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deathdisco

Latest Posts

Page: 9 of 11
Posted in: How to recruit an npc in less than 10 steps
 deathdisco
07-18-2004, 12:16 AM
#15
Oh no:p Another tutorial... must resist urge to mod.....:D At least until I have some free time. Good work, thanks Darth333....  [Read More]
I can tell you that this only occured on Deck 2, that it only affected about 6 or 7 troopers, and that there was not clear difference between these troopers and the others in this section (weapon, spawn points, etc). I hope that helps. :confused: It...  [Read More]
I noticed going through the Starforge that a handful of Sith troops had an odd bug where their armor was just completely black Yeah I got that. Also check line 303 in appearance.2da "Jedi_White_Old_Male"(Nemo). It looks like it was edited...  [Read More]
To everyone involved with this mod.. GREAT JOB! This will permanently be in my override folder:D :D Hey RedHawke, I don't suppose this gives you any ideas for a new area/world. Imperial Base anyone?;)...  [Read More]
Posted in: Malak's saving throws
 deathdisco
10-10-2004, 7:12 AM
#9
That's why I don't play as a Consular. It's cool up to the final confrontation but force powers are useless against Malak. I would recomend to anyone who plays as a Consular to invest in the "Force Speed" line of powers. Master Force Spee...  [Read More]
Posted in:  The Roleplay Padawan Mod
 deathdisco
10-09-2004, 6:14 AM
#17
It compiles properly... but will it work? Any of you scripters able to give me a few pointers? You should D/L Darth333's "Party manager & spawning armband": http://www.pcgamemods.com/7386/ It has an option to test your custom scripts....  [Read More]
Posted in:  The Roleplay Padawan Mod
 deathdisco
10-07-2004, 7:05 AM
#7
The dialog is excellent. It flows well and adds much to the story. Good Job!...  [Read More]
Posted in: Best Sith Lord Quote
 deathdisco
10-09-2004, 5:44 AM
#25
This one always made me chuckle:D Vader: "The emperor is not as forgiving as I am."...  [Read More]
WOW! T3 actually has some dialog? I need to try that out....  [Read More]
Posted in: Mod Requests(2): Post your desires here
 deathdisco
08-25-2004, 10:17 PM
#32
25 v. 25 and the mod already causes enormous lagging - not well supported by the game engine...(the mod was more like a big joke) I was going to try something like this. Didn't realize how bad the game would lag. Thanks for the info. I would of been...  [Read More]
Posted in:  Make Mission A Jedi Mod Released at my site
 deathdisco
08-24-2004, 9:51 PM
#17
Yeah, I'm surprised there is no way to script a level up. The best that I could do was set Mission's Xp to 36000(level 9) by using: // 394: Sets oCreature's experience to nXpAmount. void SetXP(object oCreature, int nXpAmount); She's usually at leve...  [Read More]
Posted in:  Make Mission A Jedi Mod Released at my site
 deathdisco
08-23-2004, 6:07 PM
#15
I would suggest scripting a level up for Mission. I was just playing around with this and since she was not due for a level up, she was a Jedi class level 0. When I clicked to check her force powers the game crashed(not surprisingly). Of course it's...  [Read More]
Posted in: Module Editing Q?
 deathdisco
08-20-2004, 9:25 PM
#3
I know it can be done. I've seen screens with the Sleyheron sky/background with tatooine and unknown world modules. I believe Gsccc and TK102 have accomplished this....  [Read More]
Posted in: Module Editing Q?
 deathdisco
08-20-2004, 1:48 PM
#1
I'm looking to do some more experimenting with modules. I can't find any specific information on changing the background sky. Can anyone point me in the right direction? Thanks....  [Read More]
Posted in: A New Malak
 deathdisco
08-16-2004, 7:25 PM
#18
Out of curisosity will you be releasing the head with the reskinned jaw armor (but without the new tattoos)? I was just about to post the same thing. I just saw the skin in-game. Very good, nice work:)...  [Read More]
Posted in: exar kuns tomb
 deathdisco
08-31-2004, 7:17 PM
#23
Nothing else would need to be edited. The dialog fires the script(ekun.ncs) wich will load the tomb module. If this method works for you then these files are no longer necessary: yavinarea.dlg-->renamed to yav47_denied.dlg yavinarea.ncs-->can...  [Read More]
Posted in: exar kuns tomb
 deathdisco
08-31-2004, 5:42 PM
#21
:confused: :confused: :confused: To change the Acces Denied dialog with the "unused" doors and replace them with the dialog that lets you travel to the tomb: Rename the yavinarea.dlg in the override folder to yav47_denied.dlg There is no...  [Read More]
Posted in: exar kuns tomb
 deathdisco
08-30-2004, 5:14 PM
#12
darkkender wrote: Hate to say this but I'm having the same problem and I'm running this on my first mod game for kotor and this was a fresh game with this loaded. So I'm thinking this is actually a bug with the mod. Can you warp to it? I would suge...  [Read More]
Posted in: exar kuns tomb
 deathdisco
08-17-2004, 10:09 PM
#8
It may only work if you've installed the mod before your first visit to Yavin IV. You might want to create a new game then then warp there just to test it out. I just tested this with an old savegame, and Achilles is right. You have to install the...  [Read More]
Posted in: MY last mod until KotOR2...
 deathdisco
08-05-2004, 10:31 AM
#22
I'm not sure what you're planning, but you could reuse one of the existing rooms on Tatooine. Yuka Laka's(SP?) shop, the cantina, swoop registration shop, Czerka shop, or the hunting lodge. They would fit in with the feel of Tatooine. You could just...  [Read More]
Posted in:  Reign Of The Sith Mod Is Out
 deathdisco
08-02-2004, 11:00 PM
#137
I've never been a big fan of Ewoks. That being said, your Ewok is awsome. Very inventive....  [Read More]
Posted in:  Reign Of The Sith Mod Is Out
 deathdisco
07-31-2004, 10:16 PM
#79
Check out these scripts: k_act_talktrue.nss (Sets the NPC talk to state to true) k_con_talkedto.nss (Returns true if the PC has not talked to this NPC before) You could attach them to your dialog to achive part of what you want. Check out kas24_j...  [Read More]
Posted in: Holowan Laboratories - News @ RPGDot
 deathdisco
07-23-2004, 3:20 PM
#4
Thanks for the blurb:)...  [Read More]
Posted in: Modding questions
 deathdisco
07-20-2004, 9:42 PM
#3
As far as changing grenade damage, edit k_sup_grenade.nss. Compile and save to your override folder....  [Read More]
Posted in: Making a new mod
 deathdisco
07-20-2004, 9:27 PM
#121
Are "gasogem" and "hansolo" the names of the .utc files? I'm pretty sure tag refers to the "tag" property within the actual .utc file. The the script is case sensitive so make sure to use caps or lower case if need be. A...  [Read More]
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