View Full Version : k_def_attacked01.nss editing??
shangoman
08-06-2004, 10:14 AM
I've edited the k_def_attacked01.nss, to have my edit placed into game what do I have to compile script with? NOTE: I'm also running KOTOR Hardcore MOD V1.0 by Talchia and I'd like to keep this mod.
I'm guessing I just need to compile the k_def_attacked01.nss to get k_def_attacked01.ncs.
Side ?. I tried to decompile k_ai_master.ncs for hardcore mod using NWNNSSCOMP.exe, the command I used was, "NWNNSSCOMP -v1.00 -de k_ai_master.ncs," and I get an error, "unable to open output file "k_ai_master.ncs." Can anyone tell me what I'm doing wrong.
Thx in advance for any suggestions or comments.
beancounter
08-06-2004, 10:36 AM
Shangoman, check out the post I left you on your other thread. Reading a small decompiled script is hard enough, but the k_ai_master is one of the biggest scripts and it would be just about impossible to figure it out. I would recommend that you send a email to the maker of the hardcore mod and ask him to send you the decompiled script.
Mono_Giganto
08-06-2004, 10:51 AM
Problem is, Talchia's been gone for months now...
StormTrooper789
08-06-2004, 10:59 AM
Those scripts are readable if you look in the Scripts, Source part of Scripts.bif in KOTOR Tool. All the k_def_'s are in source and k_ai_master is in source.
beancounter
08-06-2004, 11:07 AM
Oh - I did not know that, I am still pretty new here. The .nss script for the k_ai_master is over 100 pages with all of the include files printed out, so you could imagine how ugly it would be to look at the compiled verison. I program for a living and I would have no desire to try doing that.
Maybe one of the more experenced SW scriptors would have a better idea.
beancounter
08-06-2004, 11:12 AM
[i]
Maybe one of the more experenced SW scriptors would have a better idea. [/B]
Stormtrooper - I posted before I saw your reply. I was not trying to say you were inexperienced, I was talking about myself.
StormTrooper789
08-06-2004, 11:23 AM
Originally posted by beancounter
Stormtrooper - I posted before I saw your reply. I was not trying to say you were inexperienced, I was talking about myself.
That's fine, we all post at the same time or before ppl post. Also, I may be pretty good at scripting but I am not the best.
shangoman
08-06-2004, 01:09 PM
Thx for all the helpful info. I got my modified script in the game, and did not need to mess with k_ai_master.ncs, :sweat: . I was trying to disable that rediculous def atk when fight multiple enemies in close, after you kill one and target switches to another. I pretty much disabled the K_def_attack01.ncs script, but its still doing that annoying def atk but at least it doesn't switch to mines during a fight anymore, which was even more annoying. I guess I'll have to settle for that, cause if Talchia is gone, I will not be able to keep his mod, and the increase diff does make game better. And I think I'd have to mess with something in k_ai_master.ncs as it defines alot of the combat reactions, the other combat scripts (def, grenader, droid/jedi) all start by executing k_ai_master.ncs.
I hope for two they allow you to turn PC scripts off, I think automated PC reactions just makes the game to easy and takes some of the individuality out of combat (reduces your own style to the game makes style).
Well anyway I guess what I really need to do is get better at scripting.:eek: .
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