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stinkymonz
03-31-2004, 07:06 AM
Is there a way to extend the time of force powers such as Force Valor or Force Aura (and its upper tiers)? I think I read somewhere you could change the time in spells.2da but I can't use Kotor tool thanks to its .NET Framework requirement... Someone care to do it for me?

Darth333
03-31-2004, 03:07 PM
You can download Microsoft .NET Framework for free at:
http://download.microsoft.com/download/a/a/c/aac39226-8825-44ce-90e3-bf8203e74006/dotnetfx.exe

darth makaan
03-31-2004, 06:23 PM
do ya need the kotor tool to edit 2da files?

Darth333
03-31-2004, 06:36 PM
Originally posted by darth makaan
do ya need the kotor tool to edit 2da files?

You can edit 2da files and much more with KT.

darth makaan
03-31-2004, 07:34 PM
where can i find a program that only edits 2da files?

tk102
03-31-2004, 08:38 PM
Not sure why you want to use anything but KotOR Tool -- but HazardX's 2DA Decompiler (see tools/mods sticky) will transform your 2DA's into readable/editable text. The files themselves are still usable by swkotor if placed in the Override directory.

But you still need .NET to run his program, so why not just use KotOR Tool?

darth makaan
03-31-2004, 09:54 PM
yeah i just installed that net 1.1 thing

stinkymonz
04-01-2004, 06:54 AM
Actually, it's because the file is too big. I'm only on 56k.

Darth333
04-01-2004, 01:11 PM
That's what I have too. Just need a little patience but you'll see, its not so long. Just find something else to do while its downloading.

Prime
04-01-2004, 03:22 PM
Originally posted by stinkymonz
Actually, it's because the file is too big. I'm only on 56k. Go read a book in the mean time :)

stinkymonz
04-02-2004, 06:22 AM
No.. you don't undeerstand. It'll take me at least 5 hours and I don't have that kind of time. I also can't leave my computer on at night since the weather right now is very prone to turn into thunderstorms.

gameunlimited
04-02-2004, 06:57 AM
If I am not wrong, force powers' durations are not dictated by the 2da file. All of them are controlled by the script k_sp1_generic. I haven't rechecked this so I can be wrong, but I am pretty sure the script controls the duration.

Darth333
04-02-2004, 05:06 PM
Originally posted by stinkymonz
No.. you don't undeerstand. It'll take me at least 5 hours and I don't have that kind of time.


Didn't take that long... perhaps an hour or so if I remember. Start downloading before a meal and when you come back it's done. At least try it.

stinkymonz
04-03-2004, 12:33 AM
Fine, I'll just download it while I play Kotor... or Soul Calibur or something. But I'm telling ya, it'll take forever.

stinkymonz
04-03-2004, 08:45 AM
Ok... so it didn't take 5 hours... rather 2 1/2 hours... well anyway. I found the k_sp1_generic.nss... now what to type in?

stinkymonz
04-07-2004, 10:29 AM
Ok... so what should I add to the script to extend it if spells.2da wouldn't change the time it is on? I'm a n00b in the modding dpt.

dh-vug
04-07-2004, 02:39 PM
What you need to change is actually in k_inc_force.nss, which is compiled with k_inc_debug.nss into k_sp1_generic.ncs.

Open up k_inc_force.nss and use Find to scroll down to the force power you want to change.

Master Valor, for example.


/*
MASTER VALOR
*/
case FORCE_POWER_MIND_MASTERY:
{
SWFP_HARMFUL = FALSE;
SWFP_SHAPE = SHAPE_SPHERE;
eLink1 = EffectSavingThrowIncrease(SAVING_THROW_ALL,5);
eLink1 = EffectLinkEffects(eLink1, EffectSavingThrowIncrease(SAVING_THROW_ALL, 5));
eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_CHARISMA, 5));
eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_CONSTITUTION, 5));
eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_DEXTERITY, 5));
eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_INTELLIGENCE, 5));
eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_STRENGTH, 5));
eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_WISDOM, 5));
eLink1 = EffectLinkEffects(eLink1, EffectImmunity(IMMUNITY_TYPE_POISON));
eLink1 = SetEffectIcon(eLink1, 21);
eLink2 = EffectVisualEffect(VFX_IMP_MIND_MASTERY);

Sp_RemoveBuffSpell();
Sp_ApplyEffects(TRUE, OBJECT_SELF, 30.0, 1000, eLink1, 20.0, eLink2, 0.0);

}
break;


What you need to look at is the line with Sp_ApplyEffects.

To change the duration of any buff, count 5 commas, and the number to the right of the last comma will be the duration (in seconds).

So, to change Master Valor duration, to, say, 60 seconds, you would change 20.0 to 60.0, like:

Sp_ApplyEffects(TRUE, OBJECT_SELF, 30.00, 1000, eLink1,
60.0, eLink2, 0.0);


After that, save the file, extract k_inc_debug.nss and k_sp1_generic.nss, put k_inc_force in the same directory as them, compile k_sp1_generic.nss, and put k_sp1_generic.ncs in your Override folder.

Hope that helps.

stinkymonz
04-09-2004, 03:15 PM
Thank you! Now I'm making the Force Aura line, the Force Valor line, Energy Resistance line, Force Resistance line, Speed line, and Cure line ( by doubling the vitality point recovery, which was apparently how it was supposed to be, they put notes there to ask some dudes to reduce it by half) 's duration a lot longer. Force Aura, Force Valor and I.E.R are 200 seconds. Energy Resistance is a 100 seconds. Speed is now all 72 seconds.

Is there anything else to modify? Hmm...

tisienpo
04-15-2004, 02:50 PM
i extracted k_sp1_generic.ncs with kotor tool from BIFs < scripts.bif < Script, compiled but what programe do u use to uncompile k_inc_force.nss from it ?

tk102
04-15-2004, 03:26 PM
k_inc_force.nss is a source script (not compiled) that can be found in BIFs->Scripts.bif->Scripts,Source->k_inc_force.nss

You can extract it, modify it as described, and then compile it using HazardX's script compiler. The resultant .ncs file should then be put in the Override folder.

tisienpo
04-15-2004, 04:01 PM
ok i got the 3 files in override directory then use hazardx complier bior the first 2 files i get message file is an include filed, ignored......

sigh, i feel so noob

tk102
04-15-2004, 04:59 PM
Sorry, I forgot to mention that you will see that message -- the only file that needs recompiling is k_sp1_generic.nss. It will pull in the changes made to k_inc_force.nss. After compiling, just the k_sp1_generic.ncs file will need to stay in the override.

tisienpo
04-15-2004, 05:39 PM
ok i resume what i do:

i extract with kotor tool the 3 files to override directory (i make no modifs yet)
k_inc_force.nss 99ko
k_inc_debug.nss 4ko
k_sp1_generic.nss 1ko

i compile the files with

NWNNSSCOMP -c override\k_sp1_generic.nss override\k_sp1_generic.ncs
pause

and get k_sp1_generic.ncs 45ko file in override

i run game and lwhen i click jedi power like jedi speed nothing happens.....


