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tk102

Latest Posts

Page: 27 of 85
Posted in: A script to make two people leave and dissapear.
 tk102
06-09-2007, 12:33 PM
#6
I didn't know you could embed your own custom function in the second parameter of a AssignCommand call. :D That's seriously cool because then you can use the OBJECT_SELF object as shorthand. Very good stoffe!...  [Read More]
Posted in: Just wondering
 tk102
06-10-2007, 3:31 PM
#11
no, the US justs leads the world in murder and violent killings, thats all .. Source please? Mine says Columbia (http://www.nationmaster.com/graph/cri_mur_percap-crime-murders-per-capita)...  [Read More]
Posted in: Celebrity and the Legal System
 tk102
06-11-2007, 1:56 PM
#28
Again, I dislike the media... I blame the media. And who is the media? We all are. Yep. This thread is a form of media. That's why I'm not going post in it. Oh wait... :doh:...  [Read More]
Posted in: Spawning a npc on the Endar Spire
 tk102
06-12-2007, 9:40 AM
#9
Forgot to mention to keep in mind that once you visit the module, it becomes part of your savegame. So any changes you repack into a .mod file will only be apparent if you've never entered that area before....  [Read More]
Posted in: Spawning a npc on the Endar Spire
 tk102
06-12-2007, 2:18 AM
#7
I DID IT! Thank you very much, tk102!:emodanc: Kotor Tools loads the dialogues with the english sign set. You may have more luck using DLGEditor, a different dialog editor (also works for TSL), that you can download from http://www.starwarsknights.co...  [Read More]
Posted in: Spawning a npc on the Endar Spire
 tk102
06-11-2007, 9:34 AM
#5
(though it shows up as a textfile!). I typed in the command at the prompt and get the message: Error: Unable to open input file "basvis1.nss". Notepad likes to append ".txt" to the end of anything you write in it. There are two wa...  [Read More]
Posted in: Spawning a npc on the Endar Spire
 tk102
06-08-2007, 3:52 AM
#2
Hi there. Welcome to modding. That's a good first goal. There are two ways to get an NPC into the game. One way is to edit the module itself so that the game knows where to put everything when the module is loaded. But that's overly complicated for...  [Read More]
Posted in: Help with Modual Editing
 tk102
06-08-2007, 1:22 PM
#3
You need to also rename kgff.exe to "Gffeditor.exe" :)...  [Read More]
Posted in: Dead Body Wanted: Female Jedi
 tk102
06-08-2007, 2:08 PM
#9
Pretty close. Tags don't have file extensions and even resource references do not use file extensions. In fact, scripts never refer to anything with a file extension. :) So your code should be: void main() { CreateItemOnObject("g_w_lghtsbr01&qu...  [Read More]
Posted in: A script to make 4 people attack me
 tk102
06-07-2007, 9:51 AM
#2
Have a look at step #4 in the Talk-Fight-Talk tutorial (http://www.lucasforums.com/showthread.php?t=126615). :)...  [Read More]
Posted in: What will be the big twist/secret?
 tk102
06-11-2007, 5:57 PM
#32
And on the serious side. I few things would be interesting. 1) A game where there is no real Light Side redemption. At best there would be death. Like Planscape: Torment? :( That would crush the replayability factor if you knew that no matter what yo...  [Read More]
Posted in: What will be the big twist/secret?
 tk102
06-07-2007, 9:46 AM
#20
:p Thanks Moeller. Continuing along that thinking: So at the end you either die, get exiled somewhere, or Palpatine forces you to fight Vader. In the last case, Vader or Palapatine wounds you very badly and you end up having to wear Vader's armor af...  [Read More]
Posted in: What will be the big twist/secret?
 tk102
06-07-2007, 8:58 AM
#18
It's revealed that you are actually a clone of Anakin. Vader believed he was childless and decided to make a clone of himself to further his legacy....  [Read More]
Posted in: How do I mod xbox game saves with KSE?
 tk102
06-05-2007, 3:23 PM
#4
You don't need to install the game on your computer, but you do need to copy the files listed above from your Xbox to your computer to get KSE to work....  [Read More]
Posted in: How do I mod xbox game saves with KSE?
 tk102
06-05-2007, 11:54 AM
#2
You'll need to create a folder structure as described in kse-readme.txt. ---------------------------------------------------------------------- Manually specifying the game installation path (Xbox users take heed) -----------------------------------...  [Read More]
Posted in:  Queen Jool
 tk102
06-07-2007, 10:49 AM
#7
Not sure how well Hutts can kiss, since they're all tongue and no lips. :indif:...  [Read More]
Chainz is correct. :)...  [Read More]
Posted in: Immortality
 tk102
06-07-2007, 2:10 PM
#34
Of course, we've barely lifted off this rock, because this society, most of our species is lazy, uninterested and non passionate about interstellar travel.We're not a lazy species windu6. Interstellar travel isn't something we've just been too lazy t...  [Read More]
Posted in: Immortality
 tk102
06-07-2007, 11:25 AM
#32
I thought J.R.R. Tolkien did a good job comparing the immortal Elves with the mortal Men and showing the advantages and disadvantages of both. The Elves had deeper wisdom than Men and were more closely attuned to nature. Men were more passionate and...  [Read More]
Posted in: NWN2 FindRefs Utility & Gff editor
 tk102
06-10-2007, 12:19 PM
#21
There still seems to be something weird with this. Aha, yes it seems so. The XML fix exposed a vulnerability in my GFF library where empty Lists and Lists with a single struct were making certain assumptions... v1.2.2 has been released (recompiled...  [Read More]
Posted in: NWN2 FindRefs Utility & Gff editor
 tk102
06-07-2007, 4:55 PM
#17
NWN2GFF v1.2.1 released I had a little catching up to do with some recent features I had added to KGFF to get NWN2GFF up to date. - Better navigation through up/down left/right keys (left/right: folds/expands up/down: keeps selection anchor under c...  [Read More]
Posted in: GFF<->XML Conversion utilities
 tk102
06-07-2007, 6:03 PM
#9
v0.5 released (I skipped version 0.4 since that was a development version that went nowhere.) - Fixed handling of empty structs where a phantom BYTE field was being added. Thanks to bananajoe for pointing this out!...  [Read More]
Posted in: K-GFF (GFF Editing Utility) v1.3.0
 tk102
06-10-2007, 12:26 PM
#81
v1.2.2 released Fixed a bug in the GFF libarary, exposed by v1.2.1. This affected GFF files where, after pasting a List that has a single struct or empty List, caused the change not to get saved. Thanks stoffe again!...  [Read More]
Posted in: K-GFF (GFF Editing Utility) v1.3.0
 tk102
06-07-2007, 9:07 AM
#80
Yes I do. It appears I left the NWN::GFF module on my work PC otherwise I would have released that as well. Also need to fix XML2GFF/GFF2XML utilities for the same bug....  [Read More]
Posted in: K-GFF (GFF Editing Utility) v1.3.0
 tk102
06-07-2007, 12:16 AM
#78
v1.2.1 released - Fixed bug that was causing weird problems with copying and pasting empty Lists and empty Structs (thanks stoffe!)...  [Read More]
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