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: 67 of 85
Posted in: How to recruit an npc in less than 10 steps
 tk102
07-26-2004, 12:44 PM
#29
Hi RedHawke, Sorry to mislead you. According to nwscript.nss, IsObjectPartyMember accepts an Object (not a String) as a parameter. Therefore it should be int StartingConditional() { return IsObjectPartyMember(GetObjectByTag("Juhani")); }...  [Read More]
Posted in: How to recruit an npc in less than 10 steps
 tk102
07-26-2004, 2:46 AM
#25
Close... int StartingConditional() { return IsObjectPartyMember("T3M4")); }...  [Read More]
Posted in:  NEW! Easy Turret mini game mod
 tk102
08-31-2004, 10:18 AM
#20
Doh! This mod should have been made a long time ago... good job Darth333. :)...  [Read More]
Posted in:  Updated Achilles Force Pike with a new model
 tk102
08-31-2004, 10:21 AM
#17
This may be the one mod that actually gets me to play KotOR again. :D Congratulations on this excellent work....  [Read More]
Posted in: Hex Editors
 tk102
08-25-2004, 1:30 PM
#3
Yeah, what Fred said......  [Read More]
Posted in: Force Removal Script?
 tk102
08-25-2004, 1:18 AM
#8
Thanks for the follow-up beancounter....  [Read More]
Posted in: Force Removal Script?
 tk102
08-24-2004, 9:53 AM
#4
The problem with that is there is no way to trigger that kind of script. So you have to use exisiting event triggers. k_ai_master.nss handles all the default .utc OnEvent scripts so that's why I led you there. What exactly have you attempted to do...  [Read More]
Posted in: Force Removal Script?
 tk102
08-24-2004, 2:28 AM
#2
Hello, I assume the problem you're having is scripting the when (not how) to remove the Force effects. Is this correct? Well it is tricky because there is no way that your spell script can do it alone -- KotOR does not provide a DURATION constant t...  [Read More]
Posted in: 2da File Problems
 tk102
08-23-2004, 9:43 PM
#5
Originally posted by Master Bobo: if there is a preset Appearance file for this, id love to know if there is one. if anyone knows how to merge them, it would be great. thxSo this is more of a request for others to merge the .2da files... and therefor...  [Read More]
Posted in: Kiss Tool Released! - Make Your Mods Compatible!
 tk102
08-23-2004, 9:03 PM
#4
Ah finally found it. Examples of scripting are worth their weight in gold... FWIW, I'd recommend giving it its own section header and putting inline with the rest of the help rather than an external file....  [Read More]
Posted in: Kiss Tool Released! - Make Your Mods Compatible!
 tk102
08-23-2004, 8:45 PM
#2
- KISS comes with a help file explaining how it works as well as a complete scripting reference and example scripts! Where are the example scripts?...  [Read More]
Posted in: saved game editor question
 tk102
08-20-2004, 2:03 PM
#11
You can also search decompiled .ncs files for global variables. See this (http://www.lucasforums.com/showthread.php?s=&postid=1514164#post1514164) thread for use of NCSRip along with the command line 'find' utility that comes with Windows....  [Read More]
Posted in: KotOR Fund Raiser
 tk102
07-26-2004, 5:01 PM
#5
Let's see an 80GB HDD runs about $65 (http://www.coolerexpress.com/ma80ei72uahd.html). 3 people have already donated to Fred. I think he could cover the rest. ;) It's one thing if Fred just wants to be reimbursed for KT but he should just say so. S...  [Read More]
Posted in: Holowan Laboratories - News @ RPGDot
 tk102
08-21-2004, 12:06 AM
#30
Cheers and thanks to you too, CDRSeadog....  [Read More]
As If there was ever a doubt in anyone's mind -- Darth333 is the quite simply the Most Helpful Modder (MHM) on this forum. :amidala: :thumbsup: Thank you for integrating spells.2da so for everyone so that they may use these mods together. :guitar...  [Read More]
You can use Darth333's suggestion if you want to load a new module. The ActionJumpToLocation can be done within the same module....  [Read More]
****screen fade out, fade in, you are in the hanger**** void main() { SetGlobalFadeOut(0.0,1.0); StartNewModule("my_module"); SetGlobalFadeIn(0.0,2.0); };) Also, is there a script that could transfer me to the set coordinates when i sele...  [Read More]
Posted in: wee made my first new class:)
 tk102
07-18-2004, 1:43 PM
#9
Oops... I must have just thought I posted something......  [Read More]
Posted in: wee made my first new class:)
 tk102
07-18-2004, 1:30 PM
#7
There are many NPCs who are minions however. Hidden Beks for example are mostly minions.Heed Darth333 when she says: Overwriting the existing classes will change all the npcs in the game....  [Read More]
Posted in: My mod.
 tk102
07-16-2004, 7:40 PM
#20
Just a reminder when editing .git files -- if you use GFF Editor, you WILL corrupt the CameraList. If you would like to preserve the CameraList, you will need to use CamEdit (http://www.pcgamemods.com/5276/) to export the CameraList information to a...  [Read More]
Posted in: Script help needed: spawning npcs
 tk102
08-25-2004, 10:53 AM
#31
In JA you could spawn any NPC with something like npc spawn (name), is that possible in kotor. If it was that easy there wouldn't be a thread like this one. :) but i would like to spawn someone else too. is that possible in-game? Of course -- via...  [Read More]
Posted in: Extending force power time?
 tk102
08-23-2004, 1:54 PM
#63
That solution indicates that HazardX's compiler is not locating the modified version of k_inc_force.nss when it compiles k_sup_generic.nss. It's been awhile since I compiled a script, but the way I remember it working for me was to create a new fold...  [Read More]
Posted in: Screenshots for the sake of screenshots
 tk102
07-16-2004, 1:56 AM
#130
On 4/29/04, Darth333 contributed this, which is still cool: Star Wars in a command prompt! It's not exactly a screenshot but it's close so i decided to post it under this thread: in start >run type "telnet towel.blinkenlights.nl" (wit...  [Read More]
v2.1.1 released at pcgamemods. http://www.pcgamemods.com/7152/ NEW FEATURES ------------- * v2.1.1 - Inventory Copy from One Savegame to Another: As of v2.1.1, after a savegame node has been unfolded at least once (to load the game info), you can...  [Read More]
KSE v2.0.8 released at PCGamemods.com yesterday. Darth333 wrote this update -- it adds the ability to change the soundsets associated with the PC/NPCs. This is useful if you intend to modify the characters' genders or appearances. Thanks to Darth3...  [Read More]
Page: 67 of 85