i tried to compile with
NWNNSSCOMP -c Override\* Override\
pause

i get 2 files then:
k_sp1_generic.ncs 37ko
k_sp1_generic.ndb 45ko

i run game and jedi powers still bugged without any modifs made....so i guess force power file was not included like it should be

sigh

tisienpo
04-15-2004, 06:18 PM
i needed to add -v1.00

and type
NWNNSSCOMP -v1.00 -c Override\* Override\
pause

thanks a lot for help :)

Achilles
06-03-2004, 02:16 PM
I followed the instruction provided by dh-vug but have run into a couple of problems (that I'm pretty sure were caused by this change):

1) my PC is now invincible. He takes hit points but won't die when VP = 0

2) NPC jedi characters just stand there casting Valor during combat. Seriously, they just keep casting it. Jolee then Bastila, then Jolee, then Bastila, then Jolee...annoying! When their FP are almost depleted they'll start fighting, but in the mean time...

I'd be happy to share files with anyone willing to do some troubleshooting, etc.

TIA folks!

Darth333
06-03-2004, 02:25 PM
What have you edited in k_inc_force? Only master valor by changing the duration from 20secs to 60secs? Can you post you modifications?

Darth Khasei
06-03-2004, 04:27 PM
Is there a direct tool to directly view just a complied NCS file?

Darth333
06-03-2004, 04:34 PM
Originally posted by Darth Khasei
Is there a direct tool to directly view just a complied NCS file?
You can decompile scripts (.ncs files) with HazardX's script compiler/ decompiler :
http://www.megamods.de/_data/parts/dl.php?file=37

However, the available information is limited to the main functions. You won't be able to see the syntax.

hmmm...i thought that after 400 posts my status would be something else than a Gungan :rolleyes:

Achilles
06-03-2004, 06:29 PM
Originally posted by Darth333
What have you edited in k_inc_force? Only master valor by changing the duration from 20secs to 60secs? Can you post you modifications?

I don't know how to post the file, but I can email to you. Please PM your email address to me if you're willing to look at it.

Thanks!

Darth Khasei
06-04-2004, 02:05 AM
That compiler appears to be dos and there are zero instructions on how to use it. I have tried everything to get it to work. Is there a simple explanation for taking a file like dk_kill.ncs and opening it up?

Achilles
06-04-2004, 03:25 AM
Originally posted by Darth Khasei
That compiler appears to be dos and there are zero instructions on how to use it. I have tried everything to get it to work. Is there a simple explanation for taking a file like dk_kill.ncs and opening it up?

I'm by no means qualified to answer this, but I'm going to take a stab at it anyway. The program will compile a script but not decompile. You will need a decompiler to open the script. Unfortuately I cannot recommend one, but perhaps one of the other modders can. I hope that helps.

Achilles

bneezy21
06-04-2004, 06:38 AM
Is that how those little titles are generated? Hmm..now I'm a little insulted at being "Bantha Fodder".

Darth333
06-04-2004, 09:44 AM
Originally posted by Achillies
I'm by no means qualified to answer this, but I'm going to take a stab at it anyway. The program will compile a script but not decompile. You will need a decompiler to open the script. Unfortuately I cannot recommend one, but perhaps one of the other modders can. I hope that helps.

Achilles
You can decompile a scrit with HazardX script compiler/decompiler (see link above). I do this all the time. The only thing, as I mentionned above is that once the script is decompiled the available information will be limited to the main functions tht are called. For instructions on how to do it, you can refer to this thread: http://www.lucasforums.com/showthread.php?s=&threadid=127713
Hope that helps :)

Darth Khasei
06-04-2004, 01:24 PM
Darth333 Thank you sir for all of your help with the script decompile questions. I was able to decompile the script for the first time. The only problem I have and it is "my" problem, I have not idea wtf I am seeing when the script is decompiled. :D

Darth333
06-04-2004, 02:00 PM
Originally posted by Darth Khasei
Darth333 Thank you sir for all of your help with the script decompile questions. I was able to decompile the script for the first time. The only problem I have and it is "my" problem, I have not idea wtf I am seeing when the script is decompiled. :D
What script did you decompiled?

Darth Khasei
06-04-2004, 04:51 PM
The tk_choke.ncs gave me this(warning long)

