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Darkkender

Latest Posts

Page: 12 of 57
Posted in: How does a swoop bike get loaded into a race?
 Darkkender
09-18-2006, 5:03 PM
#4
Hey Stoffe I can think of one older GFF editor for NWN that doesn't strip fields or nodes, that is NWNEditor. I use it frequently as it handles ERF and GFF file together. The only ERF it doesn't Like is RIM files. NWNEditor does what any proper edito...  [Read More]
Posted in: How do I make my unique PC selectable?
 Darkkender
09-13-2006, 4:28 PM
#11
Have you read my tutorial I linked above? Anything you want to do for custom appearances for a playable character is covered entirely there....  [Read More]
Posted in: How do I make my unique PC selectable?
 Darkkender
09-12-2006, 5:32 PM
#5
@ Master Kavar yes there is alot more to it than SithRevan has mentioned. Without custom line entries in heads.2da and appearance.2da you will never have your own custom appearance be unique. I wrote a tutorial on the subject that is part of the mai...  [Read More]
Posted in: what makes the armor shiny in TSL?
 Darkkender
09-11-2006, 1:05 AM
#6
Yes you can still use that in TSL same as in K1....  [Read More]
Posted in: starforge robe and revan robe bug
 Darkkender
09-10-2006, 2:02 AM
#4
Simply load up the appearance.2da file from the mod that you are using and compare it to the appearance entries out of RH's mod. Likely you will need to change the column entries for all of the player and Recruit appearances. But yeah since your not...  [Read More]
Posted in: Making a new planet - editing the mdl file??
 Darkkender
09-08-2006, 2:20 AM
#4
Since you likely have mdlops the renamer function button was implemented in mdlops to bypass the need to hex edit texture enties in a model. Rather than hexing the model simply click the renamer button and you should be able to find the texture name...  [Read More]
Posted in: Help with area models & exporting them
 Darkkender
09-05-2006, 12:26 AM
#6
I must ask have you read through any of the tutorial sections that are a part of the forum SithRevan? Because alot of the more basic questions you are asking here get covered in most of the tutorials relating to the different things you can do with m...  [Read More]
Posted in: Help with area transition triggers!
 Darkkender
09-02-2006, 2:27 AM
#2
What are the points that are confusing from the tutorial. Since even if somebody re-wrote it you would likely be confused. It would be better for somebody to help you from the point that you are getting lost at....  [Read More]
Posted in: Changing characters apperance
 Darkkender
08-31-2006, 1:39 PM
#4
Depends on the result you are going for exactley. In most cases though chaning the UTC is better even if it means changing 20 of them because that way you can check for glitches caused by equipment. Also if you have something that checks if the appea...  [Read More]
Posted in: Changing characters apperance
 Darkkender
08-31-2006, 12:17 PM
#2
I'm surprised nobody has replied yet. This is actually relatively simple and a search of the forums would have yeilded the answer. However if you want to make a permanent appearance change for a character you simply locate all of the UTC files for th...  [Read More]
Posted in: Darth Malak's Jawpiece
 Darkkender
09-01-2006, 2:33 AM
#11
I'm not lazy, Just saving you the 30 posts later of those that are asking about it. Not too mention those tidbits about the clipping are likely to reduce 50+ posts about it clipping. ;)...  [Read More]
Posted in: Darth Malak's Jawpiece
 Darkkender
08-31-2006, 11:18 AM
#8
Very cool Inyri, I'm assuming it takes up a headgear slot. Are there any details from the readme that you could post here such as stats or anything?...  [Read More]
Posted in: Bryce and Kotor
 Darkkender
08-26-2006, 2:24 AM
#4
Not bad. I didn't look at first....  [Read More]
Posted in: Bryce and Kotor
 Darkkender
08-26-2006, 2:13 AM
#2
Unfortunately at some point you will have to make use of gmax or 3ds max. The reason being is the only utility to convert existing model files out to NWN or Kotor's model format is designed to be used by these 2 programs. If Bryce has a method of exp...  [Read More]
Posted in: Planet Creation Turorial Request.
 Darkkender
08-26-2006, 2:06 AM
#6
In case people haven't spotted it in the tutorials section Tk102 has had a tutorial that guides people through adding a new planet via the starmap. Here (http://www.lucasforums.com/showthread.php?t=127001) If you combine DoomDealers above tutorial w...  [Read More]
Posted in: Multiple Textures - Single Model - Question
 Darkkender
08-24-2006, 2:57 AM
#15
Try tweaking the shading of the area that you want to remain black untill the game retains the black. My suggested numbers above were an example case. There is alot of room to tweak colors to appear black however they aren't true black. Since oldflas...  [Read More]
Posted in:  Select Partymembers as PC options
 Darkkender
08-28-2006, 1:59 AM
#20
They will be available in the character selection screen when you start a new game....  [Read More]
Posted in: Need Help Making Mods and Cheats Work For KOTOR2!
 Darkkender
09-09-2006, 12:28 AM
#19
To answer the question about the read only status. Right-Click the file or folder containing the files whose read-only status you are trying to change or verify. You'll see a menu item properties choose this option. You will get a information screen...  [Read More]
Posted in: Kotor Tool feature requests
 Darkkender
09-17-2006, 12:07 PM
#31
That will happen when the all powerful .NET framework begins to work like it is supposed to on other operating systems. Then it will be relatively quick to transfer. However at this time the .NET framework is part of the heart of Kotor Tool which mea...  [Read More]
Posted in: [REL]Holowan Plugin
 Darkkender
09-12-2006, 4:55 PM
#309
global.jrl is a simple GFF file so yes it is easy to merge....  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 Darkkender
08-29-2006, 1:39 AM
#198
Well I guess that information shoots my theory in the foot or at least wings the toes. Of course I'm not familiar with VCL so I would be unsure as to glitches in the libraries. I keep thinking I should refresh my Pascal skills with the new OOP versio...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 Darkkender
08-28-2006, 2:21 AM
#195
Hey Stoffe, since I don't know how you have actually programmed the workspace area that is displayed I'm not 100% positive on a solution. However it appears you are using win 2000, and at least the most recent posted user problem is posted by a user...  [Read More]
Posted in:  Greatsabers v0.2 at PCGamemods
 Darkkender
09-18-2006, 10:55 AM
#21
Here is the link to the mod it was listed under a different username at PCGM. http://www.pcgamemods.com/mod/11062.html...  [Read More]
Posted in: Hardcore Tsl
 Darkkender
09-18-2006, 5:45 PM
#90
Stoffe's Not the creator beancounter is. However Stoffe is a avid player and modder and is very handy when it comes to some sort of scripting need. As to character Builds on Insane Difficulty it all depends on what you are after and what other mods...  [Read More]
All of the modules that begin with Bioware can be located at pcgamemods. Tk102 released the source modules there about a year and half back or so. As to the other modules you will need to use the PPM utility to download them off the internet. PPM sho...  [Read More]
Page: 12 of 57