Ferc Kast Posted May 28, 2012 Share Posted May 28, 2012 Recruit Function Latest Version: 1.0 Supports: KotOR I and KotOR II Download: Kast's Echo | Deadly Stream This Recruit Function allows you to recruit NPCs as new party members. It was designed to ease the amount of scripting to make a recruit mod. Not-so-long in a galaxy not-too-far away, I once created a recruit script that eased the process of creating a recruit mod for TSL only. It always felt a little unjust that TSL modders should get that burden eased while KotOR I modders still had to suffer through the old (and semi-lengthy) way of coding a recruit script. I think this should both further ease the process of TSL recruitment mods & finally relieve the process for KotOR I recruitment mods somewhat. Note This tutorial will not go over the process of making a (existing or new) NPC recruit mod; this tutorial only covers making the script which will recruit the NPC. For a tutorial about the rest of the process of making a recruit mod, see this tutorial by Darth333. Installation and Use You need to place the “ke_recruit.nss” script in your K1 or TSL override, depending upon the game for which you are making the recruit mod. To use the function, add the line #include “ke_recruit” at the beginning of your recruit script. A) Recruit NPC First, include this function in your script. RecruitA(iNPC, sResRef); iNPC = The integer value/variable of the replaced party member sResRef = The string value of your post-recruitment UTC ResRef These are the various NPC integer values/variables. // KotOR I NPC integer values/variables. int NPC_BASTILA = 0; int NPC_CANDEROUS = 1; int NPC_CARTH = 2; int NPC_HK_47 = 3; int NPC_JOLEE = 4; int NPC_JUHANI = 5; int NPC_MISSION = 6; int NPC_T3_M4 = 7; int NPC_ZAALBAR = 8; // KotOR II NPC integer values/variables. 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; B) Eliminate Twins If you also wish to eliminate the original pre-recruited party member from the module, simply include this function in your script. RecruitB(sNPC); sNPC = The string value of your pre-recruitment UTC Tag Example Script I thought I'd be nice and show an example of a working script; This is for a K1 recruit mod, but it works the same for TSL aside from NPC integer values. #include "ke_recruit" void main(){ int iNPC = NPC_MISSION; string sResRef = "p_ice"; string sNPC = "Ice021"; RecruitA(iNPC, sResRef); RecruitB(sNPC); } That’s all, folks! Please, leave your feedback below. Link to comment Share on other sites More sharing options...
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