00000008 42 0000084D T 0000084D
0000000D 1E 00 00000008 JSR fn_00000015
00000013 20 00 RETN
00000015 02 03 RSADDI
00000017 02 03 RSADDI
00000019 02 03 RSADDI
0000001B 02 03 RSADDI
0000001D 02 03 RSADDI
0000001F 02 03 RSADDI
00000021 2A 00 SAVEBP
00000023 1E 00 00000010 JSR fn_00000033
00000029 2B 00 RESTOREBP
0000002B 1B 00 FFFFFFE8 MOVSP FFFFFFE8
00000031 20 00 RETN
00000033 04 03 00000001 CONSTI 00000001
00000039 26 01 FFFFFFE8 0004 CPDOWNBP FFFFFFE8, 0004
00000041 1B 00 FFFFFFFC MOVSP FFFFFFFC
00000047 04 03 00000001 CONSTI 00000001
0000004D 26 01 FFFFFFEC 0004 CPDOWNBP FFFFFFEC, 0004
00000055 1B 00 FFFFFFFC MOVSP FFFFFFFC
0000005B 04 06 00000000 CONSTO 00000000
00000061 05 00 00A6 01 ACTION GetHitDice(00A6), 01
00000066 04 03 00000002 CONSTI 00000002
0000006C 16 20 MULII
0000006E 04 03 00000003 CONSTI 00000003
00000074 17 20 DIVII
00000076 26 01 FFFFFFF0 0004 CPDOWNBP FFFFFFF0, 0004
0000007E 1B 00 FFFFFFFC MOVSP FFFFFFFC
00000084 04 03 00000001 CONSTI 00000001
0000008A 26 01 FFFFFFF4 0004 CPDOWNBP FFFFFFF4, 0004
00000092 1B 00 FFFFFFFC MOVSP FFFFFFFC
00000098 04 03 000003EC CONSTI 000003EC
0000009E 26 01 FFFFFFF8 0004 CPDOWNBP FFFFFFF8, 0004
000000A6 1B 00 FFFFFFFC MOVSP FFFFFFFC
000000AC 02 10 RSADDEFF
000000AE 04 03 00000004 CONSTI 00000004
000000B4 04 03 00000002 CONSTI 00000002
000000BA 05 00 01BE 02 ACTION EffectAbilityDecrease(01BE), 02
000000BF 01 01 FFFFFFF8 0004 CPDOWNSP FFFFFFF8, 0004
000000C7 1B 00 FFFFFFFC MOVSP FFFFFFFC
000000CD 04 03 00000004 CONSTI 00000004
000000D3 04 03 00000000 CONSTI 00000000
000000D9 05 00 01BE 02 ACTION EffectAbilityDecrease(01BE), 02
000000DE 03 01 FFFFFFF8 0004 CPTOPSP FFFFFFF8, 0004
000000E6 05 00 00C7 02 ACTION EffectLinkEffects(00C7), 02
000000EB 01 01 FFFFFFF8 0004 CPDOWNSP FFFFFFF8, 0004
000000F3 1B 00 FFFFFFFC MOVSP FFFFFFFC
000000F9 04 03 00000004 CONSTI 00000004
000000FF 04 03 00000001 CONSTI 00000001
00000105 05 00 01BE 02 ACTION EffectAbilityDecrease(01BE), 02
0000010A 03 01 FFFFFFF8 0004 CPTOPSP FFFFFFF8, 0004
00000112 05 00 00C7 02 ACTION EffectLinkEffects(00C7), 02
00000117 01 01 FFFFFFF8 0004 CPDOWNSP FFFFFFF8, 0004
0000011F 1B 00 FFFFFFFC MOVSP FFFFFFFC
00000125 04 03 00000003 CONSTI 00000003
0000012B 03 01 FFFFFFF8 0004 CPTOPSP FFFFFFF8, 0004
00000133 05 00 0228 02 ACTION SetEffectIcon(0228), 02
00000138 01 01 FFFFFFF8 0004 CPDOWNSP FFFFFFF8, 0004
00000140 1B 00 FFFFFFFC MOVSP FFFFFFFC
00000146 02 10 RSADDEFF
00000148 05 00 009F 00 ACTION EffectChoke(009F), 00
0000014D 01 01 FFFFFFF8 0004 CPDOWNSP FFFFFFF8, 0004
00000155 1B 00 FFFFFFFC MOVSP FFFFFFFC
0000015B 02 10 RSADDEFF
0000015D 04 03 00000000 CONSTI 00000000
00000163 27 01 FFFFFFF4 0004 CPTOPBP FFFFFFF4, 0004
0000016B 27 01 FFFFFFF0 0004 CPTOPBP FFFFFFF0, 0004
00000173 05 00 004F 03 ACTION EffectDamage(004F), 03
00000178 01 01 FFFFFFF8 0004 CPDOWNSP FFFFFFF8, 0004
00000180 1B 00 FFFFFFFC MOVSP FFFFFFFC
00000186 02 10 RSADDEFF
00000188 02 06 RSADDO
0000018A 04 04 00000000 CONSTF 0.000000
00000190 04 04 00000000 CONSTF 0.000000
00000196 04 04 00000000 CONSTF 0.000000
0000019C 04 03 00000001 CONSTI 00000001
000001A2 04 03 00000001 CONSTI 00000001
000001A8 04 06 00000000 CONSTO 00000000
000001AE 05 00 00D5 01 ACTION GetLocation(00D5), 01
000001B3 04 04 41880000 CONSTF 17.000000
000001B9 04 03 00000004 CONSTI 00000004
000001BF 05 00 0080 06 ACTION GetFirstObjectInShape(0080), 06
000001C4 01 01 FFFFFFF8 0004 CPDOWNSP FFFFFFF8, 0004
000001CC 1B 00 FFFFFFFC MOVSP FFFFFFFC
000001D2 03 01 FFFFFFFC 0004 CPTOPSP FFFFFFFC, 0004
000001DA 05 00 002A 01 ACTION GetIsObjectValid(002A), 01
000001DF 1F 00 0000009A JZ off_00000279
000001E5 04 06 00000000 CONSTO 00000000
000001EB 03 01 FFFFFFF8 0004 CPTOPSP FFFFFFF8, 0004
000001F3 05 00 00EC 02 ACTION GetIsFriend(00EC), 02
000001F8 22 03 NOTI
000001FA 03 01 FFFFFFFC 0004 CPTOPSP FFFFFFFC, 0004
00000202 1F 00 00000017 JZ off_00000219
00000208 03 01 FFFFFFF8 0004 CPTOPSP FFFFFFF8, 0004
00000210 05 00 008C 01 ACTION GetIsDead(008C), 01
00000215 22 03 NOTI
00000217 06 20 LOGANDII
00000219 1F 00 00000012 JZ off_0000022B
0000021F 1D 00 0000005A JMP off_00000279
00000225 1D 00 00000006 JMP off_0000022B
0000022B 04 04 00000000 CONSTF 0.000000
00000231 04 04 00000000 CONSTF 0.000000
00000237 04 04 00000000 CONSTF 0.000000
0000023D 04 03 00000001 CONSTI 00000001
00000243 04 03 00000001 CONSTI 00000001
00000249 04 06 00000000 CONSTO 00000000
0000024F 05 00 00D5 01 ACTION GetLocation(00D5), 01
00000254 04 04 41880000 CONSTF 17.000000
0000025A 04 03 00000004 CONSTI 00000004
00000260 05 00 0081 06 ACTION GetNextObjectInShape(0081), 06
00000265 01 01 FFFFFFF8 0004 CPDOWNSP FFFFFFF8, 0004
0000026D 1B 00 FFFFFFFC MOVSP FFFFFFFC
00000273 1D 00 FFFFFF5F JMP off_000001D2
00000279 03 01 FFFFFFFC 0004 CPTOPSP FFFFFFFC, 0004
00000281 05 00 002A 01 ACTION GetIsObjectValid(002A), 01
00000286 1F 00 000001AE JZ off_00000434
0000028C 02 03 RSADDI
0000028E 02 03 RSADDI
00000290 03 01 FFFFFFF0 0004 CPTOPSP FFFFFFF0, 0004
00000298 03 01 FFFFFFE8 0004 CPTOPSP FFFFFFE8, 0004
000002A0 03 01 FFFFFFE0 0004 CPTOPSP FFFFFFE0, 0004
000002A8 03 01 FFFFFFE8 0004 CPTOPSP FFFFFFE8, 0004
000002B0 1E 00 00000198 JSR fn_00000448
000002B6 01 01 FFFFFFF8 0004 CPDOWNSP FFFFFFF8, 0004
