Here is the sequence of how the game loads a new custom planet module.
1. Player selects a planet from Galaxy Map which fires the k_sup_galaxmap.ncs script.
2. The k_sup_galaxmap.ncs script loads module ebo_m12aa and sets K_CURRENT_PLANET global variable based on the planet index that was selected on the Galaxy Map.
3. Module ebo_m12aa plays takeoff and landing sequence.
4. The player then exits Ebon Hawk module (ebo_m12aa) which fires k_pebn_exithawk.ncs script.
5. The k_pebn_exithawk.ncs script loads the new planet's module based on the value stored in K_CURRENT_PLANET.
The values of K_CURRENT_PLANET correspond with the following module names:
Code:
Planet Index K_CURRENT_PLANET Associated Module Description
0* 5 (none) Endar Spire
1 10 tar_m02aa Taris Apartments
2* -1 (none) Ebon Hawk
3 15 danm13 Dantooine
4 35 tat_m17ab Tattooine
5 20 kas_m22aa Kashyyyk
6 25 manm26ad Manaan
7 30 korr_m33aa Korriban
8* 40 lev_40a Leviathan
9 45 unk_m41aa Unknown World
10 50 sta_m45aa Star Forge
11 55 liv_m99aa Yavin Station
12* 60 liv_m99ab Custom Planet#1
13* 65 liv_m99ac Custom Planet#2
14* 70 liv_m99ad Custom Planet#3
15* 75 liv_m99ae Custom Planet#4
16** 80 liv_m99af Custom Planet#5
*=not normally selectable from Galaxy Map
**=requires extra editing and recompilation to get liv_m99af
Let's say you want to travel to a single new planet (planet #12). So you follow the instructions in the above first post, making sure to add
Code:
SetPlanetAvailable(12, TRUE);
SetPlanetSelectable(12, TRUE);
to k_pebn_galaxy.nss and recompiling it (with the fixed k_inc_ebonhawk.nss script). Now you will need to create a new module called liv_m99ab.mod and place it in your modules directory. Creating a custom module and area are outside the scope of this tutorial -- see
Doom Dealer's Area Editing tutorial for more info.
Now when you click your new custom planet you should be able to exit the Ebon Hawk and enter your new custom module.
-----
If you really want to get liv_m99af, you will need to do the following:
1. In k_inc_ebonhawk.nss search for this lines (EBO_GetPlanetFrom2DA function):
Code:
else if(nPlanetIndex == PLANET_LIVE_05)
{
return 75;
}
2. Right after the brace, insert:
Code:
else if(nPlanetIndex == 16)
{
return 80;
}
3. Save. Recompile k_pebn_galaxy.nss with the newly modified k_inc_ebonhawk.nss.