JumpStationZ

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Everything posted by JumpStationZ

  1. Version 1.0.0

    87 downloads

    Part of the... If you just want to use the altered scripts as they are, open the archive with WinRAR or some other application capable of extracting RAR files. Then drag all the files from the compiled(override) folder inside the archive into your game's override folder. If you don't have an override folder, create a new folder named override in the folder containing the swkotor2.exe file. If you want to alter the scripts to combine them with beancounter's hardcore mod, you'll have to add two lines in the k_ai_master.nss script as described. Go to line 155, which should look like... code: DelayCommand(fDelay, GN_DetermineCombatRound()); Put the cursor at the end of this line and press return to make a new line, and on this new blank line, paste in code: if (!GetPlayerRestrictMode() && !GetFeatAcquired(FEAT_IMPLANT_LEVEL_1)) { Hardcore_Mod(); } Then scroll up to the top of the file and go to line 13, which should looke like... code: #include "k_inc_utility" Put the cursor at the end of line 13 and hit return to add a new line below it. On this new line, paste in code: #include "Hardcore_Mod" Then you need to recompile the k_ai_master.nss script you just modified to get an NCS file that the game can use. To do this you need the nwnnsscomp.exe utility. Check the tutorial section at the top of the forum, I think there's a description there about how to compile scripts. Make sure you place any source (NSS) scripts that came with the hardcore mod in the same folder as the scripts from this mod before you try to recompile. Since I don't use the hardcore mod myself I haven't personally tested if this works, but from what I've heard from others, it appears to work fine.
  2. View File AI's Hard Core Mod Part of the... If you just want to use the altered scripts as they are, open the archive with WinRAR or some other application capable of extracting RAR files. Then drag all the files from the compiled(override) folder inside the archive into your game's override folder. If you don't have an override folder, create a new folder named override in the folder containing the swkotor2.exe file. If you want to alter the scripts to combine them with beancounter's hardcore mod, you'll have to add two lines in the k_ai_master.nss script as described. Go to line 155, which should look like... code: DelayCommand(fDelay, GN_DetermineCombatRound()); Put the cursor at the end of this line and press return to make a new line, and on this new blank line, paste in code: if (!GetPlayerRestrictMode() && !GetFeatAcquired(FEAT_IMPLANT_LEVEL_1)) { Hardcore_Mod(); } Then scroll up to the top of the file and go to line 13, which should looke like... code: #include "k_inc_utility" Put the cursor at the end of line 13 and hit return to add a new line below it. On this new line, paste in code: #include "Hardcore_Mod" Then you need to recompile the k_ai_master.nss script you just modified to get an NCS file that the game can use. To do this you need the nwnnsscomp.exe utility. Check the tutorial section at the top of the forum, I think there's a description there about how to compile scripts. Make sure you place any source (NSS) scripts that came with the hardcore mod in the same folder as the scripts from this mod before you try to recompile. Since I don't use the hardcore mod myself I haven't personally tested if this works, but from what I've heard from others, it appears to work fine. Submitter Sith Holocron Submitted 02/23/2020 Category Mods TSLRCM Compatible No