000002BE 1B 00 FFFFFFFC MOVSP FFFFFFFC
000002C4 02 03 RSADDI
000002C6 03 01 FFFFFFF8 0004 CPTOPSP FFFFFFF8, 0004
000002CE 04 03 00000000 CONSTI 00000000
000002D4 0B 20 EQUALII
000002D6 1F 00 000000EC JZ off_000003C2
000002DC 02 03 RSADDI
000002DE 03 01 FFFFFFF0 0004 CPTOPSP FFFFFFF0, 0004
000002E6 1E 00 000002DC JSR fn_000005C2
000002EC 01 01 FFFFFFF8 0004 CPDOWNSP FFFFFFF8, 0004
000002F4 1B 00 FFFFFFFC MOVSP FFFFFFFC
000002FA 03 01 FFFFFFFC 0004 CPTOPSP FFFFFFFC, 0004
00000302 04 03 00000000 CONSTI 00000000
00000308 0B 20 EQUALII
0000030A 1F 00 000000B2 JZ off_000003BC
00000310 04 04 00000000 CONSTF 0.000000
00000316 03 01 FFFFFFF0 0004 CPTOPSP FFFFFFF0, 0004
0000031E 04 03 00000000 CONSTI 00000000
00000324 04 03 000003EC CONSTI 000003EC
0000032A 05 00 00B4 02 ACTION EffectVisualEffect(00B4), 02
0000032F 04 03 00000000 CONSTI 00000000
00000335 05 00 00DC 04 ACTION ApplyEffectToObject(00DC), 04
0000033A 04 04 40C00000 CONSTF 6.000000
00000340 03 01 FFFFFFF0 0004 CPTOPSP FFFFFFF0, 0004
00000348 03 01 FFFFFFE0 0004 CPTOPSP FFFFFFE0, 0004
00000350 04 03 00000001 CONSTI 00000001
00000356 05 00 00DC 04 ACTION ApplyEffectToObject(00DC), 04
0000035B 04 04 41C00000 CONSTF 24.000000
00000361 03 01 FFFFFFF0 0004 CPTOPSP FFFFFFF0, 0004
00000369 03 01 FFFFFFDC 0004 CPTOPSP FFFFFFDC, 0004
00000371 04 03 00000001 CONSTI 00000001
00000377 05 00 00DC 04 ACTION ApplyEffectToObject(00DC), 04
0000037C 02 03 RSADDI
0000037E 04 03 00000001 CONSTI 00000001
00000384 01 01 FFFFFFF8 0004 CPDOWNSP FFFFFFF8, 0004
0000038C 1B 00 FFFFFFFC MOVSP FFFFFFFC
00000392 02 04 RSADDF
00000394 03 01 FFFFFFEC 0004 CPTOPSP FFFFFFEC, 0004
0000039C 04 03 00000007 CONSTI 00000007
000003A2 03 01 FFFFFFDC 0004 CPTOPSP FFFFFFDC, 0004
000003AA 1E 00 0000037B JSR fn_00000725
000003B0 1B 00 FFFFFFF8 MOVSP FFFFFFF8
000003B6 1D 00 00000006 JMP off_000003BC
000003BC 1D 00 00000006 JMP off_000003C2
000003C2 03 01 FFFFFFF8 0004 CPTOPSP FFFFFFF8, 0004
000003CA 04 03 00000000 CONSTI 00000000
000003D0 0E 20 GTII
000003D2 03 01 FFFFFFFC 0004 CPTOPSP FFFFFFFC, 0004
000003DA 1F 00 00000014 JZ off_000003EE
000003E0 03 01 FFFFFFFC 0004 CPTOPSP FFFFFFFC, 0004
000003E8 1F 00 00000016 JZ off_000003FE
000003EE 03 01 FFFFFFF8 0004 CPTOPSP FFFFFFF8, 0004
000003F6 04 03 00000000 CONSTI 00000000
000003FC 0E 20 GTII
000003FE 07 20 LOGORII
00000400 1F 00 00000028 JZ off_00000428
00000406 04 04 00000000 CONSTF 0.000000
0000040C 04 06 00000000 CONSTO 00000000
00000412 05 00 01A4 00 ACTION EffectForceFizzle(01A4), 00
00000417 04 03 00000000 CONSTI 00000000
0000041D 05 00 00DC 04 ACTION ApplyEffectToObject(00DC), 04
00000422 1D 00 00000006 JMP off_00000428
00000428 1B 00 FFFFFFF8 MOVSP FFFFFFF8
0000042E 1D 00 00000006 JMP off_00000434
00000434 1B 00 FFFFFFEC MOVSP FFFFFFEC
0000043A 1D 00 0000000C JMP off_00000446
00000440 1B 00 FFFFFFEC MOVSP FFFFFFEC
00000446 20 00 RETN
00000448 02 03 RSADDI
0000044A 04 03 00000000 CONSTI 00000000
00000450 01 01 FFFFFFF8 0004 CPDOWNSP FFFFFFF8, 0004
00000458 1B 00 FFFFFFFC MOVSP FFFFFFFC
0000045E 03 01 FFFFFFF4 0004 CPTOPSP FFFFFFF4, 0004
00000466 03 01 FFFFFFF4 0004 CPTOPSP FFFFFFF4, 0004
0000046E 05 00 0186 02 ACTION GetIsLinkImmune(0186), 02
00000473 03 01 FFFFFFFC 0004 CPTOPSP FFFFFFFC, 0004
0000047B 1F 00 00000014 JZ off_0000048F
00000481 03 01 FFFFFFFC 0004 CPTOPSP FFFFFFFC, 0004
00000489 1F 00 0000001B JZ off_000004A4
0000048F 03 01 FFFFFFEC 0004 CPTOPSP FFFFFFEC, 0004
00000497 03 01 FFFFFFF0 0004 CPTOPSP FFFFFFF0, 0004
0000049F 05 00 0186 02 ACTION GetIsLinkImmune(0186), 02
000004A4 07 20 LOGORII
000004A6 03 01 FFFFFFFC 0004 CPTOPSP FFFFFFFC, 0004
000004AE 1F 00 00000014 JZ off_000004C2
000004B4 03 01 FFFFFFFC 0004 CPTOPSP FFFFFFFC, 0004
000004BC 1F 00 0000001B JZ off_000004D7
000004C2 03 01 FFFFFFE8 0004 CPTOPSP FFFFFFE8, 0004
000004CA 03 01 FFFFFFF0 0004 CPTOPSP FFFFFFF0, 0004
000004D2 05 00 0186 02 ACTION GetIsLinkImmune(0186), 02
000004D7 07 20 LOGORII
000004D9 1F 00 00000033 JZ off_0000050C
000004DF 04 03 00000001 CONSTI 00000001
000004E5 03 01 FFFFFFF4 0004 CPTOPSP FFFFFFF4, 0004
000004ED 05 00 016E 02 ACTION DisplayFeedBackText(016E), 02
000004F2 04 03 00000001 CONSTI 00000001
000004F8 01 01 FFFFFFF8 0004 CPDOWNSP FFFFFFF8, 0004
00000500 1B 00 FFFFFFFC MOVSP FFFFFFFC
00000506 1D 00 00000006 JMP off_0000050C
0000050C 03 01 FFFFFFF8 0004 CPTOPSP FFFFFFF8, 0004
00000514 04 06 00000000 CONSTO 00000000
0000051A 05 00 00A9 02 ACTION ResistForce(00A9), 02
0000051F 1F 00 00000033 JZ off_00000552
00000525 04 03 00000000 CONSTI 00000000
0000052B 03 01 FFFFFFF4 0004 CPTOPSP FFFFFFF4, 0004
00000533 05 00 016E 02 ACTION DisplayFeedBackText(016E), 02
00000538 04 03 00000001 CONSTI 00000001
0000053E 01 01 FFFFFFF8 0004 CPDOWNSP FFFFFFF8, 0004
00000546 1B 00 FFFFFFFC MOVSP FFFFFFFC
0000054C 1D 00 00000006 JMP off_00000552
00000552 03 01 FFFFFFFC 0004 CPTOPSP FFFFFFFC, 0004
0000055A 04 03 00000001 CONSTI 00000001
00000560 0B 20 EQUALII
00000562 1F 00 00000030 JZ off_00000592
00000568 04 04 00000000 CONSTF 0.000000
0000056E 03 01 FFFFFFF4 0004 CPTOPSP FFFFFFF4, 0004
00000576 04 06 00000000 CONSTO 00000000
0000057C 05 00 0192 01 ACTION EffectForceResisted(0192), 01
00000581 04 03 00000000 CONSTI 00000000
