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Old 07-24-2005, 03:32 PM   #41
ChAiNz.2da
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Quote:
Originally posted by andargor
Dang! You people make my job easy. I was thinking of revising the Emporium, but I see that ChAiNz.2da has done a far better job in functionality than the original Emporium.
You will ALWAYS the the "Master" man

and as a "bonus".... I present the...

TSL Hak Pad Booster Pack v1.0

http://www.jumpstationz.com/games/mo...adBooster1.htm

1. SUMMARY:
===========

** Attention **

This is NOT a standalone mod! You will need to download and
install my TSL Hak Pad Mod in order for this Booster Pack to
work. You can get my Hak Pad Mod at either of these 2 sites:

http://www.pcgamemods.com/mod/14083.html
http://www.jumpstationz.com/games/mods/HakPad.htm

----------------------------


This is an expansion pack to my TSL Hak Pad cheat mod. It
includes bug fixes for the chemicals and components functions.
Apparently chemicals and components appear as 'broken items'
when placed in a storefront. This Booster Pack adds a "give"
function to bypass this quirk. PLUS it adds a few more goodies!

- Added Lightside Mastery
- Added Darkside Mastery
- Added Create Chemicals Option
- Added Create Components Option
- Added Function to receive the Lightsaber Quest Parts!
- Added Function to "train" NPC's into a Jedi Class! (Hanharr
& Mandalore options included)
- Tweaked a few dialogue tree descriptions / categories

On a sidenote, thanks to feedback from the Original Hak Pad Mod,
I have found that this mod also works for the Xbox!


2. STATS: (with Booster Pack)
=============================

- Workbench
- Component Bench
- Medical Bench
- Virtual Items Storefront
- Awards LS / DS Points
- Dispense Credits
- Create Chemicals Option
- Create Components Option
- Receive the Lightsaber Quest Parts
- "Train" NPC's into a Jedi Class!

ENJOY!


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Last edited by ChAiNz.2da; 09-10-2005 at 11:27 AM.
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Old 07-24-2005, 05:01 PM   #42
Lorden Darkblade
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Great
I was expecting this since you mentioned it
Nice work ChAiNz!



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Old 07-24-2005, 05:06 PM   #43
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Great! This will definately improve it.


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Old 07-25-2005, 12:18 AM   #44
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ChAiNz.2da, I've just released Holowan Cloakworks 2:

http://www.andargor.com/files/holowan_cloakworks2.zip

Would it be possible to include it in the Hak Pad under "Disguises"? All the armbands are labeled, so that would make it easy to choose one, and whittle out the bad ones.

Like I said, no sense to re-release the Emporium since you've done a better job with the Hak Pad, but integrating Cloakworks in a shopping mod is something I'd always wanted to do.

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Old 07-25-2005, 04:32 AM   #45
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Oops, forgot to do my homework... I hadn't checked against existing models.

Ok, ok, I'm rusty...

Here is the version you should use:

http://www.andargor.com/files/holowa...orks2_v1.1.zip

And yes, you can be Calo Nord and a turret as well...

Andargor


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Old 07-25-2005, 07:57 AM   #46
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Quote:
Originally posted by andargor
Would it be possible to include it in the Hak Pad under "Disguises"? All the armbands are labeled, so that would make it easy to choose one, and whittle out the bad ones.
Consider it done!

I'll start on it when I get home from work, however if you want... you can make a Disguise Shop and tweak the dialogue options in the Hak Pad (I'd use the .dlg from my latest Booster Pack) to point to an "Andagor Disguise" Shop.

Since the Hak Pad was pretty much inspired by your work, you of all people definitley have "permission" to alter the Hak Pad and re-release as a public mod

Just let me know if you intend to, otherwise I'm going to start working on it when I get home


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Old 07-25-2005, 01:23 PM   #47
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Quote:
Originally posted by ChAiNz.2da
Consider it done!

I'll start on it when I get home from work, however if you want... you can make a Disguise Shop and tweak the dialogue options in the Hak Pad (I'd use the .dlg from my latest Booster Pack) to point to an "Andagor Disguise" Shop.

