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Old 02-22-2009, 02:14 AM   #1
miro42
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[KOTOR] Starting Game Script

I've spent the last two days looking for something similar and found nothing. so I'm sorry if this has already been answered. Maybe I just don't know how to do a proper search.
Anyhoo, I'm trying to start a total conversion mod, nothing ambitious, just maybe a five minute demo for my own pleasure. However, I can't seem to find the script that starts the game off. I'm not even sure if what I'm looking for is a script or dialogue or whatever.
Just to make sure we're all on the same page I will clarify:
After character creation you click on "(6) Play" which then goes to a black screen and starts up the intro movie. So what starts this and where can I find it? Or am I totally off base and this can't be done?
I'd appreciate any help.
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Old 02-22-2009, 03:30 AM   #2
zbyl2
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No scripting is needed - just create your module (.mod) file and call it 001EBO.mod. It's module that is always loading after character creation.
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Old 02-22-2009, 03:50 AM   #3
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Oh hey, thanks alot! Of course, I always try to compicate it!
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Old 02-22-2009, 08:57 AM   #4
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Quote:
Originally Posted by zbyl2 View Post
No scripting is needed - just create your module (.mod) file and call it 001EBO.mod. It's module that is always loading after character creation.
Just a little problem with that statement: That's the first module in TSL, not K1.


The K1 starting module is the Endar Spire. So, the module should be called end_m01aa.mod.

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Old 02-22-2009, 09:13 AM   #5
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Ops, right. Well... I should read entire thread next time
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Old 02-22-2009, 06:44 PM   #6
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Thanks Ferc Kast. I would have been searching for 001EBO in KOTOR Tool in Kotor 1 forever!
Still thanks to zbyl2 as well, since that answers my question if I ever plan to mod TSL!
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Old 02-22-2009, 08:10 PM   #7
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Of course, make sure you make backups of the original *.mod file to put back when you are done.

Otherwise you'll need to reinstall when you intend to go back to the real game - no fun.

Place your file in the \modules folder as well, not in override.

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Old 02-22-2009, 08:53 PM   #8
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Quote:
Originally Posted by EnderWiggin View Post
Of course, make sure you make backups of the original *.mod file to put back when you are done.
Actually, K1 uses .rim files. The .mod files bypass .rims so there isn't any reason to back up the files.
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Old 02-22-2009, 09:01 PM   #9
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Originally Posted by Gιygαs View Post
Actually, K1 uses .rim files. The .mod files bypass .rims so there isn't any reason to back up the files.
So TSL uses .mod files then and I would have to back them up?
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Old 02-22-2009, 09:03 PM   #10
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^^^

Nope, seems I was wrong. I just checked and they both use .rim files.
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Old 02-22-2009, 09:12 PM   #11
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Ah good. One less thing to worry about (if one were to worry).
I guess I could have looked myself. But that's what forums are for!
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Old 02-22-2009, 09:58 PM   #12
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Quote:
Originally Posted by Gιygαs View Post
Actually, K1 uses .rim files. The .mod files bypass .rims so there isn't any reason to back up the files.
Huh? That's never how we used to do it in the olden days (dark ages )

Of course, for the most part I always used to script in what I needed so I never did much with *.mod files.

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Old 02-22-2009, 10:08 PM   #13
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How'd you do it in the "old days"?




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