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tk102

Latest Posts

Page: 49 of 85
Posted in:  Force Zombie???
 tk102
03-18-2005, 12:32 PM
#8
Other potential StringRefs for this mod: 13981: Corpse 25699: Corpse - Sith Soldier 32115: Malak's Dead Jedi 41200: Chewed Human Corpse 45789: Dead Soldier 101328: Jedi Corpse 101681: Animated 101726: Dead 123471: Dead Mercenary...  [Read More]
Posted in:  Force Zombie???
 tk102
03-18-2005, 12:29 AM
#2
:lol: Add this to the list of Darth333's "fun" mods: - Tach morphing (http://www.pcgamemods.com/7332/) - Mannaan Force Choke (http://www.pcgamemods.com/5290/) - Quest for tk102's birthday (http://www.pcgamemods.com/10110/) :D...  [Read More]
After purusing the nwscript.nss, it appears that the only function capable of reading a custom .2da file is the ShowUpgradeScreen function....  [Read More]
Posted in: Patch
 tk102
03-15-2005, 8:19 PM
#4
Spun, That is enough griping/spamming. 1 (http://www.lucasforums.com/showthread.php?s=&threadid=145153) 2 (http://www.lucasforums.com/showthread.php?s=&postid=1766887#post1766887) 3 (http://www.lucasforums.com/showthread.php?s=&postid...  [Read More]
Posted in: New version of nwnnsscomp!
 tk102
03-16-2005, 7:00 PM
#30
Arlen Treesong tried to compile k_inc_force.nss k_inc_force in an include file and is not compiled as a stand-alone script. You need to place k_sp1_generic.nss in that folder and compile it instead. (It has the #include "k_inc_force" direct...  [Read More]
Posted in: New version of nwnnsscomp!
 tk102
03-16-2005, 1:04 PM
#23
Originally posted by Fred Tetra No, it doesn't, since the default behavior is for the compiler to look in it's own directory first. I think this is still true, but the output of the .exe is lying to me. :) Here's the experiment I tried: My comput...  [Read More]
Posted in: Dezanti replaces Tienn on Nar Shaddaa
 tk102
03-12-2005, 1:47 PM
#5
Yeah, no wonder Obisidian didn't have TSL install with an Override folder by default. :)...  [Read More]
Posted in: Dezanti replaces Tienn on Nar Shaddaa
 tk102
03-12-2005, 1:32 PM
#3
In this case, the file n_duros001.utc, whose TemplateResRef is "n_duros001.utc" was not unique. There are in fact 7 such .utc files in the game: findrefs -2cq n_duros001 201TEL_s.rim n_duros001.utc TemplateResRef 'n_duros001' 203TEL_s.ri...  [Read More]
Posted in: FindRefs Utility (Latest version: v4.4)
 tk102
03-23-2005, 11:35 PM
#44
Findrefs GUI v3.6 released - Added file name as a searched criteria. (You'd think that would've been there before.)...  [Read More]
Posted in: FindRefs Utility (Latest version: v4.4)
 tk102
03-18-2005, 12:13 AM
#42
Findrefs GUI v3.5 released A lot of changes: - Search is non-blocking (you can interact with the form as you search) - Halt button added - Feedback textbox added to show search progress - Results are now displayed as soon as they are found instead of...  [Read More]
Posted in: FindRefs Utility (Latest version: v4.4)
 tk102
03-14-2005, 1:53 AM
#41
v3.3 (command line and GUI) released Command line version - Fixed a bug where .erf dialogs weren't getting searched correctly GUI version - Fixed a bug where .erf dialogs weren't getting searched correctly - Fixed a bug where .dlg files weren't ext...  [Read More]
Posted in: FindRefs Utility (Latest version: v4.4)
 tk102
03-13-2005, 10:43 PM
#40
v3.2 releaed (GUI) - Fixed bug where .nss files were not being searched if a file pattern was specified. - Fixed tab-key selection order so that controls highlight in an intuitive order...  [Read More]
Posted in: FindRefs Utility (Latest version: v4.4)
 tk102
03-13-2005, 8:08 PM
#39
v3.2 (command line) released - Added -N: search .nss files - Added -v: view output in color Note that if you are redirecting the output of the findrefs to a file, you should not use the -v switch becuase nothing will be output....  [Read More]
Posted in: FindRefs Utility (Latest version: v4.4)
 tk102
03-13-2005, 3:25 PM
#38
Findrefs GUI v3.1 released - Added support for TSL files - Added TemplateResRef as a seached field - Added NSS files for search/extraction - Added File Pattern to Search textbox to help speed up search when the resource is known to be in a certain f...  [Read More]
Posted in: FindRefs Utility (Latest version: v4.4)
 tk102
03-12-2005, 1:45 PM
#35
v3.1 released (command line). Added TemplateResRef as another searchable field for template files (*.ut*) This should prove helpful to avoid the problems outlined by Darth333 in this (http://www.lucasforums.com/showthread.php?s=&threadid=145353)...  [Read More]
Posted in: FindRefs Utility (Latest version: v4.4)
 tk102
03-12-2005, 3:45 AM
#33
:lol: Or I should've started an hour earlier. Thanks DK. :D...  [Read More]
v2.1.3 released Added CameraID field support and updated readme. Thanks Xcom. :)...  [Read More]
Originally posted by XTra KrazzY (I thought you would fix this after two versions but here goes): You forgot to update the "3.2.5" at the bottom right corner of the program. :o How embarrassing. BTW think of adding computer spikes and p...  [Read More]
v3.2.7 released Added Components and Chemicals to the treeview for TSL savegames. @hus: It is possible, but I doubt I will have time to hardcode everything. Plus that would add a 3rd version to maintain (already have KSE and KSEA). @Lakario: Don't...  [Read More]
@KyleMAD: Please see this (http://www.lucasforums.com/showthread.php?s=&threadid=146212) thread, and post your questions there....  [Read More]
There are probably quite a few globals to deal with too... but I always leave those to the end-user. :)...  [Read More]
The way I envisioned it, would be to read in the p_*.utc file of the NPC to recruit from templates.bif and then modify it as necessary to make a AVAILNPC*.utc file that would be tucked into the savegame. Then modify the partytable.res to make sure th...  [Read More]
@Uchiha Itachi: (you mean the 3.2.6 version). KSE will not read subfolders in the Override folder. Here is the excerpt from kse-readme.txt that I recently added: --------------------------------------------- Override Folder: Subdirectories NOT suppo...  [Read More]
@Hive: Maybe someday I'll add that functionality. I suspect it would cause more problems than it solves however. @beancounter: :) The code distributed is about 1/3 of the code... What you see does not include the modules that to be written to read/w...  [Read More]
@zerodaze: My ability to troubleshoot xbox problems is very limited since I don't have one myself. I assume you followed all the instructions correctly, so the next thing to do is to make a file called kse.log in the same directory as KSE. Then try...  [Read More]
Page: 49 of 85