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tk102

Latest Posts

Page: 81 of 85
Posted in: Suggestions for Debugging Scripts
 tk102
03-28-2004, 6:36 AM
#6
Here's another: SetGlobalFadeIn(); I suppose you could vary the color and the timing to mean different things during debugging....  [Read More]
Posted in: Suggestions for Debugging Scripts
 tk102
03-28-2004, 5:42 AM
#5
H -- glad you're still here. I saw the ShipBuild function is used to turn off debug functions in the k_inc_debug.nss script. Maybe Bioware decided to go one step further and integrate that function into the debug functions themselves. So we have the...  [Read More]
Posted in: Suggestions for Debugging Scripts
 tk102
03-28-2004, 5:14 AM
#3
I've seen that script, but what if you already have Canderous in your party? What do you mean "including for logging"?...  [Read More]
Posted in: Suggestions for Debugging Scripts
 tk102
03-28-2004, 3:29 AM
#1
Hey all, Has anyone found a simple function (like a one or two-liner) that can be used for debugging scripts during the game? So far I've tried the following functions to no avail: PrintString DebugString SpeakString AurPostString I'm sure someb...  [Read More]
A cookie for anyone who can figure this out. (And yes, I know 0x0040 means 'requires a lightsaber'.)...  [Read More]
Here's my first impressions of what would be necessary... The first thing you would need to do is open up spells.2da. You said you want Force Lightning to the ultimate power so you'll need to make it 3rd in the line of Shock powers rather than 2nd....  [Read More]
Posted in: Need Help With NPC Script
 tk102
03-29-2004, 8:31 PM
#15
Alright then. I've been nervous about tweaking anything there myself -- but since you're going to destroy the old Calo anyway it doesn't matter what Bioware used. Good job -- nice and effecient....  [Read More]
Posted in: Need Help With NPC Script
 tk102
03-29-2004, 8:11 PM
#13
Was the choice of 3 in SetLocalBoolean arbitrary?...  [Read More]
Posted in: Need Help With NPC Script
 tk102
03-28-2004, 5:35 PM
#4
I know you've seen gameunlimited's post (http://www.lucasforums.com/showthread.php?s=&postid=1484603#post1484603) describing changing the .utc tag. What affect did that have for you?...  [Read More]
Posted in: Need Help With NPC Script
 tk102
03-28-2004, 3:50 AM
#2
From nwnscript.nss: // 200: Get the nNth object with the specified tag. // - sTag // - nNth: the nth object with this tag may be requested // * Returns OBJECT_INVALID if the object cannot be found. object GetObjectByTag(string sTag, int nNth=0); t...  [Read More]
Posted in: Debugging Scripts with SendMessageToPC function
 tk102
03-28-2004, 2:29 AM
#1
Has anyone found a simple function (like a one or two-liner) that can be used for debugging scripts during the game? I'm sure somebody out there has a clever debug technique. Original thread (http://www.lucasforums.com/showthread.php?s=&threadi...  [Read More]
Posted in: The Incompatiblity Problem
 tk102
03-27-2004, 2:24 AM
#10
Probably everything in the Events section of NWN Lexicon is suitable in KotOR though not all events will occur with .uti files. It's a good place to look too. [Edit] And it doesn't appear that .uti files can receive Events. Only creatures, placeable...  [Read More]
Posted in: The Incompatiblity Problem
 tk102
03-26-2004, 11:40 PM
#7
Say, does anybody own NWN? I'm sure there must be an item that casts a spell effect when you equip it for example... What does the .uti for that item look like in comparison to a typical KotOR .uti?...  [Read More]
Posted in: The Incompatiblity Problem
 tk102
03-26-2004, 11:07 PM
#6
gameunlimited - You are absolutely right -- that is exactly how spells.2da should be handled. And yes it is easier to manage spells.2da that way. Plus you can 'decompress' spell.2da from V2.b to V2.0 file format and work with it in a simple text edit...  [Read More]
Posted in: The Incompatiblity Problem
 tk102
03-26-2004, 10:11 PM
#3
Hi T7 -- Let me clarify my meaning by providing an example. Let's say you're creating a new .uti -- and you want that item to have property 10 "Cast Spell" when it is activated. Now you run into the problem of "what spell?" If you...  [Read More]
Posted in: The Incompatiblity Problem
 tk102
03-26-2004, 8:24 PM
#1
I'd like to address an elephant in the room. A lot of people want items that invoke spells or special force powers. To do this, it seems to me that we're always going to have tweak spells.2da and/or some pre-existing script file -- making it very di...  [Read More]
Posted in: can someone make me an item?
 tk102
03-27-2004, 4:41 PM
#13
In your taskbar at the bottom of your screen, right click on the KT window that you're having problems seeing. Select Maximize. That should resize the window to fit your screen correctly....  [Read More]
Posted in: adding spells to items???
 tk102
03-26-2004, 8:09 PM
#9
Getting the icon to appear is the hard part. Once you have it, it's all a matter of scripting -- that part is fun and provides the freedom to do pretty much anything you want in the game....  [Read More]
Posted in: Help: Attackable Yuka Laka
 tk102
03-26-2004, 6:57 PM
#19
Version 1.3.4.7 Date: 4/23/03 Same GFF Editor as everyone else's I'm sure. Downloaded from http://nwn.bioware.com/developers...  [Read More]
dm - Seriously? That's repeatable? Okay I'll assume so -- try your download again -- v1.4.1 has been uploaded. I tried to simplify some memory handling. There's really not much that's different between 1.4.0 and 1.3.3. Looking for some feedback here...  [Read More]
Version 1.4.0 released Will now read spells.2da if it exists in the Override folder. This allows custom spells to be added to the PC and NPCs. Follow the link in my sig. (Oh yeah -- reverted back to .zip format for you TZ...)...  [Read More]
TZ -- adding and removing party members would very likely screw up your game. It's safer to do that with scripting methinks. -- Zip file is preferred? And to think that I was trying to make it easier... since there are custom dialogs that need to b...  [Read More]
Really? Hmm. Bummer...:)...  [Read More]
dm: That's right. Your MFP and MHP, even though stored in the savegame, are not used directly upon game loading. They are calculated from your Attributes and any modifying items in your inventory and level. Meanwhile, your FP and HP are restored from...  [Read More]
Look about 4-5 posts above yours....  [Read More]
Page: 81 of 85