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tk102

Latest Posts

Page: 25 of 85
Posted in: naming item with char. name in it?
 tk102
06-24-2007, 10:44 PM
#3
Strange, you can use <FullName> in dialogs (eg. dan13_balaya.dlg Reply 13) so you'd think that they would work in all ExoLocStrings as a token, but I tested this and confirm that you cannot use it in item descriptions. (I tried LocalizedName an...  [Read More]
Posted in: Looking for perl modules
 tk102
06-24-2007, 1:44 PM
#2
*raises hand* I recognize that. :p I wrote those Bioware:: modules. I'm not proud of some of them, but they provide enough functionality to keep my code afloat. I should truly try to clean them up and kill some of old dead code. The GFF module is th...  [Read More]
Posted in: [TSL] .tpc file for Sith Master
 tk102
06-23-2007, 2:21 PM
#2
I believe that would be N_DarkJHiM.tpc. (Module: 411DXN.rim, Template: g_darkjedi004.utc)...  [Read More]
Posted in: Need a little dialog & script help
 tk102
06-21-2007, 4:51 PM
#4
:D Thanks MZ. Glad I could help. Psst:I can't pretend I remember this stuff off the top of my head. I only remember where to look for the answers....  [Read More]
Posted in: Need a little dialog & script help
 tk102
06-21-2007, 4:37 PM
#2
You could do this with a local variable. After consulting stoffe's helpful reference here (http://www.lucasforums.com/showthread.php?t=173587), it looks like boolean 110 would work alright. So... In Node 1: - Set Script #1: a_local_set - Set Script...  [Read More]
Posted in: Activate script when enter a module
 tk102
06-21-2007, 5:08 PM
#4
Your script would execute the original script. The original script, k_ptar_08aa_en.ncs, you will extract and rename to something like tar_08aa_en_old.ncs. Then you will name your script k_ptar_08aa_en and on the last line of your script before the cl...  [Read More]
Posted in: Activate script when enter a module
 tk102
06-21-2007, 4:23 PM
#2
Actually you have the right idea, only backwards. Basically, you rename the old OnEnter .ncs file to something and compile your new custom script with the original OnEnter name. Then you call ExecuteScript on the old script at the end. This strategy...  [Read More]
Posted in: [TSL] Delete a dialog node
 tk102
06-21-2007, 3:48 PM
#4
:o A typo in nwscript.nss!!! // 696. IsAvailableNPC // This returns whether a NPC is in the list of available party members int IsAvailableCreature( int nNPC ); It says IsAvailableNPC but it is declared as IsAvailableCreature! try this:int Startin...  [Read More]
Posted in: [TSL] Delete a dialog node
 tk102
06-21-2007, 3:34 PM
#2
Master Z, just use that same script from the other thread (http://www.lucasforums.com/showthread.php?t=179688) as a conditional but put a check in the "Not" checkbox in DLGEditor....  [Read More]
Posted in: Slightly advanced script way out of my depth.
 tk102
06-21-2007, 12:54 PM
#2
This conditional script should work I think in that case: int StartingConditional() { return IsAvailableCreature(NPC_BAO_DUR); // fixed, was IsAvailableNPC } so if you saved that as c_chk_baodur then you could use it in a dialog whose tree might look...  [Read More]
Posted in: Nowhere else to put this...
 tk102
06-20-2007, 9:31 PM
#3
S'coo bro. :cool:...  [Read More]
Posted in: Dialog or script?
 tk102
06-20-2007, 4:28 PM
#7
this is for k1 In that case, for the dialog node that you want to be spoken the first time only, use k_con_talkedto (returns TRUE if you haven't spoken yet) in the "Script that determines availability" and k_act_talktrue (sets the flag that...  [Read More]
Posted in: Spawning an NPC
 tk102
06-18-2007, 9:54 PM
#7
Try copy/pasting stoffe's script while only editing what's in between quotation marks....  [Read More]
Posted in: Extract Item Icons?
 tk102
06-22-2007, 12:43 PM
#8
I might be able to help you out creating a list. Talk to me by private messages....  [Read More]
Posted in: Extract Item Icons?
 tk102
06-22-2007, 11:32 AM
#6
I'm making good progress on this, but I have one more question. Is there anywhere within the KotOR Tool that I can find which icon name goes with each item tag? For whatever reason, the item blueprint window doesn't show the icon name associated with...  [Read More]
Posted in: How do I mod xbox game saves with KSE?
 tk102
06-23-2007, 12:10 PM
#6
You might as well also copy over your SAVE_HEADER.sig for each savegame. KSE won't modify that file, but its presence will ensure that the other .sig files are created....  [Read More]
Posted in: Kse V 3.3.3 problem
 tk102
06-19-2007, 9:33 AM
#22
To unhide the extensions of files, in Windows Explorer: Tools: Folder Options: View: Hide Extensions for Known File Types (uncheck) After you do this, you can see for sure if it is named kse.log or kse.log.txt...  [Read More]
Posted in: The Theism/Atheism Discussion
 tk102
06-18-2007, 6:50 PM
#193
It is actually 100% impossible to prove a negative (http://en.wikipedia.org/wiki/Proving_a_negative). In other words, no one can prove for sure that a given thing doesn't exist.Can you quote the portion in that link that supports that claim, DE? I'm...  [Read More]
Posted in: K-GFF (GFF Editing Utility) v1.3.0
 tk102
06-18-2007, 6:30 PM
#90
It's the name of my computer!! Is it someway to change name of the computer? http://kb.iu.edu/data/ajnx.html I've also set an email to ActiveState asking them where they stand on this bug that was opened in January of 2006... I hate having to tell...  [Read More]
Posted in: K-GFF (GFF Editing Utility) v1.3.0
 tk102
06-18-2007, 5:17 PM
#88
I dont have a kgff.ini file on my computer. Are you sure of that? :) (Of course if your username has an accent, an umlat, or any other fancy Swedish character, you're probably right and you'll need to use a different username.) In Windows Explorer m...  [Read More]
Posted in: K-GFF (GFF Editing Utility) v1.3.0
 tk102
06-18-2007, 4:41 PM
#86
Sekan, try deleting the kgff.ini file in your Windows folder. If that fails, try deleting the temporary files from your C:\Documents and Settings\(your name)\Local Settings\Temp folder. If that fails and you have a character with a diacritic in your...  [Read More]
Posted in: FindRefs Utility (Latest version: v4.4)
 tk102
06-24-2007, 1:12 PM
#58
@jcoolZombie: The installer attempts to detect the version of findrefs.dll that you currently have and if it is later or the same as the one in the installer, it will skip it. Try deleting your existing version of findrefs.dll (in your C:\Windows or...  [Read More]
Posted in: FindRefs Utility (Latest version: v4.4)
 tk102
06-23-2007, 4:06 PM
#55
v4.4. released - Extended the search to include the inventories of merchants, placeables, and creatures....  [Read More]
Posted in: FindRefs Utility (Latest version: v4.4)
 tk102
06-18-2007, 3:25 PM
#53
Im not sure whether this is a problem, or a function you havent added yet, but.. I notice that the program searches Lightmaps.BIF but doesn't actually show the lightmaps for extraction. Is this 'supposed' to happen? If by 'is this supposed to' you me...  [Read More]
I'm having the same problem. Standard windows "this program has crashed" stuff. and in case you want to have a look at the spells.2da for TSL that i'm using(which is causing KSE to not like me or the game.) That spells.2da works fine with...  [Read More]
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