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Using lua or nss

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st_ghost

Forum veteran
#1
Jun 20, 2008
Using lua or nss

Hello,I was wondering whether I can use a nss or lua script in one of the core game modules without having to modify the core game modules?As far as I know there is no console for The Witcher, so I had to resort to recreating the console code into a nss script file.Alternatively, what would be the easiest (i.e. least amount of download and work for those who want to use this extra code) method of putting the console code or script into the game for everyone?
 
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st_ghost

Forum veteran
#2
Jun 24, 2008
So I've thought a bit more about this and figured the best way of going about it is to incorporate the script bits I want into an existing game script and run it in the override. The OnRested script seems best suited for instance.However, the problem now is that all files in the bif are compiled versions (LUC / NCS) rather than uncompiled scripts (LUA / NSS). Djinni refuses to open LUC/NCS files and to my knowledge, there is no NCS decompiler (The PrC released a compiler for NWN several years back but it was unreliable at best for decompiling AND compiling).So my question is: How would I decompile any of the existing scripts or does someone have the exact content of any of them so I can rewrite and compile them for my purposes?Thanks :)
 
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username_2079449

Senior user
#3
Jun 24, 2008
Google for "luadec"; it can decompile most *.luc files (6 fail, about 90 with some decompiler errors, rest works ;D).Rename for example the decompiled player.luc to player.lua and place it in system\scripts. You can insert your own functions.The engine will compile/use the player.lua when "The Witcher" is started.Hope this helps somehow. :)
 
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