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Posts posted by Neville
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I am having some problems. My script for add_sarna works, but bye_sarna will prevent you from recruiting her. When she joins the party, her armor does not appear equipped and her portrait image keeps reverting to line 13 (po_pt3m3). Masks do not appear on her head. Currently, if she is recruited, she appears in underclothes. At this time, basic clothing gives her a standard uniform. I tried to use SithSpecter's method of applying armor that matched the wearer's base clothing, but the armor I created, which the retextured model would be used for, a very light armor with protection against cold and mind-affecting, which I named Republic Assault Armor, failed to appear on her.
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On 6/7/2021 at 4:26 PM, Effix said:Just write here what you have in mind for the texture, perhaps there's something I can assist with. I don't do model changes, though.
I actually tried to create a model. It is difficult to explain, but I hoped to create textures for the Sith uniform that had elements of Republic uniforms to create the appearance of older Republic armor. The coat would work, though it would have to be given new, mostly red textures, and the black shoulder strap (I believe the shoulder strap is part of the texture) would not be present. The Republic officer uniform makes the wearer look fat, but the black collar, yellow neck textures, and the shoulder pad textures could be applied. Textures of the Republic soldier uniform, these including the wider red plates, which would be just simply merged, black sides, black sleeves, red and black gauntlets/gloves, and the red and black textures on the legs could be applied. Brown and silver, like that of other Republic armor, would have to be applied on the belt, possibly gloss red boots. Game textures for models that bear resemblance to this armor use flat red with gloss black boots, I believe to distinguish between the uniform and the boots. I believe what I described would look something like the armor I planned for Sarna. My backstory for Sarna having this armor is that Tatooine lacked Republic military equipment. I am uploading images that may help. Some are from my own tests. Contact me if there is anything you need explained better. My goal was to have something similar to Mandalorian Wars Republic armor.
I have been trying to create a new helmet model with Sith armor, Republic textures, and the Verpine Headband.
On 6/7/2021 at 5:47 PM, AmanoJyaku said:So, if you were level 20 when you added her she could be leveled up to 17 immediately?
16 or 17, depending on your total experience.
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1 hour ago, AmanoJyaku said:Is she trainable as a Jedi? If not, the Wisdom attribute is a waste.
Also, how likely is she to get to level 20 if you obtain her at level 1 so late in the game?
Party members gain 80% of the player XP. Wisdom increases will. Such items as the Neural Band do this. Will stops Force attacks. The party version of Sarna is a soldier.
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I have made requests similar to this in the past. My recruit mod, "Recruit Sarna", which provides a soldier to replace Bastila after her capture, is near complete, I believe, and there are many I will give credit to for assistance. Sith Holocron, SithSpecter, Qui-Gon Glenn, TamerBill, Thor110, LoneWanderer, AmanoJyaku, Effix, N-DReW 25. Sarna, at Level 1, has high dexterity, decent intelligence, wisdom 14. She carries a Mandalorian Blaster and has the feat "Dueling" to allow her to use pistols, swords, and blades. With all the help, I will release my mod for anyone to use freely. I need assistance with new textures, possibly a slightly modified model, to create the armor I wanted to give Sarna, though I have a .uti file ready, and I hoped to make my mod a voiced mod. I have some voice files for Sarna that fit the limited dialogue she has, but these work only for two or three lines. If anyone could help with these things, voicing lines or creating new textures, contact me for more detail.
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Would Conditional dialogue for a party member require compiling such script as k_con_sarnapm and k_con_sarnanpm?
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16 hours ago, TamerBill said:What tools are you using that offer their own opinions on functions? There's nothing about that in its nwscript entry. RemoveAvailableNPC() just returns a 0 if it fails.
An older version of the Spawn Armband had an option to use uncompiled source scripts to add characters by template. The creator warned that characters could not be removed from a party if they are not normally available in the game. I should know if this works within a few days. As it is difficult to edit multiple types of textures (merging textures intended for the same model is easier), I was forced to give the party version of Sarna standard Republic armor.
