a new folder? Without path? With path? Does it need to be pk3'd? Is it RebornDooku/models/players, etc, or models/players/RebornDooku,etc. or what?

Can someone clarify this?

08-02-2002, 05:27 PM
If you READ the tutorial word for word instead of skimming it and saying, "Oh yeah that I think I know what that is." You won't have problems. I know you aren't reading it carefully because you are having so much trouble. If you ARE reading it very carefully, then I'm sorry, you just must be stupid or something.

08-02-2002, 10:25 PM
Gee, thanks Emon, in fact I DID read your "tutorial" about 10 times, and tried editing the files and setup at least 6 different ways, which your tutorial could have been interpreted, and in the end I said nuts to it, and did it MY OWN WAY, which I may say worked FIRST TIME. So don't call me stupid just because I didn't understand your tutorial. I think I'll write my own tutorial now, coz my way seems much easier than yours.

Cheers for the help, oh great one. :rolleyes:

08-03-2002, 04:41 AM
Lol, glad I'm not the only one.

Gram, don't expect Lord to send you the files for the beta test, cause he won't. =P I've been waiting a month the last time he said he'd send, so don't get your hopes up. ;-/

04-18-2003, 09:00 PM
I know this thread is really old and stuff but a solution was never posted to the problems these guys were encountering.

In Emon's tut he states the following:

"We now have to extract the npcs.cfg file from assets0.pk3. Do so using either PakScape or WinZip. The file is located in the ext_data folder. extract it to your GameData\New NPCs\ext_data folder.

There's somthing missing from the folder list here.

It should be GameData\base\New NPCs\ext_data folder.

That should solve the problem.

And the other point to add is that this will not appear in the mods menu. At least it didn't in my version.

Hope this helps even though it's probably been explained elsewhere.