Helodermatid Posted March 13, 2004 Share Posted March 13, 2004 Almost there! Put the .nss files in the same directory as the nwnnsscomp.exe file (techically not required but then you have to worry about paths and such) OR copy nwnnsscomp.exe to your override folder (and replacing the old version if it is there) where your scripts are. Link to comment Share on other sites More sharing options...
Helodermatid Posted March 13, 2004 Share Posted March 13, 2004 tk102: For some simple pcodes I can guess what the source should look like but for the more complicated ones keeping track of which variables are where on a stack is a major pain. Not to mention, pcodes from a source that has a lot of #include can be big with lines that aren't even executed. Trying to understand those is presently beyond me. Why do you ask? Link to comment Share on other sites More sharing options...
MarcoHa Posted March 13, 2004 Author Share Posted March 13, 2004 Brilliant!! I finally got it working! Thanks Helodermatid for all of the help Link to comment Share on other sites More sharing options...
Helodermatid Posted March 13, 2004 Share Posted March 13, 2004 Congratulations! You're one step closer to being an expert modder. Link to comment Share on other sites More sharing options...
tk102 Posted March 13, 2004 Share Posted March 13, 2004 I'm trying to solve the cutscene problem with early jedi classing. See: http://www.lucasforums.com/showthread.php?s=&postid=1472714&highlight=Escape+AND+placeable#post1472714 Link to comment Share on other sites More sharing options...
Captian Subtext Posted November 7, 2004 Share Posted November 7, 2004 I updated Kotor to ver 1.7 (i think)do i need to put -v1.7 instead my scripts wont work with -v1.00 Link to comment Share on other sites More sharing options...
tk102 Posted November 7, 2004 Share Posted November 7, 2004 No, all scripts need to use the -v1.00 switch when compiling. See this http://www.lucasforums.com/showthread.php?s=&threadid=125847 thread for functions that can be used to help debug your script. About half the time, the problem is with the .dlg or .utt and the debug functions mentioned in that thread can help you determine whether or not your script is even firing. If you're still stuck, feel free to post or PM. Link to comment Share on other sites More sharing options...
clydeski Posted February 17, 2005 Share Posted February 17, 2005 I just downloaded hazardXs nwnsscomp. readme says it's version 1.3. Should i still enter -v1.00 or should it be -v1.30? Thanks Link to comment Share on other sites More sharing options...
Fred Tetra Posted February 17, 2005 Share Posted February 17, 2005 You could also just add the files to a Project in Kotor Tool and let it compile the files for you. It can even build a .mod file for you, if needed. Link to comment Share on other sites More sharing options...
tk102 Posted February 17, 2005 Share Posted February 17, 2005 @clydeski: See my post, 3 post up. It still applies. Link to comment Share on other sites More sharing options...
clydeski Posted February 26, 2005 Share Posted February 26, 2005 Thanks Fred and TK Link to comment Share on other sites More sharing options...
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