Mikan Cyclone Posted March 7, 2006 Posted March 7, 2006 (edited) 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 March 11, 2006 by Mikan Cyclone http://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpghttp://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif
Venrai Posted March 7, 2006 Posted March 7, 2006 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....
Mikan Cyclone Posted March 7, 2006 Author Posted March 7, 2006 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.jpghttp://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif
DragonShadow Posted March 7, 2006 Posted March 7, 2006 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
Kou Uraki Posted March 15, 2006 Posted March 15, 2006 how do i only add xizor and the virago to a mod im making for my self? what do i have to modify to get only xizor and the virago. I already have the moldy crow for kyle.
Mikan Cyclone Posted March 15, 2006 Author Posted March 15, 2006 Just copy and paste the virago, prince_xizor, and xizor_team from uniqueunits, namedherounits, and herocompanies, respectivly, to yours. http://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpghttp://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif
Kou Uraki Posted March 15, 2006 Posted March 15, 2006 no no, i mean, how do i make it buildable in skirmish? and what tech level do u earn xizor on at GC?
Mikan Cyclone Posted March 15, 2006 Author Posted March 15, 2006 I'll get started on a skirmish fix right away. I was testing a mod for someone else, but I can do this in five seconds. http://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpghttp://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif
Billy37 Posted March 20, 2006 Posted March 20, 2006 So how do you mix this mod with another? Meaning, if I replace the files from the other mod with these, does it mess up the other mods? How do you use both?
Mikan Cyclone Posted March 20, 2006 Author Posted March 20, 2006 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.jpghttp://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif
Billy37 Posted March 21, 2006 Posted March 21, 2006 Heh, no problem. I get the idea. Thanks. Although, we need a faster way to do this me thinks.
FormulaRedline Posted March 21, 2006 Posted March 21, 2006 Heh, no problem. I get the idea. Thanks. Although, we need a faster way to do this me thinks. 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 BattlesLegacy of War - Staff Member
Billy37 Posted March 21, 2006 Posted March 21, 2006 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?
Mikan Cyclone Posted March 21, 2006 Author Posted March 21, 2006 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.jpghttp://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif
Mikan Cyclone Posted March 21, 2006 Author Posted March 21, 2006 What do you necessarily mean by that? http://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpghttp://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif
Billy37 Posted March 21, 2006 Posted March 21, 2006 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.
Mikan Cyclone Posted March 21, 2006 Author Posted March 21, 2006 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.jpghttp://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif
Billy37 Posted March 21, 2006 Posted March 21, 2006 (edited) 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 March 21, 2006 by Billy37
darth_rann Posted April 7, 2006 Posted April 7, 2006 wHAT SHOULD i ADD TO THE TEXT folder for xizor? Im using a diffent folder and adding this to it.
Logan Felipe Posted October 13, 2006 Posted October 13, 2006 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". http://miniprofile.xfire.com/bg/sf/type/0/captainartenon.pnghttp://z4.invisionfree.com/The_Sith_Lords_EaW/index.php?act=Attach&type=post&id=5554600Alternate Sitehttp://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpghttp://img228.imageshack.us/img228/6296/sweawuban0cg.pngPetition for Obsidian and Bioware to work on Knights of the Old Republic III together! 3926 Total Signatures and counting!SW Fanon Wiki entry - Captain Artenon"A fake news show on fox should have real news!" -Louis Black, The Daily Show.
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