stoffe Posted May 31, 2006 Share Posted May 31, 2006 I just DL'ed the new version and am ready to install. Will I have to edit the "st_inc_powers.nss" and the "spells.2da" files like I did in the older version to get NPC's to use your HLFP's? No, the installer should handle those things on its own. The only thing you may need to do manually is make it compatible with other mods made by others that modify the AI scripts, like the hardcore mod, that you may wish to use. Script compatibility is one of the things I doubt the TSLPatcher installer will ever handle, since the format is too freeform and complex to automate merging of data in any reliable way (for someone of my programming skill at least). Link to comment Share on other sites More sharing options...
Sinapus Posted December 27, 2006 Share Posted December 27, 2006 What does the k_sup_grenade.ncs file do, exactly? It's one of the few files that did not have an nss file with it. Is it just a copy of the default one that comes with the game? Asking because I've come across a Grenade and Rocket Damage mod that consists solely of a modded copy of this file. Wanted to know if throwing that in with this ImprovedAI mod will do Bad Things, or if it will work. Link to comment Share on other sites More sharing options...
stoffe Posted December 27, 2006 Share Posted December 27, 2006 What does the k_sup_grenade.ncs file do, exactly? It's one of the few files that did not have an nss file with it. Is it just a copy of the default one that comes with the game? If I remember correctly it makes rocket and grenades a bit less useless by applying a bonus to damage and save DC that is tied to the Demolitions skill rank and character level of the grenade throwing/rocket launching character, and some other minor tweaks and changes. If the NSS source code isn't included for it I must have forgotten about it. I'll dig around and see if I can find it. Link to comment Share on other sites More sharing options...
Sinapus Posted December 27, 2006 Share Posted December 27, 2006 If I remember correctly it makes rocket and grenades a bit less useless by applying a bonus to damage and save DC that is tied to the Demolitions skill rank and character level of the grenade throwing/rocket launching character, and some other minor tweaks and changes. Exclamation: Oooooo.... /hk-47 Oh yes, I'm keeping that there. Muahahahahaha If the NSS source code isn't included for it I must have forgotten about it. I'll dig around and see if I can find it. Well, I'm not planning on making any tweaks to the file at the moment, but thanks. Link to comment Share on other sites More sharing options...
Bastila is sexy Posted February 5, 2008 Share Posted February 5, 2008 Okay this is a long way from the last post. However, I'm having trouble using this AI mod. During install I get a log saying that there were 27 errors, though some changes have been applied, also got a following message that stated install most likely failed. Now I followed the instructions to the tee. Here's a copy of my install log, if anyone's out there willing to give it a look, I'd appreciate it. • Installation started 2/4/2008 11:10:02 PM... • Modifying file "spells.2da" found in Override folder... • Error: No RowIndex/RowLabel identifier for row to modify found at top of modifier list! Unable to apply modifier "st_spell_protection". • Error: No RowIndex/RowLabel identifier for row to modify found at top of modifier list! Unable to apply modifier "st_spell_hurricane". • Error: No RowIndex/RowLabel identifier for row to modify found at top of modifier list! Unable to apply modifier "st_spell_sleep". • Error: No RowIndex/RowLabel identifier for row to modify found at top of modifier list! Unable to apply modifier "st_spell_contagion". • Error: No RowIndex/RowLabel identifier for row to modify found at top of modifier list! Unable to apply modifier "st_spell_chainlightning". • Error: No RowIndex/RowLabel identifier for row to modify found at top of modifier list! Unable to apply modifier "st_spell_grip". • Error: No RowIndex/RowLabel identifier for row to modify found at top of modifier list! Unable to apply modifier "st_spell_immortality". • Error: No RowIndex/RowLabel identifier for row to modify found at top of modifier list! Unable to apply modifier "st_spell_omniscience". • Error: No RowIndex/RowLabel identifier for row to modify found at top of modifier list! Unable to apply modifier "st_spell_energize". • Error: No RowIndex/RowLabel identifier for row to modify found at top of modifier list! Unable to apply modifier "st_spell_leechlife". • Error: No RowIndex/RowLabel identifier for row to modify found at top of modifier list! Unable to apply modifier "st_spell_weaken". • Error: No RowIndex/RowLabel identifier for row to modify found at top of modifier list! Unable to apply modifier "st_spell_inferno". • Error: No RowIndex/RowLabel identifier for row to modify found at top of modifier list! Unable to apply modifier "st_spell_freeze". • Error: No RowIndex/RowLabel identifier for row to modify found at top of modifier list! Unable to apply modifier "st_spell_hold". • Saving unaltered backup copy of spells.2da in C:\Documents and Settings\Greg and Brittany\Desktop\Modified AI\backup\spells.2da • Updated 2DA file C:\Program Files\LucasArts\SWKotOR2\override\spells.2da. • Modifying and compiling scripts... • Compiling modified script k_ai_master.nss... • Error: Unable to find compiled version of file, k_ai_master.nss! The compilation probably failed. Skipping... • Compiling modified script k_hen_attondlg.nss... • Error: Unable to find compiled version of file, k_hen_attondlg.nss! The compilation