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Author Topic: Kotor 2: Script Compiling  (Read 169 times)

VoxAngel

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Kotor 2: Script Compiling
« on: March 03, 2008, 03:00:00 AM »

It would help to know how you have things set up. Ideally, you should have nwnnsscomp.exe, a compile.bat, and nwscript.nss in a working folder where you compile the scripts.

You can get away with not using a bat file (if you're more comfortable with a command prompt), but the nwscript.nss file is MANDATORY.
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NevRExcptDef34t

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Kotor 2: Script Compiling
« Reply #1 on: March 03, 2008, 10:54:00 PM »

Um, I did that. It doesn't work it sets root directory to C:/Program files/NeverwinterNights/Nwn and expects some NwnStdLoader.

-- NevRExcptDef34t
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NevRExcptDef34t

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Kotor 2: Script Compiling
« Reply #2 on: March 03, 2008, 11:05:00 PM »

C:\Compiler>_CompileAll.bat

C:\Compiler>NWNNSSCOMP -co Override\* Override\
'Star Wars: Knights of the Old Republic' Script Compiler/Decompiler
based on 'NeverWinter Nights' Script Compiler/Decompiler
Copyright 2002-2003, Edward T. Smith
Modified by Hazard ([email protected])

Unable to locate or open Neverwinter Night

C:\Compiler>pause
Press any key to continue . . .

Now the message is different, it can't make its mind up.

-- NevRExcptDef34t
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VoxAngel

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Kotor 2: Script Compiling
« Reply #3 on: March 04, 2008, 02:52:00 AM »

For K2, my bat file looks like this:

@echo off
nwnnsscomp -c -g 2 *.nss
pause

That's it.

Change yours to look the same (if it doesn't). Put everything in the same folder, don't run it from the root directory. Make a proper SEPERATE working folder. Make sure you have all the files you need (those 3 I mentioned above) and your source files. There's a difference between K1 and K2 and the compiler needs to be correct in each case or you'll get errors.
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NevRExcptDef34t

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Kotor 2: Script Compiling
« Reply #4 on: March 04, 2008, 01:39:00 PM »

My compiler doesn't have the -g feature. So can you contact me on AIM or MSN and we can talk there?

AIM - MenaceSx7
MSN - [email protected]
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