Leviathan Posted January 13, 2005 Share Posted January 13, 2005 Hello world ! (These questions are addressed particularly to those who know the answers) I would like to know if some Star Wars : KotOR II's source files will be available with its PC version. I explain : SW : KotOR II use surely the same "organization of the files" as the original title (SW : KotOR) ; For examples, scripts in .NCS files or sounds compressed with "Miles Sound Tools", etc ... So, I want to know if Obsidian could put at the public's disposal some of these files. Personally, I would prefer that you "give" us all of the "source scripts files" (*.NSS) files freely (.NCS files can't be decompiled with existing tools ...) for a better "access" to the modding ... (If it does not disturb you, of course !...) Bioware has not released all of these files for SW : KotOR, and I think it's a pity ; I hope that Obsidian won't do the same "error" ... I await all of your answers ... Good bye ! Link to comment Share on other sites More sharing options...
tk102 Posted January 13, 2005 Share Posted January 13, 2005 Hello, I believe your expectations of Obsidian should be the same as that of Bioware -- the scripts.bif file will contain global .nss files but the .rim files most likely will not. (Please correct me if I'm wrong StormSinger...) As for decompiling (dis-assembling really), nwnnsscomp.exe -d does as good of job as you could expect from a compiled script. True, it doesn't revert all the way back to a source file, but most .ncs files can be deciphered in this manner. Link to comment Share on other sites More sharing options...
Dak Vesser Posted January 13, 2005 Share Posted January 13, 2005 Originally posted by tk102 but most .ncs files can be deciphered in this manner. Huh! I've had no luck so far "lol":p Link to comment Share on other sites More sharing options...
tk102 Posted January 13, 2005 Share Posted January 13, 2005 Did you see Torlack's description of the .ncs file? It helps. Link to comment Share on other sites More sharing options...
Leviathan Posted January 14, 2005 Author Share Posted January 14, 2005 I would prefer that Obsidian release ALL of the *.NSS files, no ? Link to comment Share on other sites More sharing options...
tk102 Posted January 14, 2005 Share Posted January 14, 2005 Who wouldn't? Link to comment Share on other sites More sharing options...
Prime Posted January 14, 2005 Share Posted January 14, 2005 Originally posted by tk102 Who wouldn't? Obsidian management and Lucasarts. Link to comment Share on other sites More sharing options...
Dak Vesser Posted January 14, 2005 Share Posted January 14, 2005 There is a slight problem with the NWNCompiler/Kotor Script compiler: Its not accepting the new kotor II scripts. It keeps coming up with: "Error Undeclared Identifier at "NPC_Atton"" or "Error Required argument missing in call to "AddAvailableNPCByTemplate"" And that was was just a simple "Spawn & Add Atton" Script source called "a_addatton.nss" Here's the actual code void main() { AddAvailableNPCByObject(NPC_ATTON,GetObjectByTag("atton")); AddPartyMember(NPC_ATTON,GetObjectByTag("atton")); SetGlobalNumber("101PER_Atton_Joined", 1); } It's been doing that to allot of the source scripts I extracted out of kotor II well, so far all of them. Anyone else has this same problem? Link to comment Share on other sites More sharing options...
tk102 Posted January 14, 2005 Share Posted January 14, 2005 You need to extract the nwscript.nss from KotOR2's scripts.bif in order to use constants (and new KotOR2 functions) with the compiler. Put it in the same directory as nwnsscomp.exe. In addition! There appears to be a syntax error in nwscript.nss See this thread for more details. Link to comment Share on other sites More sharing options...
Dak Vesser Posted January 14, 2005 Share Posted January 14, 2005 Originally posted by tk102 You probably need to extract the nwscript.nss from KotOR2's scripts.bif in order to use constants (and new KotOR2 functions) with the compiler. My recommendation would be to put it in the same directory as nwnsscomp.exe and try again. If that doesn't work, substitute the actual slot number number in place place of NPC_ATTON. Oh! that's right - I forgot about that!!! HOT DOG IT- I'm a dummy "lol" Link to comment Share on other sites More sharing options...
Dak Vesser Posted January 14, 2005 Share Posted January 14, 2005 Well that was good but it still didn't work. All it did was try to compile the nwscript.nss "unless I'm doing something wrong". This the "nwncompiler" (the one they call "Star Wars: KotOR - Script Compiler") that when you make a .bat file for it, it automatically compiles the scripts within the Override folder in the kotor directory. So what I'm saying is that I'm not quite sure on how to incorporate the nwscript.nss to it. I know how to put it in the same directory but by doing that, the only thing the compiler is doing is trying to complie it, and also comming up with errors. If someone wants to go into detail on how this structure is supposed to be, Please be my guest. Link to comment Share on other sites More sharing options...
tk102 Posted January 14, 2005 Share Posted January 14, 2005 All you need to do is fix the syntax error in nwscript.nss. Then you can compile a_addatton.nss as you described. nwscript.nss does not need to be compiled. Link to comment Share on other sites More sharing options...
Dak Vesser Posted January 14, 2005 Share Posted January 14, 2005 Ok well I'll try looking throught the Nwscript for some sort of syntax error, But I really think someone should just update the compiler its self all togerther ------>make it KoterII version. Link to comment Share on other sites More sharing options...
tk102 Posted January 14, 2005 Share Posted January 14, 2005 The only thing to change would be the registry entry that nwnsscomp.exe uses to find scripts.bif. But that would do you little good since there's a syntax error in scripts.bif! Link to comment Share on other sites More sharing options...
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