ClassicRockJedi Posted March 20, 2016 Posted March 20, 2016 I'm in a confusing predicament. So, I made a post earlier asking why certain models don't work in JKO. I fixed that. So now, I have another question that is probably going to be easily answered: How do you make an NPC in JKO? I know it's done in Notepad, usually, but everything looks really complex and I only know about modding for Jedi Academy, so I'm sort of stuck at the moment.... Let's say I have a model that the author has given permission to modify; Well, that's the thing. I don't know HOW to modify. I have models I'd really like to make NPCs of, but I don't know how. Anyone have any help for me? If so, thank you.
minilogoguy18 Posted March 20, 2016 Posted March 20, 2016 Are you talking about adding a model to the game or taking a model that works in MP and make it a NPC that you can fight against in SP? Model .glm files and the .npc behavior files are 2 totally different things.
ClassicRockJedi Posted March 20, 2016 Author Posted March 20, 2016 @@minilogoguy18 Taking a model from MP. I can't figure out how to MAKE .npc files, in case you were wondering.
minilogoguy18 Posted March 20, 2016 Posted March 20, 2016 They're literally text files that you just change the setting when you save the file you select save as file type to all files and add the .npc extension rather than .txt. Darth Sion likes this
ClassicRockJedi Posted March 20, 2016 Author Posted March 20, 2016 @@minilogoguy18 OK...someone earlier told me they're supposed to be .cfg files....I'll trust you though. I believe you're more experienced in modding. Thank you!EDIT: I didn't know there was a difference between JKO and JKA NPC making.
minilogoguy18 Posted March 20, 2016 Posted March 20, 2016 Some parameters are game specific but the structure of the file for the most part is the same. Only a coder can answer what exactly is different.
Username Posted March 20, 2016 Posted March 20, 2016 .npc files are only used in jka. In JO you need to take the npc.cfg file from the assets0.pk3. Then uncheck 'read only' in it's propreties, add your changes and save it in a new pk3 file with a name alphabetically below the assets0 so that it's read after the core files to perform the overwriting. In JO, the editing is different. You can't simply change the npcs weapon in the file, for one instance. So, let's say, if you wanted a stormtrooper with a lightsaber and a jedi behavior you'd have to mix your custom npc's name with the name of the other you want it to behave like. For example, in this case you would have to name it "jedi_stormtrooper".
ClassicRockJedi Posted March 20, 2016 Author Posted March 20, 2016 @@Username Wow...thank god they fixed all that in JKA. Thanks for the clarification...phew. Username likes this
minilogoguy18 Posted March 20, 2016 Posted March 20, 2016 Wow, never realized they were different file types, the only model I've ever put into JO was an updated AT-ST model and I just let it overwrite the original so it used the base NPC data.
Username Posted March 20, 2016 Posted March 20, 2016 Yup, JKA was more modding-friendly overall than JO and it's the only game I mod for, altough in their vannila state I prefer JO for it's plot; Jedi Academy's lightsaber system and slightly better graphics would be the only things I'd miss.
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