REDJOHNNYMIKE Posted July 10, 2005 Share Posted July 10, 2005 Ok here's what I was trying to do, I was using D333's dustil tutorial to learn how to create a custom recruit, the problem is I want to do it for TSL, so some of the fields require different values, and I can't figure out what all the values and names are, or even if there are things that where left out because they are only required for TSL. What I'm trying to accomplish is to recruit, Sevin El-Evin the friendly sith assasin to the party and give him opening dialog that opens up a new planet (planet waaay not finished, so that part has to be left open a little) I have seen recruit mods, so how's it done Ladies and Gents Link to comment Share on other sites More sharing options...
Darth333 Posted July 10, 2005 Share Posted July 10, 2005 There ya go: int NPC_PLAYER =-1; int NPC_ATTON = 0; int NPC_BAO_DUR = 1; int NPC_CANDEROUS = 2; int NPC_G0T0 = 3; int NPC_HANDMAIDEN = 4; int NPC_HK_47 = 5; int NPC_KREIA = 6; int NPC_MIRA = 7; int NPC_T3_M4 = 8; int NPC_VISAS = 9; int NPC_HANHARR = 10; int NPC_DISCIPLE = 11; int PUP_SENSORBALL = 0; int PUP_OTHER1 = 1; int PUP_OTHER2 = 2; You can find all this stuff in nwscript.nss. If you are getting started with scripting, I strongly suggest you have a look at this file Link to comment Share on other sites More sharing options...
Aash Li Posted July 10, 2005 Share Posted July 10, 2005 aaahahahaha Sevin El-Evin (7-11). Does he talk with an indian accent like Apu (Simpsons)? Also, the tutorial doesnt tell you to do this, but in the part where you make that script to get rid of the twin, you need to save the file as "destroy_nameofnpc" or it wont compile if you name it goodbye.nss, or whatever, which is what I tried till I downloaded a mod that actually worked. heh Dont use kotor tool to change the appearance and the portrait fields. If you want to adjust the stats and give him an inventory do that first, then go and change the resref, appearance, and portraits fields. Otherwise kotor tool will corrupt the file, and you'll have to start all over again. When linking to an existing dialogue, I figured out its much more simpler to just find a blank part and link the script, than it is to add in extra dialogue. heh. Tutorial doesnt say either way... so it dont matter which way you do it. Link to comment Share on other sites More sharing options...
REDJOHNNYMIKE Posted July 10, 2005 Author Share Posted July 10, 2005 Thanks Darth333, that helps me some, but I'm still not sure if everything else is the same or not, for example I already renamed the scripts from def to hen and deleted the ones I didn't need (followed your screeny exactly) but I don't know wether or not they (and anything else) work differently in TSL. "You can find all this stuff in nwscript.nss. If you are getting started with scripting, I strongly suggest you have a look at this file" I thought your tutorial WAS one of the starting places for these deeper things, the whole things kind of confusing because many of the tutorials seem written to tell you how to do specific things, without giving to much extra information about all the options, this is why I've been taking so long getting into more than textures, because there's no clear progression of learning, So the NWscript is where the important stuff is at??? I'll have to take a look at it:) @Aash Li, like that, did you? I'd never actually thought of the accent thing, but if I eventually did more with him, one of his main skills would be production of refreshments Medpacks, Stimulants, Maybe even a few "custom" reality ripoffs like maybe a can of Condensation of the Big Hills, it gives a +3 bonus to Dexterity, and a +5 bonus to Strength, maybe even a +2 bonus to Intelligence, As Stinger says, "overclocked goodness":D And I don't know enough about the subject to know what you where talking about down there, but Thanks for the help and I'm sure I'll understand it eventually:D Link to comment Share on other sites More sharing options...
Aash Li Posted July 10, 2005 Share Posted July 10, 2005 THE NWscipt is HUGE and confusing. Theres a modified version of it on pcgame mods thats coloured and indexed... The tutorials seem to think you know how to do most of ths stuff so they arent going into a whole lot of detail, which I found frustrating at times. Some of it is self-explanatory if you look at the files and stuff, so they dont need a whole lot of detailing. And since I think youre making a custom npc. you should follow the part where it talks about making two utc files... what I did was alter one of the utc files, and then copy/paste it, and rename it to whatever, so that I have two of the same files. Utc files are those character stat packages. Found in: erf - templates - blueprint, character Dialogues for all the planets are in: rims - modules The rim categories with the _s section are the ones that contain the dialogues (.dlg files). Such as: danm13_s.rim Appearance, Heads, Portraits are found in: bifs - 2da - 2d array In alphabetical order. This is how it is in kotor1, not sure if its identical in 2 or not... Hope that helps. Link to comment Share on other sites More sharing options...
REDJOHNNYMIKE Posted July 10, 2005 Author Share Posted July 10, 2005 Thanks for the help, I just got back from work a little while ago and haven't checked out the NWscript deal yet, So I'll check it out and your pcgamemods suggestion:D My problem is I don't know how to do most of this stuff, shooting things that show up on the screen is about the extent of my PC knowledge:D Link to comment Share on other sites More sharing options...
REDJOHNNYMIKE Posted July 11, 2005 Author Share Posted July 11, 2005 :lol: I looked everywhere for the nwscript except Kotor Tool :lol: I evan looked through every modding tool page I could find, and then went to PCgamemods to see if it was downloadable:D Oh well, back to work:D Ok so how do you open a command prompt inside a folder to compile a script:confused: Link to comment Share on other sites More sharing options...
Darth333 Posted July 11, 2005 Share Posted July 11, 2005 Originally posted by REDJOHNNYMIKE Ok so how do you open a command prompt inside a folder to compile a script:confused: You can use the cd \ command to specify the directory where your files are located. or you can use this trick: http://www.lucasforums.com/showthread.php?s=&threadid=130750 Link to comment Share on other sites More sharing options...
REDJOHNNYMIKE Posted July 11, 2005 Author Share Posted July 11, 2005 Thanks to you and TK for showing me that registry thing, because it works:D unfortunately I can't go and compile everything now becasue I gotta go to work, strange how things always turn out that way:D I got a .ncs file, but I also got an ndb file:confused: what do I do with that? Link to comment Share on other sites More sharing options...
Darth333 Posted July 11, 2005 Share Posted July 11, 2005 Discard the ndb file: it was used for debugging with nwn but it is of no use for Kotor. Link to comment Share on other sites More sharing options...
REDJOHNNYMIKE Posted July 11, 2005 Author Share Posted July 11, 2005 Thanks, I'll get back to your tutorial now:D Link to comment Share on other sites More sharing options...
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