Triad24

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Everything posted by Triad24

  1. I'm just going to link this if you don't mind taking a look at it. It's a list of steps I took. And didn't get any results. I'd appreciate it if you took a look at it and let me know what I could've done wrong. Thanks you :)
  2. Before we start, yes I am aware that this topic has been talked about in a separate thread here on this forum . The reason I am even making this topic is because I'm still confused on what exactly to do to combine both of these mods to work properly together. My initial thought process was to uncomment the // next to #include "Hardcore_Mod" as shown below. // ST: Uncommenting the line below would include beancounters hardcore mod in the AI. // Note that the code at line 158 needs to be uncommented as well, // the HCMod source placed in this folder and the scripts recompiled. // #include "Hardcore_Mod" The next step in my thought process was to delete /* and */ from line 158 and line 161 to enable the text between them at least that's what I told it would do as shown below. But I still don't know what recompile means and in the topic linked above Qui-Gon glenn says " k_ai_master needs to be recompiled drawing from beancounter's version." // ST: This would add beancounters hardcore mod to the Creature AI, if uncommented and recompiled: /* if (!GetPlayerRestrictMode() && !GetFeatAcquired(FEAT_IMPLANT_LEVEL_1)) Hardcore_Mod(); */ After which I took the k_ai_master file from the insane difficulty folder within Beancounter's HC mod, renamed it Hardcore_Mod, and dropped it into the TSLPATCHDATA folder where the k_ai_master file is located within the Improved AI mod. I then proceeded to boot up the game and test it out on a fight and got the same results that i had before doing all of this. I am new to using mods and don't know jack about modding or scripting/coding idk what the proper term would be but I would appreciate any help. I want to play this game but it's much too easy and it seems combining these two mods would make the ai in this game a lot less predictable and hopefully more of a challenge by doing this. I could just use beancounter's mod by dropping it into the override folder but from my understanding of this it overwrites the improved ai k_ai_master file which enables the ai to be more intelligent of a sense. Any help here would be appreciated.
  3. So what code exactly am I putting there after the /* and before the */ after I remove them??? Am I copying all of the text inside beancounter's k_ai_master file and inserting it into that one place of Improved A.I. k_ai_master file or??? Because this is what is in between those two. // ST: This would add beancounters hardcore mod to the Creature AI, if uncommented and recompiled: /* if (!GetPlayerRestrictMode() && !GetFeatAcquired(FEAT_IMPLANT_LEVEL_1)) Hardcore_Mod(); */ I'm confused because up on the thread Qui-Gon Glenn states that Which I have no idea what that means. but then what he states after confuses me more. I apologize if all of this is simple to you guys but I'm more of a visual learner.
  4. Hey there fellas I've been reading over this board and since I'm an idiot and don't know how to script or anything I was wondering if anyone could make a video of how to combine both of these mods together so I don't mess anything up? I have both of the mods in folders already with the improved ai mod already installed. Also for line 158 It's only the "/*" I was under the impression of the definition I got from google that in order to uncomment something it had to be listed as "//" or am I looking at it wrong? I would appreciate the gesture if anyone can spare the time or has a link to it already being done. Thanks 😃 P.S. I know this thread is a little old so hopefully someone replies.