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Darwithe

Latest Activity

Posted in: Compiling included scripts (?)
 Darwithe
01-21-2004, 9:20 PM
#2
Assuming you're editing the Jedi powers you just need to compile k_sp1_generic(with k_inc_force.nss in the same directory of course) and drop it in the override directory....  [Read More]
Posted in: Script troubles - Include files
 Darwithe
01-19-2004, 4:24 AM
#3
One thing andargor didn't mention about the include files you mentioned specifically is that most of the scripts that use them are probably in the .rim files for their respective worlds, and likely without source. Of all the includes, k_inc_force is...  [Read More]
It has nothing to do with the Mod, it's a known and acknowledged Bioware bug....  [Read More]
Posted in: Replacing character Models
 Darwithe
12-16-2003, 2:16 PM
#5
Well, something is messing up or missing somewhere. I can bypass the crash-on-load problem by putting the appropriatly renamed .raw with it, IE: putting both of Mission's body .mdls and .raws renamed to pfb?s.mdl and both raws renamed the same, but t...  [Read More]
Posted in: Replacing character Models
 Darwithe
12-14-2003, 1:54 PM
#2
Have you tried putting the files directly into the override directory? I know for a fact that the override directory still works for .2da files, but either it dosn't work with scripts or scripts are initilized at new game and then stored in the save...  [Read More]
Posted in: The PC version is here. What about mods?
 Darwithe
12-05-2003, 12:57 AM
#22
Actually from what I can see the biggest hurdle at the moment is that Bioware compiled / compressed / encrypted the 2DA files. (I lean toward compiled personally, there seems to be too much plaintext remaining for encryption 'thou I'm hardly an exper...  [Read More]