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Old 04-01-2013, 12:37 PM   #26
Fair Strides 2
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Join Date: Jan 2012
Location: Oregon, United States
Posts: 495
Current Game: Master of Orion 2
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Quote:
Originally Posted by arsenalforever View Post
I just want to spawn a Gammorean. Which utc should I place in the override folder? What value should be assigned to Mod_OnModLoad? gamspawn101 or gamspawn?

And yeah, I have packed the module.ifo back into the .mod using the ERF editor (Tools->Add resource->module.ifo)

What value should I assign to Mod_OnModLoad? It's currently set to gamspawn. And why do we have to execute "k_501_enter" in gamspawn101?
Did you ever make a .utc file? The CreateObject funtion gets the template resref from a .utc in the override folder and spawns it in-game. No .utc, no spawn in-game.Just open a gamorrean .utc file in Kotor Tool, edit the tag to be "dgon", the conversation to be the name of whatever dialogue you want, and the template resref in one of the tabs to be the same as in the calls to CreateObject.

And as for executing the k_501_enter, we replaced the text so that script isn't run. So, to make the game still play like normal, we execute the scipt ourselves.

Also, you need to have gamspawn101 in the module.ifo field.

Try that and see if it works, okay? Don't forget the tutorial on .utc files that I posted in one of my earlier posts.


Always remember modders: "Quality= Effort*Time"

Quote:
Originally Posted by Jae Onasi
Hi! I messaged him on Facebook and got this answer: "Sure if he wants to release a new KSE, no problem. I'm surprised he was able to find all the perl modules. I released them a long time ago but they were buried somewhere in the KSE thread." So, go for it--please give him credit for the original work, though!
KSE 3.3.4 is LIVE!!! Check it out here.

12/13/13 -- Fixed KSE 3.3.4 bugs. Please check the above link.
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