shangoman Posted August 6, 2004 Share Posted August 6, 2004 I've edited the k_def_attacked01.nss, to have my edit placed into game what do I have to compile script with? NOTE: I'm also running KOTOR Hardcore MOD V1.0 by Talchia and I'd like to keep this mod. I'm guessing I just need to compile the k_def_attacked01.nss to get k_def_attacked01.ncs. Side ?. I tried to decompile k_ai_master.ncs for hardcore mod using NWNNSSCOMP.exe, the command I used was, "NWNNSSCOMP -v1.00 -de k_ai_master.ncs," and I get an error, "unable to open output file "k_ai_master.ncs." Can anyone tell me what I'm doing wrong. Thx in advance for any suggestions or comments. Link to comment Share on other sites More sharing options...
beancounter Posted August 6, 2004 Share Posted August 6, 2004 Shangoman, check out the post I left you on your other thread. Reading a small decompiled script is hard enough, but the k_ai_master is one of the biggest scripts and it would be just about impossible to figure it out. I would recommend that you send a email to the maker of the hardcore mod and ask him to send you the decompiled script. Link to comment Share on other sites More sharing options...
Mono_Giganto Posted August 6, 2004 Share Posted August 6, 2004 Problem is, Talchia's been gone for months now... Link to comment Share on other sites More sharing options...
BountyHUNTER12 Posted August 6, 2004 Share Posted August 6, 2004 Those scripts are readable if you look in the Scripts, Source part of Scripts.bif in KOTOR Tool. All the k_def_'s are in source and k_ai_master is in source. Link to comment Share on other sites More sharing options...
beancounter Posted August 6, 2004 Share Posted August 6, 2004 Oh - I did not know that, I am still pretty new here. The .nss script for the k_ai_master is over 100 pages with all of the include files printed out, so you could imagine how ugly it would be to look at the compiled verison. I program for a living and I would have no desire to try doing that. Maybe one of the more experenced SW scriptors would have a better idea. Link to comment Share on other sites More sharing options...
beancounter Posted August 6, 2004 Share Posted August 6, 2004 Maybe one of the more experenced SW scriptors would have a better idea. [/b] Stormtrooper - I posted before I saw your reply. I was not trying to say you were inexperienced, I was talking about myself. Link to comment Share on other sites More sharing options...
BountyHUNTER12 Posted August 6, 2004 Share Posted August 6, 2004 Originally posted by beancounter Stormtrooper - I posted before I saw your reply. I was not trying to say you were inexperienced, I was talking about myself. That's fine, we all post at the same time or before ppl post. Also, I may be pretty good at scripting but I am not the best. Link to comment Share on other sites More sharing options...
shangoman Posted August 6, 2004 Author Share Posted August 6, 2004 Thx for all the helpful info. I got my modified script in the game, and did not need to mess with k_ai_master.ncs, . I was trying to disable that rediculous def atk when fight multiple enemies in close, after you kill one and target switches to another. I pretty much disabled the K_def_attack01.ncs script, but its still doing that annoying def atk but at least it doesn't switch to mines during a fight anymore, which was even more annoying. I guess I'll have to settle for that, cause if Talchia is gone, I will not be able to keep his mod, and the increase diff does make game better. And I think I'd have to mess with something in k_ai_master.ncs as it defines alot of the combat reactions, the other combat scripts (def, grenader, droid/jedi) all start by executing k_ai_master.ncs. I hope for two they allow you to turn PC scripts off, I think automated PC reactions just makes the game to easy and takes some of the individuality out of combat (reduces your own style to the game makes style). Well anyway I guess what I really need to do is get better at scripting. . Link to comment Share on other sites More sharing options...
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