Hoa_Binh Posted January 28, 2004 Share Posted January 28, 2004 Originally posted by Leonie Any progress with your project, Hoa? Can't wait to see it! Yes, actually. The project itself will not take that long time but I have to develop a dialog editor first. The dialog editor is soon done and then I'll fix the mod. Or I borrow NWN from a friend and use that to alter the dialogs. But the dialog editor will have to be done anyway. /HB Link to comment Share on other sites More sharing options...
Leonie Posted February 3, 2004 Share Posted February 3, 2004 I tried your above zip file. Works beautifully for Juhani. Works for Bastila until and including the temple summit (You get the "lover and apprentice line" if you choose to do so. It does NOT work for Bastila on the Star Forge though - you don't get any of the 'love' options. Also it does not seem to work for Carth (at least I could not get it to work) Neat. Wish it'd generate the dialogue on the Star Forge though. Link to comment Share on other sites More sharing options...
Hoa_Binh Posted February 3, 2004 Share Posted February 3, 2004 Originally posted by Leonie I tried your above zip file. Works beautifully for Juhani. Works for Bastila until and including the temple summit (You get the "lover and apprentice line" if you choose to do so. It does NOT work for Bastila on the Star Forge though - you don't get any of the 'love' options. Also it does not seem to work for Carth (at least I could not get it to work) Neat. Wish it'd generate the dialogue on the Star Forge though. I'll get on the Bastila error right away. Carth will have to wait for a bit. RL eats to much of my time. And thank you very much for trying it out. The amount of time that is needed to test everything is too big for me to do since lot of the alterations I do demand that I play trought the game. (edit) I have found the dialog files that contain the conversations on the Star Forge. I will check if I can alter them to work. (/edit) /HB Link to comment Share on other sites More sharing options...
Ellderon Posted February 4, 2004 Share Posted February 4, 2004 GO! GO! Link to comment Share on other sites More sharing options...
Hoa_Binh Posted February 4, 2004 Share Posted February 4, 2004 Originally posted by Ellderon GO! GO! I found the script that was used for checking the dialog options in the Star Forge. It is called k_psta_bastrom. Unfortunately it is only available in compiled format so I do not know what else it checks for, but I have created an altererd one and uploaded it to my homepage. Check it out and let me know if it works. This mod is like my first Romance mod not made in the best way. It will work, but next version will be better. /HB P.S. And the link to my page just in case: http://www.websamba.com/andershemsida Link to comment Share on other sites More sharing options...
psen Posted February 4, 2004 Share Posted February 4, 2004 Hi you mentioned that you will have to create your own dialog utility. When I was searching Sourceforge several weeks ago I found utility called Ghamina http://sourceforge.net/projects/nwnede/ I have no idea how usable it is, since it was designed for NWN and it is still in beta ... Unfortunately project doesn't seem to be very active, but perhaps you could contact its author and speed up your developing cycle . Looking forward to see your mod finished. PSen Originally posted by Hoa_Binh Yes, actually. The project itself will not take that long time but I have to develop a dialog editor first. The dialog editor is soon done and then I'll fix the mod. Or I borrow NWN from a friend and use that to alter the dialogs. But the dialog editor will have to be done anyway. /HB Link to comment Share on other sites More sharing options...
Hoa_Binh Posted February 4, 2004 Share Posted February 4, 2004 Originally posted by psen Hi you mentioned that you will have to create your own dialog utility. When I was searching Sourceforge several weeks ago I found utility called Ghamina http://sourceforge.net/projects/nwnede/ I have no idea how usable it is, since it was designed for NWN and it is still in beta ... My editor has gotten so far that it is possible to view the dialogs. I'm just lookin to finish some small bugs before releasing it. The modifying part will take some more time. /HB Link to comment Share on other sites More sharing options...
Leonie Posted February 4, 2004 Share Posted February 4, 2004 Very nice, Hoa! Just tested your new file and it works 100% beautifully for Bastila and Juhani now through all the options (including the Star Forge). Thank you for taking the time to do it! Link to comment Share on other sites More sharing options...