00000587 05 00 00DC 04 ACTION ApplyEffectToObject(00DC), 04
0000058C 1D 00 00000006 JMP off_00000592
00000592 03 01 FFFFFFFC 0004 CPTOPSP FFFFFFFC, 0004
0000059A 01 01 FFFFFFE4 0004 CPDOWNSP FFFFFFE4, 0004
000005A2 1B 00 FFFFFFF8 MOVSP FFFFFFF8
000005A8 1D 00 00000012 JMP off_000005BA
000005AE 1B 00 FFFFFFFC MOVSP FFFFFFFC
000005B4 1B 00 FFFFFFFC MOVSP FFFFFFFC
000005BA 1B 00 FFFFFFF0 MOVSP FFFFFFF0
000005C0 20 00 RETN
000005C2 02 03 RSADDI
000005C4 27 01 FFFFFFEC 0004 CPTOPBP FFFFFFEC, 0004
000005CC 04 03 00000001 CONSTI 00000001
000005D2 0B 20 EQUALII
000005D4 1F 00 0000003A JZ off_0000060E
000005DA 04 06 00000000 CONSTO 00000000
000005E0 27 01 FFFFFFFC 0004 CPTOPBP FFFFFFFC, 0004
000005E8 05 00 006F 00 ACTION GetSpellSaveDC(006F), 00
000005ED 03 01 FFFFFFEC 0004 CPTOPSP FFFFFFEC, 0004
000005F5 05 00 006C 04 ACTION FortitudeSave(006C), 04
000005FA 01 01 FFFFFFF8 0004 CPDOWNSP FFFFFFF8, 0004
00000602 1B 00 FFFFFFFC MOVSP FFFFFFFC
00000608 1D 00 0000009A JMP off_000006A2
0000060E 27 01 FFFFFFEC 0004 CPTOPBP FFFFFFEC, 0004
00000616 04 03 00000002 CONSTI 00000002
0000061C 0B 20 EQUALII
0000061E 1F 00 0000003A JZ off_00000658
00000624 04 06 00000000 CONSTO 00000000
0000062A 27 01 FFFFFFFC 0004 CPTOPBP FFFFFFFC, 0004
00000632 05 00 006F 00 ACTION GetSpellSaveDC(006F), 00
00000637 03 01 FFFFFFEC 0004 CPTOPSP FFFFFFEC, 0004
0000063F 05 00 006D 04 ACTION ReflexSave(006D), 04
00000644 01 01 FFFFFFF8 0004 CPDOWNSP FFFFFFF8, 0004
0000064C 1B 00 FFFFFFFC MOVSP FFFFFFFC
00000652 1D 00 00000050 JMP off_000006A2
00000658 27 01 FFFFFFEC 0004 CPTOPBP FFFFFFEC, 0004
00000660 04 03 00000003 CONSTI 00000003
00000666 0B 20 EQUALII
00000668 1F 00 0000003A JZ off_000006A2
0000066E 04 06 00000000 CONSTO 00000000
00000674 27 01 FFFFFFFC 0004 CPTOPBP FFFFFFFC, 0004
0000067C 05 00 006F 00 ACTION GetSpellSaveDC(006F), 00
00000681 03 01 FFFFFFEC 0004 CPTOPSP FFFFFFEC, 0004
00000689 05 00 006E 04 ACTION WillSave(006E), 04
0000068E 01 01 FFFFFFF8 0004 CPDOWNSP FFFFFFF8, 0004
00000696 1B 00 FFFFFFFC MOVSP FFFFFFFC
0000069C 1D 00 00000006 JMP off_000006A2
000006A2 03 01 FFFFFFFC 0004 CPTOPSP FFFFFFFC, 0004
000006AA 04 03 00000000 CONSTI 00000000
000006B0 0E 20 GTII
000006B2 1F 00 00000043 JZ off_000006F5
000006B8 04 04 00000000 CONSTF 0.000000
000006BE 03 01 FFFFFFF4 0004 CPTOPSP FFFFFFF4, 0004
000006C6 04 06 00000000 CONSTO 00000000
000006CC 05 00 0192 01 ACTION EffectForceResisted(0192), 01
000006D1 04 03 00000000 CONSTI 00000000
000006D7 05 00 00DC 04 ACTION ApplyEffectToObject(00DC), 04
000006DC 04 03 00000002 CONSTI 00000002
000006E2 03 01 FFFFFFF4 0004 CPTOPSP FFFFFFF4, 0004
000006EA 05 00 016E 02 ACTION DisplayFeedBackText(016E), 02
000006EF 1D 00 00000006 JMP off_000006F5
000006F5 03 01 FFFFFFFC 0004 CPTOPSP FFFFFFFC, 0004
000006FD 01 01 FFFFFFF0 0004 CPDOWNSP FFFFFFF0, 0004
00000705 1B 00 FFFFFFF8 MOVSP FFFFFFF8
0000070B 1D 00 00000012 JMP off_0000071D
00000711 1B 00 FFFFFFFC MOVSP FFFFFFFC
00000717 1B 00 FFFFFFFC MOVSP FFFFFFFC
0000071D 1B 00 FFFFFFFC MOVSP FFFFFFFC
00000723 20 00 RETN
00000725 03 01 FFFFFFF4 0004 CPTOPSP FFFFFFF4, 0004
0000072D 05 00 002A 01 ACTION GetIsObjectValid(002A), 01
00000732 1F 00 00000113 JZ off_00000845
00000738 05 00 02BD 00 ACTION GetIsConversationActive(02BD), 00
0000073D 22 03 NOTI
0000073F 03 01 FFFFFFFC 0004 CPTOPSP FFFFFFFC, 0004
00000747 1F 00 00000017 JZ off_0000075E
0000074D 03 01 FFFFFFF0 0004 CPTOPSP FFFFFFF0, 0004
00000755 05 00 008C 01 ACTION GetIsDead(008C), 01
0000075A 22 03 NOTI
0000075C 06 20 LOGANDII
0000075E 03 01 FFFFFFFC 0004 CPTOPSP FFFFFFFC, 0004
00000766 1F 00 0000001D JZ off_00000783
0000076C 04 06 00000000 CONSTO 00000000
00000772 03 01 FFFFFFEC 0004 CPTOPSP FFFFFFEC, 0004
0000077A 05 00 00EC 02 ACTION GetIsFriend(00EC), 02
0000077F 22 03 NOTI
00000781 06 20 LOGANDII
00000783 1F 00 000000BC JZ off_0000083F
00000789 03 01 FFFFFFF8 0004 CPTOPSP FFFFFFF8, 0004
00000791 04 03 00000002 CONSTI 00000002
00000797 18 20 MODII
00000799 04 03 00000000 CONSTI 00000000
0000079F 0B 20 EQUALII
000007A1 1F 00 0000002D JZ off_000007CE
000007A7 04 04 00000000 CONSTF 0.000000
000007AD 03 01 FFFFFFF0 0004 CPTOPSP FFFFFFF0, 0004
000007B5 03 01 FFFFFFF4 0004 CPTOPSP FFFFFFF4, 0004
000007BD 04 03 00000000 CONSTI 00000000
000007C3 05 00 00DC 04 ACTION ApplyEffectToObject(00DC), 04
000007C8 1D 00 00000006 JMP off_000007CE
000007CE 23 03 FFFFFFF8 DECISP FFFFFFF8
000007D4 03 01 FFFFFFF8 0004 CPTOPSP FFFFFFF8, 0004
000007DC 1B 00 FFFFFFFC MOVSP FFFFFFFC
000007E2 03 01 FFFFFFF8 0004 CPTOPSP FFFFFFF8, 0004
000007EA 04 03 00000000 CONSTI 00000000
000007F0 0E 20 GTII
000007F2 1F 00 00000047 JZ off_00000839
000007F8 2C 10 00000018 0000000C STORE_STATE 10, 00000018, 0000000C
00000802 1D 00 00000026 JMP off_00000828
00000808 03 01 FFFFFFF4 0004 CPTOPSP FFFFFFF4, 0004
00000810 03 01 FFFFFFF4 0004 CPTOPSP FFFFFFF4, 0004
00000818 03 01 FFFFFFF4 0004 CPTOPSP FFFFFFF4, 0004
00000820 1E 00 FFFFFF05 JSR fn_00000725
00000826 20 00 RETN
00000828 04 04 3F800000 CONSTF 1.000000
0000082E 05 00 0007 02 ACTION DelayCommand(0007), 02
00000833 1D 00 00000006 JMP off_00000839
00000839 1D 00 00000006 JMP off_0000083F
0000083F 1D 00 00000006 JMP off_00000845
00000845 1B 00 FFFFFFF4 MOVSP FFFFFFF4
0000084B 20 00 RETN