Since the Hak Pad was pretty much inspired by your work, you of all people definitley have "permission" to alter the Hak Pad and re-release as a public mod

Just let me know if you intend to, otherwise I'm going to start working on it when I get home
Nah, I'd like to not mix up the cards, I'd rather it be integrated in your mod.

You can start now if you wish, but I'll investigate the options mentionned in my release thread to see if I can produce something "lighter". So you can wait a bit if you wish.

I have to absorb all this new knowledge. I could have something as early as tonight (EST), or a couple of days at most.

Andargor


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Old 07-25-2005, 01:29 PM   #48
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Quote:
Originally posted by ChAiNz.2da
Consider it done!

I'll start on it when I get home from work, however if you want... you can make a Disguise Shop and tweak the dialogue options in the Hak Pad (I'd use the .dlg from my latest Booster Pack) to point to an "Andagor Disguise" Shop.

Since the Hak Pad was pretty much inspired by your work, you of all people definitley have "permission" to alter the Hak Pad and re-release as a public mod

Just let me know if you intend to, otherwise I'm going to start working on it when I get home
Hey ChAiNz I"m confused (big suprise? )

Why would he need to put out another version? I'm just learning about your KILLER mod here now and will be reading up on it today. From what I can tell though can't he just edit one of the "extra" 2da items lists and make them buildable there? Then he could just release the edited .2da with the cloakworks?

Sorta like I'm gonna do for Svösh's rob fix models? Make your files and put a linkie to the original modders work kind of thing.

I'm prob. wrong but if you could do that it would keep your download numbers going since it would now also be part of another mod and be required to run it


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Old 07-25-2005, 01:43 PM   #49
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Quote:
Originally posted by General Kenobi
Hey ChAiNz I"m confused (big suprise? )

Why would he need to put out another version? I'm just learning about your KILLER mod here now and will be reading up on it today.
Well, all it would be really is a Booster Pack (like my latest)... I'll always keep it so that you'll have to download the original Hak Pad, and I'll just build on to it from there.

(though I'm not really interested in the download counts... my site gets much more traffic for my mods than PCGM surprising enough)....

One thing that I'm going to try and do is make future Boosters "backwards compatible" meaning Booster Pack 2 (coming soon.. hehehe) will include the new stuff PLUS whatever was done in Booster Pack 1... etc. etc.


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Old 07-25-2005, 01:46 PM   #50
General Kenobi
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Kewl bean

Any thoughts/ideas as to if this would cause conflicts with Holowan Plugin from DK?

I was debating on installing the PaC and the Booster for it in my current game. If you feel there are ANY chances of a flub up I won't since I'm sorta testin' it for DK in a run through.

Thanks

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Old 07-25-2005, 01:50 PM   #51
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Quote:
Originally posted by General Kenobi
Kewl bean

Any thoughts/ideas as to if this would cause conflicts with Holowan Plugin from DK?

I was debating on installing the PaC and the Booster for it in my current game. If you feel there are ANY chances of a flub up I won't since I'm sorta testin' it for DK in a run through.
Just install my Hak Pad after the Holowan Plugin... the Hak Pad uses the installer so it will append itself to the very end of the spells.2da and automatically change the .uti properties to make it compatible


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Old 07-25-2005, 01:52 PM   #52
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Quote:
Originally posted by ChAiNz.2da
Just install my Hak Pad after the Holowan Plugin... the Hak Pad uses the installer so it will append itself to the very end of the spells.2da and automatically change the .uti properties to make it compatible

I see How did you acomplish that??? With Stoffe's patcher?


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Old 07-25-2005, 01:57 PM   #53
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Quote:
Originally posted by General Kenobi
I see How did you acomplish that??? With Stoffe's patcher?
indeed... one of my favorite-est toys

My mods are infamous for including some kind of .2da... using the Patcher seriously cuts down on my hate mail hehehe....

I owe stoffe, BIG time for that lovely little application


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Old 07-25-2005, 02:27 PM   #54
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Hey ChAiNz.2da, I think I'll go with the dialog+script route for integrating Cloakworks 2 into Hak Pad. You can call another .dlg, right?

I'll send you a stub .dlg and script in a short while which has only one disguise. That'll be the entry point so you can code it in, and then I can do the dirty work to add all of them to the dlg and script. After, I send you the full dlg and script. Cool?