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10 minutes ago, Effix said:"and that line will create bugs"
What do you mean? The only way to add a party member is to replace one. Feel free to pick another.
I understand you want to remove the NPC Sarna, but that fact still remains. There's a set amount of party members, not very dynamic, but that's what it is.
Not sure if two scripts trying to remove the NPC would cause a problem, probably not, but why would you? One script action will fail, do nothing.Bastila is removed from the party on the Leviathan, similar to Trask being removed from the party on the Endar Spire. Sarna is intended to become a character available to join your party after Bastila is removed. If you set a command to remove a party member that has already been removed, the tools I was using state it can screw up the game.
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10 hours ago, Effix said:I think I attached the wrong version of add_sarna (nss & ncs), I've updated them in my post above (not in your quote of my post).
I checked the updated files. You included RemoveAvailableNPC(0). That removes Bastila. This is intended to create a replacement for her after her capture, and that line will create bugs. I was actually trying to remove the NPC version of Sarna and add the party version. The NPC template .utc is n_sarna, tag Sarna021, Template ResRef tar02_sarna021. The party template .utc is p_sarna. Would two commands to destroy the pre-recruit NPC cause problems?
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Work on my "Recruit Sarna" mod nears its completion. Sarna was the Sith officer, Taris occupation force, who did not like her job. She finds a way off Taris and offers help to the Republic. I wish someone would help in my effort to give her unique armor, reflecting that the planet she reached did not have decent Republic military supplies. I believe a retexture of the Sith uniform (I had her wear one when I was checking possible appearance) with Republic officer shoulder pads could be used. The armor she has will be very light, but I will add special properties. If anyone is interested, I can provide more detail on what may be required.
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5 hours ago, Effix said:The thing is, most modding tools were made before the Steam version.
The old disc versions created registry entries such as the path to where the game was installed to. Those old modding tools still try to look up that registry entry to know where the game is located. The Steam version doesn't create that entry so you need to recreate the entry and have it point to where your Steam version is located.
My Steam guide may provide some more context: https://steamcommunity.com/sharedfiles/filedetails/?id=779622644
Anyway, I don't mind compiling things for you, but I got errors on both scripts so it's best if you can experiment on your own.
I'm not an expert but I think these were the issues:
add_sarna.nss:ShowPartySelectionGUI(0)
...gives me an error, it works without the zero parameter and I see it without the 0 here: https://bioshazard.proboards.com/thread/18/recruit-npc.
You're using DestroyObject to remove the NPC in both scripts, I think that's only needed once (in the "bye" script).
B.t.w. you're replacing Bastila's slot if you use slot 0 (a row from npc.2da), just so you know, not sure if you intended to do that.
bye_sarna.nss:
Here you made an object:object oNpc = GetObjectByTag("tar02_sarna022");
But you didn't use it in the rest of the script, so I changed...
DelayCommand(1.0, DestroyObject("n_sarna"));
to...
DelayCommand(1.0, DestroyObject(oNpc));
add_sarna.ncs 212 B · 0 downloads add_sarna.nss 217 B · 0 downloads bye_sarna.nss 252 B · 0 downloads bye_sarna.ncs 243 B · 0 downloads
It is my intent to create a character that will replace Bastila after she is captured aboard the Leviathan. I had a line in the script to create "0, "p_sarna"" Thank you for your help in making this possible. Sarna has the template n_sarna, but her Template ResRef is tar02_sarna021. That was an error. I still do not understand why the .utc file will not save with the portrait "po_psarna".
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11 hours ago, Qui-Gon Glenn said:You need to use RegEdit.
This is potentially dangerous, as your registry is the root file system, but if you follow the instructions that someone keeps banging their head against a wall for you, you can do it safely.
RegEdit is a Windows program. You open it by right-clicking start, search for cmd.exe. This can also be accomplished by Windows Key + R, then entering
regedit
.
Then you will need to find the path specified. I felt like you weren't getting this, and so hopefully this is the clue you needed.
