Jump to content

Home

A simple question (I guess)


settoken

Recommended Posts

When you make a cutscene or just ad folks into a module, wich files do you need to edit ?

 

Can you choose by name wich animations you want to use ?

 

Ok the question is "Can you choose BY NAME wich animations you want to use ?"

Nobody to help me ?

Link to comment
Share on other sites

Dude don't double post like that it's against the rules and give people a chance to look at your question, 4 hours may seem like a long time but people here do have other things to do.

 

If you look through nwscript you'll find alist of the available animations, use kotor tool to find the nwscript for whichever game you want this for, in K1 the animations start on line 1011 of nwscript.

 

--Stream

Link to comment
Share on other sites

people here do have other things to do

 

Ok it's a place about modding kotor right ?

So that was not necessary

Anyway, sorry for the double post and thx for responding

 

Edit: What is exactly the function of that file "nwscript.nss" please ?

I got it in the override directory, is that normal ?

Link to comment
Share on other sites

What is exactly the function of that file "nwscript.nss" please ?

I got it in the override directory, is that normal ?

 

The "nwscript.nss" is necessary in the compilation of scripts, I believe. As for the actual reason for its existence, I don't know. And yes, it is normal to be in your override folder.

 

Ok it's a place about modding kotor right ?

So that was not necessary

 

I think the point that Stream was trying to make is that there's no need to post twice just to try to encourage a faster response. Post, go away for 24 hours and come back. 99% probability that you will have a reply or two.

Link to comment
Share on other sites

It's the best file on my whole c-drive. So I don't care what it's for :xp:

 

Re: “When you make a cutscene or just ad folks into a module, which files do you need to edit?”

 

To add NPCs to modules, you need to extract and edit the .git file from kotor tool for that module. Then repackage it back into a .mod using kotor tool's ERF builder. Check the tutorial sections for 'how-to's for these.

 

But if you want to be lazy, (and don't want to extract-edit-rebuild an entire module), just swipe a dialog file from an npc in the module (like a pazaak player). Edit in a few new lines of dialog (ie "Hey, have to seen So-and-So?") and have that line of speech fire a script to spawn your NPCs. Then write the script to spawn the NPCs you want. Then put that plus the new dialog replacement in override. You can spawn NPC’s off of computer terminal dialog files, doors, etc. Anything that has the capacity to fire scripts on use.

 

These are just some ways you can go about it. I won’t write a whole tutorial, because we have those already =] Check here. http://lucasforums.com/showthread.php?t=143427

Good luck!

~*~ Paper ~*~

 

[EDIT]

Ah, and as for editing script animations, kotor tools script builder has some useful functions (theres a search field at the bottom where you can type in the animation you want and it tells you the script). But quite frankly, the best way to learn animatoin scripting, is to read through the source files of other people's mods. Be a script butcher! Cut and paste the bits you want, change the tags etc.

Link to comment
Share on other sites

The game doesn't have to recompile the scripts each time you play it ?

it would be bizarre

and I don't believe that bioware leaved it to help us modders doing our own scripts

are you sure it's a compilation data file ?

 

The game itself doesn't use nwscript.nss for anything; no scripts are being recompiled by it. This file is used by the developer toolset and other script compilers though. The file contains a definition of all the functions and constants in the scripting language, which is needed for the compiler to translate the NSS source code into proper NCS bytecode that the game can read. The order the functions/routines are listed in this file corresponds to the numerical ID they are saved as in the NCS file.

 

As for why this file is in the game data (along with the source code for the global scripts), only the developers would know. They are not needed or used by the game itself. :)

Link to comment
Share on other sites

This file is used by the developer toolset [...]

this file is in the game data (along with the source code for the global scripts)

 

The developper toolset ? Are you talking about the one they used to create the game or is it a mysterious set of modding tools that I'm not aware it ever existed ?

 

Where can I find the source code for the global scripts and what are exactly the global scripts about ?

Link to comment
Share on other sites

The developper toolset ?
Developer toolset = Bioware and Obsidian's toolset, not publicly available.

other compilers = nwnnsscomp and its KotOR Tool and TSLPatcher variants

Where can I find the source code for the global scripts

The source code is in the scripts.bif file. You can use KotOR Tool to extract them.

Localized scripts are in the *_s.rim files. These typically do not have source code available. You can use JDNoa's DeNCS utility to recreate the source code from most of them.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...