Neville

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Everything posted by Neville

  1. 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.
  2. Neville

    20210507170246_1.jpg

    Sarna appearance test - Sith Uniform
  3. Neville

    20210528142646_1.jpg

    That is part of Sarna's initial dialogue on Tatooine. You will be able to recruit her if you talk to her again.
  4. Would Conditional dialogue for a party member require compiling such script as k_con_sarnapm and k_con_sarnanpm?
  5. 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.
  6. 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.
  7. 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?
  8. 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.
  9. Testing recruit script. Looking for anyone who can voice dialogue or create new textures.

  10. 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".
  11. 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.
  12. With PowerShell 7.1.3-win-x86, I cannot seem to go into Explorer. I will have to continue my scripting work tomorrow.
  13. 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"
  14. 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.
  15. 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.
  16. Tried everything possible to compile recruit script. My tools are not working.

  17. 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.
  18. 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. Recruit Sarna.ZIP
  19. 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?
  20. 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.
  21. 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.