How would RegEdit help when I have set KotOR Tool to the proper directory, yet its script editor keeps stating "Lookup path root set to C:\Program Files\LucasArts\SWKotOR" "Error: Couldn't initialize the NwnStdLoader" and there is no way to alter the path for KotOR Scripting Tool (https://deadlystream.com/files/file/191-kotor-scripting-tool/), which gives the same message? The problem is changing directory.
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11 minutes ago, AmanoJyaku said:As I said, you will not be using KotOR Scripting Tool. You will use a text editor like Notepad to write your script, and nwnnsscomp to compile the script. KotOR Scripting Tool is just an interface to nwnnsscomp.
But, it is a broken interface because the version of nwnnsscomp it's designed for doesn't work. The reason KotOR Scripting Tool won't work with the good version of nwnnsscomp is because it sends options to nwnnsscomp that only work with the broken version. (Specifically, -g, which tells the old nwnnsscomp to compile for either KotOR1 or TSL.)
Once again, the instructions for PowerShell:
- In Explorer, create a directory with nwnnsscomp and all of the NSS files from either KotOR1 or KotOR2
- In Explorer, place your new NSS file, named <filename.nss>, in that directory
- In Explorer, use the File menu to open PowerShell
- In PowerShell, type .\nwnnsscomp -c <filename.nss>
If you prefer to use the Command Prompt, you will have to open it in the Windows Search Bar. Then type cd <path>, where <path> is the directory that holds nwnnsscomp.exe. The only advantage to using Command Prompt is you can leave out the .\ when running nwnnsscomp.
To summarize, stop using KotOR Scripting Tool.
With PowerShell 7.1.3-win-x86, I cannot seem to go into Explorer. I will have to continue my scripting work tomorrow.
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7 minutes ago, AmanoJyaku said:From the link:
But, you probably want to open PowerShell in the directory that has nwnnsscomp, so:
- In Explorer, open the directory that has nwnnsscomp
- Go to File
- Select Windows PowerShell
- Select Open Windows PowerShell
Make sure your script is in the same directory, along with the nwscript.nss file. Then type nwnnsscomp -c <filename.nss>. If your script uses include files they will need to be in the directory, as well.
I have two directories on my computer, one for KotOR1 and another for KoTOR2. Each has a copy of nwnnsscomp, along with every NSS file that comes with each game.
I can open PowerShell. I am confused as to how to use it. Again, I still do not understand why my own tools stopped working. I tried using KotOR scripting tool compile with the newer version of nwnnsscomp. It gave the message "Error: Unrecognized option"
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45 minutes ago, AmanoJyaku said:What I meant was you need to download TSLPatcher1210b1.7z to get the version of nwnnsscomp that works, it's different from the version included in KotOR Scripting Tool.
Nwnnsscomp is a command line tool. You will need to open PowerShell to run it:
Alternatively, you can run it from the Command Prompt. Just follow the instructions in the link above and replace "PowerShell" with "Command Prompt".
I still do not understand why my tools stopped working, and this is quite complex. It will take much time to figure out. Instructions do not show how to run another program with this. I do not see anything about that, except for internal files, in the instructions. Instructions show other file formats. All of this becomes very frustrating following over a month of work.
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1 hour ago, AmanoJyaku said:The problem is nwnnsscomp.exe. Download this one (TSLPatcher1210b1.7z) :
You'll have to use a normal text editor to write your scripts, then run nwnnsscomp.exe from PowerShell or the Command Prompt.
1 hour ago, AmanoJyaku said:The problem is nwnnsscomp.exe. Download this one (TSLPatcher1210b1.7z) :
You'll have to use a normal text editor to write your scripts, then run nwnnsscomp.exe from PowerShell or the Command Prompt.
I have those tools. TLKEd brings up a full list of StrRef files, and I have seen many mods installed with TSLPatcher, as it directs location to place new files and edits .2da files, but, though some mods by InyriForge included source script, I have not seen TSLPatcher used often with script that was not already compiled. I am trying simply to create a recruit mod. The program nwnnsscomp, this a program I tried to use, never truly opens for me.
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2 hours ago, Effix said:The line that you added...
"You might like to know, the Republic allowed ne to enlist. Do you need my help?"
