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beancounter

Latest Posts

Page: 3 of 4
Posted in: Released: Blaster Balance Pack
 beancounter
08-23-2004, 11:06 AM
#3
Thanks Darth333. Yes, I am a programmer, but I am still pretty new to modding Kotor. :) I will go ahead and make a compatiable spells.2da and re-release this mod....  [Read More]
Posted in: Released: Blaster Balance Pack
 beancounter
08-23-2004, 10:26 AM
#1
I just released my first public mod to pcgamemods. You can get download here: http://www.pcgamemods.com/6906/ It is a small mod that makes some pretty big changes to the game that makes it MUCH more enjoyable for your blaster using characters. Her...  [Read More]
Posted in: Feat making?
 beancounter
08-17-2004, 2:43 PM
#3
It is difficult to actually make a new feat in game and some feat types are completely impossible (EXAMPLE: DUELING)Check out this link to Biowares NWN Custom Content Forum: http://nwn.bioware.com/forums/viewtopic.html?topic=225991&forum=48 I w...  [Read More]
Posted in: Long Range Weapons mod v1.0
 beancounter
08-17-2004, 11:18 AM
#19
I would start a new game before you rule out the ranges.2da. Many of the parameters from the 2da actually get stored in your save game, so to be 100% sure you need to start a new game. After checking the NWN forum I am pretty sure this is the 2da fi...  [Read More]
Posted in: Long Range Weapons mod v1.0
 beancounter
08-17-2004, 10:06 AM
#17
Achilles - k_def_percept01 is almost completely commented out, it has only one real line of code - it calls k_ai_master. Your character perceives everyone in a map, but the characters will not take any action until they see them - using the command G...  [Read More]
Posted in: lvl 40 doesnt work
 beancounter
08-12-2004, 1:07 PM
#12
I really don't think it is possible to break the level cap. They could not break it in NWN either.......  [Read More]
Posted in: Placing Upgraded Items in Game
 beancounter
08-08-2004, 1:49 PM
#8
Never mind my post above, I did not see everybody elses reply. That is the problem with starting a reply and walking away from the computer for a while - :(...  [Read More]
Posted in: Placing Upgraded Items in Game
 beancounter
08-08-2004, 1:45 PM
#6
OK, I must be a little slow this afternoon. I know how to add a base item by script, but I want the saber to have the Upari Crystal Upgrade. When I add the item g_w_sbrcrstl02 to the Equip_ItemList using the same slot as the saber the NPC does not ge...  [Read More]
Posted in: Placing Upgraded Items in Game
 beancounter
08-08-2004, 9:26 AM
#1
Does anyone know how to place a fully upgraded item onto a NPC? Either by script or by using a GIFF Editor to edit their UTC file. I am trying to place a light saber on a NPC with the Upari Crystal Upgrade....  [Read More]
Posted in: k_def_attacked01.nss editing??
 beancounter
08-06-2004, 11:12 AM
#6
[i] Maybe one of the more experenced SW scriptors would have a better idea. [/B] Stormtrooper - I posted before I saw your reply. I was not trying to say you were inexperienced, I was talking about myself....  [Read More]
Posted in: k_def_attacked01.nss editing??
 beancounter
08-06-2004, 11:07 AM
#5
Oh - I did not know that, I am still pretty new here. The .nss script for the k_ai_master is over 100 pages with all of the include files printed out, so you could imagine how ugly it would be to look at the compiled verison. I program for a living a...  [Read More]
Posted in: k_def_attacked01.nss editing??
 beancounter
08-06-2004, 10:36 AM
#2
Shangoman, check out the post I left you on your other thread. Reading a small decompiled script is hard enough, but the k_ai_master is one of the biggest scripts and it would be just about impossible to figure it out. I would recommend that you send...  [Read More]
Posted in: what is name of combat scripts?
 beancounter
08-06-2004, 9:52 AM
#4
Hey - I have spent a lot of time with those scripts and here are a few pointers that might help speed you along. The majority of the combat scripts are fired from "On Perception" or "Combat Round End" Events. The actual combat sel...  [Read More]
Posted in: UTC files?
 beancounter
08-03-2004, 8:40 PM
#4
Originally posted by Mono_Giganto utc files basically map out an npc/pc's characteristics, if I remember correctly. You can use it in conjunction with a module to make new npcs, or to modify existing npcs. You have a lot of questions don't you? Tha...  [Read More]
Posted in: UTC files?
 beancounter
08-03-2004, 8:39 PM
#3
utc files contain data on a specific creature. It lists out the level, class, abilities and inventory for a NPC or creature. You can edit them using Kotor Tool....  [Read More]
Posted in: Mod to get rid of Motion Blur?
 beancounter
07-31-2004, 10:13 PM
#9
You need to extract the following script: k_sp1_generic.nss to your override folder and then run the compile program. That should do it....  [Read More]
Posted in: Mod to get rid of Motion Blur?
 beancounter
07-30-2004, 8:28 PM
#6
OK, to block the blur effect and still get all of the benefits you need to comment out the following line in the k_inc_force.nss: eLink1 = EffectLinkEffects(eLink1, EffectVisualEffect(VFX_DUR_SPEED)); Too learn how to update scripts you should see...  [Read More]
Posted in: Mod to get rid of Motion Blur?
 beancounter
07-30-2004, 4:54 PM
#3
I agree with you, I can not stand the blur effect. You could try and edit the k_inc_force.nss script and remove the effect: EffectMovementSpeedIncrease(99) from all of the speed lines. This will still give you the defense bonus and the increased num...  [Read More]
Posted in: Removing Ajunta Pall's glow...
 beancounter
07-31-2004, 4:55 PM
#6
Originally posted by StormTrooper789 Ajunta Paul uses an effect that makes him glow, which is EffectResurrection(). Here is the code that most likely makes him glow: oPaul=GetObjectByTag("kor37_freedon"); ApplyEffectToObject(0,EffectResur...  [Read More]
Posted in: Removing Ajunta Pall's glow...
 beancounter
07-30-2004, 8:58 PM
#2
I am afraid you are out of luck on figuring out this script. I am not aware of any method to read a compiled script....  [Read More]
Posted in: Script Debugging
 beancounter
07-28-2004, 10:24 PM
#1
I believe I have found a much better way to debug scripts in KOTOR. I was using the command AdjustAlignment() to signal certain events in my scripts, but I have found a function that will write out to the Feedback Screen. The command "SendMessa...  [Read More]
Posted in: light sabre crystals
 beancounter
08-03-2004, 6:25 PM
#22
Originally posted by seawolfe I'm looking for decent documentation on the scripting language and a language reference for it. Anyone know where I can find such a thing. I'm trying to write a script for my crystal cutter who .. if you have certain c...  [Read More]
Posted in: AI Combat Scripts
 beancounter
08-02-2004, 9:51 AM
#6
Mono, thanks for the reply, but those Jedi are just using the Boss AI script, and the chance of them casting Breach is completely random. Well, I have managed to have the Dark Jedi buff themselves, and cast Breach but I have ran in two problems. F...  [Read More]
Posted in: My mod.
 beancounter
08-18-2004, 8:44 AM
#109
You need to add the following two lines of code at the very begining before void main(). #include "k_inc_switch" #include "k_inc_debug"...  [Read More]
Posted in: Extending force power time?
 beancounter
08-23-2004, 2:03 PM
#65
I have changed a lot of the force power times and effects and have never had any problems. Even with destroy droid, it works fine with me. I did find that the include files need to be in the same directory as the compiler (not the overrides folder) i...  [Read More]
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