probably failed. Skipping... • Compiling modified script k_hen_baodurdlg.nss... • Error: Unable to find compiled version of file, k_hen_baodurdlg.nss! The compilation probably failed. Skipping... • Compiling modified script k_hen_discipdlg.nss... • Error: Unable to find compiled version of file, k_hen_discipdlg.nss! The compilation probably failed. Skipping... • Compiling modified script k_hen_g0t0dlg.nss... • Error: Unable to find compiled version of file, k_hen_g0t0dlg.nss! The compilation probably failed. Skipping... • Compiling modified script k_hen_hanharrdlg.nss... • Error: Unable to find compiled version of file, k_hen_hanharrdlg.nss! The compilation probably failed. Skipping... • Compiling modified script k_hen_hk47dlg.nss... • Error: Unable to find compiled version of file, k_hen_hk47dlg.nss! The compilation probably failed. Skipping... • Compiling modified script k_hen_hndmaiddlg.nss... • Error: Unable to find compiled version of file, k_hen_hndmaiddlg.nss! The compilation probably failed. Skipping... • Compiling modified script k_hen_kreiadlg.nss... • Error: Unable to find compiled version of file, k_hen_kreiadlg.nss! The compilation probably failed. Skipping... • Compiling modified script k_hen_manddlg.nss... • Error: Unable to find compiled version of file, k_hen_manddlg.nss! The compilation probably failed. Skipping... • Compiling modified script k_hen_miradlg.nss... • Error: Unable to find compiled version of file, k_hen_miradlg.nss! The compilation probably failed. Skipping... • Compiling modified script k_hen_t3m4dlg.nss... • Error: Unable to find compiled version of file, k_hen_t3m4dlg.nss! The compilation probably failed. Skipping... • Compiling modified script k_hen_visasdlg.nss... • Error: Unable to find compiled version of file, k_hen_visasdlg.nss! The compilation probably failed. Skipping... • Installing unmodified files... • Copying file k_sup_droid.ncs to the override folder... • Copying file k_sup_grenade.ncs to the override folder... • Done. Some changes may have been applied, but 27 errors were encountered! Link to comment Share on other sites More sharing options...
Darth Bunnyfoot Posted February 18, 2008 Share Posted February 18, 2008 Well this is odd, someone else having the same issue as i am on the same day for such an old game. Anyway, i am only recieving 13 errors as opposed to your 27. I have the high level force powers mod 2 and 2.1 update installed. Link to comment Share on other sites More sharing options...
tk102 Posted February 19, 2008 Share Posted February 19, 2008 I am surprised there isn't a thread for this in the Taris Upper City Emporium. Me too... ol' Stoffe is slippin! -RH I think I considered it more of a hack than a proper mod back then, so I never bothered to release it as a full mod. ~M I almost split the last two posts off and merged them with the High Level Force Powers mod... oh how embarrassing that would've been. P.S.Normal users can't see when we type in color, right? Link to comment Share on other sites More sharing options...
Salk Posted November 24, 2010 Share Posted November 24, 2010 Hello! Is there a way to use the Improved AI mod without installing the High Level Force Powers? I am very interested in the first but not in the second. I read around (http://knightsoftheoldrepublic.filefront.com/file/Improved_AI;68905x#1000323 - Description by Inyri) that despite what the read me says, Improved AI would work even without High Level Force Powers installed. It would be great if stoffe could shed some light on this? Thanks! Link to comment Share on other sites More sharing options...
Qui-Gon Glenn Posted November 26, 2010 Share Posted November 26, 2010 Hello! Is there a way to use the Improved AI mod without installing the High Level Force Powers? It would be great if stoffe could shed some light on this? Thanks! I will answer, with no disrespect to the stoffe.... Yes, it works fine without HLFP. There are actually two versions of the AI mod, one made for use with HLFP and one for without. Surprised you missed it, Salk EDIT: btw tk102, if you ever stroll through this lane again.... yes, we can see when you type in colours Link to comment Share on other sites More sharing options...
Salk Posted December 22, 2010 Share Posted December 22, 2010 I will answer, with no disrespect to the stoffe.... Yes, it works fine without HLFP. There are actually two versions of the AI mod, one made for use with HLFP and one for without. Surprised you missed it, Salk EDIT: btw tk102, if you ever stroll through this lane again.... yes, we can see when you type in colours Hello Qui-Gon Glenn! Thank you for your answer and sorry for returning to this so late. I actually searched this matter before asking here on the Forum because there were opposite statements about this mod's compatibility with the game without HLFP. The latest version (the one using the installer) requires the HLFP mod to work, according to its readme file written by the author. But also the older version (Improved AI (2.1b2)) requires the same! So which version should I use, if both are flagged as compatible to the game only if HLFP is installed first? Thanks again for your help! P.S. By the way, do you know of any other mod that does something similar (AI upgrades) for Knights of the Old Republic? Link to comment Share on other sites More sharing options...
bignickm27 Posted June 23, 2011 Share Posted June 23, 2011 I noticed a problem with this mod where party members sometimes select ranged feats when they're equipped with a melee weapon, or melee feats when equipped with a blaster. Anyone else noticed this? Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.