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Recruit Function
Original Thread
Recruit Function Latest Version: 1.0 Supports: KotOR I and KotOR II Download: Kast's Echo | Deadly Stream This Recruit Function allows you to recruit NPCs as new party members. It was designed to ease the amount of scripting to make a recruit mod. :cool: Not-so-long in a galaxy not-too-far away, I once created a recruit script that eased the process of creating a recruit mod for TSL only. It always felt a little unjust that TSL modders should get that burden eased while KotOR I modders still had to suffer through the old (and semi-lengthy) way of coding a recruit script. I think this should both further ease the process of TSL recruitment mods & finally relieve the process for KotOR I recruitment mods somewhat. Note This tutorial will not go over the process of making a (existing or new) NPC recruit mod; this tutorial only covers making the script which will recruit the NPC. For a tutorial about the rest of the process of making a recruit mod, see this tutorial by Darth333. :) Installation and Use You need to place the “ke_recruit.nss” script in your K1 or TSL override, depending upon the game for which you are making the recruit mod. To use the function, add the line Code:
#include “ke_recruit”A) Recruit NPC First, include this function in your script. Code:
RecruitA(iNPC, sResRef);sResRef = The string value of your post-recruitment UTC ResRef These are the various NPC integer values/variables. Code:
// KotOR I NPC integer values/variables.If you also wish to eliminate the original pre-recruited party member from the module, simply include this function in your script. Code:
RecruitB(sNPC);Example Script I thought I'd be nice and show an example of a working script; This is for a K1 recruit mod, but it works the same for TSL aside from NPC integer values. Code:
#include "ke_recruit" |
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