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Darkkender

Latest Posts

Page: 29 of 57
Posted in: death field alteration
 Darkkender
09-30-2005, 11:48 AM
#2
I think the power death field is a actually a force field unless I'm thinking of something else. When your looking at spells.2da what script does it point to in there?(eg. k_sup_generic, or some such)...  [Read More]
No, as I'm a rather poor excuse for a programmer and my knowledge C/C++ is rudimentary at best. I'd probably be more confused than helped by reading code written by a programmer of his caliber. I prefer using higher level languages (Delphi, C#...) to...  [Read More]
Thank you for that feedback Stoffe. You mentioned your key/bif reader have you downloaded the Source code for Torlacks Tools at his website? The reason I ask is it has given me bounds of insight into further understanding the file formats from a prog...  [Read More]
Stoffe when it comes to merging fields between 2 2da's does it check versus the ones in the bif files to determine which entries to overwrite? The reason I ask is how would it handle a situation where 2 mods both change the entries in something like...  [Read More]
Posted in: im tired of pazaak what about dejarik or sabacc
 Darkkender
09-29-2005, 1:52 PM
#5
Well with a little bit more information on how sabacc is played we might be able to pull something off. However Dejarik Would be more of a "No Go" Mostly due to the logic involved in a chess style game. The AI would have to be really advan...  [Read More]
Posted in: im tired of pazaak what about dejarik or sabacc
 Darkkender
09-29-2005, 12:56 PM
#3
What are the rules to those games?...  [Read More]
Posted in: Increase Blaster power in KOTOR1
 Darkkender
09-28-2005, 7:03 PM
#4
We do have a variety of mods at pcgamemods in the weapons section that do this however. sometimes you have to download multiples untill you find one that makes you happy. On a Technical Combat note blasters are about as accurate as a slugthrower pro...  [Read More]
Posted in:  Jedi_Knight's Movie Sabers
 Darkkender
09-30-2005, 12:11 PM
#6
Post some screenies might be a suggestion. They are easy to take and it shows that you care. :stick:...  [Read More]
Posted in:  Outer Rim Imports mods released
 Darkkender
09-27-2005, 1:32 PM
#6
Unless your talking about me Chainz.2da I seem to still be the constant Black Sheep here at the Forums....  [Read More]
Posted in: New alien as PCs
 Darkkender
09-23-2005, 2:22 PM
#2
Well of those you listed we can somewhat do the Duros, Rodian, Trandoshan, & Quarren in both K1 & K2. We can also do Sullustan in K2. I'll will be releasing a extended character races patch for the TSL Holowan Plugin soon however there are so...  [Read More]
Posted in: [REL]Holowan Plugin
 Darkkender
10-04-2005, 11:13 AM
#241
this mod is great and thank you. but i have to say i just hope your happy i have to play another 50 games of TSL now with this and all the other mods i didnt know about 8 months ago or so when i got the game, and the kotor 1 mods i didnt know about e...  [Read More]
Posted in: [REL]Holowan Plugin
 Darkkender
09-29-2005, 10:53 AM
#238
Unless it was changed by one of the mods merged into the plugin that I'm not aware of. What you want to look for is a tga named w_lsaberyel01.tga or very close to that sitting in overide and remove it. However be careful of the spelling and that it i...  [Read More]
Posted in: [REL]Holowan Plugin
 Darkkender
09-28-2005, 11:14 PM
#236
I didn't change the thickness of any of the stock lightsaber blades. A few of the default hilts got changed but not the blades....  [Read More]
Posted in: [REL]Holowan Plugin
 Darkkender
09-28-2005, 12:57 PM
#234
your missing the either the heads.2da or the appearance.2da from your overide that comes with the holowan plugin. This will also happen if you overwrite the appearance.2da file that comes in there. The game is trying to retrieve data from one or both...  [Read More]
Posted in: [REL]Holowan Plugin
 Darkkender
09-27-2005, 11:03 AM
#232
Are you referring to the Jedi Armor mod that I released in early TSL days? If so yes it does. If you reuse the baseitems from the Holowan Plugin then you will likely have few to no conflicts at all....  [Read More]
Posted in: [REL]Holowan Plugin
 Darkkender
09-26-2005, 12:37 AM
#230
Darkkender ive noticed there are appearance.2da and i think baseitems.2da problems with the holowan plugin. I downloaded and installed the patch and the problem was still the same. The plugin only has problems with those 2da files if you are trying...  [Read More]
Posted in: [REL]Holowan Plugin
 Darkkender
09-22-2005, 5:19 PM
#228
Firstly very nice mod you have merged them Brilliantly well done. The second thing is is it easy to change back the amendments you made to the Zeison Sha/Jal Shey armours as I must be the only person who liked them as it is, which file(s) need deleti...  [Read More]
Posted in: [REL]Holowan Plugin
 Darkkender
09-17-2005, 1:46 AM
#226
or if you look in the first post of this thread I have provided a link with a copy of the fixed tga available for download. This is why it is always best to read the first post in any thread regarding a mod as nearly all updates will find there way...  [Read More]
Posted in:  USM Released!!!
 Darkkender
09-28-2005, 6:50 PM
#126
No not really it's still pretty wysiwyg ;)...  [Read More]
Posted in: Excel Add-In to Read/Write 2da files v1.6
 Darkkender
09-23-2005, 2:27 PM
#39
But a deserving Pun. :p...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Darkkender
10-04-2005, 12:45 PM
#1521
There I think you should be closer to 5 stars now Fred....  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Darkkender
09-22-2005, 2:27 PM
#1481
Fred those screenie make feel like singing. Heck with it. "I'm So Excited, and I Just can't Hide it."...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Darkkender
09-19-2005, 1:07 AM
#1467
The double-click feature is for folks who want to work with the model in a 3DS Max environment. It does extract the mdl and mdx files, but they are deleted after the conversion process. If you need the non-converted files, you indeed have to extract...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Darkkender
09-18-2005, 2:51 AM
#1464
It does that already. :) From the readme file (it's called readme for a reason, you see, heh heh): To extract a .mdl (Model) file, double click on it; the model will be extracted and converted, along with any required TGA-format textures. You doub...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Darkkender
09-16-2005, 1:09 AM
#1458
The glitch with custom modules gff files not loading and causing a crash. Would you like me to resend the PM with the download link of the problem?...  [Read More]
Page: 29 of 57