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Xiskio

Latest Activity

Posted in: Holster Weapons Mod
 Xiskio
10-01-2008, 5:09 AM
#20
Oh, I forgot to mention, the armband never appears in the action menu. Spells.2da problems perhaps? You have to equip the item to make it appear in the action menu. If you did so and it does not appear, I am pretty sure that there is an incompatibil...  [Read More]
Posted in: Holster Weapons Mod
 Xiskio
09-29-2008, 6:35 AM
#18
I like this mod; I always got annoyed when you and your party members carried around their weapons all the time. However, I do have one suggestion: Would it be possible to set the unequip on a time-delay after the last enemy was in sight? I could jus...  [Read More]
Posted in: Holster Weapons Mod
 Xiskio
09-28-2008, 4:54 PM
#17
@Darth Betrayal & DarthHK & LordOfHunger I can't see why it should not work for you. Just to make sure you use it the right way, you have to equip it and after that activate it via the action menu. That is what you do, right? Maybe some ot...  [Read More]
Posted in: Holster Weapons Mod
 Xiskio
09-28-2008, 6:31 AM
#12
I'm having the same problem. So... should I just install it again? *EDIT* Tried it again, nothing changed. T_T You have KoTOR patched up to version 1.03? The install protocol was clean after the installation? Post your install log and I will hav...  [Read More]
Posted in: Holster Weapons Mod
 Xiskio
09-27-2008, 6:11 AM
#7
Thank you all for your nice words! :) are you gonna do a TSL version? Yes, definitely....  [Read More]
Posted in: Holster Weapons Mod
 Xiskio
09-26-2008, 11:35 AM
#1
Holster Party Weapons Mod v1.1 for Star Wars: Knights of the Old Republic I (English language version only) New in this Version (1.1 from 09/27/08) If the party gets attacked or any hostile people/creatures are in sight, weapons will be automatical...  [Read More]
Posted in: [KoTOR] Holster Weapons Mod
 Xiskio
09-28-2008, 6:58 AM
#16
Holster Party Weapons Mod v1.1 released for Star Wars: Knights of the Old Republic I (English language version only) New in this Version If the party gets attacked or any hostile people/creatures are in sight, weapons will be automatically reequippe...  [Read More]
Posted in: [KoTOR] Holster Weapons Mod
 Xiskio
09-27-2008, 5:52 AM
#14
I just had an I idea that was inspired by a post by Darth Payne (If you guys like it I will make a separate thread) Someone should make a conversion of Kotor or TSL to Stealth action you know sneaking around instead of mindless violence and strategic...  [Read More]
Posted in: [KoTOR] Holster Weapons Mod
 Xiskio
09-26-2008, 11:22 AM
#11
Very nice :D I know you said it's still in development, however we'd still like to invite you to start a mod release thread in TUCE (http://www.lucasforums.com/forumdisplay.php?f=645). Your choice of course. It's an active sub-forum where all mods i...  [Read More]
Posted in: [KoTOR] Holster Weapons Mod
 Xiskio
09-25-2008, 1:26 PM
#8
I am proud to announce the first release version of this mod. This is just the first release of this mod. Further development is going on. Holster Party Weapons Mod v1.0 for Star Wars: Knights of the Old Republic I (English language version only)...  [Read More]
Posted in: [KoTOR] Holster Weapons Mod
 Xiskio
09-25-2008, 5:45 AM
#6
Did you add your global to globalcat.2da? It can be a problem ;) Yes, I did. Doing some more tests I think I found the problem. I had too many global string variables, even so it just where 20! It seems that only 3 user defined string variables ar...  [Read More]
Posted in: [KoTOR] Holster Weapons Mod
 Xiskio
09-24-2008, 11:29 AM
#3
Hello and welcome to the forums! Congratulations on your mod, I am sure it will be very nice! Now, about your script problem, you have to declare what is the "oRightHandWeapon"...use this one: void main() { object oRightHandWeapon = GetIte...  [Read More]
Posted in: [KoTOR] Holster Weapons Mod
 Xiskio
09-24-2008, 8:58 AM
#1
UPDATE New Version 1.1 released. New in this Version: If the party gets attacked or any hostile people/creatures are in sight, weapons will be automatically reequipped. Download from my Homepage (http://clubs.4gamers.de/forum/viewtopic.php?f=65&...  [Read More]
Posted in: Janice Nall - KotOR 1
 Xiskio
09-24-2008, 8:43 AM
#21
Regarding T3 as a puppet. I am new to KoTOR modding as well and have an idea that I dont know if it would work. If you use ActionForceFollowObject like you already suggested, wouldn't it be possible to attach an onheartbeat script to T3 checking h...  [Read More]
Posted in: Howto run script when entering combat
 Xiskio
09-22-2008, 5:40 AM
#3
Thanks for the hint. It seems to work but not exactly as I would have wished. The event seems to be fired whenever someone is hit and not as soon as the party enters combat. I am currently looking deeper into the event handling. Any ideas where I c...  [Read More]
Posted in: Howto run script when entering combat
 Xiskio
09-21-2008, 1:39 PM
#1
Hi all, If I want to make sure that a certain script runs whenever the party enters combat, how would I achieve that? Is there an event I can use? If so, how do I attach the script to it? See ya Xiskio...  [Read More]
Posted in: EAWKey - Tool to assign Pause function to a key
 Xiskio
02-25-2006, 3:38 PM
#7
Great work! Thank you very much for making this tool! Thanks for the praise and your help. :)...  [Read More]
Posted in: EAWKey - Tool to assign Pause function to a key
 Xiskio
02-25-2006, 2:54 PM
#5
New version 1.01 is released....  [Read More]
Posted in: EAWKey - Tool to assign Pause function to a key
 Xiskio
02-25-2006, 1:26 PM
#3
I've tried this with the U.S. v1.02 of the game and no matter what key I assign to pause what happens is that it brings up the droid menu, not pause/unpause the game. Ups ... I found the problem. I did'nt take into account what resolution the user i...  [Read More]
Posted in: EAWKey - Tool to assign Pause function to a key
 Xiskio
02-25-2006, 11:59 AM
#1
EAWKey - Key assignment tool for "Star Wars Empire at War" EAWKey gives the player the ability to assign whatever key on the keyboard or the mouse he/she likes to the pause function in Empire at War. There is for whatever reason in the or...  [Read More]
Posted in: Disable Intro Movies MOD for full EAW
 Xiskio
02-19-2006, 6:35 AM
#4
This is cool, but couldn't you use WinRAR to package it?? The newest WinRAR version supports the 7Zip format as well....  [Read More]
Posted in: Disable Intro Movies MOD for full EAW
 Xiskio
02-18-2006, 7:08 PM
#1
This mod just disables the intro movies (Lucas Arts + Petroglyph Logo) in the full version of EAW. To install the mod extract the content of the archive to your EAW GameData\Data folder, thats it. No original files will be overwritten. It just creat...  [Read More]