...is not available? I don't really see a reason why since it's on the main branch.
(p.s. "ne" should be "me")
There's no reason to reuse that row 0 in portraits.2da, you can add a new row, click on the * below the last row.
That aside, can you not pick it when you open p_sarna.utc? It should be the first one in the list.
I don't know which script editor you use or what could be the problem there. I can compile with KotOR Tool + the Steam version. I did have problems compiling in the past, it can be a pain.The dialogue line becomes available if the player has spoken to Sarna once. I tried selecting the portrait option, but the .utc file does not save with the portrait. I use KotOR Scripting Tool, found here KotOR Scripting Tool - Modding Tools - Deadly Stream . It was working when I created the spawn for Sarna. I had the CD version of the game installed to check for errors. I uninstalled it due to error messages. Now, I can create new script, but the tool will not compile the script. It gives the message "Lookup path root set to C:\Program Files\SWKotOR\" "Error: Couldn't initialize the NwnStdLoader". I cannot find a way to change path for KotOR Scripting Tool. I tried changing the path for KotOR Tool, but it gives the same message. It may be necessary for me to have someone else compile my source script.
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10 hours ago, DarthTyren said:I would need to see the DLG and source in order to help with that.
This is everything I had. If you need my appearance.2da file, it has Sith Specter's Helmet Mod and a mod, which I do not remember the author of, to change textures of Bastila's clothing to match the color of her robes. I do not know what some features of the .utc file (Max Hit Points) are for, or if my recruit scripts would have interfered with each other. I discovered restored dialogue caused problems and my script editor was checking for files in the CD version of KotOR. My script editor now states it cannot compile files without the CD version of the game. My computer gives an error message when I attempt to reinstall the CD version of KotOR to correct files. Further, the .utc file will not save with my assigned portrait image.
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I saved to my Steam Apps KotOR Override folder and I set my KotOR Tool Path to the Steam version. It will not compile my script. Is there a way for another person to compile my source script?
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25 minutes ago, Thor110 said:Just correct the registry entry or add another one specifically for KotOR Scripting Tool.
Did you happen to install it from disc the other day and uninstall it? Pretty sure I read that you did in one of your posts from the other day.
Also as for
void main() {
if ((IsAvailableCreature(0) == 0)) {
AddAvailableNPCByTemplate(0, "end_trask");
SetAreaUnescapable(0);
DelayCommand(0.1, ShowPartySelectionGUI("k_pend_reset", 0, 0xFFFFFFFF));
DelayCommand(0.1, DestroyObject(OBJECT_SELF, 0.0, 1, 0.0));
ActionStartConversation(GetFirstPC(), "end_trask01", 0, 0, 1, "", "", "", "", "", "", 0, 0xFFFFFFFF, 0xFFFFFFFF, 0);
}
}
Depending on what is firing
If the character that you want to delete fires the script for example from a dialog initiated with them you would simply use the following line
DestroyObject(OBJECT_SELF, 0.0, 1, 0.0);
the above example is from the Endar Spire.
It checks if slot 0 is free
then adds trask to slot 0
then sets the area to be unescapable ( can't change party )
the next two lines are set to a short delay of 0.1 seconds.
the first delayed line shows the party selection screen via a script and forces you to select slot 0, then sets the second forced slot to -1 or 0xFFFFFFFF
the second delayed line then destroys itself ( this would be Trask )
before starting the conversation with the player character using the dialog "end_trask01"
which will start the dialog with yourself but because Trask is now present behind you after being added to the party, the conversation is started with them.
I cut out a few lines from the above example that won't be relevant to you.
The solution is fix the registry or install to the original directory. ( alternatively you could try dumping dialog.tlk, chitin.key and the override + nwscript.nss ) into the original directory, I am not sure how much of the game it actually needs.
I have tried most of that, but I will try again tomorrow. I had the CD version installed, but the script should have compiled anywhere. Thank you for your advice.
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1 minute ago, Thor110 said:Try following one of the links I sent you and forget about the fact it mentions kotor tool for a moment, read some of the other comments and see that people have the same problem as you, then continue reading to the comments that mention how to solve said issue...
