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tk102

Latest Posts

Page: 38 of 85
Posted in: Firefox Incompatability?
 tk102
11-16-2006, 9:54 AM
#3
Make sure you also allow 64.20.36.214 -- that's the static ip of lfnetwork that serves a lot of scripts to you....  [Read More]
Posted in: Changing Component amounts?
 tk102
11-15-2006, 3:08 PM
#2
According to Redhawke in this thread (http://www.lucasforums.com/showthread.php?p=1768099&highlight=components#post1768099), you can simply change the .uti file's Cost and AddCost field. But then according to Osuirof in this thread (http://www....  [Read More]
Posted in: Scripts won't open in KotOR Tool
 tk102
11-15-2006, 12:27 PM
#3
If you're unable to get KT to decompile the script for you, you can do it manually also. Extract the .ncs file to a folder and run the command line nwnnsscomp.exe utility to decompile the source code to .pcode. I believe the syntax is simply nwnnssc...  [Read More]
Posted in: Start A New Moudle Script
 tk102
11-15-2006, 3:22 PM
#12
Okay. Let's confirm the obvious: 1. The .nss has been successfully compiled to an .ncs file. 2. The .ncs is in your Override folder. 3. Your modified .dlg file is in the Override folder. If all those are correct, perhaps you could post a screenshot...  [Read More]
Posted in: Start A New Moudle Script
 tk102
11-15-2006, 2:55 PM
#10
Not necessarily. If there are problems with the module, the StartNewModule function will fail, but the SendMessageToPC should still write the text out....  [Read More]
Posted in: Start A New Moudle Script
 tk102
11-15-2006, 2:31 PM
#8
will it work although i attached to converstion?Yes, the SendMessageToPC just writes text to your Feedback page, it doesn't interrupt the conversation (if that's what you meant). and where will the "Trying to start 008ebo module" will show...  [Read More]
Posted in: Start A New Moudle Script
 tk102
11-15-2006, 1:43 PM
#6
Ok. First thing I would do is make sure your script is actually firing. You can do this by adding a debug function like SendMessageToPC. void main() { SendMessageToPC(GetFirstPC(), "Trying to start 008ebo module"); StartNewModule("00...  [Read More]
Posted in: Start A New Moudle Script
 tk102
11-15-2006, 1:04 PM
#4
Do you have a 008ebo.mod or 008ebo.rim file in your Modules folder? (KotOR does not have a module named "008ebo" normally.)...  [Read More]
Posted in: Start A New Moudle Script
 tk102
11-14-2006, 5:58 PM
#2
Maybe you could post the .nss?...  [Read More]
Posted in: Rim help, I think
 tk102
11-13-2006, 9:11 PM
#4
You will have to load a savegame prior to the point when p_hk048 is spawned. The game reads the .utc file to get the creature information when it attempts to spawn. From that point onwards, the creature becomes part of the game world, and the .utc is...  [Read More]
Fortunately there is still a console command that allows you to execute your own scripts in-game so that's a fairly simple solution. How thoughtful. Are there similar commands for recruiting or spawning NPCs? (http://www.lucasforums.com/showthread.ph...  [Read More]
I suggest waiting...until people figure out how to make the game less like simfortress Either that or be one of those people who figure it out! Think of this experience as fuel for your modding skills. Speaking from naivetŠ¹, are there still .nss f...  [Read More]
Got mine from Amazon -- it's US and DVD. http://www.amazon.com/Atari-26503-Neverwinter-Nights-DVD-ROM/dp/B000E0XX9Q/sr=8-1/qid=1163203472/ref=pd_bbs_sr_1/002-8821493-2376065?ie=UTF8&s=videogames...  [Read More]
I'll see if I can edit a few 2DA's or something to grant more spells, skills, ability points, and feats at earlier levels and remove a few prerequisites from the prestige classes so becoming a prestige class won't be a complete waste of time. Help us...  [Read More]
There are some file format changes (most notably the TLK file is now UTF-8 encoded) and based on some of the screenshots from http://www.nwn2toolset.com it does appear that the Vector and Orientation fields exist in the GFF file format. I'm intereste...  [Read More]
I know some of you (eg. Chainz.2da) are looking forward to NWN2 which is supposedly released today. I'm behind the times, having just picked up Oblivion, so it might be awhile before I turn my attention to NWN2. If any of you have opinions about the...  [Read More]
Posted in: HELP! cant get kotor tool
 tk102
10-31-2006, 1:55 PM
#4
Eh, you're right... well if nothing else, here's the link to the frame page that at least provides the download link on it. It seems to take a long time to load though, so be patient. http://kotortool.starwarsknights.com/pgs/ktoolmap.php...  [Read More]
Posted in: HELP! cant get kotor tool
 tk102
10-31-2006, 11:41 AM
#2
:confused: There is a little button near the top of the page called DOWNLOADS and from there you should be able to download KT. The direct link is http://kotortool.starwarsknights.com/download.php?kotor_tool_setup.exe...  [Read More]
Posted in: To Everyone In The Forums:
 tk102
10-30-2006, 1:52 PM
#10
I keep getting the two of you confused. :confused: :xp: :rofl: -RH...  [Read More]
Posted in: force power script problem
 tk102
10-27-2006, 6:31 PM
#16
Yes, and as stoffe said in post #10, you can also create a description....  [Read More]
Posted in: force power script problem
 tk102
10-27-2006, 6:12 PM
#14
First, make a backup copy of your dialog.tlk. Now, open up your dialog.tlk with TLKed. Then click Tools: Add New Entry (or just press Ctrl+N). Type in your new text and don't worry about any of the other fields. Click Save. Now you have a new entry...  [Read More]
If I remember well there was indeed a limit but as tk mentioned it is not in fb.exe. I'd have to verify. Really? If there's a limit, you didn't code it -- the armband simply invokes the SendMessageToPC function -- there's no way for the armband to de...  [Read More]
Hi Miltiades, It's been long time since I looked at the fb.exe code but I'm sure there aren't any limits built in to the code behind the armband. Were your outputs all in the same area or did you change areas? And hey, it's fine to bump threads in...  [Read More]
The answer lies in the way appearance.2da affects your uh, appearance. :) What KSE does is to change the appearance.2da lookup record for you or your party NPCs. The numerous columns in that .2da file define what textures are used for the different r...  [Read More]
Hello Totenkopf, This is a known issue. You can make it so that both you and HK47 have the same PC head or you can switch HK47 back to some other head and your PC's head should reappear. To be twins with HK47, read on. Symptom: You change appearanc...  [Read More]
Page: 38 of 85