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seawolfe

Latest Activity

Posted in: [REL]Holowan Plugin
 seawolfe
02-20-2006, 12:48 PM
#275
I haven't read through the entire thread, so this may have already been addressed. After installing the plugin and starting a new game, the security panel in the comm room, of the Ebon Hawk, does not work. The workbench comes up fine, but selecting a...  [Read More]
Posted in: out of action
 seawolfe
08-25-2004, 2:55 AM
#1
Hey there Hi there Ho there Been out of action for a couple weeks now (road trip) .. anyone care to summarize all the news for me? btw .. For the jet skiiers out there .. I would highly suggest NOT putting your jetski to full throttle and then kick...  [Read More]
Posted in: Episode 2 A New Foe
 seawolfe
08-25-2004, 3:08 AM
#6
Ima 'merican ... so what kind of voices do you need?...  [Read More]
Posted in:  My Item Packs, Revan The White Pack Bugs N Notes
 seawolfe
10-03-2004, 2:20 PM
#26
Originally posted by RedHawke :D You aren't a Jedi yet are you? I actually enjoy playing Taris with Armor, Blasters, and Vibroblades so I have never really been bothered by that problem. I just noticed in your list, the RHMissionClothesMod1.zip in...  [Read More]
Posted in:  My Item Packs, Revan The White Pack Bugs N Notes
 seawolfe
10-02-2004, 11:28 AM
#23
RedHawke, Just downloaded & installed the following from your site: RedHawkeBoostrPack1.zip RedHawkeItemPack1b.zip RedHawkeItemPk2a.zip RHCSTemplarMGR1.zip RHEnhSabers1.zip RHJawaShop1.zip RHMissionCaucasian1b.zip RHMissionClothesMod1.zip RHMis...  [Read More]
Posted in: New Doors
 seawolfe
08-06-2004, 7:05 PM
#1
Okay .. I've read a lot about doors and I'm sure I can put a new door into the game. What I want to know is if I can just put it in any wall and have it work the same as an original game door or if I have to use an existing arch for it....  [Read More]
Posted in: override vs module
 seawolfe
08-06-2004, 7:03 PM
#6
Thanks for the info everyone. I will drop it in for testing and then put it into a seperate module when I'm done....  [Read More]
Posted in: override vs module
 seawolfe
08-06-2004, 11:58 AM
#1
okay .. I want to add a merchant to Manaan .. do I need to extract the module and everything in it , add the merchant and his script and dialogue and then wrap this up as a module or can I just add it as an override by putting the new files in the ov...  [Read More]
Posted in: Creating a New Area
 seawolfe
08-01-2004, 1:40 PM
#10
I doubt if the JA mapping tool would work on bioware's formats. I was wondering if the NWN area creator might be something to start with. I might have to reload NWN and then pull those utilities out to experiment with. CChargin .. are you out there?...  [Read More]
Posted in: Creating a New Area
 seawolfe
07-29-2004, 10:24 AM
#5
cchargin! cchargin! where are you?! I want to be in on this tool of yours! hehe. So cchargin is making a modeling tool much like the NWN tool? Anyone know if he has any info about what he is doing anywhere?...  [Read More]
Posted in: Creating a New Area
 seawolfe
07-29-2004, 1:21 AM
#3
Hmmm .. is there a specific reason a new area can't be made .. or is it just that no one has figured out where to get started on creating a new area?...  [Read More]
Posted in: Creating a New Area
 seawolfe
07-29-2004, 12:24 AM
#1
Okay .. After a day of searching through the threads (Who needs a job when your wife is a Doctor) I have decided to give building a new area a shot. So I am going to start this thread to glean the wealth of information that I know is out there in th...  [Read More]
Posted in: light sabre crystals
 seawolfe
08-04-2004, 1:20 PM
#29
well .. I don't know why .. but if you put a power or feat on a crystal (and possibly any item) you have to make sure that you put all the lesser levels of that power or feat on em .. so if I put force armor on a crystal. I also have to put force aur...  [Read More]
Posted in: light sabre crystals
 seawolfe
08-04-2004, 2:31 AM
#27
well... it would seem there are certain things you cannot add to crystals. I put an "activate" property on one crystal for force armor. And I put a feat on another for master critical and both crystals disappeared next time I went to the w...  [Read More]
Posted in: light sabre crystals
 seawolfe
08-03-2004, 6:27 PM
#24
Originally posted by beancounter The best reference I have found is the NWN Lexicon and the NWN scripting forum at Bioware's site. Be careful, because some of the commands in NWN are not available in KOTOR. You need to check the Script file nwscript...  [Read More]
Posted in: light sabre crystals
 seawolfe
08-03-2004, 6:25 PM
#23
Originally posted by Achillies Well, for the sabers, you have two options (as I see it): 1) you can create one (or two, or three) custom saber(s) that will use your custom crystals or 2) you can update ever lightsaber .uti file in the game. First...  [Read More]
Posted in: light sabre crystals
 seawolfe
08-03-2004, 6:18 PM
#20
Originally posted by Achillies You could probably write a dialog that says something along the lines of, "which crystal would you like for me to work on", then have a list of replies that reflects the various crystals you have created. The...  [Read More]
Posted in: light sabre crystals
 seawolfe
08-03-2004, 5:56 PM
#17
Originally posted by Achillies You could probably write a dialog that says something along the lines of, "which crystal would you like for me to work on", then have a list of replies that reflects the various crystals you have created. The...  [Read More]
Posted in: light sabre crystals
 seawolfe
08-03-2004, 5:53 PM
#16
looks cool. I was thinking of creating a couple of custom sabres but it has been there are plenty of good mods by you folx out there for such things so I didn't bother. I thought adding secondary crystals might be appreciated.. who knows. Once I pla...  [Read More]
Posted in: light sabre crystals
 seawolfe
08-03-2004, 5:08 PM
#12
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 crystals in your inventory .. wi...  [Read More]
Posted in: light sabre crystals
 seawolfe
07-31-2004, 2:41 AM
#11
I revised the list. It was getting so I couldn't keep track of things so I simplified it a bit. Also .. when I was working on this I was thinking that the crystals would only be available in raw form (when you found one somewhere) and then creating...  [Read More]
Posted in: light sabre crystals
 seawolfe
07-31-2004, 12:04 AM
#9
warning: this post might be a bit long edit: I revised the list for ease of creating these. okay .. I have created 2 new crystals and have 3 more on paper so I should have em done this weekend when I have time. What I would like is some feedback o...  [Read More]
Posted in: LVL 40 Mod Update
 seawolfe
08-06-2004, 11:25 AM
#62
well. I've tried it twice and I have to concure with everyone saying you can't get past the cap without editing your save file. The game just doesn't let you level up past 20 using the GUI....  [Read More]
Posted in: Achilles' Lightsaber walkthrough
 seawolfe
08-08-2004, 11:12 AM
#15
Okay .. I thought I'd play with building a lightsaber and used your tutorial Achilles .. to the letter .. except that I used a short saber instead of a regular saber. The short saber I used (w_shortsbr_001) only had 2 w_lsabre<color>01 entries...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 seawolfe
08-01-2004, 1:45 PM
#598
Being new to the Kotor modding scene I just wanted to say thanks for what you have done. Your tool helped me understand quite a bit in a short time. Being old to the "general" modding scene I can understand how you feel. Once you get tired...  [Read More]