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tk102

Latest Posts

Page: 61 of 85
Posted in: KOTOR2 mods (no spoilers)
 tk102
12-13-2004, 10:52 AM
#2
Really? That's very interesting!...  [Read More]
Posted in: Party Dialogue Global Variables for KSE
 tk102
12-13-2004, 10:14 AM
#4
This is what I do: 1) Extract the .dlg file for the character. For your party NPCs, this is k_hXXX_dialog.dlg in templates.bif where XXX is the first 3 letters of the NPCs' name (or hkd or t3d for HK-47, T3-M4). 2) Open up the .dlg file in your fav...  [Read More]
Posted in: KotOR Tool plus Xbox
 tk102
12-12-2004, 6:51 PM
#1
I came across this bit of info some readers may find interesting. From Xbox-saves.com: http://www.xbox-saves.com/forums/index.php?act=ST&f=7&t=3301&hl=kotor&s= VoxAngel said Editing the erf file will screw up your game. That file i...  [Read More]
Posted in: Which Script?
 tk102
12-12-2004, 1:50 PM
#6
Sorry EW, I don't know how I misread your post earlier... thought you were trying introduce a new crystal. :p Following DK's advice and your own script should work. However, I would rename the original k_pdan_cryst01.ncs to oldcrystal1.ncs and your s...  [Read More]
Posted in: Which Script?
 tk102
12-12-2004, 7:15 AM
#3
Hi EnderWiggin, I looked at that module. There are multiple k_pdan_cryst##.ncs files there. I used FindRefs utility on k_pdan_cryst01.ncs and saw it was attached to scrysred002.utp which to me sounded like a red cystal that could be replaced. Just t...  [Read More]
Posted in: can kotor/kotor2 xbox saves be edited?
 tk102
12-12-2004, 1:44 PM
#16
Further update: I'm researching what is required to generate the key for re-signing modified savegames. It is not trivial. I'll keep you informed....  [Read More]
Posted in: can kotor/kotor2 xbox saves be edited?
 tk102
12-12-2004, 11:54 AM
#15
It looks to me like the .sig files are HMAC SHA-1 keyed files. They are 160-bit files (an SHA-1 characteristic). The key is probably a registration key that came with the game or is somehow unique to the Xbox in question....  [Read More]
Posted in: can kotor/kotor2 xbox saves be edited?
 tk102
12-12-2004, 9:42 AM
#13
PM sent....  [Read More]
Posted in: can kotor/kotor2 xbox saves be edited?
 tk102
12-12-2004, 8:27 AM
#10
Has anyone heard whether or not the Halo 2 Xbox - Live Ban also extends to those who've modded the Xbox w/o using a mod chip (http://forums.xbox-scene.com/index.php?showtopic=215055)... ?...  [Read More]
Posted in: can kotor/kotor2 xbox saves be edited?
 tk102
12-12-2004, 6:21 AM
#8
What T7 said. The knowledge-base of this forum is largely PC based so if there are xbox afficianados who want to make a difference in this forum-- we need to know the directory structures on the xbox for one. Tutorials on how to extract files is ano...  [Read More]
Posted in: can kotor/kotor2 xbox saves be edited?
 tk102
12-11-2004, 2:08 PM
#4
darth makaan queried:ya know how to edit them? Do you know who author of KSE is? ;) Reminds me of this (http://www.lucasforums.com/showthread.php?s=&threadid=141261#post1713771)....  [Read More]
Posted in: can kotor/kotor2 xbox saves be edited?
 tk102
12-11-2004, 12:20 PM
#2
If you're able to extract your save game from your XBox, zip all the files up and email them to me. I don't have an XBox. From what I've seen, it looks like KSE won't need much modifcation to work with KotOR2 savegames....  [Read More]
Posted in: visual goodies to objects
 tk102
12-12-2004, 6:26 PM
#5
This was the final .nss file I tried using, attached to my VFX armband's dialog void main() { int nEffectNumber; object oPC=GetFirstPC(); object oItem =GetItemInSlot(INVENTORY_SLOT_RIGHTWEAPON,oPC); string cmMessage; if (!(GetIsObjectValid(oItem))) {...  [Read More]
Posted in: visual goodies to objects
 tk102
12-11-2004, 10:08 AM
#3
I tried Flamebumpout (2062) : no effect Flameimpact(1039) : no effect ShieldBlue1 (2040) : no effect :( Too bad, that would've been slick....  [Read More]
Posted in: visual goodies to objects
 tk102
12-11-2004, 9:33 AM
#2
I like your thinking stingerhs. I'm going to see what I can do....  [Read More]
Posted in: Editing Save Game Globals?
 tk102
12-10-2004, 12:37 PM
#4
You might have set some other variable when you completed your dialog the first time that will still make Bastila react in a way that you're not intending. Post again if dialog isn't behaving as expected....  [Read More]
Posted in: Can your companions become Jedi?
 tk102
12-12-2004, 2:53 PM
#9
Don't worry Switchy, it's on the to-do list. :)...  [Read More]
Posted in: Can your companions become Jedi?
 tk102
12-11-2004, 2:34 PM
#7
Switchy just reminded us: there is an editor for KotOR I that can turn any NPC into jedi, Called KSE. The guy that made that hopefully has one in store for KotOR II. Yeah keep your fingers crossed on that one. ;) And when I said:Your question make...  [Read More]
Posted in: Can your companions become Jedi?
 tk102
12-10-2004, 5:48 PM
#2
Your question makes me want to mod KotOR 2....  [Read More]
Posted in: visual effect scripting
 tk102
12-12-2004, 8:00 AM
#16
That could be Darkkender. I never did mess with that very much. Normal force powers are all over the place and even a lot of the droid items vary (0x1304 0x1404 0x1408) etc. It's obviously a bit mask of some sort but I couldn't find any constants in...  [Read More]
Posted in: Hardcore Mod and Modding
 tk102
12-13-2004, 12:34 PM
#54
Technically, you put what is in the TemplateResref field of the .uti, but that is supposed to be defined as the name of your uti file (minus the .uti extension). That's the long answer for 'yes'. Once the item exists in-game, you can refer to it b...  [Read More]
Posted in: Hardcore Mod and Modding
 tk102
12-11-2004, 5:18 PM
#51
I suppose the effect Charisma will have depends on what your new AI script is going to do. I think what you want is to improve the Saving Throws of the enemies...? All this can be done with KotOR Tool....  [Read More]
Posted in: Hardcore Mod and Modding
 tk102
12-11-2004, 2:50 PM
#48
See this (http://www.lucasforums.com/showthread.php?s=&goto=lastpost&threadid=126889#post1502238)post. The thread has useful info too. :)...  [Read More]
Posted in: Holowan Laboratories - News @ RPGDot
 tk102
12-11-2004, 7:34 AM
#148
Wow, not only am I capitalized, but hyphenated too! Thank you CDRSeadog! :)...  [Read More]
So you're no longer entering your area at all? In that case I guess you'll have to use the StartNewModule command and put a Waypoint where you want to jump to. See Darth333's post above regarding this....  [Read More]
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