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Darth333

Latest Posts

Page: 14 of 109
Posted in: chitin.key
 Darth333
09-24-2006, 7:19 AM
#4
This happens if you have a non-U.S. version of KotOR. Don't mind the error, just click "continue" and it should work. I'm moving the thread to the Kotor tool forum. ...and welcome to the forums :)...  [Read More]
You should check this sticky tutorial forum if you haven't already: http://www.lucasforums.com/forumdisplay.php?f=595...  [Read More]
Posted in: List of Global Variables and how to change them
 Darth333
09-13-2006, 10:03 AM
#13
No, I assumed I have to save the new modulesave.2da file in my override folder. But I wasn't sure if thats the right way to go. If thats all I have to do things are easy :-) . Is that the right way? That's all what you have to do. You are only droppi...  [Read More]
Posted in: List of Global Variables and how to change them
 Darth333
09-12-2006, 3:48 PM
#9
Sorry for being such a diletant. Where can I find the modulesave.2da file? All the .2da files are at the same place: in the BIFs Does a list of module discriptions exist? I don't know if this is what you mean but KotOR tool has an option to turn...  [Read More]
Posted in: Text / Script Editing With Kotor Tool
 Darth333
09-13-2006, 10:23 AM
#9
If you find it useful, I could work on it and finish the templates. I think Kaspian is also working on something similar but for another editor. I chose Context because it was free and despite a few limitations that annoy me, I think it it pretty goo...  [Read More]
Posted in: Text / Script Editing With Kotor Tool
 Darth333
09-09-2006, 7:20 PM
#6
Dunno what Fred's intentions are in that regard but if you are interested, I made this for Context some time ago: www.starwarsknights.com/forumdl/context.rar .It includes highligthed syntax and a few extras but it it unfinished and has never been &qu...  [Read More]
Posted in: Text / Script Editing With Kotor Tool
 Darth333
09-09-2006, 4:51 PM
#4
That version has the editor. It's in the Tools menu>Text editor....  [Read More]
Posted in: Mods
 Darth333
09-06-2006, 2:52 PM
#6
Can you post a screenshot of the *.dlg branch where the script is attached, one of you .utc file and the source code of your spawn script?...  [Read More]
Posted in: Mods
 Darth333
09-06-2006, 11:49 AM
#2
no. You just drop everything in the override folder. Something must be wrong with one (or more) of your files. Here are a few things that are the source of common mistakes : - make sure the names of your files don't exceed 16 characters - did you c...  [Read More]
Posted in: How do I edit .lyt files?
 Darth333
09-06-2006, 10:30 AM
#2
You can edit *.lyt files with notepad. Look at the .are file to get the names of the rooms you don't want and delete the references to the corresponding models in the *.lyt file. When you're done, just drop it in your override folder....  [Read More]
Posted in: Holowan No Porting Rule Questions?
 Darth333
09-05-2006, 12:45 PM
#12
First of all, concerning TES, I was not talking about the expansions but porting assets from Morrowind to Oblivion. Btw, here are their forum rules concerning porting and they are pretty clear: http://www.elderscrolls.com/forums/index.php?showtopic=2...  [Read More]
Posted in: Holowan No Porting Rule Questions?
 Darth333
09-05-2006, 12:23 AM
#7
That's one case but I will give you another one: the Morrowind/Oblivion mods. Even if the same company made both games (Bethesda) and even if they have released modding tools, they stricly forbid porting any assets from one game to another. I'm not...  [Read More]
Posted in: Help with Script Compiler
 Darth333
08-28-2006, 2:22 PM
#2
You'll find the new "how to compile scripts" tutorial here: http://www.lucasforums.com/showthread.php?t=143681 :) I also updated the link in the tutorial....  [Read More]
Posted in: Placeable rotation in .git file?
 Darth333
08-28-2006, 10:52 AM
#4
Well I have tried to use the whereami armband to calcuate the bearing, but when I am doing it next to a wall or barrier I can't turn around and face the other way so that my object (a.k.a: a piller) will face that way. Can't you just move away from...  [Read More]
Posted in: Custom Icons & The Big White Blocks
 Darth333
08-25-2006, 2:28 PM
#2
Check the "custom icon part" in this tutorial: http://www.lucasforums.com/showthread.php?t=130898 :) Make sure you save your .tga at 32 bit with alpha channel....  [Read More]
Posted in: TSL Warp Console
 Darth333
08-22-2006, 8:29 PM
#4
Do you have the english version of the game? If not, you will need to convert the .dlg and the .uti files with dlgconverter: http://www.starwarsknights.com/tools.php...  [Read More]
Posted in: Script Question: Multiple Dialogs
 Darth333
08-22-2006, 2:26 PM
#4
As mentioned by DarthInsidious, depending on what you want to do, you may only need one .dlg file to do all this. You can specify conditions that will determine which dialogue node will be fired next. See stoffe's post here: http://www.lucasforums.c...  [Read More]
Posted in: Resurrections
 Darth333
08-22-2006, 8:25 PM
#12
We don't have any problems with feedback posts, whether it is for mods, fanfics or fanart! Feedback definitely doesn't fall within the spam category....  [Read More]
Posted in: Resurrections
 Darth333
08-20-2006, 10:41 AM
#3
As ChAiNz said, there may be various reasons to post in an old thread and some posts can sometimes add something useful and revive a good discussion. A few other examples would be reviving an old tech help thread when the poster experiences issues si...  [Read More]
Posted in: Trouble with KSE.....Suggestions appreciated
 Darth333
08-20-2006, 6:29 AM
#4
Did you tried KSEa? It's available on the same page as KSE: http://www.starwarsknights.com/tools.php (try it even if you have an English OS)...  [Read More]
Posted in: Forum rules
 Darth333
08-13-2006, 5:57 PM
#1
This forum is for the discussion of modding tools only. It allows you to ask questions, troubleshoot, and make comments or suggestions to the authors of the tools. If you have questions regarding how to create or install mods, please visit the Holowa...  [Read More]
Posted in: How to make new maps?
 Darth333
08-21-2006, 1:22 PM
#13
You have to pack your module specific npcs, placeables, etc in your .mod file along with the .are, .ifo and .git file. You can also put them in the override folder but if they are not unique, they will overwrite every other object with the same name...  [Read More]
Posted in: FindRefs Utility (Latest version: v4.4)
 Darth333
09-06-2006, 4:04 PM
#51
That's great news. I particularly like the ability to search .2da files. Thanks for doing this! Findrefs is one of those utilities I couldn't do without :D...  [Read More]
I downloaded DLGEdit from pcgamemods but it crashes as soon I try to go to the replies list. I'm thinking maybe DLGEdit doesn't work with TSL .dlg files? This utility was the "ancestor" of DLGeditor so no, it doesn't work with TSL files. I...  [Read More]
Did you tried KSEa (not KSE 3.3.2 but KSEa 3.3.2])? The download link is right below that of KSE: http://www.starwarsknights.com/tools.php...  [Read More]
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