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What is the file and where do I find it to put items in the Metal Box in the Ebon Hawk?

I already have Kotor Tool and Roboius GFFEditor.

 

What I want to do is create a script or anything to the plant the items in the metal box.

but all the ones I find in the forum are offline the link to the scripts.

 

AND, what program to use to edit and create .ncs files?

The .nss are made with notepad but the .ncs how do I edit and/or create them?

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ok, here is a generic ".nss" source code example.

 

attach the compiled script to a party members dialog file, such as missions ".dlg" file.

 

//:: ebonitems

/*

fill the ebon hawk containers with some items.

*/

//:: Copyright © 2002 Bioware Corp.

 

 

#include "k_inc_debug"

 

 

void main()

{

 

object oCont = GetObjectByTag("MetalBox");

object oCont1 = GetObjectByTag("PlstcCrt");

 

 

 

CreateItemOnObject("g_i_upgrade001",oCont);

CreateItemOnObject("g_i_upgrade002",oCont);

CreateItemOnObject("g_w_sbrcrstl13",oCont);

 

CreateItemOnObject("g_i_mask22",oCont1);

CreateItemOnObject("g1_i_belt001",oCont1);

CreateItemOnObject("g_a_mstrrobe01",oCont1);

}

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Originally posted by waterhammer

TK102's Darkside Choker mod has that functionality and has the source code available inside. He attached it to Zaalbar's dialog and made it so it would only add the item once, rather than each time you talked to him.

 

http://www.pcgamemods.com/5271/

 

Yes, using a variable will do it. The other way around is to attach the script to an existing dialog branch that is not repeated ;)

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Hi there Reload2k,

 

If you're interested in firing scripts from dialogs, take a look at the readme file that comes with DLGEdit. There are two types of scripts that are used in dialogs: ones that start

void main()

and ones that start

int StartingConditional()

.

The former is usually used for actions to take place when something is spoken. These scripts are placed in the Script field in an EntryList or ReplyList struct of the .dlg file.

 

The latter is used to determine whether or not a dialog option is available. These are placed in the Active field in a StartingList, EntriesList, or RepliesList struct.

 

Again, take a look at the readme for more information. For more in depth documentation see http://nwn.bioware.com/developers/Bioware_Aurora_Conversation_Format.pdf

 

To use the compiler, simply launch it from a command line and it will display the syntax. Typically to compile use:

nwnnsscomp -v1.00 "scriptname.nss"

Output is scriptname.ncs (if successful ;))

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Ok, I think I understood a bit more...

What I want to do is this, after I talk to Bastila or Zaalbar they say something that lets me find the items on the metalbox in the ebon hawk.

Now the second question is I have Straker's Sith Armada will it still work for Zaalbar?

Cuz he is "replaced" for Darth Malek.

 

another question: To where the scriptname.ncs goes?

I did this, I putted the compiler in the Mai KotOR Directory but I dont know where the compiled script goes...

I did all there is to do...

Here is the line:

"C:\Program Files\LucasArts\SWKotOR\nwnnsscomp.exe" -v1.00 "k_zaal_putitems.nss"

 

Still I dont know where is the compiled script going to..

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Originally posted by ReLoaD2K

Ok, I think I understood a bit more...

What I want to do is this, after I talk to Bastila or Zaalbar they say something that lets me find the items on the metalbox in the ebon hawk.

Now the second question is I have Straker's Sith Armada will it still work for Zaalbar?

Cuz he is "replaced" for Darth Malek.

 

another question: To where the scriptname.ncs goes?

I did this, I putted the compiler in the Mai KotOR Directory but I dont know where the compiled script goes...

I did all there is to do...

Here is the line:

"C:\Program Files\LucasArts\SWKotOR\nwnnsscomp.exe" -v1.00 "k_zaal_putitems.nss"

 

Still I dont know where is the compiled script going to..

 

Please!! I know I must be a PAIN but I just want to know where the compiled file is going to and the Sith Armada thing!

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Originally posted by ReLoaD2K

Ok, I think I understood a bit more...

What I want to do is this, after I talk to Bastila or Zaalbar they say something that lets me find the items on the metalbox in the ebon hawk.

Now the second question is I have Straker's Sith Armada will it still work for Zaalbar?

