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nwnnsscomp decompile problem


randydg

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When you decompile a script, all you get is byte code, not a .nss file.

 

If you want to modify the script, you have to either:

 

a. reconstitute the script from the byte code (you'll find info here: http://www.torlack.com/index.html?topics=nwndata_ncs )

 

b. Use the execute script function (easier and as good as the other method) . There is a tutorial about this in the scripting tutorials.

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// ST: a_bastila_holo.nss (702KOR_s.rim)

#include "k_inc_fab"

void main() {
   if (GetGlobalNumber("101PER_Revan_End") == 0) {
       ActionStartConversation(GetFirstPC(), "bastila", FALSE, CONVERSATION_TYPE_CINEMATIC, TRUE);
   }
   else if (!GetIsObjectValid(GetObjectByTag("bastila_holo"))) {
       object oBastilaah = FAB_Spawn("bastila_holo");
       AssignCommand(oBastilaah, ClearAllActions());
       AssignCommand(oBastilaah, ActionStartConversation(GetFirstPC(), "bastila", FALSE, CONVERSATION_TYPE_CINEMATIC, TRUE));
   }
}

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