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Anyone know which hak the zep_on_activate script is in?


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#1
Knight_Shield

Knight_Shield
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Anyone know which hak the zep_on_activate script is in?Image IPB


I need to put a line in to it to make my dye kit work.
 
if (sItemTag == "DyeKit") AssignCommand(oPC, ActionStartConversation(oPC, "dye_dyekit", TRUE));
 

Here is the process ,I just need to find the script :

I'll take a stab at it but I've never tried it personally.

To alter scripts in a hak.

1. Export the script you want to alter to a .erf.

2. Use nwhak.exe (in /nwn/utils) to open the hak containing the script and remove the script's files (both the .ncs and .nss)

3. Import the script .erf

-420
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CEP Team

EDIT: Nevermind ...I made a copy of the Dye Kit and tagbased it to open the conversation
Image IPB

Modifié par Knight_Shield, 01 novembre 2010 - 02:00 .


#2
TSMDude

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You do know that if you ever use the updater though it will over ride the work you have done to that script unless you move the script to your CEP Custom Hak and place that CEP Custom Hak at the the top of your list?



(And I think it is in one of the cores...think it is 5?)

#3
Knight_Shield

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I went another route with the dye kit itself and it is working. I have though never been able to get the models in the boutique to dye clothing or the magic mirrors to work after importing it in my mod.I have module event scripts the same. I have went thru the conversation file. I have the clothing builder. No idea why it is not working....

#4
420

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Just for future reference, all non-CRAP scripts and blueprints are located in cep2_add_sb_v1.hak (the sb is for scripts and blueprints) and all CRAP related scripts and blueprints are located in cep2_crp_s.hak.



-420