Cuz he is "replaced" for Darth Malek.

 

another question: To where the scriptname.ncs goes?

I did this, I putted the compiler in the Mai KotOR Directory but I dont know where the compiled script goes...

I did all there is to do...

Here is the line:

"C:\Program Files\LucasArts\SWKotOR\nwnnsscomp.exe" -v1.00 "k_zaal_putitems.nss"

 

Still I dont know where is the compiled script going to..

Come one guys!

What I'm doing wrong with the compiler?!

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When I try to add items to the choker thing, it wont work!

No item appear at all not even the choker...

Can anyone post here an exmaple with the choker + anything else? look how i'm doing:

 

void main() {

object oContainer=GetObjectByTag("PlstcCrt");

CreateItemOnObject("g_i_frarmbnds51", oContainer);

CreateItemOnObject("g_a_mstrrobe0607", oContainer);

SetLocalBoolean(oContainer,3,TRUE);

}

 

what is wrong?

But with only the choker it works!

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Assuming you're using the .nss that came with the Darkside Choker mod ---

 

Did you compile the .nss to an .ncs??

 

What is g_a_mstrrobe0607?

Do you mean g_a_mstrrobe06?

Do you mean g_a_mstrrobe07?

 

If you've placed the .ncs in the override folder, and you've initiated the dialog, you should find the item that you've refernced in the plastic container in back on the left.

 

Here's the code to add an Advanced Bio-Stabilizer Mask:

 

void main() {
       object oContainer=GetObjectByTag("PlstcCrt");
CreateItemOnObject("g1_i_mask01", oContainer);
SetLocalBoolean(oContainer,3,TRUE);
}

You must also never bump a thread this often. :tsk: There are a large number of newbies on this forum and you're setting a horrible precedent. Plus it makes veteran modders more likely to get fed up and move on. Try to figure some of these things out on your own first.

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Well I'm sorry if I'm such a pain which I know that I'm.

But no one enters here to say anything...

And IF I add more things to be found when I go to the Plastic Container I dont find anything at all.

 

Another thing is that the compile thing only work if I put the .nss in the MAIN Kotor folder!

If I put on the Override nothing happens!

And I'm putting the compile thing in the kotor main folder.

 

But my main problem now is the item wont show thing!

 

EDIT: I tryied ur script and it didnt worked too....

I speak with Zaalbar but when I go to the plastioc cilinders there is nothing there....

Could you be forgeting something that will make only the choker appear?

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Probably because you have an error in your CreateItemOnObject statement. Check the name of the .uti carefully. (also if it's a custom .uti, it must be in the override folder too)

 

Well I'm sorry if I'm such a pain which I know that I'm.

But no one enters here to say anything...

Don't be sorry ... just don't do it again. Remember that this forum does not have a fulltime support staff waiting to answer your question 24/7. Wait a day or two before bumping.

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Ok, dunno how but after I extracted again the original files and started again it worked.

Now another question, I use Straker's Sith Armada, what I have to do to make Ceia Ventress say the same dialog and start the script just like Zaalbar one?

I think I have to edit a .dlg file but I dont know how or what to edit.

I have the DLGEditor from tk102 that I downloaded from pcgamemods but what next?

 

 

PS.: And again folks sorry for being such a pain with this scripting issue. I got a lil desperate cuz I dont understand nothing about scripting.

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Originally posted by ReLoaD2K

PS.: And again folks sorry for being such a pain with this scripting issue. I got a lil desperate cuz I dont understand nothing about scripting.

 

dont worry about it we're all here to learn, some progressing farther than others, you for example i've heard nothing but good things about you and your modding. MattCole

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Originally posted by ReLoaD2K

Ok, dunno how but after I extracted again the original files and started again it worked.

Now another question, I use Straker's Sith Armada, what I have to do to make Ceia Ventress say the same dialog and start the script just like Zaalbar one?

I think I have to edit a .dlg file but I dont know how or what to edit.

I don't remember what dlg file is attached to Ceia Ventress but you can check that easily: open the utc file for Ceia Ventress with a gff editor. There is a field called conversation i think (i'm not sure of the name of the field. I don't have any utilites with me right now so I can't check) and make sure that it points to the name of the Zaalbar dlg file "k_hzaa_dialog". If not, just change it and save :)

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