Or you can just code something to call hl_cloakworks2.dlg, and make just a dummy for now.

Andargor


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Old 07-25-2005, 02:58 PM   #55
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Quote:
Originally posted by andargor
Hey ChAiNz.2da, I think I'll go with the dialog+script route for integrating Cloakworks 2 into Hak Pad. You can call another .dlg, right?

I'll send you a stub .dlg and script in a short while which has only one disguise. That'll be the entry point so you can code it in, and then I can do the dirty work to add all of them to the dlg and script. After, I send you the full dlg and script. Cool?

Or you can just code something to call hl_cloakworks2.dlg, and make just a dummy for now.
Sounds groovy

Yeah, I can call to another .dlg... It's what I used to launch the different workbenches from the Hak Pad.. it's just a .dlg node calling another .dlg (via script)

Question. Would you want the Hak Pad to open a virtual storefront to access the Cloakworks Armbands? or would you rather have the Hak Pad to strictly be the "instrument" in which the player's appearance changes?

I can see advantages and disadvantages to both... however if going the Hak Pad 'instrument' route.. you might want to have the script call to the user of the HP (ie - which party member is currently selected as leader) rather than "GetFirstPC"... otherwise the HP will only change the PC's appearance (whereas the armbands will allow any Party member change appearance)...

I just realized this problem with the LS / DS points function. The function only affects the PC rather than the party 'leader'...

at least I think that's the problem.. hehehe (me) <-- script-tard®


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Old 07-25-2005, 03:47 PM   #56
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I'll go with strict scripting, since that avoids the tons of UTIs. The dialog will have the full list of selectable disguises.

The script is working, but now I see what you mean: only the PC is affected, even if an NPC activates the item. I'm working on it.

Andargor


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Old 07-25-2005, 05:06 PM   #57
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This is the stub I was talking about, it only has an entry for Evil Kreia:

http://www.andargor.com/files/hl_cw2_scripted.zip

By using OBJECT_SELF instead of GetFirstPC(), it avoids the effect being applied to the PC only. The conversation routines seem to always think that the PC is speaking, even if an NPC is leader.

The only side-effect is that the leadership gets transferred back to the PC, even if an NPC activated the band. The NPC gets the disguise, however, so that's OK.

I've tested it with the team at Freedon Nadd's Tomb, and it works fine there too.

I'll populate the dialog now with all of the available disguises.

Andargor


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Old 07-25-2005, 07:40 PM   #58
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Question Question Regarding Training

Hey ChAiNz,

One quick question???

I noticed you can train party members right? So if you train say Mira "before" you'd normally train her with USM installed will it "nullify" all the chat with her and the training you can give her and the like? Or will she just act like she's just been trained normally?

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Old 07-25-2005, 11:44 PM   #59
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Tadaaa!

<squeaky pre-pubescent Anakin voice>
It's working! It's working!
</squeaky pre-pubescent Anakin voice>

It was a lot harder than I thought, since there is a limit of 30 entries per dialog page... So I had to break everything down. Definitely more user-friendly now.

http://www.andargor.com/files/holowa...1.1_script.zip

Andargor


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Old 07-26-2005, 05:05 AM   #60
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Quote:
Originally posted by andargor
Tadaaa!
Looks great man!

I'll get to work right away!

Sorry about the delay... for those that don't know, I have a rather "odd" sleep schedule but now that I'm not in a coma... I'll get this implemented ASAP...

and thanks for the heads up on the 30 entries, I wasn't aware of that good thing to know.. hehehe....

@General Kenobi
Hmmm... I haven't fully tested it, but I'll make sure to put that on my immediate "to do" list... I don't think there will be a problem, but I'll double-check to make sure...

I DID test on whether getting the Saber Quest parts before Bao joining the party would break anything, and thank goodness it doesn't... though it's pointless anyways since you need him in order to complete the quest ... so no worries about getting your parts on Peragus if you feel it necessary


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Old 07-26-2005, 09:27 AM   #61
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Thumbs up Official General Kenobi Review

I was so impressed with this MOD that I wanted to let Mr. ChAiNz know as well as you that might happen upon this thread.

