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HazardX

Latest Posts

Page: 1 of 1
Posted in: Darth Revan Reincarnate 1.1: Extra chEEse
 HazardX
01-06-2004, 8:33 AM
#8
@Jawa: I've found one thing you could improve: You call 10x UT_DarkHigh to make the player evil, but you only need to do this once: SetGoodEvilValue(oTarget, 0); // to become evil SetGoodEvilValue(oTarget, 50); // to become neutral SetGoodEvilValue(...  [Read More]
Posted in: Tired of your party members? Want more jedi?
 HazardX
01-05-2004, 10:15 AM
#2
And you can add totally diffrent NPCs to your group! Some Screenshots: Malak in your Team (http://www.megamods.de/swkotor/pics/malak1.jpg) Master Vandar with a Rifle (http://www.megamods.de/swkotor/pics/vandar2.jpg) These aren't changed Playermodel...  [Read More]
Posted in: 2DA DeCompiler Download!
 HazardX
01-05-2004, 2:11 AM
#4
Version 1.1 is now available. All bugs should be fixed now. The game runs even with all 2DAs decompiled. Download it HERE (http://www.megamods.de/_data/parts/dl.php?file=38). @eiz: Great, another piece of work i don't have to do anymore. ;)...  [Read More]
Posted in: 2DA DeCompiler Download!
 HazardX
01-04-2004, 10:35 PM
#1
Ok, here it is! The 2DA DeCompiler! I'ts only able to decompile yet. But i'll make the compiling routines very soon. You can download it HERE (http://www.hazardx.com/details.php?file=38)! But you'll have to install the Microsoft .Net Framework (ht...  [Read More]
Posted in: 2DA Editing!
 HazardX
01-03-2004, 3:10 PM
#1
I've decompiled a compiled 2DA 2.b file to the uncompiled 2DA 2.0 Format and it works! To try it yourself just downlaod THIS (http://www.hazardx.com/swkotor/files/2da_demo.zip) archive and copy its content to your override folder. After that you wil...  [Read More]
Posted in: Fun and frustration with scripting! need help
 HazardX
01-05-2004, 10:30 AM
#21
Yes it is possible to write it like this: nClass = CLASS_TYPE_JEDISENTINEL; But only for local variables. For Globals you should use the SetGlobal functions. @Lil' Jawa: My Jedi Script works very well. But it is a function, so you still have to...  [Read More]
Posted in: Fun and frustration with scripting! need help
 HazardX
01-03-2004, 10:00 AM
#11
To make the player become a Jedi i made this function: void BecomeJedi(int nJediPath) { SetGlobalNumber("DAN_JEDI_PLOT", 7); SetGlobalBoolean("DAN_BELAYAT_DONE", TRUE); SetGlobalNumber("DAN_PATH_STATE", nJediPath); ob...  [Read More]
Posted in: Maybe no mods support cause of Xbox?
 HazardX
01-02-2004, 11:40 PM
#8
The Worms3D Developers (Team17) banned modding too... seems to be trendy atm......  [Read More]
Posted in: Getting scripts from nwn toolset
 HazardX
01-02-2004, 12:52 AM
#4
Or just use my modified script compiler. It is completely converted to KotoR, so you doesn't even need NWN. Read more about it HERE (http://www.lucasforums.com/showthread.php?threadid=120785). Btw: It is based on Torlacks NWN Toolset, so it works wi...  [Read More]
Posted in: KotOR Script Compiler (download)
 HazardX
07-19-2008, 4:34 PM
#15
...according to the compiler's readme, the compiler files(.exe and .bat) go in the Kotor II maiin folder... This tools was made for Kotor1. I can't tell if it works for Kotor2....  [Read More]
Posted in: KotOR Script Compiler (download)
 HazardX
10-24-2004, 12:17 PM
#13
Originally posted by Darth333 This is too true. That was the good old times when everything had to be done...without you, Fred, HazardX, Eiz and cchargin, this community would not exist :) Thanks! Wow, i've never noticed that my Tool (well... my p...  [Read More]
Posted in: KotOR Script Compiler (download)
 HazardX
01-01-2004, 1:55 PM
#1
Hi all! I've ported Torlack's (www.torlack.com) NWN Script Compiler to KotOR. You can download it HERE (http://www.hazardx.com/details.php?file=37)! Greetings Hazard...  [Read More]
Posted in: Male Twi'Lek Player
 HazardX
01-01-2004, 6:23 PM
#16
Den Baster has obviously found a way to change player models: http://www.fieldglory.narod.ru/shots.htm...  [Read More]
Posted in: SCRIPTS of SW:KOTOR
 HazardX
01-02-2004, 12:39 AM
#5
Hey Den, could you tell me how to change the startup-position? Thanks!...  [Read More]
Posted in: KOTOR Explorer?
 HazardX
12-30-2003, 9:46 PM
#10
Maybe i would be able to adapt the NWNTools for KotoR, but i can't get Torlack's sources compiled. Some files seem to be missing. Maybe it's a problem with my Visual C++ configuration, cause i'm not very skilled with VC. [EDIT] It works now. I've al...  [Read More]
Posted in: we gotta start modding..
 HazardX
12-31-2003, 1:38 PM
#53
I'm using VC.Net, it shouldn't be very diffrent. Make sure to download the YACC-MSTA or you'll recieve a YACC Error on compilation. I still have problems with ATL/WTL Components (Used in the NWN Explorer to create the GUI) but nwnnsscomp doesn't use...  [Read More]
Posted in: we gotta start modding..
 HazardX
12-31-2003, 12:01 PM
#51
Jawa, you can download Torlack's Sources at Torlack.com (http://www.torlack.com)....  [Read More]
Posted in: we gotta start modding..
 HazardX
12-31-2003, 4:45 AM
#48
I was able to make a KotoR compatible version of nwnnsscomp. I had to fix some paths and to pass some syntax errors in the nwscript that comes with KotoR. Seems to work well now. I'll maybe upload it tomorrow....  [Read More]
Posted in: we gotta start modding..
 HazardX
12-30-2003, 5:14 PM
#45
I'm not able to compile the nss file to a ncs file. I already tried Torlack's Compiler, but it gives me the Message "Unable to locate or open Neverwinter Night"....  [Read More]
Posted in: we gotta start modding..
 HazardX
12-30-2003, 2:53 PM
#42
Lil' Jawa, how did you compile the script files? I made a little script (nss), but the NWN Compilers are telling me they can't find NWN (which is somehow correct, cause i don't have NWN). How do i get them running with KotoR?...  [Read More]
Posted in: we gotta start modding..
 HazardX
12-30-2003, 12:55 AM
#38
Starting the Game as the evil Darth Revan is great, but i'd like to have my personal Hunter-Killer Droid with me from the start. Is this possible to realize already?...  [Read More]
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