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tk102

Latest Posts

Page: 77 of 85
Posted in: Travelling to other planets IS possible, try it.
 tk102
04-17-2004, 9:37 PM
#4
T7Nowhere asked: Have you tryed to make a user mod load when you get to the live planet. I've traced out the scripts that send you from planet to planet. After selecting a planet from Galaxy Map: k_sup_galaxmap.ncs[sic] (.nss available) fires, w...  [Read More]
Posted in: Travelling to other planets IS possible, try it.
 tk102
04-17-2004, 2:37 PM
#1
This is proof-of-concept for our "other planets" discussion. Simple tweak to two scripts unlocks the potenial of other planets that Bioware was intending with "Live Content" whatever that is. The planets appear as white squares...  [Read More]
Posted in: Travelling to custom planets
 tk102
04-17-2004, 9:37 PM
#2
Here is the sequence of how the game loads a new custom planet module. 1. Player selects a planet from Galaxy Map which fires the k_sup_galaxmap.ncs script. 2. The k_sup_galaxmap.ncs script loads module ebo_m12aa and sets K_CURRENT_PLANET global var...  [Read More]
Posted in: Travelling to custom planets
 tk102
04-17-2004, 2:37 PM
#1
Edit tk102: This tutorial is centered around KotOR. stoffe -mkb- wrote an excellent tutorial for travelling to custom planets in TSL (http://www.lucasforums.com/showthread.php?t=169825). A simple tweak to two scripts unlocks the potenial of other pl...  [Read More]
Posted in: How do I take pictures of the cutscenes_
 tk102
04-17-2004, 1:30 PM
#8
Try http://www.hyperionics.com/hsdx/ or http://www.thesilver.net/#screenrecorder...  [Read More]
Posted in: How do I take pictures of the cutscenes_
 tk102
04-16-2004, 4:56 PM
#2
Try letting the operating system capture the screen instead of KotOR. Or use 3rd party screen capture software. More info here: http://www.lucasforums.com/showthread.php?s=&threadid=126345...  [Read More]
Posted in: Modding Team for a big project
 tk102
04-17-2004, 9:15 PM
#33
Kind of interesting ... There are entries in the dialog.tlk file for the following planets: Corellia (40591) Yavin VII (40592) Alderaan (40593) Coruscant (40594) and Sleheyron City (37614) These may be what Bioware had in mind for the extra planets...  [Read More]
Posted in: Modding Team for a big project
 tk102
04-17-2004, 12:34 AM
#17
You know, if we were just able to add another spot on the star map to travel to, the mod itself would become highly scalable. You could start with just a couple areas. Then someone could later add quests on the planet etc. Each mod would be self-cont...  [Read More]
Posted in: Modding Team for a big project
 tk102
04-16-2004, 5:49 PM
#4
I would gladly provide support to this project. The challenge is to coordinate our efforts in a unified direction....  [Read More]
Posted in: i am stumped and i need help pleaz
 tk102
04-16-2004, 9:27 PM
#7
That's what EffectForceFizzle() does. If you comment it out and recompile, you won't see that visual effect....  [Read More]
Posted in: i am stumped and i need help pleaz
 tk102
04-16-2004, 5:37 PM
#5
Here's an excerpt from k_inc_force.nss /* CHOKE */ case FORCE_POWER_CHOKE: { SWFP_HARMFUL = TRUE; SWFP_PRIVATE_SAVE_TYPE = SAVING_THROW_FORT; SWFP_DAMAGE = (GetHitDice(OBJECT_SELF)*2)/3; SWFP_DAMAGE_TYPE = DAMAGE_TYPE_BLUDGEONING; SWFP_DAMAGE_VFX =...  [Read More]
Posted in: i am stumped and i need help pleaz
 tk102
04-16-2004, 7:13 AM
#3
I have a request. :) It's helpful to others who are searching the forums if your Subject line is descriptive. I found this (http://www.catb.org/~esr/faqs/smart-questions.html) to be a good article about getting the most out of using forums. Right the...  [Read More]
Posted in: i am stumped and i need help pleaz
 tk102
04-16-2004, 7:05 AM
#2
I don't know how you removed the effects without going into the scripts, but you should take a look at k_inc_force.nss. You should be able to comment out most of the beam effects there. You'll then recompile k_sp1_generic.nss as described in this (ht...  [Read More]
Posted in: how do i make new retextures into new items?
 tk102
04-16-2004, 6:15 AM
#4
Yeah, that's where I found it. :)...  [Read More]
Posted in: how do i make new retextures into new items?
 tk102
04-16-2004, 4:35 AM
#2
Kitty Kitty had a pretty good description of how to do this in this (http://www.lucasforums.com/showthread.php?s=&threadid=122147) thread....  [Read More]
Posted in: another modding question
 tk102
04-16-2004, 1:03 AM
#5
That's because you implanted the mask into your head! (I guess.) Try changing it to 0x07FF and put that mask anywhere you want. It might make for a good screenshot. I don't think you can have your cake and eat it too on this one. Sorry....  [Read More]
Posted in: another modding question
 tk102
04-15-2004, 10:54 PM
#3
Try going into baseitems.2da and changing the EquipableSlots column for Masks from 0x0001 to 0x0201. That should make 'mask' items equipable in the Implant slot. From a comparison of nwscript.nss and baseitems.2da values, this is the apparent tran...  [Read More]
Posted in: Camera Angles
 tk102
04-15-2004, 3:10 PM
#4
The approach I've attempted is to add the CameraID field to the Entry or Reply list struct, and add an entry in the .git file's CameraList struct with ID=n. But this appears to have no effect during the dialog. The CameraList struct however, does n...  [Read More]
Posted in: Camera Angles
 tk102
04-15-2004, 3:34 AM
#1
Has anyone successfully got a dialog to show a special camera angle of their choosing? I know T7 got that cool screenshot during a fight scene. There should be a way of setting up either a Placeable or an entry in the .git files' CameraList to be abl...  [Read More]
Posted in: Which ".2da" file allows you to change classes?
 tk102
04-15-2004, 6:52 PM
#21
Didn't those robes have an good or evil alignment restriction?...  [Read More]
Posted in: Which ".2da" file allows you to change classes?
 tk102
04-15-2004, 3:29 PM
#19
Does Carth's character sheet show him as a Jedi Consular in-game? You may need to grant him the Weapon Proficiency: Lightsabers Feat. The force powers use Force Points which he might not have enough of at level 1....  [Read More]
Posted in: Which ".2da" file allows you to change classes?
 tk102
04-14-2004, 7:59 PM
#12
Hi, If you want to change just Canderous and T3 into jedis, why don't you modify their .utc files directly? .2da files will globally affect the game. Fred's KotOR Tool should allow you to do this easily enough, but you will need to start a new game...  [Read More]
Posted in: Extending force power time?
 tk102
04-15-2004, 4:59 PM
#22
Sorry, I forgot to mention that you will see that message -- the only file that needs recompiling is k_sp1_generic.nss. It will pull in the changes made to k_inc_force.nss. After compiling, just the k_sp1_generic.ncs file will need to stay in the ove...  [Read More]
Posted in: Extending force power time?
 tk102
04-15-2004, 3:26 PM
#20
k_inc_force.nss is a source script (not compiled) that can be found in BIFs->Scripts.bif->Scripts,Source->k_inc_force.nss You can extract it, modify it as described, and then compile it using HazardX's script compiler. The resultant .ncs fi...  [Read More]
http://www.lucasforums.com/showthread.php?s=&threadid=125174...  [Read More]
Page: 77 of 85