Ellderon Posted February 5, 2004 Share Posted February 5, 2004 It looks like more amd more great MOD's are coming! First Malaks great-saber, now this! Gotta download the NetFramework allready, so I can start doing some serious modding of my own...*56k modem...ugh....* Link to comment Share on other sites More sharing options...
Ellderon Posted February 8, 2004 Share Posted February 8, 2004 Any progress? Link to comment Share on other sites More sharing options...
Goran Posted March 8, 2004 Share Posted March 8, 2004 Originally posted by NeoShodan Is there something like that out there or could someone tell me how to change the gender in the savefile. Should be easy enough .. i even found a entry in the savefile using a hexeditor that said gender but the value is always 00 no matter what gender you play. There is a way to change the gender.2da file to have both genders. Thereby being able to have all 3 romances work. Juhani, Carth, and Bastila. I can't seem to find an editor that works, and I don't think I know enough about Hex to be able to change it myself. Kinda hoping someone will throw me a bone, like just altering the file so I can slam it into my overide file. Creed20@cox.net Link to comment Share on other sites More sharing options...
tk102 Posted March 8, 2004 Share Posted March 8, 2004 Hoa_Binh -- at the start of this thread you mentioned you were trying to tweak the savegame but it ended up corrupting the game... I haven't seen that effect with KSE v1.2.2 which added the ability to change genders. I was able to change from Male to Both for example and the game still worked. I don't know what effect that has throughout the game though -- do any scripts check for GENDER_BOTH or all they all "IF MALE" or "IF FEMALE" based? Link to comment Share on other sites More sharing options...
Goran Posted March 8, 2004 Share Posted March 8, 2004 Ignore my previous post. TK's new savegame editor did it all for me. Awesome job man. Link to comment Share on other sites More sharing options...
grayjo Posted July 31, 2005 Share Posted July 31, 2005 Firstly: I know nothing about scripting so take everything i say with a grain of salt. instead of changing the checks for male and female, why don't you change how they are used? if there is a script that checks if you are eligible to flirt with someone, just changing that should fix it right? I am using the code from above... it was changed right? it would seem to only allow same sex rather than opposite... so i m showing what I would do.. slightly change so you need more charisma for same sex Code: //:: k_con_flirt /* checks to see if npc and pc are of the opposite sex and the pc's charisma is normal or better */ //:: Created By: Jason Booth //:: Copyright (c) 2002 Bioware Corp. #include "k_inc_debug" int StartingConditional() { int nGender = GetGender(GetPCSpeaker()); if(GetAbilityScore(GetPCSpeaker(),ABILITY_CHARISMA ) >= 10) { if(nGender =! GetGender(OBJECT_SELF)) { return TRUE; } else { if(GetAbilityScore(GetPCSpeaker(),ABILITY_CHARISMA ) >= 15) { return TRUE; } else { return FALSE; } } } return FALSE; } As i said, i know nothing about scripting, so i don;t know if this would work {edit: umm... hmmm.... i dont see where ismale and isfemale is used in this script... silly me... so these are scirpts used in the conversations to check if a flirt text comes up? talk about redunency... if PC is male and the dialog is from a female char, then why do they need a opposite sex sxript? cOnFuSiNg!} Link to comment Share on other sites More sharing options...
Darth333 Posted July 31, 2005 Share Posted July 31, 2005 Welcome to the forums ...er...in case you didn't noticed, you dug up a very old thread which had no posts since March 2004 And the romance mod was made a very long time ago too: http://alvin777t.tripod.com/ At least this confirms that the search function is working fine Anyways, if you'd want to make a higher charisma check for same sex, the script could be somehting like this: Code: //:: k_con_flirt /* checks to see if npc and pc are of the opposite sex and the pc's charisma is normal or better */ //:: Created By: Jason Booth //:: Copyright (c) 2002 Bioware Corp. #include "k_inc_debug" int StartingConditional() { int nGender = GetGender(GetPCSpeaker()); if(((GetAbilityScore(GetPCSpeaker(),ABILITY_CHARISMA ) >= 10) && (nGender =! GetGender(OBJECT_SELF))) || ((nGender == GetGender(OBJECT_SELF)) && (GetAbilityScore(GetPCSpeaker(),ABILITY_CHARISMA) >= 15))) { return TRUE; } else { return FALSE; } } Link to comment Share on other sites More sharing options...
