HazardX Posted January 1, 2004 Posted January 1, 2004 Hi all! I've ported Torlack's (http://www.torlack.com) NWN Script Compiler to KotOR. You can download it HERE! Greetings Hazard
eidospsogos Posted January 1, 2004 Posted January 1, 2004 oh wow. this is great. nice to see so many people diving into this thing. i knew it wouldn't be long before everyone got into figuring this stuff out. this game is too good, to not mod.
eidospsogos Posted January 1, 2004 Posted January 1, 2004 ah, well that's good to know. boy alot more's getting done than i thought would. everyone at the bioware forums was acting like the law would be coming down on anyone who even discussed modding. like you'd make your post and all of a sudden the police would be at your door.
tk102 Posted October 14, 2004 Posted October 14, 2004 Wow, this is going to come in handy! Thanks HazardX!
Darth333 Posted October 14, 2004 Posted October 14, 2004 Erm...tk102...my friend ...did you spent the entire day looking for this thread? what is this with all those old threads popping up since the search function has been disabled? or is this some sort of programmers' revenge?
tk102 Posted October 14, 2004 Posted October 14, 2004 It is both Darth333. But how many people ever said thank you to HazardX for what is undoubtedly one of the top 2 tools ever built for modding KotOR?
Darth333 Posted October 14, 2004 Posted October 14, 2004 This is too true. That was the good old times when everything had to be done...without you, Fred, HazardX, Eiz and cchargin, this community would not exist Thanks!
T7nowhere Posted October 14, 2004 Posted October 14, 2004 Originally posted by Darth333 This is too true. That was the good old times when everything had to be done...without you, Fred, HazardX, Eiz and cchargin, this community would not exist Thanks! Agreed. And even though HazardX may never see this thanks just the same.
RedHawke Posted October 14, 2004 Posted October 14, 2004 ^^^^ This is so true, I don't think any modder would be able to do 1/4 of what they can do without this tool! Thanks as well HazardX!
Fred Tetra Posted October 22, 2004 Posted October 22, 2004 I am currently re-writing nwnnsscomp to make up for some shortcomings in it's command-line parser that make it difficult (or messy) to call from another program. Back when I got the source, which was before I started on Kotor Tool, I didn't realize that only a simple un-checked option in my Visual Studio .NET installation was all that kept me from compiling it. Last night I managed to build the original source and get it to compile the nwscript.nss for Neverwinter Nights. I also did not realize that all it took was 4 lines of code had to be added or changed to make it work with KotOR to the point that I can build my KotOR scripts :D This may be an ambitious effort, but if there are feature requests that anyone has, make them, and I'll see what I can do. Don't bother asking for a GUI, I have already addressed that in the version of Kotor Tool currently in development.
HazardX Posted October 24, 2004 Author Posted October 24, 2004 Originally posted by Darth333 This is too true. That was the good old times when everything had to be done...without you, Fred, HazardX, Eiz and cchargin, this community would not exist Thanks! Wow, i've never noticed that my Tool (well... my portation of Torlack's tool) is still important for the modding community. Originally posted by T7nowhere And even though HazardX may never see this thanks just the same. *wipes tears out of his eyes* Thanks to everyone for all this appreciation. @Fred Tetra: Good Luck with your Tool.
Thraxwhirl Posted July 19, 2008 Posted July 19, 2008 Hello. Could you please explain how you get this to work? I read on a modding forum on Filefront that this tool is essential for compiling .nss files into .ncs ones so that dialogue(.dlk) files can execute them, yes? Well, according to the compiler's readme, the compiler files(.exe and .bat) go in the Kotor II maiin folder, and will compile all .nss files present in the Override folder. I've got that right, yes? Well, I double-clicked the compiler's .exe file, but that did nothing at all. So I did the same to the .bat file. It threw up a window saying that it's unable to find Neverwinter Nights(I know, it uses the same sourcecode as the NW compiler, but I'm assuming I don't need to own that game as well to use this), and it said "press any key to continue..." ...So I did, and the window closed. It hasn't done anytthing to the .nss file, and no new .ncs file has been created. Can you help please? Thanks.
HazardX Posted July 19, 2008 Author Posted July 19, 2008 ...according to the compiler's readme, the compiler files(.exe and .bat) go in the Kotor II maiin folder... This tools was made for Kotor1. I can't tell if it works for Kotor2.
Thraxwhirl Posted July 19, 2008 Posted July 19, 2008 Hi, HazardX. Thanks for replying. Hmmm. Not sure if it works for KotoR II you say. Well, I followed a link from a TSL modding forum to this very thread. The link said that this tool of yours is what one has to use in order to compile scripts... so it led me to conjecture that KotoR II scripters have been using it. I guess if not, it begs the question, what tool DO KotoR II scripters use for compiling their .nss files into .ncs ones? In the sticky of THIS forum, there's a link to a tool by Fred Tatra. I found it AFTER trying with your tool, which is why I haven't yet posted in his thread, as I was waiting for a reply in here. In any case, I know that his tool IS designed for KotoR II... but using his program I still had no success. It seems to do nothing at all. I followed his instructions to the best of my ability - though I must confess I found a great deal of what's written in that thread fairly incomprehensible - but once again, running the .exe did nothing, and the running the .bat just says it can't find any files, not even the game.
noname35 Posted February 25, 2012 Posted February 25, 2012 Do you need nwnexplorer? This dosent seem to compile scripts for me so I was just wondering.
Sithspecter Posted February 25, 2012 Posted February 25, 2012 You should be able to compile scripts using the KotOR Tool.
noname35 Posted February 25, 2012 Posted February 25, 2012 Sithspecter, I cant thank you enough. Your always there for my modding needs.
noname35 Posted February 25, 2012 Posted February 25, 2012 Yeah, I wont go down easy. But, a ? about the Kotor tool. What exactly do I use in the kotor tool (sorry)
Sithspecter Posted February 25, 2012 Posted February 25, 2012 Hit the "TXT" icon when it opens. Under "Scripts", you can compile for Kotor 1 or 2.
noname35 Posted February 25, 2012 Posted February 25, 2012 Keep getting an error message. Geez, recruitmend mods are frustrating! What would you suggest now?(sorry, again)
Fallen Guardian Posted March 2, 2012 Posted March 2, 2012 Hey everyone. I've been attempting to compile using this tool and it was working fine up until a few minutes ago, now it says: Unable to locate or open Never Winter Night. EDIT: Alright, I got it to work again. But it was by restoring a copy of the KotOR directory I had made to test out a TC mod. Is there a better solution, that doesn't involve me keeping that folder there forever?
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