Leaderboard
Popular Content
Showing content with the highest reputation on 01/06/2021 in Posts
-
1 pointNext update is bringing the K1 version up to parity with 1.5. Further updates may or may not happen, it's based entirely on if I come up with another cool feat or power idea. Now, I don't take requests but I do accept suggestions. If you, or anyone else, wants to make a suggestion you can do it here. It may inspire me. Just bear in mind the criteria I use for Content Pack stuff: 1. It's got to be interesting. I'm not going to make a feat that gives +1 to Repair because that's a boring feat. 2. It's got to be new. I'm not going to make a power that detonates shields because I've already got a power that detonates weapons and a feat that removes shields. 3. It's got to be Star Wars. I'm not going to make a force power that shoots fireballs because in my opinion that doesn't fit into Star Wars canon. 4. It's got to be possible. I'm not going to make a feat that increases the damage of Sniper Shot because combat styles are hardcoded. I can bend the rules but I can't break them, so don't feel bad if your idea straight-up isn't possible.
-
1 pointScratch that, I had a cool idea so I had to make it real. Version 1.5 is here with the new feat Mysterious Benefactor.
-
1 pointSure, go ahead. Just warn people that there will be a hard incompatibility with any other mod that edits that file. It can only be resolved with manual merging, since TSLPatcher doesn't allow for dynamic patching of VIS files (or LYTs).
-
1 pointYou can't run nwnnsscomp by double clicking it. It's a commandline program. You need to run it from a DOS prompt. Open a command window Start -> Run -> cmd and navigate to the location of nwnnsscomp (you'll have to Google how to do that) Alternatively, on Windows 10 go here and download one of the REG files to enable a context menu "Open command window here" in any folder Run your command. Alternatively to all that, create a batch file that will compile all NSS files in the current directory: @echo off rem CHANGE THIS TO YOUR LOCAL NWNNSSCOMP FOLDER: set nwnsscompdir=F:\Star Wars Knights of the Old Republic\-=TOOLS=-\NWNSSCOMP\K1 rem NOTE THAT YOU NEED SEPARATE VERSIONS FOR K1 AND TSL, EACH WITH rem THEIR OWN GAME-SPECIFIC VERSION OF NWSCRIPT.NSS for %%F in (*.nss) do ( if not "%%~nF"=="nwscript" ( "%nwnsscompdir%\nwnnsscomp.exe" -c "%~dp0%%~nF.nss" -o "%~dp0%%~nF.ncs" ) else ( echo Skipping: %%F ) ) pause Just copy and paste it into a text file and save as xxx.bat (note that you will need specific K1 and TSL versions, as described). As far as the other question, TRUE is 1 and FALSE is 0. So whatever statements you set to 0 will be set to FALSE.
-
1 pointY'all this game is really fun. I just finished it. Pretty abrupt ending, but that's just about the only gripe I can manage against it. It's BEAUTIFUL and the story is utterly immersive. Seems like Avellone's consulting was relatively early on and he wasn't super involved in the main writing, but WOW. I want a sequel stat.
-
1 pointHow about "Tries to do everything the Sequels attempted but does it 1,000 times better"?
-
1 pointThat's like saying it was so much better than contracting herpes. True, but not necessarily a high bar to pass.
-
1 point
-
1 pointI've been trying to combine the two mods together too. What I did to merge them is: 1. Download both the Hardcore mod and the Improved AI mod. 2. Look in the "Source Scripts" folder of the Hardcore mod. You will notice a few source script (nss) files. Open "Hardcore_mod.nss" in a text editor and you will see #include "HC_Control" The HC_Control.nss file is used for custom difficulty, but you can change the file included in the script to another file in the directory for a predefined difficulty (e.g. "HC_Control-Hard"). If you wish to use a custom difficulty, edit "HC_Control.nss" to your liking, otherwise just make sure you've included the correct file of the difficulty of your choice. 3. Now copy both "Hardcore_mod.nss" and your included file into the "tlspatchdata" folder of your Improved AI mod download. 4. As has been previously mentioned in this post, open up "k_ai_master.nss" in a text editor and uncomment line 21 (by removing the '//'). After uncommented it should appear thus: #include "Hardcore_Mod" Then remove the /* and */, such that: // ST: This would add beancounters hardcore mod to the Creature AI, if uncommented and recompiled: /* if (!GetPlayerRestrictMode() && !GetFeatAcquired(FEAT_IMPLANT_LEVEL_1)) Hardcore_Mod(); */ becomes: // ST: This would add beancounters hardcore mod to the Creature AI, if uncommented and recompiled: if (!GetPlayerRestrictMode() && !GetFeatAcquired(FEAT_IMPLANT_LEVEL_1)) Hardcore_Mod(); 5. This next step assumes you don't want the High Level Force Powers mod. My steps here were to edit the "st_inc_powers.nss" file such that: const int ST_GLOBAL_ENABLE_POWERS = FALSE; // Set to TRUE to enable, FALSE to disable. const int ST_GLOBAL_ENABLE_BOSS_POWERS = FALSE; // Set to TRUE to enable, FALSE to disable. I then changed the following code to all equal zero (as my spells.2da file is unedited*). 6. Use the "nwnnsscomp.exe" file provided with the Improved AI mod to compile your edited scripts. To do this, use the command: nwnnsscomp -c k_ai_master.nss This will generate an ncs file called "k_ai_master.ncs". 7. Copy this newly generated file into the "static" folder within "tslpatchdata" (you can replace the file if you want, or you can make a backup first. Up to you). 8. Now simply copy all of the ncs files in the static folder into your KoTOR2 Override folder. Hope these steps help Assuming you haven't already got it working lol! But hopefully this will be useful for anyone trying to get it working too. I tested it very briefly by loading up a save I got absolutely destroyed so the hardcore mod was definitely active! *The HLFP mod adds entries for the extra force powers into the spells.2da file. I think the idea is to find the line numbers of the added entries and edit those into "st_inc_powers.nss".
-
0 pointsI've recently been able to do some work on combat animations. For a while now I've been trying to understand how the "fancy" melee on melee combat animations are triggered. This took me a while to figure out because I thought they were controlled by the combatanimations.2da. It appears that all other attacks are handled there except for this particular scenario. I believe this was hardcoded to act this way in the original game, and that is why they are not present in the combatanimations.2da. If the attacking creature is using a basic melee attack, and the target creature is using a melee weapon, and they are both directly attacking each other. Then the attacker and target uses a variation of c*a*, c*d*, and c*p* depending on if they were hit or parried. c*a1, c*a2, c*a3, c*a4, and c*a5 are for attacking (Attack Animation) c*d1, c*d2, c*d3, c*d4, and c*d5 are for damaged (Target Response Animation) c*p1, c*p2, c*p3, c*p4, and c*p5 are for parrying (Target Response Animation) When the attack is queued up a random number is rolled returning 1,2,3,4, or 5 and then proper attack animation is then chosen. Once the attack result is calculated the appropriate response animation is chosen for the target. Example Scenario: So if the the attacker is using a single one handed weapon, and the basic attack random animation number is 4, then the attacker will use the animation c2a4. If the attack hits, the target will use c2d4. If the attack misses, the target will use c2p4. Note: If you are confused by the naming convention for combat animation be sure to check out this post: (Analysis of the Combat Animations) by @JCarter426. Here is a video demonstration of it in action.