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Darth Khasei

Latest Posts

Page: 6 of 10
This is one of the best modding communities I have worked with in terms of sharing good info. You guys ROCK!...  [Read More]
Posted in: 6th custom saber
 Darth Khasei
06-12-2004, 2:55 AM
#2
Nice. Red is always nice:D...  [Read More]
Posted in: n00b question on installing mods
 Darth Khasei
06-12-2004, 2:48 AM
#7
Be my guest to include them in the plug-in. Hmm, I think I need that other mod to make sure nothing conflicts. I have added many more new force powers so I just want to make sure....  [Read More]
Posted in: n00b question on installing mods
 Darth Khasei
06-11-2004, 11:23 PM
#3
Currently, I think there are only three mods out that have a spells.2da. The Force Choke "anyone", The Force Replicator and my Dark Lords Force powers mod. My mod was the last one released and incorporates the other two mods entries in the...  [Read More]
Posted in: Canther2Human mod
 Darth Khasei
06-10-2004, 7:17 AM
#13
Nice work bro.I love games that let you add personal touches....  [Read More]
Posted in: SWKOTOR 3: now has an official name!
 Darth Khasei
06-09-2004, 12:34 AM
#9
Hmm, that seems like a monumental task. Heck just skinning and modding is a bear let alone an entire rewrite of the game? Not to sound skeptical, but ya know I really question this kind of thing. Well, good luck with it all. We will all bow if you ca...  [Read More]
Posted in: Dark Lords Force Powers Mod (READY!)
 Darth Khasei
06-13-2004, 8:37 PM
#57
Yep, I found it too in the game when used in some areas the graphics go heywire, not good. This just means I'll need to replace phase shift's graphics effect to something else. We will see. I'll work on it later, gotta go. Good looking out.:D...  [Read More]
Posted in: Dark Lords Force Powers Mod (READY!)
 Darth Khasei
06-13-2004, 4:33 AM
#55
Well yes and no. I made a small error and zipped the test spells.2da in the update. The are some minor errors ie. LS powers are all marked neutral and the icon for Hand of Light is incorrect. The new zip is up and sorry for the error. Good thing th...  [Read More]
Posted in: Dark Lords Force Powers Mod (READY!)
 Darth Khasei
06-13-2004, 3:03 AM
#52
You won't have the replicator entry because you don't have that mod. There is however, no need to enter any data even if you get it later as the spells.2da file has an entry in the correct place for it to work without data entry....  [Read More]
Posted in: Dark Lords Force Powers Mod (READY!)
 Darth Khasei
06-13-2004, 2:37 AM
#48
I NEVER intended any of this stuff to replace the original stuff so I did not try that. It might work I guess....  [Read More]
Posted in: Dark Lords Force Powers Mod (READY!)
 Darth Khasei
06-13-2004, 2:14 AM
#45
Yeah that has always been an issue and that is just one reason to stop at 12. But, I have not found a way to do that, as a matter of fact I don't think it can be added to that area. Sorry the limits of the game....  [Read More]
Posted in: Dark Lords Force Powers Mod (READY!)
 Darth Khasei
06-13-2004, 2:09 AM
#44
Yeah you have to be careful when using these powers in highly populated non combat areas. They work on a similar principal as the force choke "anyone" power. :D...  [Read More]
Posted in: Dark Lords Force Powers Mod (READY!)
 Darth Khasei
06-13-2004, 1:58 AM
#41
Yeah that was really originally intended for the DS, but I needed another UNI power to balance it out a bit. You are going to love it:D Reassembly is painful. LOL!...  [Read More]
Posted in: Dark Lords Force Powers Mod (READY!)
 Darth Khasei
06-12-2004, 10:40 PM
#39
I know what you mean:D While the balance in numbers may be on the DS side, the actually powers themselves are quite balance for a DS or LS playerss. The two Uni powers would be a must for the LS player while more optional for the DS player. There a...  [Read More]
Posted in: Dark Lords Force Powers Mod (READY!)
 Darth Khasei
06-12-2004, 10:18 PM
#37
Ok everyone it is finally ready. After a lot of hard work I have been able to update and at this moment "finalize" the Dark Lords Force Powers Mod. I have updated the top post in this thread to reflect all of the new details. I encourage ev...  [Read More]
Posted in: Dark Lords Force Powers Mod (READY!)
 Darth Khasei
06-12-2004, 2:52 AM
#35
Still finishing up on the latest tweaks and final touches on the new stuff. Just so everyone knows these powers are right in line with the vast majority of the stuff in the game in terms of balance(ie. no super powers). In addition, I tried to keep...  [Read More]
Posted in: Dark Lords Force Powers Mod (READY!)
 Darth Khasei
06-11-2004, 9:04 PM
#33
OK it looks like we have a limit in the spells.2da file of 143 entries:( Stop the presses I was WRONG. I had made a human input error, actually two that caused my troubles. Nevermind the stuff I said about limits. Anyway back to modding:D...  [Read More]
Posted in: Dark Lords Force Powers Mod (READY!)
 Darth Khasei
06-10-2004, 4:39 PM
#31
Working on a few more force powers. Just finished Firestorm. While it may sound like it is like Tainted Flame or Flame of Death it is not. Firestorm is more like a strong flamethrowing tornado type power. It does set the horrified victim on fire if h...  [Read More]
Posted in: Dark Lords Force Powers Mod (READY!)
 Darth Khasei
06-09-2004, 8:52 PM
#30
LOMAC ROCKS!. Yes you can safely use this file with the H-plug-in. It also includes the force choke and as you stated force replication entries in the spells.2da file to seamlessly fit the modding profile of the community leaders!...  [Read More]
Posted in: Dark Lords Force Powers Mod (READY!)
 Darth Khasei
06-09-2004, 4:29 PM
#26
I updated the site with some shots of our Blood Red Revan robe. Masked and maskless....  [Read More]
Posted in:  Sith Armada ---> DownLoad here
 Darth Khasei
06-09-2004, 8:58 PM
#82
Although my items are now all custom made the RedHawke pack and T7's Sith Strengh are great adds for the DS players....  [Read More]
Posted in: Script help needed: spawning npcs
 Darth Khasei
06-14-2004, 8:03 PM
#26
Well with just a little fiddling with the GREAT Replicator force power I was able to get enemy NPC's to spawn on command, YIPPIE. Now I need to try to refine the positioning as they are way too close to the PC at the moment. Also they leave too soo...  [Read More]
Posted in: Script help needed: spawning npcs
 Darth Khasei
06-14-2004, 7:05 PM
#25
Hey guys I would really appreciate some help with this one. All I want to do is be able to spawn custom made NPC's(1-3) to the same area as the main PC and have the NPC attack the PC. This is much like the Dark Jedi's that appear throughout the game...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Darth Khasei
06-09-2004, 8:01 PM
#489
Fred I bow to your GREAT programing skills and you KOTOR tool, it is a godsend :angel:...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Darth Khasei
06-09-2004, 9:01 PM
#239
Fred I bow to your GREAT programing skills and you KOTOR tool, it is a godsend :angel:...  [Read More]
Page: 6 of 10