I have been looking all day. I have "nwscript.nss" in my Override folder, and I do not understand why the program stopped recognizing the Steam version.
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2 minutes ago, Thor110 said:That is why I said you need to change the registry entry for the game so that it will recognize the path to the Steam version of kotor...
How do I do that?
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1 minute ago, Thor110 said:Then follow the instructions to correct your registry like I linked to with my first reply...
Or add another registry entry that matches the one required but points to your actual install location.
The problem is that KotOR Scripting Tool, downloaded here, KotOR Scripting Tool - Modding Tools - Deadly Stream, will not recognize the path to the Steam version of KotOR.
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15 minutes ago, Thor110 said:Then presumably something is written wrong in the script... why don't you post the code for your recruit script instead.
From reading your main post from what I can tell all you are trying to do is a few simple lines of code.
void main() {
AddAvailableNPCByTemplate(0, "end_trask");
ShowPartySelectionGUI("", 0, 0xFFFFFFFF);
}The first line adds the NPC by the template file named to slot 0
The second line shows the party selection screen with slot 0 forcefully selected.
The above script definitely compiles as I just checked it.
Try recompiling your spawn script to see if kotor scripting tool itself is still set up properly, it sounds like you need to alter your registry.
KotOR Tool is set to the proper directory. KotOR Scripting Tool will not recognize it, and now will not compile my original source script. I tried uninstalling the CD version of the game and the Scripting Tool, then reinstalling Scripting Tool. Scripts will not compile. KotOR Scripting Tool states it needs C:\Program Files\LucasArts\SWKotOR
This is my script.
void main()
{
object oTarget;
oTarget = GetObjectByTag("tar02_sarna022");DelayCommand(1.5,DestroyObject(oTarget, 0.0));
AddAvailableNPCByTemplate(0, "p_sarna");
DelayCommand(1.5, ShowPartySelectionGUI(0));
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3 minutes ago, Thor110 said:The above topic points to the first topic and both suggest updating your registry for the failed to find NWNStdLoader issue.I use KotOR Scripting Tool with NWNSSComp.
My spawn script compiled correctly with KotOR Scripting Tool, which uses NWNNSSComp. It had errors when I attempted to compile recruit script.
Mod Finishing
in General Kotor/TSL Modding
Posted
I temporarily removed "bye_sarna" from dialogue due to the character disappearing without being recruited. I was checking a mod by SithSpecter to create new armor. Her armor should be wearable by any party member, and it should match base clothing. In her original dialogue, Sarna can state "If I could just find some other way to earn some credits I could give this lousy job up. Retire my uniform, so to speak.". In dialogue I created, Sarna can state "I'm not with the Sith anymore. Not after they nearly killed me. I was lucky to get off Taris. Do you know how hard it is to fly a Sith fighter?" In another line of dialogue, she will state, "You might like to know, the Republic allowed me to enlist. Do you need my help?". The Republic gave her an older uniform. I assigned the standard Republic uniform as a temporary model. Her helmet will be similar to that seen on Sith armor. I hoped images would make similarities in uniforms/armor types easier to notice. I gave Sarna these feats:
Armor Proficiency: Heavy
Armor Proficiency: Light
Armor Proficiency: Medium
Power Attack
Power Blast
Weapon Proficiency: Blaster Pistol
Weapon Proficiency: Blaster Rifle
Weapon Proficiency: Heavy Weapons
Weapon Proficiency: Melee Weapons
Dueling
I recently downloaded K-GFF Editor to try to edit the template file, "p_sarna.utc". I was able to assign the portrait image, but I am unsure how to use it to make the armor, Damage Resistance Cold -25, Immunity Mind-Affecting, work with Sarna. In "baseitems.2da", I added 2 under "baseac" and 8 under "dexbonus". I may have to wait for the retextured uniform and make it modified base clothing.
I used MDLOPS6 with other models to create an ASCII model for GMax, but when I tried to use it to edit the text of the ASCII model of "comm_w_f", the head was moved off the body. I tried MDLEdit, but the program cannot seem to find difference between head models.