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Darkkender

Latest Posts

Page: 14 of 57
Posted in: rgb2bgr Converter
 Darkkender
08-16-2006, 3:24 PM
#4
Well the Bioware's documentation covers alot of elements that aren't in the Kotor games. That's probably why it doesn't get noticed by Kotor modders like me....  [Read More]
Posted in: rgb2bgr Converter
 Darkkender
08-15-2006, 11:04 AM
#2
I would say that even with a working hex knowledge this utlity is good to have handy as untill you brought it up just now I don't think anybody knew that the RGB colors were backwards in the ARE file. Or if people did they just haven't mentioned it a...  [Read More]
Posted in: Can I convert this mod from TSL to Kotor 1?
 Darkkender
08-13-2006, 4:10 PM
#7
If you don't have Kotor Tool Go get it from StarwarsKnights.com. This tool includes a built in 2da editor and you won't have to worry about converting it back and forth from excel to 2da. Kotor Tool will also give you direct extract ability from all...  [Read More]
Posted in: [WIP] Holowan Telosian Council
 Darkkender
08-15-2006, 11:40 AM
#28
I'd like to see a new modeled placeable of an Optimus truck that transforms into Prime :xp: Edit: Also, I can't believe I forgot, but I'd nominate Darkkender as well. I think everybody would love to see an Optimus Model for our friend Prime. I supp...  [Read More]
There is a 98% chance that will help 100%. I released the [TSL]Holowan Plugin after the patch as was the USM. Also both of those mods really need there updates installed....  [Read More]
Posted in: Mod causing wrong head
 Darkkender
08-10-2006, 1:55 AM
#5
Well I'm at a loss as to what is happening for both the game and the problems with the tools....  [Read More]
Posted in: Mod causing wrong head
 Darkkender
08-09-2006, 4:19 PM
#3
Alright let me see if I can assist with this here. If you are making appearance.2da edits directly to the appearance that your character takes then, Yes you will need to start a new game. But lets backup a couple of steps here. Okay if I recall Talc...  [Read More]
The shiny is produced by the cm_baremetal texture being used in alpha. However if you are using the default envmap texture then when you apply alpha to different areas it will become Transparent. Good examples would be Svosh's Good/Evil Bastilla clot...  [Read More]
Posted in: [WIP] TSL Warp Console!
 Darkkender
08-08-2006, 5:17 PM
#11
Warping back to an area that has already been visited and doesn't have anything left such as globals to change or anything won't mess up the game. Unless the area has an OnEnter script that fires cutscenes involving characters that are not there, rep...  [Read More]
Posted in: [WIP] TSL Warp Console!
 Darkkender
08-08-2006, 3:42 PM
#8
question- how can you go back to peragus if it blew up surely that would mess up the game! Warping back to an area that has already been visited and doesn't have anything left such as globals to change or anything won't mess up the game. Sure the ga...  [Read More]
Posted in: Decompile Hardcore Mod1 for Kotor I
 Darkkender
08-10-2006, 1:38 AM
#15
You have to admit Darth333 that my answer was spot on for an off the cuff response since I didn't have access to the k_ai_master.nss from Talchia's mod. I had based by response upon the script compiler's error's. Also you missed "int nValid;&quo...  [Read More]
Posted in: Decompile Hardcore Mod1 for Kotor I
 Darkkender
08-09-2006, 5:51 PM
#10
Sorry to ask to have put in plain silly speak, but you are saying that if for example part of the code looks like: else if(nCharLevel >= 12 && nCharLevel <= 15) { eStatA = EffectAbilityIncrease(ABILITY_STRENGTH, 10); nVP = 100; } sho...  [Read More]
Posted in: Decompile Hardcore Mod1 for Kotor I
 Darkkender
08-09-2006, 5:23 PM
#8
Every one of those variables are likely forward declared as global variables at the beginning of Talchia's modded K_ai_master.nss file. So before any of the functions declare some globals any of the above listed variables that start with "n"...  [Read More]
Posted in: What does this do?
 Darkkender
08-07-2006, 11:09 AM
#7
Anytime you are looking at a script from a specific module always look through the resources of that module first. Then if you don't finde references to your target item check the BIF files. If there had been a module listed as the first paramater of...  [Read More]
Posted in: How to make a new "Global Variable"?
 Darkkender
08-07-2006, 2:38 AM
#7
What I was refering to from Princess Artemis's post was her discusing creating and managing the Global 100% from scripts. This works when you have only a couple of globals to work with in a mod. However when you work on a large scale mod either by yo...  [Read More]
Posted in: How to make a new "Global Variable"?
 Darkkender
08-06-2006, 2:13 PM
#5
Is it that easy? Woudln't there be a script or something needed to make it work? Yes it is that easy. The primary purpose of scripts with Globals is to interact and change these globals as you progress through the game. While Princess Artemis mentio...  [Read More]
Posted in: im trying to change classes.2da
 Darkkender
08-07-2006, 10:44 AM
#6
You can asign the force using progression of one of the existing force-using classes to another class you just can't create a specific force user chart to that class by itself. All your basically doing is telling the game that the soldier is the same...  [Read More]
The Telos Hidden Acadmey's chairs are placed within the area model itself. I have had this same problem in the past. I had a work around to it but I can't recall at this moment what it was. I think I had chosen to place chairs in between the stone ch...  [Read More]
Posted in: [TSL] Just a few blaster models from me!
 Darkkender
08-10-2006, 12:49 AM
#21
I wish I could have been as eloquent and nice as you were in your reply to him. My slightly more direct and in your face mannerisms would likely been less diplomatic.(Note to self use these words as a reminder to stay out of politics.)...  [Read More]
Posted in:  NPC Recruitable Dustil
 Darkkender
08-06-2006, 1:33 PM
#25
The scripts would be considered a no-permission needed resource at the forums as long as they are using default functions within NWscript.nss if they are functions that are prefixed with something like "ST_" then you would want stoffe's per...  [Read More]
Posted in:  New 'Saber Colors + Real Viridian
 Darkkender
08-04-2006, 11:21 AM
#3
Ahh, nice Hematite. That gets an A++ from me as I think upon a Sith weilding that color....  [Read More]
Posted in: NSSEditor v1.0 -- Script Editor
 Darkkender
08-15-2006, 10:48 AM
#9
Thanks Mav I've added the direct link to the first post....  [Read More]
Posted in: Requests for New Mod Utilities
 Darkkender
08-15-2006, 11:15 AM
#15
Yes, there are hundreds of pc mod tools for both of KotORs, but has anyone yet requested a TSL xbox ultilities. Because if not, I'll be the first one then, so: Is there anyone that could make an xbox tsl editor? Pleeaaze?! :duel: Luke=My hopes for fi...  [Read More]
Posted in: Kotor Mod Manager v 0.4
 Darkkender
08-09-2006, 10:59 AM
#17
Redhawke is a Him not a her. If your going to install a mod you must read the read-me's. In all of Redhawke's K1 mods he has specific install instructions relating to his other mods. Many of them have a simple metal container that can be overwrote fo...  [Read More]
Posted in:  MECK Project - Enter Jabba's Palace side quest
 Darkkender
08-16-2006, 3:23 PM
#119
i asked the question to Chainz by private message but i was wondering if it is possible to make the appearance.2da from Jabbapalace and the appearance.2da from holowan-plug-in compatible with each other. when i try the appearance of boba fetts armour...  [Read More]
Page: 14 of 57