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Old 10-28-2005, 10:01 AM   #2
Fred Tetra
@Fred Tetra
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Join Date: Jan 2004
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How did you extract the module for editing?

If you just used the Extract button for the .git, .are, and .ifo files, you won't see the other things that were in the module originally.

I don't know what your level of experience is, so pardon me if I speak below your level, but here's a brief explanation on how modules work...

A .git file tells the game engine what should be present in a module by making references to the items in it. These items have to exist as the various ut* files either in the module itself (editable instances in Kotor Tool parlance) or in the game's templates.bif file (non-editable references).

The easiest way to edit an existing module and to learn how they work is to extract the complete contents of one into a project folder, then open it in the module editor and experiment. This is how I learned how things work and also helped me to improve the features of the editor, too.

After you get comfortable with the inner workings of a module, add, change, and delete until you like what you get. On the topic of building the output mod file, I like to have mine go right into the game's Modules folder. This way, I can just start the game, load a save with the party configured as I like for testing, then warp to my module (whatever I saved the .mod as).

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Last edited by Fred Tetra; 10-28-2005 at 03:31 PM.
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