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tk102

Latest Posts

Page: 71 of 85
Posted in: Unlimited force points?
 tk102
06-25-2004, 10:48 AM
#5
Max Force Points and Max Hit Points are calculated by the game, despite the fact that you can change them in KSE. To affect these stats you have to modify your WIS CON and CHA or give yourself uber items. This is in the KSE-readme.txt...  [Read More]
Posted in: Star Map Script Help!
 tk102
06-25-2004, 11:34 PM
#4
Star Map The global number is: K_STAR_MAP States: 0 - No maps activated 10 - 1st Map Activated (Dantooine) 20 - 2nd Map Activated 30 - 3rd Map Activated 40 - 4th Map Activated - Captured by the Leviathan 50 - 5th Map Activated */ from k_qa.nss...  [Read More]
Posted in: Changing Dialogue Times
 tk102
06-25-2004, 10:44 AM
#10
Thanks DoomDealer. I answered (http://www.lucasforums.com/showthread.php?s=&threadid=130510) that same question yesterday....  [Read More]
Posted in: Changing Dialogue Times
 tk102
06-25-2004, 1:17 AM
#7
Back on topic: there is a Skippable flag in the main struct. Set it equal to 1. (In DLGEdit, it's under General Properties.)...  [Read More]
Posted in: scripting dialog modification
 tk102
06-25-2004, 4:01 PM
#5
:o Yes - what she said. Thanks Darth333. :D...  [Read More]
Posted in: scripting dialog modification
 tk102
06-25-2004, 1:40 AM
#2
jrc24, in your other thread (http://www.lucasforums.com/showthread.php?s=&threadid=130413) you asked about how to fire a script only once -- well that same idea applies here. The secret to opening/closing forks in the dialog is in a certain fiel...  [Read More]
Posted in: How do I stop Using force powers on myself?
 tk102
06-24-2004, 7:07 PM
#7
In spells.2da there's a field called impactscript and that's the script that gets called. For most it's k_sp1_generic and that script has k_inc_force as its include script which is where all the powers are handled. The source is in scripts.bif....  [Read More]
Posted in: How do I stop Using force powers on myself?
 tk102
06-24-2004, 5:56 PM
#4
Use the GetIsFriend function as in if (!GetIsFriend(oTarget) { //spell! }This differs from the normal hostile force power that uses: if (GetIsEnemy(oTarget) { // spell! } You will not be able to kill your party NPCs, but you will also not kill yourse...  [Read More]
Posted in: Need more help with dialogs
 tk102
06-24-2004, 10:16 AM
#2
Put a blank dialog in the ReplyList that points back to an Entry in its EntriesList. In this Example: your NPC would say "Hello." Then "I'm Darth Tomer." EntryList -> 0 -> Resref: -1 -> Text: Hello. -> RepliesList -&...  [Read More]
Posted in:  NEW FORCE POWER: turn ennemies into allies
 tk102
06-24-2004, 6:11 PM
#41
Jackel: you could do that using the Random function. example void main(){ effect eRandom; int nRandom=Random(3); //random # 0-2 switch (nRandom) { case 0: { eRandom = EffectAbilityIncrease(ABILITY_DEXTERITY, 2); } case 1: { eRandom = EffectAbility...  [Read More]
Posted in: Visual Effects Armband
 tk102
06-25-2004, 2:04 AM
#19
Ah, I was wrong. I forgot the nwscript.nss did not have all the visual effects defined in its constants. Upon looking up visualeffects.2da, I found the flame bump out effect. Screenshot (http://img22.imageshack.us/my.php?loc=img22&image=Image96.j...  [Read More]
Posted in: Visual Effects Armband
 tk102
06-24-2004, 8:49 PM
#18
I don't know if any other visual effects are possible -- I used all the ones declared in nwscript.nss -- but I'll look into it. The others were supposedly INSTANT effects....  [Read More]
Interesting stuff about the heads, T7. I haven't had a chance to try it. Maybe I'll try it with Trask (my only savegame is abord the Endar Spire). As I mentioned to some of you privately, appearance.2da is a file that I have never modded -- I figured...  [Read More]
Link fixed....  [Read More]
It's my fault -- forgot to check the 'hide dos window' when I was compiling. You can re-download KSE v2.07 from the Alternate Download site and get another copy-- I recompiled it so no DOS window will show....  [Read More]
A question, is it supposed to open a lil DOS window( I forgot the name ) when you start the program? Doh! Well no. But it's benign......  [Read More]
v2.07 released (see first post of this thread). Handles custom .uti files better now....  [Read More]
Ha ha ha. Ah, that's too bad. Well I'll put that one in the readme. Thanks for posting it. If you figure out a way around that, let me know....  [Read More]
I have found that error in several uti's that were in Holowan plug-in. They will all be fixed. Im not sure why it happend I've determined that the problem with the uti files in question have a 0D0A sequence in their TemplateResRef. I have a new vers...  [Read More]
T7, I'm not so sure the .uti's are completely at fault -- I think KSE should be robust enough to handle these nuances in .uti fields. I'm investigating it now and will probably submit a v2.0.7 if I find anything....  [Read More]
Of interest for KotOR2: http://forums.obsidianent.com/index.php?showtopic=1564...  [Read More]
Reload2K -- yes the blue ones are items you already have, the black one are the ones you don't and the red ones are the ones that have been found in the override folder. The error you got sounds like the .uti had a 0 in the LocalizedName StrRef ins...  [Read More]
Also, If anyone besides Darth333 ends up having to use alternate version of KSE (KSEA), I would be interested in hearing about it. It would be nice to just distribute a single version, as you can understand. Thanks for the feedback. :)...  [Read More]
Well it's working fine for me. One thing I thought would be nice. In the inventory editor you can see the item name but you can't see the name in the master item list. Think you could do something about that? You're referring to the Description? It...  [Read More]
KSE v2.06 released. (http://www.pcgamemods.com/5854/)(PCGamemods) Special thanks to T7Nowhere and Darth333 for providing testing....  [Read More]
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