Replacing NPCs -1 reply

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#1 13 years ago

I apologize if this is the wrong place to ask, but I've searched through here, the raven forums, google, etc and haven't found an answer...I'm not sure if I'm even asking the right question..or the right question correctly...

What I want to do is, in Jedi Academy, replace an NPC (say, the stormtrooper) with a different model that I downloaded.

I guess the first question is..is this possible...the other is, how would it be done?

I've opened up the pk3 files, and found where the models are...I can't imagine it would be a simple as yanking the files of the storm trooper out, and replacing it with renamed files from the downloaded model?




Inyri Forge VIP Member

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#2 13 years ago

The absolute easiest way to do that is to modify the .npc file and replace the normal model with your new model.

NPC files are in ext_data > npcs -- always make sure to make new PK3s for new content, though.




Darth777

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#3 13 years ago

Yeah, here's what I did very recently in a mini-mod which I might actually submit (I'll assume you know very little, so if you know a lot of this I'm not patronizing - I'm new to the forum, don't know who knows what): 1. Download http://jediknight2.filefront.com/file/PK3_as_Compressed_Folders;25263 - lets you open up .pk3 files as zips 2. Make a folder (probably on your desktop) called "ext_data". Make a folder inside that one called "npcs" 3. Go into assets1.pk3 (in base) and go to ext_data/npcs. Right-click on a .npc file and click open, and choose the NotePad (or WordPad, but Notepad is nicer I think) program to open it. Set it as the default program to open .npc files. 4. In the .npc file, you'll see a word with no indent (such as stormtrooper, tavion_new whatever). Then you'll see a bunch of stuff like "playermodel" and other npc characteristics. (note that if you scroll down, like in the alora, tavion_new and stormtrooper files, plus many others, there are multiple npc headings, so replace all the ones you want to.) 5. IN ANOTHER WINDOW, go into a .pk3 in your base (the one you want to substitute). Go into the "models" folder, and into the "players" folder. You'll see a model with a name (such as "hs_dooku" for the Dooku model I have). Memorize, write down or copy the name of that folder. 6. Go back to your opened up .npc file and delete the word after playermodel (for a stormptrooper, it should say stormtrooper) and and replace it with the name of the model you memorized/copied. Delete all lines between the "playermodel" line and the "weapon" line. 7. (optional) Change any of the npc's other stats that you want. SOunds are good to change, just look in the .pk3 in the sounds folder under "chars" for the name. 8. Try to save the file (it won't let you save in the original space). Save it in that ect_data/npcs folder you made. Now you have an .npc file saved. Do steps 1-8 for each npc file you want saved. Now it gets a little complicated... 9. Copy and paste any .pk3 to your desktop (do a small one just to save time). Open up that .pk3 file and delete everything in it (but not the actual .pk3) Now, copy and paste the ext_data into that .pk3. 10. Exit the .pk3 and Copy and paste it into your base. But first, give it a name like "NPCs", or anything that starts with a letter OTHER THAN "a". This whole thing seems complicated, but it's easy if you do it often enough.




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#4 13 years ago

Awesome! Thank you both. (assuming I know very little is never a bad way to go:D).

Assuming I have no computer crisises tonight (like last nights sudden USB hard drive not working for no reason until the morning.oi) I'll give it a shot tonight!!:clap:




Darth777

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#5 13 years ago

Cool, let me know if it doesn;t work. I'm doing it fine, so if it doesn't work it's because I gave you bad instructions :-(




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#6 13 years ago

Well, so far, so bad, but it's right now of finding the right tools to do the job. (I'm on a mac, so the pc-pk3 viewer won't do it :()

One question, though. So in the .pk3 file I make, there will be a .npc file that will point to my chosen model. But in the assets1.pk3, there will be the same .npc file pointing to the game's original model.

Because the new .pk3 is named with something other than "a", it will overwrite the assets1.pk3 setting?




Mikouen VIP Member

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#7 13 years ago

Yep, exactly. PK3s are prioritised alphabetically :) .


I don't know how, and I don't know why, but this is totally Sheep's fault.



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#8 13 years ago
KouenPK3s are prioritised alphabetically :) .

Are they really?

Scav, if you're on a mac you might try PakRat. As I'm on a PC I've never used it, but it's supposed to be the mac equivalent of PakScape.




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#9 13 years ago

Inyri ForgeAre they really?

Scav, if you're on a mac you might try PakRat. As I'm on a PC I've never used it, but it's supposed to be the mac equivalent of PakScape.

Got it downloaded to try tonight :D

Trying to see if there's been a more recent piece of software..it seems rather old, though.




Inyri Forge VIP Member

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#10 13 years ago

Well JA is rather old itself, so I wouldn't imagine there would be many problems. Plus if worst comes to worst, supposedly you can use any zip software to do it as well. I prefer specialized software myself, though. It's generally easier for me if I don't have to think too hard about what I'm doing :p




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