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Xavier2

Latest Posts

Page: 4 of 8
Posted in: KOTOR2 mods (no spoilers)
 Xavier2
12-13-2004, 10:55 AM
#3
Originally posted by Zonzai After playing KOTOR2 (on xbox) that I can't wait to see the mods that will come out of it for the pc version. But that's not the subject of this post. I was actually gong to comment on how the game designers seemed to tak...  [Read More]
Originally posted by Prime I think it looks great personally... That is more than a compliment coming from the best skinner around.;)...  [Read More]
Hello there i am glad you guys are enjoying this great team effort. Greetings to PRIME and his cool skins. For that matter i would like to know what you guys thought of the Clone training outfit...I tried to be faithfull to the movie screen, cuz i co...  [Read More]
Posted in: cript to detect a certain item in the inventory
 Xavier2
12-05-2004, 12:11 PM
#1
What could be the script to detect if a certain item is in your inventory?...  [Read More]
Posted in: Hardcore Mod and Modding
 Xavier2
12-05-2004, 11:27 AM
#2
Originally posted by MightyM Hi, I downloaded Talchia's Hardcore mod and its really great, but I'd like to make a mod along similar lines myself... does anyone know where I can find the source code for the Hardcore mod? Or else just as helpful wou...  [Read More]
Posted in: Help with plot item editing.
 Xavier2
12-04-2004, 3:30 PM
#1
I am having all sorts of problems with plot items. I am trying to use KT, NWN Editor and the GFF Editor but it seems that the descriptions and names fields are not stored in the .uti file. Does anyone knows how to edit a plot item.uti to make a uniqu...  [Read More]
Originally posted by Sirus Fett oh ok thanks. so if i put some thing like say P_CarthBA under modela and texa you would look like carths republic pajamas? but then if u put it under the republic soldiers you wouldnt see it because they always have t...  [Read More]
Originally posted by Sirus Fett please help i wanna put carth s clothes on the republic troops Easy. Get Kotor Tool and: 1. Open BIF/2da.bif/2da.array; 2. Open appeaence.2da; 3. Look for Republic troopers rows (there must be lots of them) and right...  [Read More]
Posted in: Giving movements to created models?
 Xavier2
12-04-2004, 1:52 AM
#35
Originally posted by Juha Avery Now when you guys actually can insert models instead of just retexturing things, could someone make a katana like in kill bill or Weapons from lotr? WOuld be like soooo cool. :p I think svosh was working on one....  [Read More]
Posted in: Giving movements to created models?
 Xavier2
12-02-2004, 11:53 AM
#32
Originally posted by DarkBlade2Z Yes Pie_man, yes it is..... But on the bright side at least someone tried it out, thanks for bringing us the news Xavier2! Of course it doesn't mean it isn't possible. I may have missed something important. Let's ke...  [Read More]
Posted in: Question about Padawan mods
 Xavier2
12-01-2004, 5:02 PM
#9
Originally posted by FunSolo btw, why are you asking? I am working on one.;)...  [Read More]
Posted in: Scripts to Remove Items/ Unequip NPCs
 Xavier2
12-05-2004, 5:01 PM
#19
Originally posted by tk102 Xavier2 said: to which Darkkender replied So what DK is saying is that if an item isn't usable, that is non-equippable, then you don't use the ActionUnequipItem function-- use the ActionTakeItem function which doesn't us...  [Read More]
Posted in: Scripts to Remove Items/ Unequip NPCs
 Xavier2
12-05-2004, 4:49 PM
#17
Originally posted by Darth333 You have to specify in what slot you want to equip the item. Check my first post in this thread to get the possible slots. I don't want to equip. I want to unequip. And since it is a plot item none of the list in your...  [Read More]
Posted in: Scripts to Remove Items/ Unequip NPCs
 Xavier2
12-05-2004, 4:14 PM
#15
Ok. I used this code: void main () { object oPC=GetFirstPC(); object oItem=GetObjectByTag("plot_item");{ AssignCommand(oPC,ActionUnequipItem(oItem)); } } It is compiling ok, but it is not working. What am i doing wrong?...  [Read More]
Posted in: Scripts to Remove Items/ Unequip NPCs
 Xavier2
12-05-2004, 1:40 PM
#12
I have this script: void main () { object oPC=GetFirstPC(); object oItem=GetItemInSlot(nSlot, oPC); if (GetTag(oItem)=="plot_item") { // one of the following AssignCommand(oPC,ActionUnequipItem(oItem)); } What should be the nSlot if we...  [Read More]
Originally posted by tk102 Hmm. Have you tried putting the ExecuteScript function at the end rather than at the beginning? Yep. And now i am transported to said location in the current area...:confused:...  [Read More]
OK. Here is what i want. I am at a custom made new area and i want to get out to a specific spot in a default game area. I made this script, after Doom_Dealers, but it is not working. What am i doing wrong? void main() { ExecuteScript("k_ptat1...  [Read More]
Posted in: Script help needed: spawning npcs
 Xavier2
12-02-2004, 7:19 PM
#57
Originally posted by Darth333 check my post above, I did some cleaning nut what you have should work. IT WORKS!!!:bounce1: A Hail to the queen:queen of scripts! May thy kingdom last forever....  [Read More]
Posted in: Script help needed: spawning npcs
 Xavier2
12-02-2004, 6:11 PM
#55
Originally posted by Darth333 Take the OnEnter script of your area, rename it to blabla.ncs. Then paste this in notepad (change the tags as appropriate) and save it with the name of your old OnEnter script and compile: Sometimes the answer is just...  [Read More]
Posted in: Script help needed: spawning npcs
 Xavier2
12-02-2004, 8:49 AM
#52
Originally posted by Darth333 I sent you an identical script the other day to spawn a door that uses the Execute Script function with detailed instructions. Have a look at it ;) Dear Darth333 You are too kind and friendly, but...Have pit on me.:D...  [Read More]
Posted in: Script help needed: spawning npcs
 Xavier2
12-02-2004, 7:07 AM
#49
Originally posted by Darth333 Put it in the OnEnter field. hmmm...The OnEnter already has the Default script from the AREA which NEW_AREA is based on. Would it corrupt something?:confused:...  [Read More]
Posted in: Script help needed: spawning npcs
 Xavier2
12-01-2004, 9:09 PM
#47
Originally posted by tk102 There is not a script per se, but this is exactly what Global Variables are used for. Many plot elements use numeric globals to keep track of where the PC is in the game... like Canderous' sidequest... Jagi spawns only if...  [Read More]
Posted in: How to change the player model
 Xavier2
12-13-2004, 6:35 PM
#24
I have found this interesting code by tk102, that detects the PC app.2da row: int StartingConditional() { int nMyAppearance; // declare an integer variable object oMe; // declare an object variable oMe=GetFirstPC(); // set the object //call the fun...  [Read More]
Posted in: How to change the player model
 Xavier2
12-13-2004, 5:36 AM
#22
Originally posted by Darkkender If you and Rook&Pawn will look at the dates this thread was started you will notice that those links were from january. Many of those who posted to this thread aren't even at the forums any longer. This Thread was...  [Read More]
Posted in: How to change the player model
 Xavier2
12-12-2004, 7:01 PM
#18
Since the script posted here seems to change the PC model for a specific model. What should be the script to switch the PC current app.2da row for another row, permanentelly?...  [Read More]
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