ChAiNz has taken the time to not upgrade or improve the cheat console system for TSL, BUT actually reinventing the idea into a whole new concept for "cheating" that will allow the user to do so much more than just get items.

As I just said yes you can get items but it is by no means the most impressive feature of this mod! Right off the bat going in you know the quality is #1 with anything of ChAiNz.2da's MOD's in general. (At this point you should feel free to type a few things in the invisible cheat console; shortly you'll NEVER be using it again anyway) From utilizing his Hak Pad MOD now available and its additional add on booster pac you can not only make the party members Jedi before their time, BUT make those Jedi that were never meant to be. The droids are all that are safe from your new Jedi Makin' powers with this MOD to TSL.

The items lists are impressive as well as utilizing an item to (the pad) get to them that once you have it, it's always available and even your party members can use it. Now when you are T3 and having to fight 3 hunter/killer droids when leaving Vogga's warehouse you can make new items right on the spot if need be! You can be taking Dxun's Sith tomb and run out of med packs and be on the verge of death with no worries now! Simply engage the pad and in seconds you can have as many medpacks as you need to get you through. A new stealth field unit, a new shield, a new saber, the combinations are endless.

Now you can "rectify" the DS/LS points prior to having either Mira or Hanharr picked for you by the game so now YOU can actually choose regardless if what your true alignment might be. You can always have your alignment adjusted to it's previous state by utilizing our new favorite item the pad once again.

This MOD is a MUST DOWNLOAD!!! and is sure to be a hit with even the most novice player in their quest to either conquer or join the Dark Side of the Force.



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Old 07-26-2005, 11:11 AM   #62
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Re: Official General Kenobi Review

Quote:
Originally posted by General Kenobi
ChAiNz has taken the time to not upgrade or improve the cheat console system for TSL, BUT actually reinventing the idea into a whole new concept for "cheating" that will allow the user to do so much more than just get items.
wow man,.... Thank You for the glowing review

I'm glad you're enjoying it

There's one slight thing though... I wouldn't quite say "re-inventing"... more like re-hashing the idea

andargor holds that title and his mod is an inspiration for this mod. Not only am I thankful he "came back" to Holowan (glad to finally get to "meet" you... hehehe), but has also offered yet another one of his outstanding mods, the Holowan Cloakworks [TSL] to be implemented...

so, it's only right to give "props" to the man behind the myth...

Thank You andargor!

and Thank You GK... it means alot that you liked the mod enough to write this up.. wow.. I'm still bedazzled...

---------------

I'll stop babbling now... hehehe...
Booster Pack 3 may be available by the weekend if all goes well


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Old 07-29-2005, 10:28 AM   #63
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How's number 3 goin' ChAiNz?

Wanted to ask a quick question (at work so I can't check), is the Hak Pad 2da based? Meaning does it pool the items from the ingame lists or are there custom lists for the categories? Like say Jedi Robes and such? Where it's listed as a numbered option of a build screen to go into; is there a custom .2da file attached to it?



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Old 07-29-2005, 10:43 AM   #64
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Quote:
Originally posted by General Kenobi
How's number 3 goin' ChAiNz?

Wanted to ask a quick question (at work so I can't check), is the Hak Pad 2da based? Meaning does it pool the items from the ingame lists or are there custom lists for the categories? Like say Jedi Robes and such? Where it's listed as a numbered option of a build screen to go into; is there a custom .2da file attached to it?
#3 (or Booster #2) is going well... thanks to Tupac & Darth333.

I've got the entire Holowan Cloakworks integrated, and working on some more goodies before I release another Booster...

PLUS another idea popped in my head the other night... but that's for another post

as for .2da's... nope.. not a one (other than one line in the spells.2da). Using the installer with it though hopefully has kept any problems down...

All of the items in the HakPad are .utm based and launched as a shop (via dialogue & script)...

and the functions are strictly .dlg + script based. Unless I start incorporating custom .2da's.. I want to try to keep the Hak Pad .2da free as much as possible. Since it's main purpose is for cheats and "fun" most everything should be possible (or already done... hehehe)..


