Using DDD's Custom Module Tut, I got to the point where I should use the whereami code. the thing is... How do I use it?
 I type it in, and nothing appears. I am using 305_NAR if that helps.. (Thats the Jek Jek Tar Tunnels.)
  
 
  
  
    For TSL, you should use the whereami band found here (
http://www.starwarsknights.com/tools.php#ae) to get the coordinates.
  
 
  
  
    Ok, I've got the armband installed, following the dialog band instructions, and when i type:
 "giveitem d3_location" (Without "")
 Nothing happens 
 :newbie:
  
 
  
  
    Do you have in the swkotor2.ini file:
 [Game Options]
 EnableCheat=1
  
 
  
  
    Of course. I'm an accomplished cheater. Don't misunderstand me. Hax0r = no, cheater = yes :P
 
 In fact, I've used it to gather all kinds of sabers from the USM.
  
 
  
  
    Three things:
 
 1. CAPSLOCK? ;)
 2. Try again. Sometimes cheats won't work for me on the first try (even when I'm 100% sure I've spelled it right ;)).
 3. You could just use KSE to add it to your inventory.
  
 
  
  
    1) I only accidentally use Caps when that gives me a perma-run (Like in Morrowind)
 2) I've already made like, 15 of those weird orb things that appear when you mess up a giveitem code
 3) Haven't thought of it: IT WORKED! Thanks! 
 Now I can finish my module :D
 
 EDIT: Ok, how would I go about putting in new NPC's/Replacing old NPCs in a module, because I plan to add some new Dark Jedi Attacks like in K1.
  
 
  
  
    Open up the .git file (RIMS-->Modules-->.rim-->Dynamic Area Info
  Extract the file and then open it up with a GFF editor. All the NPCs are listed under Characters. Once you're finished editing, you have to package it as a .mod with KT's ERF builder and place it in your Modules folder (not Override). 
 For more info: 
http://www.lucasforums.com/showthread.php?t=130451) , 
http://www.lucasforums.com/showthread.php?t=185199)
  
 
  
  
    So to add new Dark Jedi in an area (just updating an area) I do what you told me?