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tk102

Latest Posts

Page: 50 of 85
Posted in: DLG/UTI/UTC/MOD Language Converter v1.0
 tk102
03-09-2005, 11:39 AM
#11
In 'interactive mode', only one file can be selected at a time. For multiple files, you must use the command line to invoke 'bulk mode'. ;)...  [Read More]
Posted in: DLG/UTI/UTC/MOD Language Converter v1.0
 tk102
03-08-2005, 6:42 PM
#8
v0.2 released - Added support for .uti files - Added color - Hopefully fixed Xcom's bug :)...  [Read More]
Posted in: DLG/UTI/UTC/MOD Language Converter v1.0
 tk102
03-08-2005, 4:10 PM
#7
Originally posted by Xcom tk102, Using this command (and absolute paths): Have you tried using relative paths? Place a copy of dlgconv.exe into your source dir and try: dlgconv -i *.dlg -o german -t 4 Another thing you could try is making copies o...  [Read More]
Posted in: DLG/UTI/UTC/MOD Language Converter v1.0
 tk102
03-07-2005, 4:33 PM
#1
In response to the dialog problems encountered in this (http://www.lucasforums.com/showthread.php?s=&threadid=145680) thread, I give you: DLG/UTI/UTC/MOD Language Converter 1.0 Download (http://www.starwarsknights.com/tools.php) Icon by svцsh!...  [Read More]
Posted in: Xbox Game Save
 tk102
03-07-2005, 2:27 PM
#3
Delete the filler.sav file from the game folder. It's only purpose is to cause the problem you describe....  [Read More]
Posted in: Where can I host my mods / pictures?
 tk102
03-11-2005, 12:26 PM
#34
As T7Nowhere said in this (http://www.lucasforums.com/showthread.php?s=&threadid=145948) sticky, Sergio at PCGamemods.com has been kind enough to set up a KotOR II section for mod uploads. Please use that section for TSL-specific mods: T7Nowhere...  [Read More]
Posted in: New MDLOps
 tk102
03-09-2005, 1:55 PM
#63
cchargin, Thank you for this contribution to the modding community. :thumbsup:...  [Read More]
Posted in: FindRefs Utility (Latest version: v4.4)
 tk102
03-12-2005, 3:39 AM
#31
The command line version of this utility has been updated to v3.0. Two new option switches have been added. -2 This switch will tell Findrefs to search for TSL files instead of KotOR files. -f This switch tells findrefs that what follows is a fil...  [Read More]
I certainly agree with you there T7, especially in the area of script parameters. Both Fred and I really need the help of fellow modders who perform .dlg edits to give feedback as to how some of the new fields work. AlienRaceNode? What's that? Reco...  [Read More]
It's been a long time coming... v2.1.2 released DLGEditor now supports TSL dialog editing. There's been many new features added to DLGEditor that were not present in the 1.0.8 version. Some highlights include: - Support for new TSL .dlg field edi...  [Read More]
Done. KSE v3.2.6 is functional once again and the download link has been reinstated....  [Read More]
v3.2.6 is withdrawn until I can recompile it at home....  [Read More]
@midgetman: (Using PM) @keebster: You might want to try posting the problems you're having in the Work Bench Forum (http://www.lucasforums.com/forumdisplay.php?s=&forumid=554) since it sounds like general problems you're having, not KSE-related...  [Read More]
v3.2.6 released Evidently 3.2.5 didn't completely cause TSL to recognize the name change -- upon start up a character with a new name was still grouped in with the old savegames that had a different name. And the portrait shown would say the old nam...  [Read More]
No. Subfolders are currently a can of worms to me. Shall I scour subfolders looking for custom .2da files as well? What if I find more than one with the same name? Can I be sure that I am finding the same one that Obsidian is detecting? I don't thi...  [Read More]
@winzgro: Do you have a custom spells.2da in your override? @Tianhou_Zhong & keebster: I'm still investigating these influence/goodevil interactions. Your feedback is important as are any experimental data you produce. @svцsh: :D...  [Read More]
v3.2.5 released Fixed KSE to allow Player Name edits to be recognized by TSL....  [Read More]
Aha, yes there is another field for the PC name that wasn't there in KotOR! It's in the partytable.res file called PT_PCNAME. In KotOR this was only stored in the savegame.sav file. I'll update KSE. Thanks for the feedback!...  [Read More]
The savenfo.res file isn't in the savegame folder for Xbox? That's news to me. Yes KSE expects it to be in that 000004 - Slot4 folder. Without it, KSE would not be able to find the correct data inside the savegame.sav file to edit....  [Read More]
Re: Damaged saves... you'll need to be sure to copy all the .sig files that KSE generates back onto your Xbox. These get generated each time you click Commit Changes. You'll also need to preserve the SAVE_HEADER.sig that came from the original savega...  [Read More]
It's buried under the Classes treenode for Forcel-wielding classes....  [Read More]
Originally posted by Daebryn I don't know if its been mentioned, but I just noticed that if I keep my different mods organized in seperate folders inside the TSL Override folder, KSE will not look into those folders for new inventory items. any .ut...  [Read More]
A "safe" workaround is to extract the desired local .uti file with KotOR Tool and place it in the Override. Then open KSE and add it to your inventory (it will appear red in the Master List). Then delete the .uti from your override....  [Read More]
You're right on both counts reiella. In addition most module-specific items are plot items that don't have much relevance outside their module. IMO, the rate of diminishing returns is too great to add this functionality to KSE....  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 tk102
03-04-2005, 11:49 PM
#1116
Originally posted by Fred Tetra Saving a GFF-based file now records the KotOR game version. Version info is taken from the treeview game branch (KotOR I or II) or from the information provided by the user. Got the new version! I know it's late an...  [Read More]
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