Darth333
06-04-2004, 08:38 PM
Look midway into the decompiled script:
you shoudl see functions like:
ACTION EffectAbilityDecrease
GetIsLinkImmune
EffectDamage

etc.

These are the funtions that are called by the script. Now, on how to use these functions, you'll have to refer to nwscript mostly and to the otther scripts where the source code is available. Unfortunately, the info is limited when you decompiled a script.

Darth Khasei
06-05-2004, 03:04 AM
Thx, I think I will have to reign in my ambitions in modding:(

Achilles
06-05-2004, 03:08 AM
Originally posted by Darth Khasei
Thx, I think I will have to reign in my ambitions in modding:(

You and me both. I spent the last hour looking at decompiled (and compiled) scripts trying to figure this all out. Unfortunately, I don't feel any smarter for the experience =(

Darth Khasei
06-05-2004, 05:27 AM
Some stuff is fairly easy but frankly the scripting is really programming. Its like playing an instrument. Some people are born to it and others can do it, but it takes ALOT of practice and it is not inate. I have a TON of respect for those that can actually do it having taken programming myself in college.

maddogsz
08-20-2004, 08:07 PM
Originally posted by tisienpo
i needed to add -v1.00

and type
NWNNSSCOMP -v1.00 -c Override\* Override\
pause

thanks a lot for help :)

im have ing the same proplem were do i typ this stuff?

Achilles
08-20-2004, 08:21 PM
Originally posted by maddogsz
im have ing the same proplem were do i typ this stuff?

DOS prompt

Check out gameunited's message in this thread (http://www.lucasforums.com/showthread.php?s=&threadid=125524&highlight=batch)

maddogsz
08-20-2004, 08:45 PM
Originally posted by tisienpo
ok i resume what i do:

i extract with kotor tool the 3 files to override directory (i make no modifs yet)
k_inc_force.nss 99ko
k_inc_debug.nss 4ko
k_sp1_generic.nss 1ko

i compile the files with

NWNNSSCOMP -c override\k_sp1_generic.nss override\k_sp1_generic.ncs
pause

and get k_sp1_generic.ncs 45ko file in override

i run game and lwhen i click jedi power like jedi speed nothing happens.....


i tried to compile with
NWNNSSCOMP -c Override\* Override\
pause

i get 2 files then:
k_sp1_generic.ncs 37ko
k_sp1_generic.ndb 45ko

i run game and jedi powers still bugged without any modifs made....so i guess force power file was not included like it should be

sigh




this is exactly whats haping to me

i take and throw the nss files into override

then his compial all (with the thing i downloaded) it pops up a dos windo compials then tels me to hit any key
it maks 2 new files in my over drive

i then load up game load game and hit one of my fp and nothing hapens :/

i took the 5 files out and it still dos not work :/

i read that dos thingy thread and now im more cun fused then ever

Darth333
08-21-2004, 12:57 AM
If you end up with a new .ncs file then it is because the script compiled: .ncs are compiled scripts. If your script compiled, it means that the syntax is ok but there maybe some other errors.

maddogsz
08-21-2004, 02:30 AM
ok i open up comand promt and do this

E:
cd/Program Files
cd/lucasArts
cd/SWKotOR
NWNNSSCOMP -v1.00 -c Override\* Override\pause


and i get this

E:\Program Files\LucasArts\SWKotOR>NWNNSSCOMP -v1.00 -c Override\* Override\paus
e
'Star Wars: Knights of the Old Republic' Script Compiler/Decompiler
based on 'NeverWinter Nights' Script Compiler/Decompiler
Copyright 2002-2003, Edward T. Smith
Modified by Hazard (hazard_x@gmx.net)

Compiling: k_inc_debug.nss
File is an include file, ignored
Compiling: k_inc_force.nss
File is an include file, ignored
Compiling: k_sp1_generic.nss
Total Execution time = 234 ms

E:\Program Files\LucasArts\SWKotOR>
______________________________________________

but now no .ncr file is apering :/

what am i doing rong ? am i any were near the right track?

i have this weird file now named pause

Achilles
08-21-2004, 03:56 AM
Originally posted by maddogsz

Compiling: k_inc_debug.nss
File is an include file, ignored
Compiling: k_inc_force.nss
File is an include file, ignored
Compiling: k_sp1_generic.nss
Total Execution time = 234 ms

E:\Program Files\LucasArts\SWKotOR>
______________________________________________

i have this weird file now named pause
Err....the compile log looks correct but I don't know what to tell you about the "pause" file.

