Bezurn
09-25-2005, 11:42 PM
Hello everyone, first time poster.
I stumbled across KoToR tool as well as a number of other very fine tools created by the community and have been pouring over them for the last 24 hours. My initial drive was to find all the items in the game, and KT did a very good job once I figured out where everything was stored.
My second curiousity was to be able to know what actions and conversations throughout the game earned and lost force alignment and influence. I do have some previous experiance with module building and scripting in the NWN toolset a few years back, so most things are familiar after I sit and brushout the cobwebs.
Yet I seem to be at a roadblock here as I haven't been able to figure out how lightside and darkside points stored in the files.
I am working out of module 101Per(_s).rim and 101PER_dlg.erf
In the dialog file I see that at the tail end of the conversation with Kreia two scripts are run.
"make sure you're all right.." OR "Stay out of my way..." calls a_kreia_med.ncs - which simply moves Kreia back to meditation mode if sion hasn't arrived yet. And then the next line, "I leave you to the explorations of this place..." calls a_global_set in both instances (light and dark response). This file is located in the Bif / scripts / uncompiled section. There must be another layer that I haven't found that records your options and gives you the proper alignment shift.
That is as far as I have been able to chase the bouncing ball. a_global_set is fairly simple
void main()
{
string tString = GetScriptStringParameter();
int tInt = GetScriptParameter( 1 );
SetGlobalNumber(tString, tInt);
}
When I do a search on GetScriptStringParameter() in nwscript.nss I get
// DJS-OEI 6/21/2004
// 831
// This function will return the one CExoString parameter
// allowed for the currently running script.
string GetScriptStringParameter();
so this just appears to be a function prototype. So my question becomes where do I find the currently running script that is playing during this conversation so I know what values it is passing to these functions.
I would like to go through the game and figure out how certain options affect your light side and darkside rating, as well as influence gains and declines baised on action. I'm pretty sure that there are varying degrees of incriments / decrements of light / darkside points, but I am curious about the influence gain / losses as well.
Of course all of this wouldn't be neccassary if the engine would simply tell you the amount of shift in these values as they occured in the log, but I have not seen any indication. Hence me trying to pry into the inner workings of the code to gain that insight.
If anyone knows more on this subject then I'd really appreciate your help in any way.
Thanks for all that this community is doing and I hope to try out some of these mods after I have exhausted the original title some more!
I stumbled across KoToR tool as well as a number of other very fine tools created by the community and have been pouring over them for the last 24 hours. My initial drive was to find all the items in the game, and KT did a very good job once I figured out where everything was stored.
My second curiousity was to be able to know what actions and conversations throughout the game earned and lost force alignment and influence. I do have some previous experiance with module building and scripting in the NWN toolset a few years back, so most things are familiar after I sit and brushout the cobwebs.
Yet I seem to be at a roadblock here as I haven't been able to figure out how lightside and darkside points stored in the files.
I am working out of module 101Per(_s).rim and 101PER_dlg.erf
In the dialog file I see that at the tail end of the conversation with Kreia two scripts are run.
"make sure you're all right.." OR "Stay out of my way..." calls a_kreia_med.ncs - which simply moves Kreia back to meditation mode if sion hasn't arrived yet. And then the next line, "I leave you to the explorations of this place..." calls a_global_set in both instances (light and dark response). This file is located in the Bif / scripts / uncompiled section. There must be another layer that I haven't found that records your options and gives you the proper alignment shift.
That is as far as I have been able to chase the bouncing ball. a_global_set is fairly simple
void main()
{
string tString = GetScriptStringParameter();
int tInt = GetScriptParameter( 1 );
SetGlobalNumber(tString, tInt);
}
When I do a search on GetScriptStringParameter() in nwscript.nss I get
// DJS-OEI 6/21/2004
// 831
// This function will return the one CExoString parameter
// allowed for the currently running script.
string GetScriptStringParameter();
so this just appears to be a function prototype. So my question becomes where do I find the currently running script that is playing during this conversation so I know what values it is passing to these functions.
I would like to go through the game and figure out how certain options affect your light side and darkside rating, as well as influence gains and declines baised on action. I'm pretty sure that there are varying degrees of incriments / decrements of light / darkside points, but I am curious about the influence gain / losses as well.
Of course all of this wouldn't be neccassary if the engine would simply tell you the amount of shift in these values as they occured in the log, but I have not seen any indication. Hence me trying to pry into the inner workings of the code to gain that insight.
If anyone knows more on this subject then I'd really appreciate your help in any way.
Thanks for all that this community is doing and I hope to try out some of these mods after I have exhausted the original title some more!