Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

deathdisco

Latest Posts

Page: 5 of 11
Posted in:  Coruscant - Jedi Temple
 deathdisco
03-03-2007, 4:55 PM
#21
Actually, invisible placeables wouldn't stop you from walking through it....  [Read More]
Posted in:  Coruscant - Jedi Temple
 deathdisco
03-02-2007, 8:58 AM
#15
@Prime: As long as your past Telos(academy) It'll be on the gaxaly map. @jedi7000nathan: Since that other mod hosting place went belly up, I can't look up who the author is. It's a lightsaber pack including: Anakin ROTS Anakin AOTC Luke ROTJ Quinlo...  [Read More]
Posted in:  Coruscant - Jedi Temple
 deathdisco
03-01-2007, 3:03 PM
#10
Thanks for getting it up at FileFront for me Shem. but they should made it dark (night) like Nar Shadar or reused the Nar Shadar back-drop The only problem with that is that the Council Chambers backdrop is in full daylight. Thanks for the kind word...  [Read More]
Posted in:  Coruscant - Jedi Temple
 deathdisco
03-01-2007, 2:57 AM
#3
Hope you like it. :) Seems you got this out quickly! Well, I started putting together the models for the main module in December. It took about 2 and a half months, so not that quick....  [Read More]
Posted in:  Coruscant - Jedi Temple
 deathdisco
03-01-2007, 2:23 AM
#1
The download is an 8MB .rar file. DeadlyStream Download (http://deadlystream.com/forum/files/file/585-coruscant-jedi-temple-by-deathdisco/) or nexusmods Download (http://www.nexusmods.com/kotor2/mods/55/?) UPDATE: New patch to make this mod compatib...  [Read More]
Posted in: Stealth Script?
 deathdisco
02-27-2007, 5:41 PM
#9
Further, if a character has no ranks in a skill I don't think it can be increased above 0 via an effect or item property (at least that's how it works in NWN). That is correct, this is also true in K1/TSL....  [Read More]
Posted in: [K1]Strange problem with lightsabers
 deathdisco
02-27-2007, 5:10 AM
#20
Glad you got it working. :) @Jimbo32 Model and texture both have the same name: w_Lghtsbr_001. I just typed in error. :xp:...  [Read More]
Posted in: [K1]Strange problem with lightsabers
 deathdisco
02-27-2007, 1:55 AM
#17
I wouldn't use a blue saber to start with. The name used for the base model reference and the hilt texture is the same: w_Lghtsbr_01. IMO it's easier to use a different color saber since when you see w_Lghtsbr_01 you know it's the hilt texture refere...  [Read More]
Posted in: [K1]Strange problem with lightsabers
 deathdisco
02-27-2007, 1:12 AM
#15
Open your .mdl's in a hex editor. Search for these values(one for each type of model). These are the base model name(green sabers). w_Lghtsbr_003 (single) w_Dblsbr_003 (double) w_ShortSbr_003 (short) These will be case-sensitive. If you find any of...  [Read More]
I've never tried to edit an existing module so I'm mainly speculating here. Re-name the original .rim and *_s.rim to some thing else. I'm not sure if you need to pack the dialogs in the .mod but it should still work if you do. Do I have to delete th...  [Read More]
I only brought up globals in relationt to having a copy of the .git file in the override folder. Everything would load as new but some things that were dependant on global checks might not work properly. My previous post was unclear/poorly worded, so...  [Read More]
Sounds like you have a copy of the .git file in the override folder. That will always load the area as new, even from a save. Of course if there are any globals set from the previous load it will mess things up in the module also....  [Read More]
Posted in: Limiting Force Power range to one room and more
 deathdisco
02-27-2007, 12:54 AM
#12
KT's module editor will add an encounter but not the "spawn points". You'll have to add them manually in the .git. Once they're in the .git, you can manipulate them with the module editor. The encounter(.ute) should also point to a .utc of...  [Read More]
Posted in: [INFO]Alien voices in dialog.
 deathdisco
02-20-2007, 5:29 PM
#3
What's a readme? :xp: :blush2: :blush2: :blush2:...  [Read More]
Posted in: [INFO]Alien voices in dialog.
 deathdisco
02-20-2007, 10:50 AM
#1
Not sure if this is common knowledge, but it's new to me so I thought I'd share. TSL dialog files have nodes for using alien voices instead of looking up VO's to put in the VO_ResRef field. Screen shot. (http://home.comcast.net/~deathdisco/images/dl...  [Read More]
Posted in: Module Editor Problem
 deathdisco
02-20-2007, 9:00 AM
#2
not forgetting to change the .IFO file so it says 450Kar etc. Do you mean you re-named module.ifo or changed the reference within module.ifo? This file should not be re-named. There is no way to edit using the module editor without using the origin...  [Read More]
Thanks Stoffe, Works perfectly. :)...  [Read More]
You could add two global variables to keep track on who was in the party. Either two Global Numbers that track the party table slots, or two Global Strings that keep track of the Tags of the party members. Then you read the values from those globals...  [Read More]
Thanks that worked perfectly. You could temporarily remove them from the active party and change their faction to 5 (Neutral). That way they would just stand there watching and not interfere, and the player couldn't control them. When the fight is ov...  [Read More]
I'm trying to have the PC equip a temporary lightsaber if one is not equipped. The problem I'm having is even if the PC all ready has a light saber, the temp saber is still being equipped. The script I have is incomplete, it's as far as I can get wit...  [Read More]
Posted in: [WIP]The Redemption of Yuthura Ban
 deathdisco
02-14-2007, 9:45 AM
#16
Yuthura looks pretty good in Bastila's clothes. In a personal mod, I gave her Bastila's clothes colored black with purple trim. I also used Bastila's underware model for her. You should give her a set for this mod. IMO....  [Read More]
Posted in: permenantly stun an NPC on spawn?
 deathdisco
03-03-2007, 4:56 PM
#9
Check out this (http://www.lucasforums.com/showpost.php?p=2021727&postcount=4) and this (http://www.lucasforums.com/showthread.php?t=175828) thread for issues with the Module editor....  [Read More]
Posted in: Death-leading-to-convo script
 deathdisco
02-05-2007, 12:18 AM
#2
Check out this thread: http://www.lucasforums.com/showthread.php?t=142754&highlight=ondeath+script...  [Read More]
Posted in: Module Reskinning Tutorial
 deathdisco
02-24-2007, 1:49 AM
#12
The walkthrough says to change all references to 301NAR(or whatever module) in the .lyt file. What about the file dependency 301NAR.3dmax. and what about the door hooks. I'm assuming this a custom module with edited models. I re-named all the model...  [Read More]
Posted in: Module Reskinning Tutorial
 deathdisco
02-23-2007, 6:45 PM
#10
^^^ I'll post some info tonight....  [Read More]
Page: 5 of 11