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Last edited by ChAiNz.2da; 07-29-2005 at 12:58 PM.
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Old 07-29-2005, 12:22 PM   #65
Emperor Devon
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Hmmm... You could include the ability to add and remove party memebers.

The disguise function sounds very useful. I'e been curious to see what some of those appearances are.


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Old 07-29-2005, 01:27 PM   #66
Mono_Giganto
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I've got one for ya. How about a dialog to test custom scripts. It's not hard to make such a device on your own, but it would help keep my spells.2da clean.




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Old 08-02-2005, 05:35 PM   #67
ChAiNz.2da
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TSL Hak Pad - Booster Pack v.2

TSL Hak Pad - Booster Pack v2

Grab it while the gettin's good folks!

http://www.pcgamemods.com/mod/14872.html

1. SUMMARY:
===========

** Attention **

This is NOT a standalone mod! You will need to download and install my TSL Hak Pad Mod in order for this Booster Pack to work. You can get my Hak Pad Mod at either of these 2 sites:

http://www.pcgamemods.com/mod/14083.html
http://www.jumpstationz.com/games/mods/HakPad.htm

----------------------------

This is another expansion pack to my TSL Hak Pad cheat mod. It is also backwards compatible with my Booster Pack v.1, meaning you don't have to download it (if you haven't already) to get the functions it added. If you HAVE downloaded it, then just overwrite the files when prompted

With permission, andargor has allowed me to incorporate his Holowan CLoakworks 2 Disguise mod! Over 500+ disguises are now available (PC & NPC)!

andargor - http://www.andargor.com/

- Added andargor's Holowan CLoakworks 2 Disguises function
- Tweaked a few dialogue tree descriptions / categories
- Added Set PC / NPC's Level
- Added Adjust Skill Point Levels Function
- Added Adjust Attribute Scores Function
- **Added a "hidden" Special Interface for other Modder's Tools


** What this means is that if you happen to have the following mods installed, you can access it's functions through the Hak Pad without having to equip it!
You WILL however have to download and install their mods for this function to be available. You will also need to have their mod items in your inventory (the actual armbands).
But don't worry! If you don't have the mods, the special dialogue won't appear! (No need to worry about accidentally choosing an invalid function and crashing your game).


- Darth333's Wherami Armband
http://www.starwarsknights.com/tools.php
http://www.geocities.com/d333mods/index.html

- RedHawke's Mistake Correction Armband
http://www.pcgamemods.com/10928/
http://www.citlink.net/~redhawke/

- mrdefender's Wrist Console
http://www.pcgamemods.com/u/1214/
http://www.jediarchives.ca/


If you have already installed the above mods and they're working fine, DON'T CHANGE a thing! BUT, if you would like to download and use them via the Hak Pad, here's a little tip... just install all of the files WITHOUT the spells.2da. That's right, you won't need to edit it because the Hak Pad will directly access it's functions via the item's dialogue! How's that for a "hack"?!.. hehehe
Keep in mind, if you don't install their entries in the spells.2da, you won't be able to use the item on it's own (you'll HAVE to use the Hak Pad to use their mods)... just a warning


On a sidenote, thanks to feedback from the Original Hak Pad Mod, I have found that this mod also works for the Xbox!


2. STATS: (with Booster Pack v.2)
=================================

- Workbench
- Component Bench
- Medical Bench
- Virtual Items Storefront (FREE Items)
- Awards LS / DS Points
- Dispense Credits
- Create Chemicals Option
- Create Components Option
- Receive the Lightsaber Quest Parts
- "Train" NPC's into a Jedi Class!
- andargor's Holowan CLoakworks 2 Disguises (over 500+)
- Set PC / NPC's Level
- Adjust Skill Point Levels
- Adjust Attribute Scores
- Special Interface for other Modder's Tools


3. USAGE:
=======

Though this mod is not a standalone mod, just a Booster Pack, the cheats below are for the actual Hak Pad.

1-) with cheats enabled, type "~" (without quotes) and enter:

giveitem hak_pad

2-) Press "ENTER"

** For the Anti-Console,

You're out of luck. Since this IS a "cheating/just for fun mod", I didn't feel "right" about adding it in the game. Kinda defeats the purpose. I'd suggest using tk102's Save Game Editor to get it:

http://www.starwarsknights.com/tools.php

Plus, since it's useable from the get go, there's no need to "back track" your steps or start a new game in order to get it.


