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Old 02-25-2006, 08:12 PM   #1
arbarr3
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Help for Newbies

Okay, so I've noticed that there isn't a section in this forum for people who are just starting to use the kotor tool. I've also noticed that there are quite a few threads that seem as if they should belong in a "newbie's questions" section. So... here it is.

And as the originator, allow me to ask the first dumb question:

How on earth do I add a custom item to my KotOR 2 game? Using the kotor tool, under the BIFs tab I've opened up the templates.bif tab, then the Blueprint, Item tab, and edited an item (.uti) file, and saved it. How do I now get it into my KotOR 2 game? I would desperately like to use it, and for the life of me I can't figure out how to make it a useable item in my game. Any help at all would be greatly appreciated.
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Old 02-25-2006, 11:11 PM   #2
tk102
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KotOR Tool Walkthrough - A Custom Vibroblade

Welcome to KotOR modding!
Walkthrough for newest noobie: Making your very first KotOR mod - a custom Vibroblade!

What you'll need:
- Star Wars: Knights of the Old Republic
- KotOR Tool (requires .NET Framework 1.1)

Step 1. Launching Kotor Tool
KotOR Tool

When you first launch KotOR Tool, it will attempt to detect your installation folder by reading your registry. Once that's done, you'll see a treeview showing [+]Kotor I (and if it is installed, [+]Kotor II).

Step 2. Finding a vibroblade

Browse the Kotor I node as follows

Kotor I
- BIFs
-- templates.bif
--- Blueprint, Item
---- g_w_vbroshort01.uti (double click)


Step 3. Editing the vibro blade template
Let's look at the .uti template. (Note the i in uti stands for item.). General tab of Kotor Tool's uti editor has a couple things to notice.

- Template ResRef (we'll need this to get the item into the game)
- Tag (useful for scripts)
- Base Item (yep, it's a Vibro Blade)


We will need to change the TemplateResRef and the Tag to make this vibroblade different than all the others in the game. After all, we don't want every one to be running around with this modified blade, but if we put in the Override folder without renaming it, that's exactly what will happen.

So let's change the TemplateResRef and Tag to something unique like my_vblade:


Now let's get to the interesting stuff. Click on the Properties tab.

Whoa, nothing there yet! Let's tweak the standard blade. Double click the 'new' row's header. This will bring up the properties screen. By making just a couple selections, we make this blade deal some extra damage.

Make the following changes:
Property Name: Damage Bonus
Subtype: Slashing
Value: 1d6


Now click Add! Ta-da.


Finally, let's give this Vibroblade a new name and description. Click the Description tab and customize it as you like:



Step 4. Saving the changes
Click the Save button. Browse the Save dialog to your override folder, normally C:\Program Files\LucasArts\SwKOTOR\Override and save it as "my_vblade.uti"

Step 5. Cheat it into the game
Make sure you have cheats enabled for your game (see this thread for info). Start up KotOR. In the game, press the ~ button and type giveitem my_vblade. Now check your inventory for a Blade o' Cuisinart.

-----
Now that's you've gotten your feet wet with modding, you might want to look more in depth at the Modding Tutorial Subforums:Some of these tutorials are simple and some are more in-depth. Don't be discouraged if you don't understand one of the tutorials. Modding takes patience. It will begin to sink in the more you experiment and the more you read. Try using the Search function if you're getting stuck. Then if you still can't find your answer, do ask your question in Holowan Laboratories (modding) or in the T3M4 Astromech Droid Center (modding tools). The other patrons are always happy to help, and you're likely to get better answers when you're able to ask good questions.
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Old 03-02-2006, 11:30 PM   #3
arbarr3
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You are the man. Thanks a lot!
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