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.
 

beancounter

Latest Posts

Page: 2 of 4
Posted in: Force Power Damage!
 beancounter
02-03-2005, 6:50 PM
#18
Originally posted by DarthSmallz Is there no way to just show me where force power damage is in: k_inc_force.nss? I really wanna learn!!!:D At the very least you should post which power you want to mod, and I am sure someone here will be able to h...  [Read More]
Posted in: Suggestions for Debugging Scripts
 beancounter
09-02-2004, 7:45 PM
#11
I posted this a month or so ago, but I figured I would add it to the sticky post to help anyone new to scripting KOTOR. The command SendMessageToPC will print a message to the ingame feedback screen. The proper syntax is: object oPC=GetFirstPC(); s...  [Read More]
Posted in: Syntax Error in KotOR2 nwscript.nss
 beancounter
01-14-2005, 6:51 PM
#9
I agree with you there, I doubt it will be fixed in the PC release. It really is a shame that mods are so unsupported with the KOTOR series. One would think that a company would incourage mods to their game. Games like Morrowind that are over two y...  [Read More]
Posted in: Syntax Error in KotOR2 nwscript.nss
 beancounter
01-14-2005, 5:07 PM
#6
Very good. Thanks for the info. It will save some fustration once everyone starts modding Kotor II scripts. I for one can not wait until this game comes out for the PC next month. It is concerning that nwscript.nss does not compile. It makes me thin...  [Read More]
Posted in: visual effect scripting
 beancounter
12-07-2004, 5:17 PM
#3
I do not think you can create your effect EffectGunBeam. Also, I do not believe you can have a script fire from a gun. Even using an armband is limited because the armbands can not be targeted. If you have figured a way out to have a gun fire a sc...  [Read More]
Posted in: Hardcore Mod and Modding
 beancounter
12-06-2004, 1:25 AM
#15
You should modify Talchia's code to how you want it. Darth333 gave you the download link in a earlier thread. His script is fired by the indiviual creatures when they perceive you for the first time. You should not do a mass update with this script,...  [Read More]
Posted in: Hardcore Mod and Modding
 beancounter
12-05-2004, 3:51 PM
#9
A lot of the NPC's and creatures do not run the k_deff_buff. Like the Sandpeople and some of creatures you fight in Kashyyyk. However, every creature does use k_ai_master. You have to check the spawn in script for a creature and see if it makes a cal...  [Read More]
Posted in: FindRefs Utility (Latest version: v4.4)
 beancounter
10-04-2004, 3:03 PM
#7
Very nice work TK, it will save a lot of time....  [Read More]
Posted in: Tutorial: How to Script a Force Power - Part I
 beancounter
10-03-2004, 6:47 AM
#1
Force Power Scripting - Part I I am writing this guide to help anyone out who is interested in writing their very own Force Power script. This guide assumes that you have a very basic knowledge of the script system used by KOTOR. You need to underst...  [Read More]
Very nice work tk! I was just getting the hang of your text based dialog editor, but I am happy to throw that out in favor of this one. Once again nice work!...  [Read More]
Posted in:  Hv88 NEW blaster model by svцsh
 beancounter
09-10-2004, 2:07 PM
#10
Very sweet - I love new blasters, especially with new models! Very nice work....  [Read More]
Originally posted by Darth333 :lightning AIOFPM version 3.0 :lightning NEW AUTHORS + custom description (.tlk file) + automatic installer! All-in-one Force powers mod v.3.0 ------------------------------------------------------------------- by Da...  [Read More]
Great Mod. I just played it through, it was a lot of fun. My level 16 Jedi actually got killed in the last battle. Ha, I was a suprised, that has not happened in a long time. The shop was good, a little overpowered, but given the difficulty of the qu...  [Read More]
Originally posted by Mono_Giganto Awesome, thanks Darth333. I think I'll play around with it a little more too. :devburn: Wonder what I could get out of it... :D Hmm... I replaced that part with what you put, and removed the 2 bracketts, but when...  [Read More]
lol. Sounds like a must have mod. Great fun for when you are bored....  [Read More]
Posted in: Inserting Static Placeables
 beancounter
08-26-2004, 11:46 AM
#7
Thanks again. And again in advance for any other questions I may need help for latter on. :D I guess I need to refine my keyword search for this forum. I did not see that thread....  [Read More]
Posted in: Inserting Static Placeables
 beancounter
08-26-2004, 11:28 AM
#5
Thanks guys for the help. I have managed to get it working. :) It is pretty impressive that this group has figured all of this out dispite Bioware's lack of help. Last question, what is the camera list used for. I believe it is used for cutscenes t...  [Read More]
Posted in: Inserting Static Placeables
 beancounter
08-26-2004, 12:32 AM
#1
Is there any way to place a new static placeable into a custom module. I have followed Doom Dealers tutorial and modified the .git file, but my placeable does not show up in game. Even if I change the X, Y, Z coordinates of an existing placeable it d...  [Read More]
Well, most people would probably not like some of things I did. :rolleyes: I cut the charisma and wisdom boost out of Valor, because I thought force powers were already to strong. And if you bump up the duration of valor that adds up to a big boos...  [Read More]
Very nice. It is kind of funny, because those are almost the exact same times I use in my own game. And I will agree with you that the changes are not very unbalancing. While you are modding the Force Powers ;) I would recommend that you drop Blast...  [Read More]
Posted in: Force Removal Script?
 beancounter
08-25-2004, 12:27 AM
#7
I never had that. When programming, it is sometimes helpful to test out each section of code by itself to find the problem area. Below is the block of code I used to verify that it should work. Just copy and paste the block between the custom mod sec...  [Read More]
Posted in: Force Removal Script?
 beancounter
08-24-2004, 6:53 PM
#5
Originally posted by tk102 Hello, I assume the problem you're having is scripting the when (not how) to remove the Force effects. Is this correct? Well it is tricky because there is no way that your spell script can do it alone -- KotOR does not p...  [Read More]
Posted in: Released: Blaster Balance Pack
 beancounter
08-23-2004, 10:08 PM
#9
Thanks for the comments everyone:) Darth333, I would hardly consider you a programming noob. Modifying games is what got me started in on the programming career track. Who knows maybe you will decide to have a career change and become a programmer...  [Read More]
Posted in: Long Range Weapons mod v1.0
 beancounter
08-25-2004, 11:52 PM
#24
I have been meaning to post a follow up, but I got a little distracted. :rolleyes: Unfortunately, everything I found out was bad. I figured out how to get an exact measurement of your range to a monster. I modifyed my k_ai_master to post the exact ra...  [Read More]
I posted this a month or so ago, but I figured I would add it to the sticky post to help anyone new to scripting KOTOR. The command SendMessageToPC will print a message to the ingame feedback screen. The proper syntax is: object oPC=GetFirstPC(); s...  [Read More]
Page: 2 of 4