Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

tk102

Latest Posts

Page: 62 of 85
Posted in: Editing Save Game Globals?
 tk102
12-10-2004, 12:10 PM
#2
Try setting K_SWG_BASTILA (numeric) to back to 10. This should allow you to redo the dialog branch that goes: "When we last talked you said you needed time to think. So?" "You have been patient with me, haven't you? I suppose you des...  [Read More]
Posted in: Portraits
 tk102
12-09-2004, 6:59 PM
#2
KSE will look for portraits.2da in your override folder. Add a new line to portraits.2da using KotOR Tool and place the portraits.2da in your override folder....  [Read More]
Posted in: Scripting Limit Question
 tk102
12-09-2004, 10:15 AM
#6
A talking door? Wouldn't that be a little weird? You could also plant a computer beside the door that would ask you where to go or why not a desk with a receptionnist? Just set the ComputerType flag to 1 and make the conversation a computer interface...  [Read More]
Posted in: Scripting Limit Question
 tk102
12-09-2004, 10:09 AM
#5
For the XYZO values, take a look at the .git file for that module -- they should be in there for that .utc. For the script it would something like this: void main() { int nGoWhere = GetGlobalNumber("your_globalvar"); switch (nGoWhere) {...  [Read More]
Posted in: Scripting Limit Question
 tk102
12-09-2004, 9:57 AM
#2
I can think of two ways you can do this... You could make the door sort of like an elevator where the person could choose their destination (ala Dialog attached to the Conversation tag of the .utd whose different branches have scripts which call sep...  [Read More]
Posted in: Lightsaber Flourish
 tk102
12-08-2004, 8:44 PM
#2
Hi shangoman, Flourishes and other animations are all part of the model. Scripts can invoke animations (ActionPlayAnimation function) as can dialogs (AnimList), but the way the animations appear is model-dependent. Thus only Malak can flourish like M...  [Read More]
Posted in: visual effect scripting
 tk102
12-09-2004, 3:20 PM
#14
Hmm, seems like there's more to it than that. Maybe I will wait for a prototype weapon/script combo mod to analyze... Of course if you'd like another set of eyes to look at it, PM/email me. Edit: Tried for about an hour butchering up a .uti, baseit...  [Read More]
Posted in: visual effect scripting
 tk102
12-09-2004, 1:52 PM
#12
first by adding a line to basseitems.2da for a new item type spell_effect_weapon and leaving out some information from the blaster rifle line I've been able to monkey around and have a script actually firing from the weapon. now there are some quirks...  [Read More]
Posted in: visual effect scripting
 tk102
12-08-2004, 5:17 AM
#5
well getting the gun to fire it's script as we all know is handled by spells.2da as item_comshots1-3 which is handled by the script k_sup_comshots. I think those are just injections....  [Read More]
Posted in: visual effect scripting
 tk102
12-07-2004, 4:22 PM
#2
I looked for this exact thing when I was trying to build a flamethrower and the best I came up with was the armband flamethrower. But most of my efforts were focussed on getting the script to fire, let alone getting the beam to work. Have you figured...  [Read More]
Posted in: A little help???
 tk102
12-07-2004, 9:57 AM
#6
Imitation is the highest form of flattery. ;)...  [Read More]
Posted in: A little help???
 tk102
12-07-2004, 3:52 AM
#3
In regards to posting a thread, you can make it better by using a descriptive subject line. ;) I think I've seen fast dialogs before in branches that had scripts attached. I can't remember the details though. It is good practice to attach the script...  [Read More]
Posted in: Hardcore Mod and Modding
 tk102
12-08-2004, 8:44 AM
#44
Better make your items completely invisible then, otherwise all the tachs and gizkas will be carrying stuff around on them. (Maybe... I don't know much about modeling.)...  [Read More]
Posted in: Hardcore Mod and Modding
 tk102
12-07-2004, 1:00 PM
#40
(Ponders...) Those slots I listed are pretty safe, but you never know... but you have this function: // 155: Get the object which is in oCreature's specified inventory slot // - nInventorySlot: INVENTORY_SLOT_* // - oCreature // * Returns OBJECT_IN...  [Read More]
Posted in: Hardcore Mod and Modding
 tk102
12-07-2004, 10:36 AM
#38
Use this function: (from nwscript.nss) // 32: Equip oItem into nInventorySlot. // - nInventorySlot: INVENTORY_SLOT_* // * No return value, but if an error occurs the log file will contain // "ActionEquipItem failed." void ActionEquipItem(ob...  [Read More]
Posted in: Hardcore Mod and Modding
 tk102
12-07-2004, 9:11 AM
#34
now to take a stat past the game inforced 20 you need equipment that enhances that. the highest effect that each piece of equipment can apply is 10 so if every piece of equipment gave a 10 and you have 2 weapons in hand and capped at 20 you could get...  [Read More]
Posted in: Hardcore Mod and Modding
 tk102
12-07-2004, 4:46 AM
#29
Well you can't use an .ini file w/ scripts but you could have a dialog somewhere that sets a Global Variable that you can use. The dialog could be an armband so you take it with you and change it later. Or attach a branch to the Ebon Hawk or whatever...  [Read More]
Posted in: Hardcore Mod and Modding
 tk102
12-06-2004, 4:57 PM
#26
You da' man MightyM. If you have any other script questions, feel free to post them. :) and yes they're the same. and gold=credits in scripting too....  [Read More]
Posted in: FindRefs Utility (Latest version: v4.4)
 tk102
12-08-2004, 12:29 PM
#22
Updated both the console and GUI versions of FindRefs to fix a bug that ignored .utp-only searches....  [Read More]
For the mind trick, I do not really wish to exclude Dark Jedi completely. However, I could make it harder to use on Dark Jedi and make it only possible, let's say if you are a consular. Maybe do a hit dice check between your character and others to...  [Read More]
Posted in: Holowan Laboratories - News @ RPGDot
 tk102
12-09-2004, 10:03 AM
#141
CDRSeadog, you are a true altruist. It is rewarding for any modder to get mentioned by you on http://kotor.rpgdot.com -- and it is encourages modding. Piece of Metal asked: Why do you triple post? You could say the same about me and Fred Tetra wh...  [Read More]
Good to get feedback like this. A lot of the original authors have vanished though. Tell you what though, if you think that VFX Armband is making the game too unbalanced you let me know. Folks should have to work for those pretty effects. :mex1:...  [Read More]
Hmm. Have you tried putting the ExecuteScript function at the end rather than at the beginning?...  [Read More]
Originally posted by StoneDragon So what do you think is the best GFF editor to download? You can also make your own GFF Editor with this. (http://www.pcgamemods.com/7921/)...  [Read More]
Recently I had a round of emails troubleshooting savegames and thought I'd share what we discovered. Symptom: KSE seems to be working fine, but changes are not showing up in game. Actually, the amount of credits were being updated, but nothing else....  [Read More]
Page: 62 of 85