Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

Darkkender

Latest Posts

Page: 25 of 57
Posted in: Compiling Error
 Darkkender
03-09-2006, 12:03 AM
#2
Have you saved the file before compiling? because when reading the error it's trying to locate a file or folder and it can't....  [Read More]
Posted in: Kotor Tool on hold - equipment failure :(
 Darkkender
03-05-2006, 8:39 PM
#10
Hey Fred after reading through my post I realized I was asking the wrong question. The Question I should ask is what type of power supply do you need? 350w or 500w or bigger. If you can let me know I can get it one to you by next week or at least a...  [Read More]
Posted in:  A Real 'Museum'
 Darkkender
02-14-2006, 2:01 AM
#13
MMMM, Tasty. I bet these go good With Tach soup. :D But I'll settle on Terentak Surprise....  [Read More]
Posted in: Difficulties with opening script files from KT.
 Darkkender
02-14-2006, 11:43 AM
#7
I had one of those smack my head against a Brick wall moments when you said the following. Finally, remember that the external editor is just for the Project manager; other Kotor Tool functions that need the built-in Text editor are not affected. (T...  [Read More]
Posted in: Difficulties with opening script files from KT.
 Darkkender
02-14-2006, 1:10 AM
#5
I'll give it a whirl. I've only encountered the crash after shutting down KT and restarting it later. I hadn't tried the external editors in the project manager come to think of it....  [Read More]
Posted in: Difficulties with opening script files from KT.
 Darkkender
02-12-2006, 1:28 PM
#3
So when you double-click on an NSS in the "Script, Source" tree branch, this occurs? Thats correct, I went ahead and extracted the nwscript.nss file for K1 into K1's overide & K2's nwscript.nss to K2's overide. And everything worked fi...  [Read More]
Posted in: Difficulties with opening script files from KT.
 Darkkender
02-11-2006, 1:24 AM
#1
Hey Fred I've just installed the newest version of KT. The problem I'm running into is on double clicking a source script it is trying to locate nwnnsscomp in my overide directory. It then errors out on me. It used to be that KT would open ".nss...  [Read More]
Posted in: Appearances.2da Picture Reference Tool
 Darkkender
02-11-2006, 1:34 AM
#8
Thats not what I meant, sorry. What I meant was to have a picture of the default(first in the series) body models A-J for K1 and A-N for K2. so people have a image of the body shape for modding purposes. Using all of the armors would be a bit overkil...  [Read More]
Posted in: Appearances.2da Picture Reference Tool
 Darkkender
02-11-2006, 12:53 AM
#6
Darkkender: Good Idea, I will add the heads.2da entries as well as the entry numbers in the appearance.2da sector. I'm wondering how to set this up though. I have decided to make it a .chm help file like lexicon but I dont know how i am goign to set...  [Read More]
Posted in: Kotor Tool feature requests
 Darkkender
03-07-2006, 12:52 PM
#19
I updated K-GFF to v1.1.6 that you can use to masquerade as GFFEditor if that was your intention DK. Sorry, didn't mean it as an advertisement. :o I never used Bioware's gffeditor so I'm unsure of what it's layout used to be. I've almost always used...  [Read More]
Posted in: Kotor Tool feature requests
 Darkkender
03-07-2006, 12:08 PM
#17
Under Tools: Options: Project Manager Tab it would be nice to designate a path to a GFF editor. :) Edit: Scratch that. Actually what would be very nice is to expand the Other Paths in Path Manager (File: Manage Path) to include: - External Dialog E...  [Read More]
Posted in: Kotor Tool feature requests
 Darkkender
02-10-2006, 11:54 AM
#7
While it might seem of little use a Bif Builder utility would be nice for KT....  [Read More]
Posted in:  PVC Dancers Outfit
 Darkkender
03-08-2006, 1:00 AM
#28
Actually I discovered that about a week ago and now am just waiting for lucasfiles to post my submission. Kristy all the credit goes to you as you really did the hard part. and yes I did gie you credit. Keep up the good work. Unless I missed somethi...  [Read More]
I noticed a that my NSSEditor and LoneFerrets KscriptEditor are not in the scripting resource tools. Also Anicam by JDNoa is missing above. Fixed! Thanks for the heads up man! :D ~ ChAiNz.2da...  [Read More]
Posted in: [REL]Holowan Plugin
 Darkkender
03-05-2006, 11:55 AM
#279
There were some changes with the Stormtrooper & clonetrooper armor locations. You might want to try a certain extra workbench on the Ebon Hawk. You might also want to be a higher level. :p The dock officer datapad issue is a hangover from one of...  [Read More]
Posted in: [REL]Holowan Plugin
 Darkkender
02-21-2006, 1:15 AM
#276
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: DeNCS Script Decompiler
 Darkkender
02-28-2006, 11:51 AM
#37
Also the Tool is useful for those not so decompiled K1 scripts Tk....  [Read More]
Posted in: DeNCS Script Decompiler
 Darkkender
02-27-2006, 11:41 AM
#34
Now after installing 1.4.2.10 it won`t run at all. 1.5 Update 2 (I think), jdk6 beta2, don`t worked propelry either, but at least I`ve seen DeNCS window when using them. Any idea how to fix this problem ? Unfortunately not. I'm not even a big fan o...  [Read More]
Posted in: DeNCS Script Decompiler
 Darkkender
02-23-2006, 6:11 PM
#32
I know that it worked with JRE 1.4.2 which I've been planning to locate my self-extract archive of that and reinstall it on my machine. PM me if you need a copy of the archive and I'll see what I can do about getting it sent out to you....  [Read More]
Posted in: .EXE of KotOR Script Generator
 Darkkender
02-28-2006, 11:50 AM
#28
I realize i'm horrificly, disgustingly, horridly bumping this topic, but I don't get the 'orientation' thing on the SpawnPlaceable item. And when will it spawn? Does it automatically spawn once entering the room via a door or warp? To answer your qu...  [Read More]
I've noticed that custom items are added and can be used in KSE, but what about custom skins that are in the override folder? The .tga files are in the override folder itself and not a sub-directory. Skins & models are linked to an item directly...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Darkkender
02-25-2006, 2:12 AM
#1813
When it's done. :) It won't be backward compatible as far as the .NET Framework is concerned. Apps written for 1.0 or 1.1 will run under 2.0, but not the other way around. I rewrote a number of parts of Kotor Tool to better use memory and to take ad...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Darkkender
02-23-2006, 6:07 PM
#1808
I knew it was data driven I just couldn't recall if it only read the data in the 2da's or if it used the tlk file entries as well. I was only curious considering KT's ability to use 2da file's in overide in case of mods like the Holowan Plugins for...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Darkkender
02-23-2006, 1:18 AM
#1806
Hey Fred quick question. When your gff editor loads references from the 2da files does it search for the ".tlk" file entries for the name of the header for the line? (eg. as seen in the drop down menu of your item editor.)...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Darkkender
02-18-2006, 1:58 AM
#1800
Fred, That is looking totally impressive. I really like the new layout Quick reference for the various tools menus using there File type's to define the menu choice right from the get go....  [Read More]
Page: 25 of 57