Posted 15 January 2005 - 12:39 AM
also is there anyway to start the game with a lightsaber.
Posted 15 January 2005 - 05:18 AM
Bioware's GFF editor - or any of the others - works fine for that.
The influence.2da is only so useful, since your influence constantly changes through the game. You may have 100% at one point and drop to 50% or less 20 minutes later. A bit pointless.
Posted 15 January 2005 - 06:35 AM
Posted 15 January 2005 - 07:44 AM
Both can be edited the same basic way. There are better tools than the standard GFF editor, but it works nonetheless.
Posted 17 January 2005 - 03:49 AM
Posted 17 January 2005 - 06:49 PM
Posted 17 January 2005 - 07:16 PM
You aren't going to control the influence for the entire game by editing a single file.
Posted 25 January 2005 - 01:24 PM
Holowan Laboratories. Kotor2 is very similar to Kotor1 modding except that kotortool has A LOT less functionality. I have been screwing around with it with the tools that Vox has recommended (Modified GFF Editor, Modified NWN Explorer, and BIF Packer/Unloader). To get the 2da files you have to use the BIF P/U tool and extract all of them. You can then view them with KTool's 2da editor or use NWN Explorer. I have been messing around with this for hours and it seems to be a lot like kotor1. It's a lot of fun, though I am no where close to how far Vox has gotten. He must've modded Kotor1 up the wazzu! Anyway, that Holowan Laboratories site has some cool tuts that are really helpful. Hope I helped,
Posted 25 January 2005 - 03:37 PM
I prefer it to the GFF editor. It'll handle files that KTool can't, or won't. It's setup for NWN, so disregard the lower left context window, and make sure to use the Advanced Editor function.
Posted 25 January 2005 - 08:05 PM
Am I doing something wrong, or is this script not compatible with nwnnsscomp at this time?
Posted 25 January 2005 - 08:26 PM
It's a pain, but it does work.
Posted 27 January 2005 - 09:18 PM
can you help me out by posting a link to a tutorial on how to set it up for Kotor2 or maybe a different message board that is actively doing it (I promise not to defect )
I dont have kotor1 for the PC so I cant install it but I thought that wasnt really necessary - I can extract the scripts - I just cant re-compile them - probably the new scripting functions you were refering too
Posted 27 January 2005 - 11:58 PM
I've never tried compiling scripts without using the PC game. If there's a way to do it, you'll find it at Halowan Labs. There's a sticky about compiling scripts that might help. Other than that, I really don't know.
btw.. inc (include) scripts don't compile. They contain external information that other scripts call on and are required TO compile. But the inc script itself, doesn't compile. They can be a real problem with K2.
Edited by VoxAngel, 28 January 2005 - 12:04 AM.
Posted 27 October 2009 - 09:51 AM
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