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CluelessDude

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Hi all. New to the forum. Good stuff here. :)

 

I have spent a few hours over the last couple of days reading over the forum, and experimenting a bit with what I've learned here. If I've missed something, I do apologize. That said, I do have a couple of questions. On scripting first of all.

 

I'm a little confused as to how to use the NWN toolset to modify KoTOR scripts. To explain, this is what I did:

 

>I reinstalled NWN so that it was at its original version build.

 

>I downloaded Li'l Jawa's KoTOR Builder! module.

 

>I loaded the module into the toolset.

 

>From there, I used the KoToR tool to copy the text of the following scripts: k_sp1_generic.nss, k_inc_force.nss, and k_inc_debug.nss. For each of them, I pasted the text into a new script in the module.

 

>I then played around a bit with k_inc_force.nss, increasing the duration of a couple of force powers (Force aura, master speed).

 

>Then I compiled k_sp1_generic.nss in the toolset. There were no errors.

 

After all of that, I used nwnexplorer to extract the two .nss scripts and the compiled k_sp1_generic.ncs script to my KOTOR override folder.

 

When I tested in game, the durations seemed unchanged. Further, it seems that Master speed no longer confers any extra attacks.

 

What I'm wondering is whether there is any specific version of NWN I should be using. If that's not the problem, then I'm pretty much stumped. Any help would be appreciated. :)

 

___________________________________

 

Now, apart from scripting:

 

I've done a little bit of tweaking with .2da files as well, and that seems to work quite well. I do have some limited experience modding in NWN, so I realize that there are probably fairly restrictive limits to what one can do with just .2da's.

 

What I'm wondering is whether anyone's had any luck unlocking class-specific (and automatically granted) feats. In other words, if I were to give the Jedi Guardian sneak attack, for instance. Using feat.2da doesn't seem to do the trick.

 

Again, thanks for your time. And thanks for all the great info here.

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<<<What I'm wondering is whether anyone's had any luck unlocking class-specific (and automatically granted) feats. In other words, if I were to give the Jedi Guardian sneak attack, for instance. Using feat.2da doesn't seem to do the trick.>>>

 

Well, I've figured out the above. It appears I wasn't editing enough columns. While I realize that I'm probably among the least able modders on this board, I figure I'll explain how to do it here for any who wonder. :)

 

In feat.2da, there are three columns for each class. In this case, the Jedi Guardian, those are: "jgd_list," "jgd_granted," and "jgd_recom."

 

In jgd_list, there appear to be three different values applicable for a given feat. If you put a "1" in that column, then that means the feat will show up for selection when you level up. If you put a "3" there, that means that the feat is automatically granted. If you put a "4" there, it means the feat is neither granted, nor is it listed.

 

jgd_granted simply determines at which level the feat is granted, if you have a "3" in jgd_list. That was my mistake. For example, if you wanted to grant sneak attack 1d6 to the jedi guardian at level 1, you'd put a "3" under jgd_list, and a "1" under jgd_granted.

 

jgd_recom determines the computer's recommendations when you ask for them during level up.

 

So allow me to say, "Doh." Still wondering about the scripting thing, though. I'm wondering if I have the correct versions both of NWN (It's the base version from the installation), and of NWNexplorer (It's the modified version that KittyKitty linked to in her excellent sticky post above). As I said, if neither of those things is the problem, then I'm completely stumped. :)

 

Thanks again.

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Those are both the correct versions. Some of the scripts can be a little twitchy and take a bit of tinkering to get figured out, but so far, I've found the kotor builder! mod by Li'l Jawa for the NWN tools works on all of them I've done.

 

The only thing I noticed you did differently than I was you used NWN explorer to export them. I didn't bother. Instead, once I had all my files (include scripts etc) entered in and named properly and saved and whatnot in my module thingy, I just compiled and then using Windows Explorer (with NWN toolset still open and running) I copy/paste the NCS files it creates in the temp folder under NWN's folder into kotor's override folder.

 

I can't remember the exact name of the temporary folder, but I do remember it being pretty obvious and easy to find, and once I had the scripts copied, everything worked fine.

 

 

If that still doesn't fix your problem, I'd have to guess you either somehow missed an include script, or just plain edited something wrong, which isn't terribly hard to do depending how familiar with the scripting used in NWN / KotOR (which are very similar but with some subtle differences to one another - and also both fairly similar to C++ actually)

 

Anyways.. hopefuly this will help. If not, we'll keep at it till we get it working for you. ;)

 

-Kitty

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Thank you, Kitty. :)

 

Unfortunately I can't check right now, but that's almost certainly the issue. You learn something every day. I didn't realize there was a temp folder.

 

One thing I noticed after looking at some of the exported scripts last night was that there were a few unreadable characters inserted into them at random places. Comparison with the base scripts (With the Kotor tool's text editor) revealed that these were new.

 

Again, thanks a bunch. It's great to have found this forum. I was very disappointed when Bioware banned all discussion about mods on their forums.

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