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jc2

Member Since 06 May 2016
Offline Last Active Oct 12 2017 04:21 PM
*****

Posts I've Made

In Topic: KOTORmax

09 October 2017 - 04:00 AM

Well done bead-v! Well done!


In Topic: Brotherhood of Shadow Armband experiment.

05 October 2017 - 12:31 AM

Okay, you've not seen the decompiled code. What you just did was directly open up the .ncs and see the final form of the script. You have not decompiled anything.

 

 

Download DeNCS in zipped form, then unzip. Do you know how to unzip a folder? (Note "Unzip" doesn't mean "open")

Once you've extracted the folder, there should be two files, labeled as such "DeNCS Readme.txt" and DeNCS.jar which is an executable file. 

 

Double click on the DeNCS.jar, to begin installing. According to the readme, you will need java; my mistake on my previous comment.

Additionally you will need the source script for kotor (nwscript.nss), which can be found in your KT folder, or you can follow the Readme's advice and extract it using the KT.  Place nwscript into the same folder of the DeNCS, where you tell it to output the decompiled script. 

 

Once you have the nwscript.nss inside the DeNCS folder, you can now use it to open any .ncs script. 

So once again, go to the BOS:SR mod folder, copy and paste the script into the DeNCS folder, then open that script with the DeNCS.

 

Then right click to view decompiled code. 

 

Please try to follow these directions. Your end result should be this decompiled code> void main() {

object oBos_bosghost1 = GetObjectByTag("bos_bosghost1", 0);
object oBos_bosghost2 = GetObjectByTag("bos_bosghost2", 0);
object oBos_bosghost3 = GetObjectByTag("bos_bosghost3", 0);
object oNearest = GetNearestObject(32767, GetFirstPC(), 1);
location location1 = GetLocation(oNearest);
if ((GetIsObjectValid(oBos_bosghost1) == 0)) {
string string1 = "cs_sithghost";
PlaySound(string1);
CreateObject(1, "bos_bosghost1", location1, 0);
ApplyEffectAtLocation(0, EffectVisualEffect(3003, 0), location1, 0.0);
}
else {
if ((GetIsObjectValid(oBos_bosghost2) == 0)) {
string string2 = "cs_sithghost";
PlaySound(string2);
CreateObject(1, "bos_bosghost2", location1, 0);
ApplyEffectAtLocation(0, EffectVisualEffect(3003, 0), location1, 0.0);
}
else {
if ((GetIsObjectValid(oBos_bosghost3) == 0)) {
string string3 = "cs_sithghost";
PlaySound(string3);
CreateObject(1, "bos_bosghost3", location1, 0);
ApplyEffectAtLocation(0, EffectVisualEffect(3003, 0), location1, 0.0);
}
else {
object oNPC = GetPartyMemberByIndex(0);
AssignCommand(oNPC, ActionStartConversation(GetPartyMemberByIndex(0), "bos_shadowpower", 0, 0, 0, "", "", "", "", "", "", 0));
}
}
}
}
 
 
And if you want to edit that, good luck! I can't really help you there. I am a poor coder and wouldn't be able to easily integrate what you wish to do, though I'm sure its fairly simple. 
 
Alternatively, if you cannot follow my process you could, hypothetically, just copy and paste the script and then tinker with it. 

In Topic: Brotherhood of Shadow Armband experiment.

03 October 2017 - 08:39 PM

I'll just lay it out step by step. 

Unzip folder.

Go to DeNCS folder and hit the executable DeNCS.jar, 

Once launched go to "open"

Browse through files until you find wherever you put the bos_usepower.ncs

Then after it quickly decompiles, right click to "view decompiled code"

 

You don't need java or anything like that. Also you shouldn't be using the KT to extract the file, the file is .ncs from the mod. You should just go to the mod's original file and use the DeNCS directly to open it. 

Personally, I like to take the .ncs file and place it in DeNCS folder for easy of access. 


In Topic: Brotherhood of Shadow Armband experiment.

03 October 2017 - 02:09 PM

Was hoping to find a NSS file for easy editing.. But it's a Ncs file. No problem, so now I just need help in finding a decomplier

Here you go. Let me know how it goes. 


In Topic: Brotherhood of Shadow Armband experiment.

02 October 2017 - 04:42 AM

Yeah, it's definitely a script. The armband utilizes the spells.2da to fire a script. Basically the item (uti) has a spells.2da row number, which fires a specific script everytime the armband is used. Therefore, you need to alter the script that's linked to the spells.2da. Open up your spells.2da with KT 2da editor, make sure you are opening up the one located in your override, then look around until you find one that looks like his. Idk what it would be called but it's probably something obvious, should be one of the last ones added, unless you have a bunch of mods. Then see script fires when used or something like that, remember the name of the script, use the script decompiler or check if he has a nss version of it. From there you've got to edit the script to spawn more people, should be fairly easy at that point to tinker with the script. 

 

Once you've tinkered with the script, compile it under the same name as the original, then place your new script in your override.