5. CREDITS:
===========

Super-Special thanks to:

[] tk102
For posting the "Frequently Used Script Functions" thread over at Holowan Laboratories.
http://www.lucasforums.com/showthrea...hreadid=143412

And for the DLGEditor! Without it, this Hak Pad Booster Pack (and the original mod) wouldn't have been possible! I'm way too lazy to try and do this in a GFF Editor hehehe...
http://www.starwarsknights.com/tools.php

[] andargor, Darth333, RedHawke & mrdefender
For giving me permission to access their mods via the Hak Pad Interface.

andargor - http://www.andargor.com/
mrdefender - http://www.jediarchives.ca/

[] Darth333, T7nowhere, RedHawke & Tupac Amaru
For pretty much "spoon feeding" me techniques on scripting, it's follies, it's functions & it's benefits once you've learned the mechanics.

Darth333 - http://www.geocities.com/d333mods/
T7nowhere - http://members.shaw.ca/t7nowhere/KotOR.htm
RedHawke - http://www.citlink.net/~redhawke/
Tupac Amaru - http://www.pcgamemods.com/u/9156/


[] stoffe -mkb-
For providing the custom script for the PC / NPC Set Level Function, and for providing the most excellent TSL Patcher application (used
for installing the original Hak Pad Mod)! Thanks to stoffe, you guys and gals don't have to worry about editing the .2da's, compatibility issues & other headaches involved with many of my mods.. hehehe.

(*) Read about the TSL Patcher/Installer here:
http://www.lucasforums.com/showthrea...hreadid=149285

(*) Download the TSL Patcher/Installer here:
http://www.starwarsknights.com/tools.php


Special Thanks to:

- Holowan Laboratories for all the great resources!
http://www.lucasforums.com/forumdisp...s=&forumid=324

- Fred Tetra for the Kotor Tool app, outstanding!
http://kotortool.home.comcast.net/index.html

- To everyone else I may have forgotten, and to all who have tried this mod out (or at least got this far in the readme)...Thank you!

ENJOY!


"Eagles May Soar, But Weasels Don't Get Sucked Into Jet Engines"


| Mods (FF) (DS) | Folding | SWK.com | FB: (LF) (Me) | Steam | The Herd |

Last edited by ChAiNz.2da; 09-10-2005 at 11:29 AM.
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Old 08-02-2005, 05:51 PM   #68
Lorden Darkblade
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Awesome work ChAiNz
I'm download this already
Keep it up the awesome work man



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Old 08-02-2005, 06:41 PM   #69
Emperor Devon
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Just what I've been waiting for. Downloading right away...


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Originally Posted by Sabretooth
We will be great failures one day, you and I
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Old 08-03-2005, 07:54 AM   #70
TheOssusKeeper
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hey Chainz, your hak-pad mod just keeps getting beter, awesome work


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Old 08-03-2005, 04:55 PM   #71
General Kenobi
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Quote:
EDIT: ChAiNz, been playin' around with the new features and all of em' are awesome man Of course .lol everything works without a crash one. Consarned perfect mods...lol

AND also noticed certain "appearances" were not available in Cloakworks whether you or the original Cloakworks maker thought up to leave out our two fav jedi from K1; it was smart cause of the definate crash.

Just fantastic work and can't wait to see what kewl things you think up for us next.


General Kenobi
Fantastic ChAiNz

Glad to see you got it down and in corporated the exile's level changer Very Very Kewl My Man!!!

now you really don't need the giveitem inviso screen

Again Great Job,


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Last edited by General Kenobi; 08-04-2005 at 07:06 PM. Reason: Playthrough Comments
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Old 08-05-2005, 10:14 PM   #72
ChAiNz.2da
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Quote:
Originally Posted by General Kenobi
MOD REQUEST??? 4 ChAinZ.2da

Hey ChAinZ how about in the next booster (if any) the option to turn GOD mod on and off??? I think that would be a good add on


General Kenobi
hehe.. saw your request

Sounds doable, and I had actually debated on adding that function in version 2 but passed it up because I needed to get some web work done. So.. while we're at it, does anyone else have any requests for the next Booster? (no promises on delivery date... keep that in mind)


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Old 08-05-2005, 10:46 PM   #73
General Kenobi
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Sounds Great

I use the crap out of my pad I REALLY like it that you can "alter" Jedi even after their trained Disciple makes a much better Jedi Guardian than a Consular and no more "inviso" typing, heck no typing at all


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Old 08-06-2005, 12:15 AM   #74
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~
Yay another update!!!

