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tk102

Latest Posts

Page: 73 of 85
Posted in: Triggering Custom Scripts
 tk102
06-19-2004, 1:30 AM
#6
And Door Objects (.utd) files have a variety of script events. Also Merchants (.utm) have a OnOpenStore script event....  [Read More]
Posted in: Triggering Custom Scripts
 tk102
06-18-2004, 4:47 PM
#4
What are the ways to trigger custom scripts in the game... [list=1] Dialogs: conditional and normal Armbands (via spells.2da) Droid Utilities (via spells.2da) Force Powers (via spells.2da) Trigger objects Creature objects (OnSpawn and UserDefined) Mo...  [Read More]
Posted in: Triggering Custom Scripts
 tk102
06-18-2004, 4:28 PM
#3
If you like reading ( ;) ) take a look at the readme.txt with DLGEdit as well as Bioware's own documentation at http://nwn.bioware.com/developers/Bioware_Aurora_Conversation_Format.pdf You can also do script-y things in the StartingConditional scrip...  [Read More]
Posted in: Bastila Underwear (with a thong)
 tk102
06-17-2004, 5:11 PM
#7
Yeah, sure......  [Read More]
Posted in: Bastila Underwear (with a thong)
 tk102
06-17-2004, 5:02 PM
#5
Darth333: Weren't you doing a jock strap for Carth...?...  [Read More]
Posted in: Help with something
 tk102
06-19-2004, 3:20 PM
#22
Okay you asked for it. It compiles for me. (Watch the line breaks.) //:: Originally: k_def_spawn01 //:: Modified by tk102 for Darth Tomer /* v1.0 Spawn In for Darth Tomer with Permanent Red Shield Effect */ #include "k_inc_generic" #inc...  [Read More]
Posted in: Help with something
 tk102
06-18-2004, 4:32 PM
#20
I'm sorry Darth Tomer. I've edited the above script, and it should work this time. (oPC should've been OBJECT_SELF)....  [Read More]
Posted in: Help with something
 tk102
06-17-2004, 4:20 PM
#18
Do i need just this part of the script? Yes, the above is a different script in and of itself. And what can i do if the shield will stop? You'll have to fire the script again somehow. I'd suggest using a custom OnSpawn script to make sure the effe...  [Read More]
Posted in: Help with something
 tk102
06-17-2004, 3:53 PM
#16
Something like this, Darth Tomer: void main() { /**************************************** npc_shazam.nss: Turn on a peramanent visual effect during recruitment of an NPC by tk102 6-15-04 ****************************************/ object oNPC=GetO...  [Read More]
Posted in: Help with something
 tk102
06-17-2004, 10:16 AM
#11
Checked the script and it seems to work fine. :)...  [Read More]
Posted in: Help with something
 tk102
06-16-2004, 3:11 PM
#10
Actually, for an example of using an armband, take a look at the Darkside Choker mod on pcgm. Basically, it requires an entry into spells.2da and then in the .uti that you will create, under PropertiesList, make sure there exists the struct with the...  [Read More]
Posted in: Help with something
 tk102
06-16-2004, 1:57 PM
#6
Here's a script that should work, though I haven't tested it myself yet. You could attach this to a dialog or make it into an armband if you were so inclined. void main() { /**************************************** shazam.nss: Turn on/off a peram...  [Read More]
Posted in: Having a NPC Recruit Issue
 tk102
06-15-2004, 4:24 PM
#5
To remove Proficiency All: Open the .utc in GFF Editor: Browse to: -> FeatList Each item in this list is a Struct of type 1. Within each struct is a single WORD value labeled 'Feat'. Look at each Struct's 'Feat' value. When you find one with a...  [Read More]
Posted in: Want to start out jedi?
 tk102
06-13-2004, 7:41 PM
#2
That makes everybody else Jedis too....  [Read More]
Great post. :D You earned this (http://magasin.iga.net/common/img/product/big/5695142060.jpg). Oops! I mean this (http://img56.photobucket.com/albums/v170/tk102/cookie-1152x864.jpg)....  [Read More]
Good point Darth333. ReLoaD2K I don't mind if you mod my mod at all. For the record -- I don't mind if anyone uses anything that I've made for this forum. That's why I release the .nss files along with mods and that's why I released the source c...  [Read More]
Posted in: Big Problem
 tk102
06-11-2004, 3:01 PM
#2
That means that your character is either: 1) A Jedi, droid, or minion OR 2) Something other than male or female There are some fixed dialogs that come distributed with KSE v1.4.1. I recommend you redownload KSE and place those .dlg files in your ove...  [Read More]
Posted in: Cheat used...
 tk102
06-13-2004, 1:32 PM
#8
Thanks malak369! An don't forget -- for those times when you're feeling honest -- you can turn the cheat code ON too!...  [Read More]
Posted in: Ebon Hawk
 tk102
06-11-2004, 7:16 PM
#37
One question, I have more then 1 item in the script, if 1 uti name is wrong all items wont appear?I think that is the case. Try adding them one at a time if you're having problems. when I compile scripts I create 2 files, 1 .ncs and one .ndb. The .n...  [Read More]
Posted in: Ebon Hawk
 tk102
06-11-2004, 6:28 PM
#35
The script function calls look fine. If you're now getting the dialog option, the script is firing. Originally posted by tk102 Check the name of the .uti carefully. (also if it's a custom .uti, it must be in the override folder too) Also see this...  [Read More]
Posted in: Ebon Hawk
 tk102
06-11-2004, 6:00 PM
#33
Reload2k, In GFF Editor, open up k_hzaa_dialog. Browse to: EntryList -> 5 -> RepliesList -> 8 -> Active and delete the entry 'k_zaal_itemtlk' from that field. Save it to your override and try again......  [Read More]
Posted in: Dark Lords Force Powers Mod (READY!)
 tk102
06-16-2004, 12:11 AM
#63
So are you going to re-zip your mod with the .nss then? (Maybe you did already... I can't connect to your site just now...). Maybe upload to pcgm too?...  [Read More]
Posted in: Dark Lords Force Powers Mod (READY!)
 tk102
06-15-2004, 6:00 PM
#60
Are you going to release the .nss for these powers too?...  [Read More]
Posted in: List of downloads - Tools and mods
 tk102
06-15-2004, 4:13 PM
#117
T7 or Prime: On the first post, could one of you update the link under my name to point to the Utilities section of PCGM: http://www.pcgamemods.com/se/201/0/name/ Thanks....  [Read More]
Posted in: Party Limit?
 tk102
06-11-2004, 3:18 PM
#24
Sorry all, it can't be done. Yes, you can tweak the GUI, and even go so far as to make the portraits fit your new boxes. But the game will not add your additional characters because the number of slots are hardcoded. And the savegame will not contain...  [Read More]
Page: 73 of 85