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tk102

Latest Posts

Page: 24 of 85
So you're telling me that anyone who knew how to use telekenisis could do that [flinging a several billion-ton object] if they thought they can? There's other ways to make a ship crash too. Maybe The Apprentice just telekinetically flipped a switch...  [Read More]
Posted in: Official Site Launched! Trailer!
 tk102
07-13-2007, 7:25 PM
#13
Looks like Bespin will be visited in this game based on the end of the trailer. It'd be nice to see Lando make a cameo. :)...  [Read More]
Posted in: Messed up my dialog.tlk :(
 tk102
07-12-2007, 5:08 PM
#7
I do not think your dialog.tlk has been corrupted. KotOR Tool does not modify the dialog.tlk file, only extracted (or brand new) .dlg files. The dialog.tlk file is a master list of strings for the game. The .dlg files are just references to certain...  [Read More]
Posted in: Webcoding Question
 tk102
07-12-2007, 5:00 PM
#4
:) No problem SWP. It's easy to forget this stuff if you don't use it very often....  [Read More]
Posted in: Webcoding Question
 tk102
07-12-2007, 2:41 PM
#2
This is for you coders out there: My boss likes to post records on the website, and he puts them on like 5 different pages. So when I go to update a record, I have to edit and reupload 5 different pages. Does anyone know of a way to make things easi...  [Read More]
Posted in: Trying to get rid of a portrait mod
 tk102
06-28-2007, 1:48 AM
#2
Hello valrith, welcome to the forums. My recommendation is to download KSE from http://www.starwarsknights.com/tools.php and use it to change your savegame's portrait. We don't allow posting of email addresses on these forums, so I hope you'll com...  [Read More]
Posted in: Just a quick question
 tk102
06-28-2007, 11:15 AM
#4
Just a note: the word 'item' has a specific meaning in the context of the game. Items are templated with *.uti files and represent things that can be held in inventory. Boxes and things that can be placed are called 'placeables', are templated with *...  [Read More]
Posted in: I've become harmless!! (mod/KSE related?)
 tk102
06-27-2007, 5:01 PM
#4
Instead of XP, you give yourself monstrous attributes. I think it would be more of the effect you're looking for....  [Read More]
Posted in: Chavez has lost his mind
 tk102
06-26-2007, 2:07 AM
#14
"Mr Chбvez's speech came on the eve of a trip to Russia, Belarus and Iran, hosts who share much of his antipathy towards Washington."* (http://www.guardian.co.uk/venezuela/story/0,,2111499,00.html) Chavez is crazy like a fox. He timed his...  [Read More]
Posted in:  Eliminate Turret Minigame
 tk102
06-25-2007, 9:51 PM
#2
This mod was requested (http://www.lucasforums.com/showthread.php?t=179868) in the Modding Requests forum and needed a thread. :) To skip the turrets after the Leviathan use the attachment in this post (http://www.lucasforums.com/showpost.php?p=2334...  [Read More]
Posted in: [TSL] Writing a cutscene
 tk102
06-25-2007, 11:55 AM
#3
And if you want the cutscene to be completely devoid of player interaction, use only Entry Nodes for dialog and leave the Reply Nodes blank....  [Read More]
Posted in: Problem wth spawning npc
 tk102
06-27-2007, 4:52 PM
#12
Yeah it works but how do i set the cordinates in this script or must i make two diffrent scripts? Just like you did in your first post with lDestination. 1. Add a line at the beginning:location lDestination = Location(Vector(95.08, 86.55, 0.0), 0.0)...  [Read More]
Posted in: Problem wth spawning npc
 tk102
06-27-2007, 1:55 PM
#10
Fixed. void main() { if (!GetIsPC(GetEnteringObject())) { return; } if (!GetIsObjectValid( GetObjectByTag("hk47_bounties") )) { return; } if (!GetIsObjectValid( GetObjectByTag("Groska") )) { CreateObject( OBJECT_TYPE_CREATUR...  [Read More]
Posted in: Problem wth spawning npc
 tk102
06-26-2007, 4:48 PM
#7
Yes it's a quest. Hmm the special item could be a datapad but how do i create a trigger when i enter a module if my item is a datapad? If you wanted to use the datapad (we'll say its tag is "sekan_datapad") and you were not using Journal e...  [Read More]
Posted in: Problem wth spawning npc
 tk102
06-26-2007, 12:24 PM
#5
Since you got the previous spawning scripts to work, you can use them as templates for your Korriban spawning script. I think the question you are asking is "How should I make the script fire?" That's always a question that needs answering...  [Read More]
Posted in: How do I mod xbox game saves with KSE?
 tk102
06-28-2007, 12:49 AM
#13
The dialog.tlk contains (almost) all the strings in the game. On the PC version, it's in the installation folder, on the same level as the "saves" folder....  [Read More]
Posted in: How do I mod xbox game saves with KSE?
 tk102
06-27-2007, 1:21 AM
#11
Well I can't really help you there since I don't have an Xbox and have never used one. Good luck!...  [Read More]
Posted in: How do I mod xbox game saves with KSE?
 tk102
06-26-2007, 8:45 PM
#9
As long as you have dialog.tlk and the files from Stormsingers' downloads have all the necessary files (including all 7 .sig files), then you should be able to unzip the files into a new folder in your \saves\ directory. Remember, with Xbox files,...  [Read More]
Posted in: Ultimate Sound Mod for both KOTOR & TSL
 tk102
06-25-2007, 12:09 PM
#23
The support to Darth333's Force Choke armband was only released on PCGM. The version on FileFront does not. Besides, I could never figure out how to use the TSL Patcher anyway. ;) If I remember correctly, the spells.2da file was used so that the lig...  [Read More]
Posted in: Ultimate Sound Mod for both KOTOR & TSL
 tk102
06-25-2007, 11:47 AM
#21
Hi Shem, I've been in contact with Ourboros about some KSE crashes he's been experiencing. It seems to stem from using your Ultimate Sound Mod's distribution of spells.2da which contains references to Darth333's Force Choke Anyone mod. He doesn't ha...  [Read More]
Posted in: DLG/UTI/UTC/MOD Language Converter v1.0
 tk102
07-17-2007, 1:46 PM
#62
How were you able to tell that it didn't work? Did you try to initiate dialog or did you try to view item descriptions that you already possess? Dialogs should work, but item descriptions would not since they're already spawned. It would be best to r...  [Read More]
Posted in: DLG/UTI/UTC/MOD Language Converter v1.0
 tk102
07-17-2007, 1:35 PM
#60
You will have to unpack the MOD file with an ERF editor like stoffe's ERF/RIM Editor (http://www.starwarsknights.com/tools.php#gmt), then use the Language Converter, then repack everything back into the MOD file. Kind of a pain I know....  [Read More]
Posted in: DLG/UTI/UTC/MOD Language Converter v1.0
 tk102
07-16-2007, 4:50 PM
#57
Here's some things to try: 1. If you are using a download manager, don't. 2. Try clearing your cache. 3. Try using a different browser....  [Read More]
Posted in: DLG/UTI/UTC/MOD Language Converter v1.0
 tk102
07-16-2007, 4:36 PM
#55
Can you be more specific about the error?...  [Read More]
Posted in: DLG/UTI/UTC/MOD Language Converter v1.0
 tk102
07-16-2007, 4:29 PM
#53
Are you using the link found on this page? http://www.starwarsknights.com/tools.php...  [Read More]
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