Oh I might be wrong but I can't seem to able to turn Brianna (Handmaiden) into a Jedi Guardian...

I think this is because of the dialogue you fire the script "hak_hand_gard.ncs". However I checked all the scripts that you've included into this Mod and I can't find it...Instead I find "hak_hand_jgard.nsc", I've also noticed this anamoly in your previous Hak Pad versions...

Am I right or wrong?

BUT IT'S STILL GOOD ANYHOW!!!
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Old 08-06-2005, 01:18 AM   #75
Mono_Giganto
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Easy way to fix that would be to make the dialog fire the hak_hand_jgard script instead of hak_hand_gard. Just open it up and add the j into the script node.




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Old 08-06-2005, 01:44 AM   #76
RedHawke
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Quote:
Originally Posted by Mono_Giganto
Easy way to fix that would be to make the dialog fire the hak_hand_jgard script instead of hak_hand_gard. Just open it up and add the j into the script node.
The easier way would simply be to rename the script and remove the "j"!


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Old 08-06-2005, 01:56 AM   #77
Mono_Giganto
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Quote:
Originally Posted by RedHawke
The easier way would simply be to rename the script and remove the "j"!

Silly me, I'm still thinking in a model perspective. You can't rename those after you compile. At least not without having to mess with the files inner info. I always forget you can rename NCS's, I usually end up recompiling my script when I name it incorrectly.




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Old 08-06-2005, 08:36 AM   #78
ChAiNz.2da
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You're all right.. Reeses Pieces® for everyone! yay!... well, except me, I goofed.. DOH!

Thanks for catching that Yohan! I'll post a "fix" later today to solve that hurdle, but for those that don't want to wait, just use 'either' of the fixes above hehehe...


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Old 08-06-2005, 10:16 AM   #79
ChAiNz.2da
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DONE! You can download the Fix here:

http://www.jumpstationz.com/games/mo...dmaidenFix.rar

Contains Fixes for either Booster Pack version.

Thanks for catching the mistake yohan

** NOTE: If you have ALREADY "self-fixed" this, be sure that the Handmaiden's
dialogue node points to "hak_hand_jgard". Either change your .dlg file, or
re-name the .ncs back to "hak_hand_jgard.ncs".

The reason I say change it back, is that future Boosters will use this method. It helps if I nip it at the origin rather than having to constatnly remind everyone to re-name a file after each release

readme:
Quote:
I goofed! Ooops!

Thanks to Yohan for catching my mistake

Hak Pad Thread:
http://www.lucasforums.com/showthread.php?t=149446


Apparently, if you try to train the Handmaiden in a Guardian Jedi Class,
my dialogue calls upon a non-existent script (a typo).

Depending on the Hak Pad Booster Pack you are using, just overwrite the
"hakpad_start.dlg" in your override with the file included in this fix.

It's VERY important you use the correct version of .dlg for the correct
version of the Booster you are using, otherwise you'll have missing entries,
or possible choice nodes that will crash your game if selected...

Sorry everyone!


ChAiNz.2da
http://www.jumpstationz.com


** NOTE: If you have ALREADY "self-fixed" this, be sure that the Handmaiden's
dialogue node points to "hak_hand_jgard". Either change your .dlg file, or
re-name the .ncs back to "hak_hand_jgard.ncs".


"Eagles May Soar, But Weasels Don't Get Sucked Into Jet Engines"


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Old 08-06-2005, 11:31 AM   #80
General Kenobi
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Cool fix ChAiNz, to be honest I hadn't noticed yet as I almost always use a female exile Got my copy for my next male exile though.


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