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tk102

Latest Posts

Page: 28 of 85
Posted in: Vader's Apprentice
 tk102
06-04-2007, 10:34 AM
#4
You're fired....  [Read More]
What are the next 2 numbers in this sequence: 32, 38, 42, 44, 48, 54, 60, 62......  [Read More]
Easy one: Three houses of a high school were to be made predominately with bricks. Each brick has a length of 10 inches and a bredth of 3 inches. The houses are 200 yards by 200 yards, and 25 yards high. The interiors floors and walls will be made us...  [Read More]
http://img.photobucket.com/albums/v170/tk102/41.gif...  [Read More]
Posted in: Modules of Sleheyron
 tk102
05-31-2007, 4:17 PM
#11
Where can I find the modules of the cut planet Sleheyron [K1]? No modules exist of Sleheyron. Bioware left just enough pieces of Sleheyron in the game to tease the imagination of modders. There was just a couple background textures like this (sorry...  [Read More]
Posted in: k_creditsplay.nss
 tk102
05-31-2007, 2:12 PM
#3
If you mean from KotOR1, STUNT_57_s.rim (the one that plays the ending credits), I think the nss would look something like this: void main() { StartCreditSequence(0); SetGlobalBoolean("CREDITPLAY",1); SetGlobalFadeOut(); }...  [Read More]
Posted in: KOTOR mods
 tk102
05-31-2007, 3:24 AM
#2
Welcome to the forums. Have you tried searching the Taris Upper City Emporium (http://www.lucasforums.com/search.php?forumid=645) using keywords like "planet" or "quest"? I think you'll find a number of mods worth trying plus you...  [Read More]
Posted in: Tool Questions
 tk102
05-31-2007, 3:40 AM
#2
Moving to T3-M4's Astromech Droid Center forum... Regarding KSE: Can you take a screenshot regarding the "blank thing" that you're seeing? Do your symptoms occur for all the savegames? Do any error messages appear? Are you pressing both Ap...  [Read More]
Posted in: My first KotOR II-mod. BIF question
 tk102
05-30-2007, 3:13 PM
#11
It would add a new item. If you want be rid of your old item, you'll need KSE to modify your savegame. It's a good idea to backup your savegame first before using KSE....  [Read More]
Posted in: My first KotOR II-mod. BIF question
 tk102
05-30-2007, 2:41 PM
#9
If you have the item already, then your change will not be seen. Think of the file that you modified as a blueprint for an item. The game reads the blueprint to determine how to spawn the item in-game. Once it's spawned, the game doesn't need to refe...  [Read More]
Posted in: My first KotOR II-mod. BIF question
 tk102
05-30-2007, 12:02 PM
#4
Eek, you changed a .bif file? To answer your question, bif files go in the data folder inside the game installation folder. Did you also edit the chitin.key file at the same time? (you would need to). The chitin.key goes in the root of the game insta...  [Read More]
Posted in: AuroraLight
 tk102
05-30-2007, 1:05 PM
#4
Most definitely! JDNoa has been silently working on that for the past 6 months. See post 191 in the Animations Cracked thread: http://www.lucasforums.com/showthread.php?p=2317122#post2317122...  [Read More]
Posted in: No plot/quest items.
 tk102
05-30-2007, 1:30 PM
#9
Thanks for the info RedHawke, but if you excuse me for being all noobish and stuff, where would I look in the Kotor Tool to find these area specific RIM-files then? I can't seem to find them. Look in Kotor II -> RIMs -> Modules and you'll see...  [Read More]
Posted in: RECRUIT VROOK!
 tk102
05-28-2007, 12:46 PM
#4
If Anyone Has A Save Game Which Is In Daviks Estate Plz Send It To Me So That I Dont Have To Play hroug The Whole Of Taris! :D:D:D ChAiNz.2da has a library of unmodded savegames that you can use for this just this type of testing. http://www.lucasfo...  [Read More]
Posted in: Will we... (ever colonise another planet?)
 tk102
05-30-2007, 12:20 PM
#19
Every country is so insular that if we all did think about colonisation, we would be claiming each planet for the countries and not earth as a whole. I don't know what you're talking about. http://www.evworld.com/images/apollo11_salute.jpg...  [Read More]
Posted in: adding an item to the exiles room
 tk102
05-31-2007, 1:32 PM
#16
The NCS file won't just work by itself? How do I do this? The script needs to be triggered by something since that's the only way the game knows when to execute them. You'll need to use DLGEditor (http://www.lucasforums.com/showthread.php?t=135639)...  [Read More]
Posted in: adding an item to the exiles room
 tk102
05-27-2007, 8:41 PM
#3
Replace YOUR_ITEM_TAG with the tag of your item Small note of clarification: actually the first parameter of CreateItemOnObject is the TemplateResRef (the name of the .uti file without the .uti extension), not the Tag. Usually these two are the sam...  [Read More]
Posted in: NPC Typing Script
 tk102
05-27-2007, 6:00 PM
#5
You could try changing this line object oComputer = GetObjectByTag("ObjectToWorkOn"); to this object oComputer = GetNearestObject(OBJECT_TYPE_PLACEABLE); or this object oComputer =GetNearestObjectToLocation(OBJECT_TYPE_PLACEABLE, locSomeVic...  [Read More]
Posted in: Kotor I / II file format docs?
 tk102
06-04-2007, 10:59 AM
#9
Do you mind sending me the corrections to the .RIM file format as explained the first time by eiz? I was working on the following specs: I know however that at least the key list as seen above is wrong. As far as I was able to understand, there's...  [Read More]
Posted in: Kotor I / II file format docs?
 tk102
05-30-2007, 2:08 PM
#5
What new functionality do you want to provide? Just an open-source KotOR Tool clone? Probably not worth the trouble unless you just want to do for an academic exercise. I tend to prefer individual smaller utilities specific for a particular task rath...  [Read More]
Posted in: Script to know what I'm wearing
 tk102
06-02-2007, 12:16 PM
#9
GetScriptStringParameter is only available in TSL. One workaround would be to write separate hard-coded scripts for each unique tag you want to search for. int StartingConditional() { // you only need to change the following line... use ""...  [Read More]
Posted in: Jade Empire modding (see first post for info summary)
 tk102
06-02-2007, 10:08 AM
#68
GFF stands for "generic file format" which is basically just a way to arrange the data within the file. Many files in the Bioware/Obsidian games are GFF formatted though they have a variety of extensions. CRE files are one of those types....  [Read More]
Posted in: Jade Empire modding (see first post for info summary)
 tk102
05-30-2007, 1:55 AM
#59
I just got a look at the V4.0 TLK file tonight and updated K-GFF to interpret the TLK file strings correctly. K-GFF v1.2.0 has been uploaded to http://www.starwarsknights.com/tools.php @croma: I believe Maian is using MDLOps as a base....  [Read More]
Posted in: K-GFF (GFF Editing Utility) v1.3.0
 tk102
05-30-2007, 2:02 AM
#77
Version 1.2.0 released - Added support for TLK V4.0 string translations (Jade Empire) - Eliminated a bug where the file in the most recently used list that no longer exists caused KGFF to croak. This would often occur when trying to launch K-GFF by...  [Read More]
Actually that sounds just like this problem (http://www.lucasforums.com/showthread.php?t=178120). I've looked at the decompiled scripts for that cutscene and haven't been able to determine the cause of the problem. At least one other person mentions...  [Read More]
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