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tk102

Latest Posts

Page: 79 of 85
Posted in: Suggestions for Debugging Scripts
 tk102
04-11-2004, 6:18 PM
#8
Okay the Global Comparison Tool has been updated to include String comparisons so you can now add a new string to the globalcat.2da and then invoke SetGlobalString("DEBUG_STR","My debug string");. Then the comparison tool will sho...  [Read More]
Posted in: Suggestions for Debugging Scripts
 tk102
04-11-2004, 5:38 PM
#7
Here's one more way: First give yourself a global variable to work with by adding a new row to globalcat.2da and saving it in the override folder. Call it something like DEBUG_NUM and make it a Number. Then in your script you can simply call: SetGl...  [Read More]
Posted in: Talk - Fight - Talk sequence
 tk102
04-11-2004, 3:51 AM
#1
How to Create a Talk-Fight-Talk Sequence This tutorial covers how to use dialog to initiate combat and then how to get combat to reinitiate dialog. Create your dialog using KotOR Tool or DLGEditor. Think of your dialog in two parts: before fighting...  [Read More]
Posted in: Started modding areas, but have some questions
 tk102
04-11-2004, 7:03 AM
#8
That's right shosey -- that stumped me for a bit too. Thanks Fred -- I found that too; when all else fails read the documentation (http://nwn.bioware.com/developers)....  [Read More]
Posted in: Started modding areas, but have some questions
 tk102
04-11-2004, 3:26 AM
#2
Hello, Someone with more experience in this can correct me if I'm wrong-- I'm used to the terms yaw, pitch, and roll and I believe XOrientation is yaw, that is, rotation around the Z-axis in degrees. Bearing is the same thing. Try values between -1...  [Read More]
Posted in: Is it possible to remove the exp cap?
 tk102
04-10-2004, 6:24 PM
#4
Here are some other threads that have also attempted to answer your question from oldest->newest http://www.lucasforums.com/showthread.php?s=&threadid=119368 http://www.lucasforums.com/showthread.php?s=&threadid=122534 http://www.lucasfor...  [Read More]
Posted in: Beta Version of Galaxy Forge Deck 2
 tk102
04-09-2004, 3:10 PM
#17
Gameunlimited fools me again -- twice in a week....  [Read More]
You guys always complain do you know how difficult this is make it yourself if your so great. Thanks for the inspiration. Here's an enhancement. mg.mod (http://webpages.charter.net/krumsick/kotor/mg.mod) All in fun....  [Read More]
I'm sure he's working on it now. He's been working on it for over a month with a two broken comptuers, creating star maps and new areas, new dialogs, and all by himself with a couple of people's custom items. There's no point to posting a "I'm...  [Read More]
Talk is cheap. We've heard enough of it. Come back when it's done....  [Read More]
Posted in: Simple thanks and intro.
 tk102
04-08-2004, 6:40 AM
#16
Should we contact you via the Contact page if we need to update something or...? I need to update something already....  [Read More]
Posted in: Simple thanks and intro.
 tk102
04-07-2004, 4:02 PM
#4
Hello uru, and welcome to the board. I'm sure I'm not the only one who would welcome a hosting site for a mod-db. However, we've heard this promise two times before (see here (http://www.lucasforums.com/showthread.php?s=&threadid=123189) and here...  [Read More]
Posted in: How do I get started scripting
 tk102
04-08-2004, 4:21 AM
#6
You'll need to download HazardX's Script Compiler (nwnnsscomp.exe). It's command line. The link for it is available on Kitty Kitty's sticky thread. Btw, scripting is a lot of fun and is where almost all the power of the game is. Have fun and post s...  [Read More]
Posted in: How do I get started scripting
 tk102
04-07-2004, 1:49 AM
#4
If you learn well by example, take a look at scripts.bif -- it contains a good collection of script sources used by the game, including nwscript.nss which is the function decalaration script for swkotor.exe. For external resources, take a look at T7'...  [Read More]
Posted in: Revan's Mask
 tk102
04-06-2004, 8:54 PM
#5
No you don't. See here (http://www.lucasforums.com/showthread.php?threadid=126014)...  [Read More]
Posted in: New skin??
 tk102
04-08-2004, 2:23 PM
#15
Sithchick said: Is it possible to do a new underwear skin for carth The answer to your question is yes, it's possible, but you'll probably have to do it yourself since there doesn't appear to be much support for it. :)...  [Read More]
Posted in: Script help needed: spawning npcs
 tk102
04-08-2004, 6:24 AM
#10
You can use a local boolean that way if you like, T7. In that case, you would probably want to make the object the NPC who is speaking the dialog although the local variable could be any object you like I suppose. To make the NPC say something once...  [Read More]
Posted in: Script help needed: spawning npcs
 tk102
04-08-2004, 4:45 AM
#8
You'll need to set a flag somewhere. Then in your script, check at the very beginning whether that flag has been set. If not, then execute the rest of the script. Otherwise exit. Then, at the end of your script, set the flag. Now, you have to figur...  [Read More]
Posted in: Script help needed: spawning npcs
 tk102
04-07-2004, 5:23 AM
#5
void main() { // in your game, do a 'whereami' cheat to // determine your location then plug in // three values here float x=14.19f; float y=27.01f; float z=-1.27f; //orientation doesn't matter too much float r=0.0f; // the following two function...  [Read More]
Posted in: Recruitable Darth Bandon
 tk102
04-12-2004, 3:12 AM
#55
Yep that worked. I have a custom mod named mg.mod with T7Nowhere in it. I tried first just modifying T7Nowhere's dialog file by adding "nm14acrick08006_" to the VO_Resref field. This makes T7Nowhere say: So I shoot it and it drops. I walk...  [Read More]
Posted in: Recruitable Darth Bandon
 tk102
04-12-2004, 2:53 AM
#54
That's exactly what I assumed was happening Darth333 -- that the .mod files in the LIPS folder all needed to have the same name as the module file + "_loc" attached. For example -- let's look at damn14ac_s.rim file -- it contains dan14_ri...  [Read More]
Posted in: Recruitable Darth Bandon
 tk102
04-11-2004, 4:55 AM
#50
Cross-reference to this (http://www.lucasforums.com/showthread.php?s=&threadid=126615) thread. Did you say something about cookies? If you're out of cookies, I'll take a thread that describes the steps required to make lipsync work in a custom...  [Read More]
Posted in: Recruitable Darth Bandon
 tk102
04-10-2004, 5:44 PM
#48
Do you think an [OnHeartbeat script that checked the NPC's hit points and started a dialog if below a certain value] work? Edit: Actually you'd probably want to use the OnDamaged event and set the Min1HP flag using GFF Editor. That way, you're guara...  [Read More]
Posted in: Recruitable Darth Bandon
 tk102
04-07-2004, 3:27 PM
#31
Yeah my suggestion was half-joking....  [Read More]
Posted in: Recruitable Darth Bandon
 tk102
04-07-2004, 1:58 AM
#24
No how about: [Force Persuade] You will join me. I will join you... But you have to have a very high charisma to pull it off. :dozey:...  [Read More]
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