The purpose of that particular string was for creating a batch file. I don't know that you will benefit by using it in the command line.

Darth333 can probably address this better than I can :(

Darth333
08-21-2004, 10:51 AM
It looks ok: k_inc_debug.nss and k_inc_force.nss are included file so you wont get corresponding .nss files. However, you should have a k_sp_generic.ncs file in your folder now, don't you?.

On how to create a batch file, check the "Guide for the Newbie" sticky, there is a link on How to use/troubleshoot the compiler.

maddogsz
08-21-2004, 02:39 PM
ok after working at it all night i finly figerd it out i think i was abel to chang heal to were it healed 50 more points of life then it was sapous to ( did this just to see if i was actuly doing a thing)
but no mater what i do the forceses that are on a timer wont work enless i dont mess withy them :/

and poor jahoni keeps casting valur none stop even tho it dont do a thing lol

maddogsz
08-21-2004, 03:25 PM
ok i can modify and force and make it work now exept any force that has a timer on it

even if i dont make a chang to any of them as soon as i stick my modifyed k_sp1_generic.ncs file in my forcpowers that are on a timer wont work any more at all :/

i dont get it iv even tryed makeing no modifacations to k_inc_force.nss and compialing it
with k_inc_debug.nss
k_sp1_generic.nss
to get k_sp1_generic.ncs but as soon as i tick it in overrid folder the force powers with a time on them wont work :/

it dont make any sence any light on this would be vere much appriatted

Achilles
08-21-2004, 04:38 PM
Originally posted by maddogsz
ok i can modify and force and make it work now exept any force that has a timer on it

even if i dont make a chang to any of them as soon as i stick my modifyed k_sp1_generic.ncs file in my forcpowers that are on a timer wont work any more at all :/

i dont get it iv even tryed makeing no modifacations to k_inc_force.nss and compialing it
with k_inc_debug.nss
k_sp1_generic.nss
to get k_sp1_generic.ncs but as soon as i tick it in overrid folder the force powers with a time on them wont work :/

it dont make any sence any light on this would be vere much appriatted

All you should be changing is a couple of numbers. If the force powers have stopped working altogether, it probably means that you pooched something. I would recommend going back and starting over with a fresh instance of the script, being very careful to only change the correct numbers (via the instructions).

Diligence will fix 99% of all problems :D

Good luck!

Darth333
08-21-2004, 05:08 PM
I sometimes wonder if some .nss files, including k_inc_force.nss are the final version that bioware used...:confused: I discussed this sometime ago with tk102...the only weird thing is that it compiles :confused:

Or maybe it has something to do with the compiler :confused: ( I will try to verify something during the weekend concerning this)

maddogsz
08-21-2004, 05:33 PM
Originally posted by Achilles
All you should be changing is a couple of numbers. If the force powers have stopped working altogether, it probably means that you pooched something. I would recommend going back and starting over with a fresh instance of the script, being very careful to only change the correct numbers (via the instructions).

Diligence will fix 99% of all problems :D

Good luck!

i did i started with a fresh one from the kotor tool and did not mess with it then compialed the resaults should be normel force powers but it not :/

i think darth333 has got the right i deal

that or maybe my + force mods (that i downloaded from pcgamemods ) conflict with it some how tho i dont see how becaus i did not make any adjust ments to k_inc_force so they should remain the same !! and work the same when recompialed

is it posable that kotor tool dos not extract the exact k_inc_force file thats in there

Darth333
08-21-2004, 07:44 PM
Originally posted by maddogsz
that or maybe my + force mods (that i downloaded from pcgamemods ) conflict with it some how !! Not a chance: I made this package!!! :D
Seriously: the force powers at pcgamemods do not conflict with the original force powers: they have separate custom scripts and use different lines in spells.2da. Plus they have been tested and retested on animals (look at hte screenshots in this thread:http://www.lucasforums.com/showthread.php?s=&threadid=132116 ) .


is it posable that kotor tool dos not extract the exact k_inc_force file thats in there
No, kotor tool extracts the available files: it is either something with the available .nss file "provided" by Bioware or with the compiler. I'll try to look at it.

maddogsz
08-21-2004, 08:18 PM
as im going threw the folders

it seems some none biower guy has alrady modifyed it alot he has inserts like this

//MODIFIED by Preston Watamaniuk March 23
//Moved the save call down to here from up above with the resist inorder to help
//feedback system not make useless save calls.
//MODIFIED by Preston Watamaniuk March 24
//Made the default value of nSave -1 so that I only do it once.
//MODIFIED by Preston Watamaniuk April 5
//Made sure to set nSaves to FALSE so that it would fall through the function.
if(SWFP_HARMFUL == TRUE && nSaves == -1)

all threw the thing

but i still dont think this would efect any thing seeing that it worked just fine befor it was uncompiled and i did not make any changes then recompailed it

Darth333
08-21-2004, 08:21 PM
No am saying is that the .nss file in your kotor folder may not be the file Bioware used for compiling the final version. That is not an assumption.

What you are pointing out are simply notes that programmers at Bioware add to keep track of what they do: they do not affect anything.

Lines that start with // are simple comments and not part of the code.


//you could write an entire
//novel at the beginning of a script
//and it would not affect anything
//as long as you add // before
//every line :D

maddogsz
08-21-2004, 08:29 PM
Originally posted by Darth333
Not a chance: I made this package!!! :D
Seriously: the force powers at pcgamemods do not conflict with the original force powers: they have separate custom scripts and use different lines in spells.2da. Plus they have been tested and retested on animals (look at hte screenshots in this thread:http://www.lucasforums.com/showthread.php?s=&threadid=132116 ) .


No, kotor tool extracts the available files: it is either something with the available .nss file "provided" by Bioware or with the compiler. I'll try to look at it.

o cool so your name is Preston Watamaniuk ? :)

i might be that im compialing them rong tho i dont see how becaus i got force heal to heal alot more and mess with a few ather fp and all my changes seem to work so im prity sure im compialing right tho i might be rong

Darth333
08-21-2004, 08:45 PM
Originally posted by maddogsz
o cool so your name is Preston Watamaniuk ? :)
Yeah, you got it :rolleyes:

i might be that im compialing them rong tho i dont see how becaus i got force heal to heal alot more and mess with a few ather fp and all my changes seem to work so im prity sure im compialing right tho i might be rong
The compiler is easy to use and from what I have seen you are doing it ok. However, the problem maybe the compiler itself. This is what I was trying to say, sorry if it wasn't clear.

maddogsz
08-21-2004, 08:49 PM
o ok so im not the one doing it rong :/

bah ok thanks for the help tho it looks like i got it right from the beging and did not know it lol

ps
great work on the + fp mod i love them :)

Jackel
08-21-2004, 10:01 PM
Originally posted by maddogsz
as im going threw the folders

it seems some none biower guy has alrady modifyed it alot he has inserts like this

//MODIFIED by Preston Watamaniuk March 23

Preston is a Bioware coder. He just doesnt add "//MODIFIED by Bioware Coder Preston Watamaniuk March 23" because Bioware know hes a coder of theirs.