Chance Posted August 11, 2005 Share Posted August 11, 2005 This thread was exactly what I was looking for... Ack, and guess what, the tweaked romance script by Hoa_Binh is no longer online. Can someone point to a new page, if it exists, or send me their copy of the script? (The script Darth333 pointed to speeds up romances but doesn't change the requirements, as far as I can tell.) If someone is willing to send me Hoa_Binh's script and more people want it, I'll put it online myself. Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted August 12, 2005 Share Posted August 12, 2005 Hoa_Binh didn't include .nss sources as well... Link to comment Share on other sites More sharing options...
cry_of_paine Posted August 16, 2005 Share Posted August 16, 2005 I have a script that works as a workaround. It involves changing the save file to GENDER_BOTH though, and so that doesn't seem like a very elegant solution. Basically what I'd like to do is rewrite the IsMale script to check and see who called it. If you're in a conversation with Bastila, return TRUE, otherwise, perform the normal check, and return whatever is appropriate (presumably false, otherwise, why bother with the switch). No changing saves, and no problems somewhere down the line with other characters. So now I just need to find out either how to determine the caller of the script, or determine if you're in a conversation, and who with. That however, is lower on my list of priorities (got 2 other mods I'm working on), so it might be a couple of days till I get back to it. Link to comment Share on other sites More sharing options...
stoffe Posted August 16, 2005 Share Posted August 16, 2005 Basically what I'd like to do is rewrite the IsMale script to check and see who called it. If you're in a conversation with Bastila, return TRUE, otherwise, perform the normal check int StartingConditional() { if (GetTag(OBJECT_SELF) == "Bastila") return TRUE; return (GetGender(GetFirstPC()) == GENDER_MALE); } Link to comment Share on other sites More sharing options...
cry_of_paine Posted August 17, 2005 Share Posted August 17, 2005 Apparently I don't know what OBJECT_SELF is then. I thought it meant the PC. That explains a few problems I'm having elsewhere. So what does the OBJECT_SELF reference? Specificly, since this was called from a dialog, how do you know which speaker this will reference? Link to comment Share on other sites More sharing options...
Chance Posted August 17, 2005 Share Posted August 17, 2005 OBJECT_SELF is the object that is running the script. Setting GENDER_BOTH results in a few small bugs, by the way, eg. when talking to the Sith who invites you to that party on Taris. Link to comment Share on other sites More sharing options...
Larandir Posted August 23, 2005 Share Posted August 23, 2005 Alright i'm still a little green around the gills with with this modding idea, so bear with me just a little. I've been tinkering with the game for the past few days and have discovered that intuition and a "little" programming just dont cut the mustard. So can some nice person please give me a set of idiot proof instructions on just what i need to do to get "Romance side dialogue" between female PC and Bastila? Link to comment Share on other sites More sharing options...
cry_of_paine Posted August 23, 2005 Share Posted August 23, 2005 First, go to your override folder, and make a new text file, and name it k_con_ismale.nss Then, copy and past this into that new file. #include "k_inc_debug" int StartingConditional() { int iGender = GetGender(GetFirstPC()); if ((GetTag(OBJECT_SELF) == "Bastila") || (iGender == GENDER_MALE)) { return TRUE; } else { return FALSE; } } The code Stoffe had works, but this is a little more intuitive I think. If you're male, or you're talking to Bastila, then return true (game thinks you're male). Otherwise, false (you're a female). That's all you need. Just compile that and you're set. I'm not sure what the tool is to compile, but you can find it on this forum somewhere. Link to comment Share on other sites More sharing options...
Larandir Posted August 23, 2005 Share Posted August 23, 2005 Thanks for the help neighbour, will try it after knockoff. Link to comment Share on other sites More sharing options...
Larandir Posted September 7, 2005 Share Posted September 7, 2005 Alright tried alteration, works fine full remance right up to "the kiss". not getting any love options on temple summit or within the command centre of the star forge though, so I ask again for idiot proof intsructions, this time as to how to enable love options after Bastila turns. Link to comment Share on other sites More sharing options...
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