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Showing content with the highest reputation on 04/15/2020 in Posts

  1. 1 point
    Yup, those are compiled. Good luck!
  2. 1 point
    You are absolutely right, even though they open some HEX info when opened with Kotor Script Editor (and when opening it says "Decompiling...", when opening them in Notepad I get the source script in clear text! Must have been something with my version of Kotor Tool, I have no idea... You have my gratitude for letting me know of this, I couldn't wrap my head around what was going wrong! I recompiled them, as instructed by the Tutorial: "In order to compile that script and produce the NCS file the game can use, you must extract the include files k_inc_generic.nss, k_inc_gensupport.nss, k_inc_walkways.nss and k_inc_drop.nss. You can find these files with KotorTool in Kotor II --> BIFs --> scripts.bif --> Script, Source. Extract them and save them in the same folder where you have the nwnnsscomp.exe script compiler. (If you are using the script editor in the latest version of KotorTool you shouldn't need to extract the include files manually; it will find them automatically when needed.)" I extracted the necessary .nss files in my Kotor Script Editor folder, then compiled my 2 scripts. The attached files resulted: st_ai_puppethb.ncs puppet.ncs They now open as encrypted info in Notepad, so I guess it worked this time...
  3. 1 point
    No, your "NCS" files in the archive are just renamed NSS. Open them in a text editor and you'll see.
  4. 1 point
    AHAHAHAHAHA I opened these in a hex editor. Didn't think to open them in Notepad. Yeah, they aren't compiled.
  5. 1 point
    Lol, I didn't even look. Yeah these are just NSS that are renamed. Well there's your problem.
  6. 1 point
    AFAIK, these aren't valid NCS files. That may be why it's not working. Try compiling with nwnnsscomp. The NWScript seems fine, it's the output that's strange. In the meantime, I'll look into the puppet tutorials to gain a better understanding of this. I am writing an updated compiler/decompiler, so this is useful for everyone.
  7. 1 point
    Would this be possible to port these heads to kotor 1? asking because i saw a mod that ported Jessa and kira successfully so if someone one could do this it would be great
  8. 1 point
    If you are requesting help, it would be wise to include script source, not just binaries. DeNCS won't decompile either.
  9. 1 point
    There should be a 0.2s delay to destroy the existing NPCs, and a 0.5s delay to spawn them back - i.e. 0.3s apart. So yes, it's possible there might be some collision interference from "ghost Bastila" I guess. You could try padding the spawn-in by another few milliseconds to see if that helps at all. Alternatively, there's always the woodshed technique. You could also try switching to a stated location instead of doing a GetLocation from a waypoint. Not that that should make any difference, but the game is kind of screwy with waypoints. Regarding the fade out, yes, that is a known problem because they didn't set the NoFade flag in DestroyObject to TRUE. It's fixed in the revised version I have for K1CP that also fixes Juhani missing a state save like all the other party members, but I never got around to adding that before the release of 1.8. Just be aware that k_pebn_pophawk resref is used in all the EH modules, so it must be injected into a MOD unless you want to bork the Lehon sequence.
  10. 1 point
    All party members get destroyed and respawned by the module OnLoad. They should always spawn at the same waypoint rather than having anything to do with the player. Unless the player was standing on top of the waypoint (which should be impossible).
  11. 1 point
    After a lot of research, I finally found my way around to at least doing something in the way of modeling. This is literally my first proper attempt at modeling, so I imagine it is fraught with inconsistencies. However, I am more interested in the lower part. As you can probably see, the polygons that originally connected the neck to the torso are gone as a direct result of deleting the vertices that connected the two parts. Do I have to redraw them before I more forward? The method I used was to cut a square portion out of the back and then extrude that around to complete the collar. Is this a viable method, or should I try again with a better technique?
  12. 1 point
    This here being the head I'm referring to
  13. 1 point
    I've been wanting this for a while, and now that SWTOR port mods have been popping up... I decided to just request this. Basically porting over Lana Beniko's head from KOTFE. If you could port over the armor too, that would be nuts really. As long as I have Lana's head I'm happy lol. Anyone interested in making this a reality? XD (Model I'd like to be ported)