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THE XIZOR MOD! WEWT! (also contains Kyle and the Moldy Crow)


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The long wait is over, peoples!  Xizor is now an in-game unit!  I'd like to thank Valeforth for his guide to putting Kyle and the Moldy Crow into the game (they are also included in this mod.),and Necro for his guid on how to get the X-Wing proton torpedo to work, which I used for the Virago's proton torpedoes.  I take no credit at all for this mod; all I did was take a unit that was hidden away in the dark depths of hte game files and put it in.  (note: there is a glitch where the icon for Xizor shows up twice in the hero icon bar, but this doesn't effect anything.  Ignore it.)

 

(note2:  He doesn't work in skirmish.  I'm trying to correct this, so be patient.  Any help would be appreciated.  Also, you have to manually add him to the GC.  Just thought I'd throw those out to avoid questions.)

 

EDIT!:  See the below post for an updated uniqueunits.xml that fixes the ship he lands in (so it's not a minature Slave I)

 

Bad screenshot time! ( the land shots may be hard to see, but he's just that green patch against the red background.  And he's standing near the Emperor. And shooting.  With a gun.)

http://i7.photobucket.com/albums/y280/dragonlord908/EAW_20060306_17225267.jpg    http://i7.photobucket.com/albums/y280/dragonlord908/EAW_20060306_14412929.jpg    http://i7.photobucket.com/albums/y280/dragonlord908/EAW_20060305_21472795.jpg

 

BE SURE TO BACK UP YOUR FILES BEFORE PUTTING THESE FILES IN!!!

 

Next up: The KILLER PENGUIN OF DEATH!!!(dead serious)

 

Happy Modding!

-Cyclone

Edited by Mikan Cyclone

http://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpg

http://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif

 

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give Xizor two pistols, and give him new skills

Person B: Wheres the Emperor, anyway?

Person A: The Emperor is currently at Nal Hutta.

Person B: I don't think he'd be at Nal Hutta it has a swamp.

Person A: Whats wrong with a swamp?

Person B: Well its the Emperor, he would never touch a swamp as hes well the Emperor.

Person A: Your right...

Person B: Instead he'd make a super weapon to destroy the swamp, it'd probably be called the Plunginator!!!!

Person A: Huh?

Person B: Lol....

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It's not as easy as that.  Heck, he shouldn't even HAVE pistols.  He should have those shield...cutty....thingys that he has in the action figure (yes I have it) ..and...stuff.  Anyway, the pistols are hardcoded into the model and the animation and stuff, so there's no way that's happening.  I also might change the skills, if I find something that's suits him more, but I won't change something that works fine just because one person doesn't necesarily like it.  If more people agree with you, I'll gladly change his ability. But as for now, no.  oh, and also, I'm uploading an updated uniqueunits.xml so that he doesn't come down in a minature Slave I.  He should come down in a Lambda shuttle now. 

http://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpg

http://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif

 

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I have that action figure too. Those weapons are totally sweet.

 

Anyway, adding another blaster would require changing the model (which we can't do).

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

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I'm to lazy to post the exact code, but basically you just open up namedherounits.xml, herocompanies.xml, and uniqueunits.xml and copy all the sections with Xizor or the Virago in them to the same files in the mod you wish to add them to.

http://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpg

http://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif

 

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Heh, no problem.  I get the idea.  Thanks.  Although, we need a faster way to do this me thinks.   :P

 

I agree.  It's too bad that A) The game only loads the xml files it is expecting instead of all the files in the xm folder and B) xml documents can only contain 1 major heading.  Otherwise we could potentially put our entire mods in one file.

 

I wonder if there is a way around this?

Victory Mod - Space Ships in Land Battles

Legacy of War - Staff Member

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OK so I get the part about changing the xml files, but what about the mastertextfile.  The other mod I have is Alviar's EAW Addon Mod, so if I change the mastertextfile, does that screw up the other mod?  Or is the whole idea that at this point that we have to pick and choose?
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NOt at all.  I've combined the add on mod, the victory mod, my mods, and the 64 planet mod all together in a text file.  All you have to do is add TEXT_TOOLTIP entries from my master text file.  Basically, all you do is open up the DAT editor, find the entries for the Virago and Xizor in my text file, hit insert string and copy and paste my text entries over to the one that you use.  Then that's all completed.

http://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpg

http://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif

 

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Did you combine all the proper entries in the XML files to cover all those mods?  I'm still trying to figure out how all this XML stuff works so I apologize if I'm making this more complicated than it really is?  Also what do you mean that we will have to manually add him (Xizor) to your galactic conquest?  Thank you for your continued help as I become more familiar with how this all works.
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Always a pleasure.  We all have to start somewhere, right?

 

I'm still not fully understanding what you mean, but if your talking about combining the XML entries from other mods and this one, then I can help. 

 

For instance, If you want to combine the Add-on mod, the 64-planet mod, and the Xizor mod, you would probably want to put the Add-on mod in first, then drop the planet mod in.  Open up namedherounits and add the Xizor entry from my mod and add it to the namedherounits from the add-on mod.  Then, open up my herocompanies and the add-on's, and repeat.  Do this again for the Uniqueunits.  If this isn't what you wanted, sorry.

 

To add Xizor to a singleplayer campaign, open up Campaigns_singleplayer.xml and scoll down to whatever campaign you wish to add him to.  Then, goto the line that designates the Empire's campaign (in the xml, there are 2 areas for each campaign, one that designates the rebels as playable and the other as the Empire.  Make sure to add him to the Empire's side.) and add this line: 

Empire, Kessel, Xizor_Team

 

Substitute Kessel for any planet and he'll spawn there.  Hope this helps!

http://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpg

http://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif

 

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Yes this helps immensely.  Basically I was asking if the XML files were a combination of the information to make all those mods work at once without having to adjust/add/remove anything to them.  Like you did in the text file.  But I understand now how I would combine seperate mods. Edited by Billy37
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  • 3 weeks later...
  • 6 months later...

Yeah, Kyle never worked in GC in EaW; when you load the save game you used him in, he isn't there anymore.

 

Cool.

 

One thing though; did you say these aren't in the FoC demo? (actively)

because if not, I hope that, in FoC, Kyle's ship is changed to the "Raven's Claw" as seen in Jedi Outcast and Jedi Academy.

 

Much cooler than the "Moldy Crow".

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