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tk102

Latest Posts

Page: 63 of 85
Posted in: Travelling to other planets IS possible, try it.
 tk102
12-02-2004, 1:04 PM
#34
Tell you what, I'll release it soon. Let me get it up to my own standards though. Basically it's a GUI version of KTLK that supports editing. Edit: For closure, see this (http://www.lucasforums.com/showthread.php?s=&threadid=140915) thread....  [Read More]
Posted in: Travelling to other planets IS possible, try it.
 tk102
12-01-2004, 6:40 PM
#31
Ah one of my favorite threads. The names and descriptions are referenced as dialog.tlk entries in planetary.2da. For example: Kashyyyk's name and description are 32213 and 38685. "Sleheyron City" is in the dialog.tlk at 37614. You can use...  [Read More]
Posted in: Hardcore Mod and Modding
 tk102
12-06-2004, 12:57 PM
#22
from nwscript.nss// 139: Get the ability score of type nAbility for a creature (otherwise 0) // - oCreature: the creature whose ability score we wish to find out // - nAbilityType: ABILITY_* // Return value on error: 0 int GetAbilityScore(object oCre...  [Read More]
Posted in: Hardcore Mod and Modding
 tk102
12-06-2004, 11:53 AM
#20
it will mod NPC stats based on your character's level, so instead of upping npc stats when you get to a certain level it will check your current character level and then derive the stat boosts from that. Thus - an ever increasing difficulty. Ok......  [Read More]
Posted in: Hardcore Mod and Modding
 tk102
12-06-2004, 11:22 AM
#18
Sorry where's case 1002 - On Perception? It's the part that has the ///////>>>>>>HARDCORE MOD V 1.0<<<<<<<<<<///////// in it... kind of hard to miss... :) In regards to scripting, the best that can be...  [Read More]
Posted in: Need help Compiling with Kotor Tool
 tk102
12-05-2004, 9:36 AM
#9
You can also pull curtain away and use nwnnsscomp.exe directly. The support base for it is larger (currently)....  [Read More]
Posted in: Need help Compiling with Kotor Tool
 tk102
12-04-2004, 1:52 PM
#4
Compiles just fine using nwnnsscomp.exe....  [Read More]
Edit tk102 9/29/06: This application has been officially retired from service. Please refer instead to stoffe -mkb-'s TalkEd utility (http://www.lucasforums.com/showthread.php?t=152546) --------------------- KotORTLK v2.3 (11/14/05) http://www.starw...  [Read More]
Posted in: Kotor editing tools
 tk102
12-01-2004, 2:24 PM
#2
Is it possible for anyone to make a editing tool/savegame editor/module editor? Nope. Not possible. Sorry....  [Read More]
Posted in: Scripts to Remove Items/ Unequip NPCs
 tk102
12-05-2004, 4:52 PM
#18
Xavier2 said:What should be the nSlot if we are talking about a non usable item? to which Darkkender repliedIf an item is non-useable then the script you have would not apply to the nSlot factor because it would not be equipped on the body. You woul...  [Read More]
Posted in: Scripts to Remove Items/ Unequip NPCs
 tk102
12-05-2004, 2:37 PM
#14
And refer to Darth333's last post in this (http://www.lucasforums.com/showthread.php?s=&threadid=130821) thread as she describes how Bioware scripted checks for possessed, but not equipped, items....  [Read More]
Posted in: Scripts to Remove Items/ Unequip NPCs
 tk102
12-01-2004, 1:59 PM
#10
Ok I have implemented your latest version above and it compiles fine just like always but it still does not seem to work here is the script maybe you can tell me what I'm missing or need to change in order to get it to work. Hmm.. works for me... I...  [Read More]
Posted in: Scripts to Remove Items/ Unequip NPCs
 tk102
11-29-2004, 6:21 PM
#8
I am trying to take all of the equipment off of the original NPC and return it to inventory instead of it disappearing completly and never being available again. I believe this script will serve the purpose void UnEquip(object oNPC,int nSlot) { //su...  [Read More]
Posted in: Scripts to Remove Items/ Unequip NPCs
 tk102
11-29-2004, 1:20 PM
#6
...ActionUnequipItem command darth's has a TRUE statement ... Take a look at the nwscript.nss file. You'll see: // 33: Unequip oItem from whatever slot it is currently in. void ActionUnequipItem( object oItem, int bInstant = FALSE ); That's the defi...  [Read More]
Posted in: Scripts to Remove Items/ Unequip NPCs
 tk102
11-29-2004, 4:17 AM
#3
Ssomething like this: void main () { object oPC=GetFirstPC(); object oNPC=GetObjectByTag("npc_tag"); object oItem=GetItemInSlot(nSlot, oPC); if (GetTag(oItem)=="certaintag") { // one of the following AssignCommand(oNPC,ActionTake...  [Read More]
Posted in: Party and Equipment changing in hostile areas
 tk102
11-28-2004, 7:47 AM
#11
Kaspian said: There is "unescapable" entry in module's *.are file. Its value is boolean. If set to 0, party selection and rapid transit system (RTS) are available to PC. Then you should be able to use this function with some degree of eff...  [Read More]
Posted in: Where can I host my mods / pictures?
 tk102
11-28-2004, 7:26 PM
#9
DLX Gamespot also hosts files -- just use the 'talk to us' link on the sidebar. http://dlx.gamespot.com/index.html...  [Read More]
The GiveGoldToCreature function is what you're looking for... void main() { //easiest 100 credits you'll ever see... GiveGoldToCreature(GetFirstPC(),100); } And the GetSkillRank int StartingConditional() { //TRUE if main pc has more than 5 ranks i...  [Read More]
Posted in: K I need abit of help please...
 tk102
11-23-2004, 10:25 AM
#3
Or, KSE (http://www.pcgamemods.com/7392) provides some character editing for characters already in-game....  [Read More]
I originally had the object_self command in the scripts however it removed my character from the party :o Ha ha. It depends on who is the caller of the script. For the heartbeat script, the caller is the .utc, (obviously). :)...  [Read More]
svцsh said Big thanks for this Tk Sorry you had to find out about this the hard way, svцsh... :(...  [Read More]
DLGEditor v1.0.7 Released 12/4/04 Fixed problem where user would paste a Unicode character such as a smart quote or a smart apostrophe into the Text field and then get a "Wide Character" error when trying to save the dialog. Now, Unicode c...  [Read More]
Posted in: New Skin: Armure Noire v1.0
 tk102
12-06-2004, 4:30 PM
#34
Yikes I'm having a flashbaack to the pre PCGM days when this forum was swarmed with 'can you send me that mod too' threads......  [Read More]
Posted in: Script help needed: spawning npcs
 tk102
12-02-2004, 8:01 AM
#51
ExecuteScript cross-references to this (http://www.lucasforums.com/showthread.php?s=&threadid=137370) thread....  [Read More]
Posted in: Script help needed: spawning npcs
 tk102
11-29-2004, 8:32 PM
#43
Is there a script to spawn a certain npc in a new modded area, but only if he hasn't been killed in a previous one?There is not a script per se, but this is exactly what Global Variables are used for. Many plot elements use numeric globals to keep tr...  [Read More]
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