DelightfulMcCoy said:
But since I've never written any scripts at all, I still have one question: since they are not compiled, do I just paste the text (with the procedure you explained and I actually understood) and save them with notepad as *.ncs, right?
No, no, no; Notepad is useless for the purpose; you must use Djinni. I'm sorry, I should have given better directions. Let me start again.1. Open Djinni.2. At the top of the screen you'll see a bunch of menus:
File Module Edit View Game Audio Tools Window Help3. Open the
File menu.4. The first option on the list is
New, and that's what we want.5. Follow the arrow across from
New, and you'll be given a list of a lot of new things you could make. Scroll down until
Neverwinter Script (.nss) is highlighted, and click it.6. This will open a window with
new neverwinternights script at the top of the page and a few words and symbols filled in on lines 1, 2, and 4.7. If you're making a new script from scratch, you'd start entering stuff into line 3, but you're not making your own new script, you're using mine.8. So delete lines 1 - 4. You'll be left with a blank line 1 with a blinking cursor next to it.9. Copy the script I gave you in a previous post. You don't need to copy the comment (the lines that begin and end with //), but do copy all the rest.10. One line says
CreateItemOnObject("it_ingr_051", OBJECT_SELF, 5);11.
it_ingr_051 is the item number of the herb that this script will put into the container that is the bush or plant. You can look up all of the item numbers for all of the herbs on the Djinni Wiki, here: http://djinni.wikia.com/wiki/Item_codes12. Let's say you want to make a script for Verbena. We'd look that up in the wiki and find that the item number for its herb is 065.13. So, you'd replace
it_ingr_051 with
it_ingr_065.14. The
5 that comes after
OBJECT_SELF, is how many we're telling the plant to add. Verbena is much rarer than the ubiquitous White Myrtle, so let's change that number from 5 to 3.15. Now, you need to know what to save the file as. If the herb you're doing is one of the few that are in the C:\Program Files\The Witcher Enhanced Edition\Data\Templates\Placeables\Containers folder, then it's easy -- just open things that are called "bush" until you find the right one.16. If the herb you're doing isn't in that list, then you'll need to go to the Templates folder that you Unbiffed. You won't be able to see it unless Djinni can, so you'll need to have it somewhere in your C:\Program Files\The Witcher Enhanced Edition\Data folder.17. The herbs are all called "ob_bush#," so you can just copy all of the things that are called "ob_bush" to your Data folder.18. Djinni can only see things that were in the Data folder when it was started, so if the necessary file was elsewhere, you'll need to exit Djinni and restart it.19. Okay, so you look through the ob_bushes, and you find that Verbena is ob_bush07.20. Double check the item number -- yep, under "Inventory" and "Has Items," it says that it has #065.21. Go down to the
Scripts section, find the
Daily Scripts line. Click on the box on the far right of that line, and you'll get a pop-up box with some numbers, then a word in brackets. The word in brackets is the name of the script that this bush uses to refill itself daily. Some of those names are Polish, and some have been translated into English; in the case of Verbena, the script is named "verbena01."22. So, you'll want to save that script you made as "verbena01." Make sure the script you wrote is highlighted (the name bar at the top should be in color, not grey.) Go to the
File menu, and choose
Save as. A box will pop up for you to input the name. Type in "verbena01" and hit return.23. Now look at the
Aurora Log, which should be a long, skinny box that was at the bottom of Djinni when you opened it. If you did everything correctly, there will be a message there that says, "NWNScript Compiler: C:\Program Files\The Witcher Enhanced Edition\Data\verbena01 compiled successfully. The raw script -- the one you copied into the script editor -- does nothing by itself; the game listens to the
compiled scripts.24. If everything worked out properly, you should have three new files in your Data folder:
verbena01.nss, which is the raw script,
verbena01.ncs, which is the compiled script, and
verbena01.ndb, which is used for debugging.25. Put the .nss and .ncs scripts in your Override folder, and you should now have more plentiful Verbena. You can just delete the .ndb version.
I already looked at the names of the herbs in the Polish version to find out the names that are very different from the English ones and I think this really should be an easy task.
Some of them are in Polish and some are in English; as long as you copy whatever is in the Daily Script pop-up box, it'll be fine.
Uh... if I get them to work, should I share the ones you didn't do here, in case somebody else wants them?
I think sharing them is an excellent idea, but I'd start my own thread if I were you, since most people don't reread threads they've already seen once. I have a few more scripts that I'll upload to this thread, though, so you can check back here for a few that you won't have to do yourself.Also, I tried to make things as clear as I could, but if there's anything you don't understand, feel free to ask!