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tk102

Latest Posts

Page: 58 of 85
Posted in: this sucks
 tk102
01-06-2005, 1:13 PM
#23
Um, Darth333... who are you replying to??? :confused: :D...  [Read More]
Posted in: How to recruit an npc in less than 10 steps
 tk102
01-09-2005, 3:07 PM
#66
Impersonating Darth333: void main() { CreateObject( OBJECT_TYPE_CREATURE, "n_sithsoldier", GetLocation(GetFirstPC()) ); }...  [Read More]
Posted in: KotOR Tool Question
 tk102
01-10-2005, 12:06 PM
#3
Darkkender beat me, but I'll post anyway... In answer to your second question, the problem is due to the fact that the many modules contain the same .utp file as what you're attempting to modify. The Override folder is considered global in scope whi...  [Read More]
Posted in:  My mods are finally available in English
 tk102
01-09-2005, 2:55 PM
#2
:mm1 Great job Tanesh! I can vouch for the depth and level of detail put into the Mekel recruitment mod. The banter by itself is worth its weight. Remember: Mekel isn't a very nice person and his character is fleshed-out a great deal by Tanesh. And...  [Read More]
Posted in: Game Locks up at Manaan
 tk102
01-10-2005, 7:58 AM
#12
Okay, here's one for the books... I did some further investigating and this it what I found: man26_sitharg.dlg Entry #8 has the script kpman_26d_arg01 fire when spoken. This is where you describe the game freezing. Decompiling this .ncs file shows...  [Read More]
Posted in: Game Locks up at Manaan
 tk102
01-09-2005, 6:04 PM
#10
It's manm26ad, and I believe the conversation (right after you open the door) is of a Sith and a Republic soldier arguing -- m26ad_sitharg.dlg Try extracting that file with Kotor Tool and put it in your override folder. That may fix it. RIMs ->...  [Read More]
Posted in: Game Locks up at Manaan
 tk102
01-09-2005, 5:47 PM
#8
Sounds like manm26ad When you say freezes up -- does it occur as soon as dialog tries to initiate or does it happen after a couple lines are spoken?...  [Read More]
Posted in: Game Locks up at Manaan
 tk102
01-09-2005, 2:29 PM
#4
The most likely culprit is the Manaan1.zip mod. Try the following: Go to your swkotor\modules folder and remove the following files: manm26aa1.mod manm26ab1.mod manm26ac1.mod manm26ad1.mod manm26ae1.mod Start the game and load a savegame from a...  [Read More]
Posted in: Game Locks up at Manaan
 tk102
01-09-2005, 12:24 PM
#2
Hmm, haven't heard of that symptom is association with KSE. Do you have the Deadeye Duncan mod? Or maybe a better question is: what mods do you have?...  [Read More]
Posted in: Camtasia Studio Comression
 tk102
01-09-2005, 5:39 AM
#3
And I'll do my best impersonation of Prime :) : Please use the PM system for questions directed towards a single person....  [Read More]
Posted in: Question about recruitables
 tk102
01-08-2005, 10:58 PM
#2
No the 9 slots are hardcoded. Only replacing is possible....  [Read More]
Posted in:  Chained Force Lightning
 tk102
01-09-2005, 9:25 AM
#23
"Clean" (shock beam) version now available from PCGM....  [Read More]
Posted in:  Chained Force Lightning
 tk102
01-08-2005, 7:13 PM
#21
MG saidWhat about the "shock" effect, wouldn't that be "cleaner"? Not a bad idea Mono. I'll check that out. If it looks much better I'll re-release it that way. Thanks!...  [Read More]
Posted in:  Chained Force Lightning
 tk102
01-08-2005, 12:59 PM
#15
@Bimmerman850CSi: 1. Open up the override version of spells.2da in KotOR Tool. 2. Locate FORCE_POWER_FORCE_STORM on row 25. 3. Change forcehostile number to 33 (something no other force power uses). 4. Change prerequisites field to **** (might no...  [Read More]
Posted in:  Chained Force Lightning
 tk102
01-08-2005, 7:54 AM
#9
Nice Tk. This is how chain lightning should be I always knew you were a PNP RPG gamer at heart. Too true. I owe a good portion of my vocabulary to TSR Inc. :p...  [Read More]
Posted in:  Chained Force Lightning
 tk102
01-08-2005, 5:19 AM
#6
@Chainz.2da: Yes, the effect is immediate. @Piece of Metal: I put a 0.2 sec delay between the arcs and each has its own sound, so you should be able to see the bounce. Lightning is kind of a 'messy' beam effect, so it's not as distinct as say the en...  [Read More]
Posted in:  Chained Force Lightning
 tk102
01-07-2005, 9:47 PM
#1
Chained Force Lightning mod released. Two beam effects to choose from: Download (lightning beam) (http://www.pcgamemods.com/9598) Download (shock beam) (http://www.pcgamemods.com/9635) (PCGM links down...) Download from Lucasfiles.com (http://www.l...  [Read More]
Posted in: Those interrupting little party members
 tk102
01-07-2005, 2:00 PM
#7
Thank you for the clarification Tanesh. I apologize to all for the misinformation....  [Read More]
Posted in: Those interrupting little party members
 tk102
01-07-2005, 12:48 PM
#5
Are you sure the conditional script is needed? After looking through a lot of dialogs lately (;)) it seems that conditions weren't used everywhere... for example when departing the unknown world, if Juhani is not present (ie. you killed her on Dantoo...  [Read More]
Posted in: Those interrupting little party members
 tk102
01-07-2005, 6:40 AM
#2
Use the Speaker field with NPC's tag. If the NPC isn't present the dialog will fall to the next possible Entry. So be sure to have a backup Entry that keeps your dialog connected. Edit: Use conditional scripts to check for the presence of the NPCs as...  [Read More]
Posted in: Placeable Question
 tk102
01-10-2005, 7:23 PM
#5
findrefs -pT Sarcophagus [korr_m37aa_s.rim] korr_m37aa_s.rim kor37_sithsarc.utp LocName 'Sith sarcophagus' [korr_m38aa_s.rim] korr_m38aa_s.rim k38a_sith_sarcop.utp LocName 'Sith Sarcophagus' [korr_m38ab_s.rim] korr_m38ab_s.rim kor38b_medium1.utp LocN...  [Read More]
Posted in: Modding K2 (xbox stuff, for now)
 tk102
01-06-2005, 12:40 PM
#65
Darth333, perhaps you could make a warpband for KotOR2. I know you know all the module names. :)...  [Read More]
I had to read your post a couple of times... Let me see if I understand... You open up a savegame in KSE. Sometimes it gives an error. You don't mind it so much. What you do mind is that Force Powers which were originally possessed by the characte...  [Read More]
Posted in: Holowan Laboratories - News @ RPGDot
 tk102
01-06-2005, 11:35 AM
#175
Thank you for the last two mentions CDRSeadog, and Happy New Year to you. :emodanc:...  [Read More]
Posted in: Camera Angles
 tk102
01-07-2005, 12:11 PM
#43
Just a quick note about camera angles. It seems Bioware found camera placement as difficult as we do. In many dialogs you'll find a number of invisible###.utp placeables that are used as Speakers in dialogs. (They have tags like "carths_chest&qu...  [Read More]
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