Darth333
08-22-2004, 11:45 AM
Well, it seems that the problem is the compiler itself. I modified k_inc_force.nss and it with k_inc_debug.nss and k_sp1_generic.nss with the Aurora tooset script compiler and everything seems to be in order.

Initially, when I compiled with HazardX's compiler, i wasn't able to use destroy droitd but with the toolset it runs without problems. I haven't checked if Juhani would continue to cast Master Valor all the time because I just arrived on Taris but if you want to check , here are my modded files: http://jupiter.walagata.com/w/d333/scripts_force.rar
You will find k_inc_force.nss and the compiled K_sp1_generic.ncs

Just drop the latter one in your override folder.

NOTE: I modified k_inc_force.nss for testing purposes only and added silly values in there just to see if it would work (debug): you'll notice that when you use force wave, the ennemies stay suspended in the air for 20 or 40 seconds ( I don't remember what value I added).
If you don't have the Toolset, I can compile your modified force powers scripts. Just let me know. :)

maddogsz
08-22-2004, 01:15 PM
Mono_Giganto ?????? what are you tallking about?

darth 333 thank you so much were do i download

Aurora tooset script compiler

seeing that HazardX's compiler is buged its lost me almost 3 full days of doing any thing constroctive

i have a t1 line so downloadeding it should not be a proplem :)

and onec agen thank you so much for takeing your time to help a noob :)

Darth333
08-23-2004, 10:16 AM
You have to buy NWN if you want to get the toolset but don't bother with that unless you want the game: the compiler included in the toolset caused me some troubles with other scripts.

There is a way to do it with HazardX's script compiler:

Open k_sp1_generic, remove the following lines at the beginning of the script:

#include "k_inc_debug"
#include "k_inc_force"

Then copy and paste all the contents of k_inc_force.nss at the beginning of your k_sp1_generic.nss file and do the same with k_inc_debug.nss.

So your new k_sp1_generic should contain, from top to bottom, in this exact order: (1) k_inc_debug (2) k_inc_force and finally (3) k_sp1_generic. So now, the included files...are really included in k_sp1_generic :D

Save the new k_sp1_generic.nss and make sure you include the -v1.00 parameter when you compile ( I tried without and it won't work for this script).

Hope this helps :)

tk102
08-23-2004, 01:54 PM
That solution indicates that HazardX's compiler is not locating the modified version of k_inc_force.nss when it compiles k_sup_generic.nss.

It's been awhile since I compiled a script, but the way I remember it working for me was to create a new folder, put a k_sup_generic.nss and k_inc_force.nss into the folder along a with a copy of nwnnsscomp.exe. Then run nwnnsscomp.exe on k_sup_generic.nss from within that directory.

Darth333's suggestion above however, will ensure that nwnnsscomp.exe uses the right script obviously because the include file is now 'included'. ;)

maddogsz
08-23-2004, 01:58 PM
actuly i downloaded

this file

http://mars.walagata.com/w/darth333/Compile.zip

from one of the other threads that you were in and put it there and its worked like a charm evre time senc then :)

it seems it was me doing the compialing rong tho im still not sure how i was


thanks once agen for helping a noob out :)

beancounter
08-23-2004, 02:03 PM
I have changed a lot of the force power times and effects and have never had any problems. Even with destroy droid, it works fine with me. I did find that the include files need to be in the same directory as the compiler (not the overrides folder) in order for it to work correctly. I always stick the nwnnsscomp.exe in the SWKOTOR directory and I put all of the includes in that directory as well.

The problem with Valor sounds like a different issue, more to do with k_ai_master script. Check your override directory and see if you have that script in there. I believe it comes in the Hardcore Mod.

Darth333
08-23-2004, 03:21 PM
Originally posted by beancounter
I did find that the include files need to be in the same directory as the compiler (not the overrides folder) in order for it to work correctly.
Thanks guys, now it works perfectly :)

Achilles
08-23-2004, 04:58 PM
Originally posted by beancounter
The problem with Valor sounds like a different issue, more to do with k_ai_master script. Check your override directory and see if you have that script in there. I believe it comes in the Hardcore Mod.
I had the same problems with Valor until I went back and tried it again. I have no idea what I did differently the first time, but the second version worked perfectly :D

Whitebloodcell
08-26-2004, 03:42 PM
Achilles or anyone, in the extended force powers mod. Does k_inc_force.nss go into overide aswell?

Darth333
08-26-2004, 03:54 PM
Originally posted by ClumsyClayson
Achilles or anyone, in the extended force powers mod. Does k_inc_force.nss go into overide aswell?
To compile you need to have k_sp1_generic.nss, k_inc_force.nss and k_inc_debug.nss in the same folder as the compiler, nwnnsscomp.exe . Once compiled you will use k_sp1_generic.ncs.

Whitebloodcell
08-26-2004, 04:06 PM
I have no idea what that means. Though I have a suspicion by saying this I'll be told to go read the Newbie guide to Modding. And that I shall.

Darth333
08-26-2004, 04:59 PM
Originally posted by ClumsyClayson
I have no idea what that means. Though I have a suspicion by saying this I'll be told to go read the Newbie guide to Modding. And that I shall.
That is where you should always start. :rolleyes: :D

Anyways, I just noticed that Achilles released the mod here: http://lucasforums.com/showthread.php?s=&threadid=134359 (sorry Achilles, I forgot to sleep last night and this is what happens when i lack sleep :D )

I thought you were asking about how to modify the force power duration yourself.

To play the mod, the only thing you need is to place k_sp1_generic.ncs in your override folder

(the .nss files are the source code - you don't need them to activate the mod - you can simply discard them or keep them for reference if one day you decide to modify k_inc_force.nss :) )

Achilles
08-26-2004, 08:10 PM
Originally posted by ClumsyClayson
I have no idea what that means. Though I have a suspicion by saying this I'll be told to go read the Newbie guide to Modding. And that I shall.
You don't need to compile anything...unless you change the values that I added. I included the ncs file so that all you have to do is save it to your override folder.

I hope that helps.

Simbacca
11-26-2005, 08:05 PM
i may have found my answer in this thread, must go back and test...

aristey
04-03-2011, 10:02 AM
Is there a way to extend the duration of force powers to unlimited time?
Are the Dark/Light side masteries' durations unlimited or are these forces being periodically renewed?
And where are the scripts for Dark/Light side masteries? I couldn't find them in k_inc_force.nss.
Any help would be appreciated.