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Darkkender

Latest Posts

Page: 52 of 57
Posted in: Which Script?
 Darkkender
12-12-2004, 3:31 AM
#2
On a wild guess I would say take your pick it shouldn't matter if there all for the caves anyway. but if you really would like a better idea post a list of the scripts in the module here and I'll help you guess....  [Read More]
Posted in: can kotor/kotor2 xbox saves be edited?
 Darkkender
12-12-2004, 4:14 AM
#7
:Open2: You know the potential this could raise goes beyond just KSE with the savegame info off of the XBOX we could forward this on to Fred as well and have KOTOR Tool ready for the update as soon as KOTOR2 hits the stores for PC.:D...  [Read More]
Posted in: New Fully Working Body Model
 Darkkender
12-12-2004, 3:49 AM
#10
OMG!! You know that screenie would have been even better with her maybe force choking vandar or something to go with the flavor text....  [Read More]
Posted in: What? More guns?!
 Darkkender
12-12-2004, 4:06 AM
#7
Originally posted by Maxstate (But My homeland Bosnia gets them 2 years before it even comes out in the USA:D :D ) I suppose that might be true if your talking about movies and games made in foreign countries such as anime. But when it comes to g...  [Read More]
Posted in: Real-time fighting mod?
 Darkkender
12-08-2004, 6:21 AM
#4
well after looking through alot of the scripts between last night and this morning it might be possible but you would really have to know what your doing and would have to add a whole lot more scripting to make it work. But truth be told I wouldn't...  [Read More]
Posted in: visual effect scripting
 Darkkender
12-09-2004, 2:50 PM
#13
Originally posted by tk102 Details! Details! Column by column, what is the new baseitems.2da entry? I beat myself up on that long ago. So you can call GetSpellTargetObject and have hostile targeting? If so, then right now you can add a flame impac...  [Read More]
Posted in: visual effect scripting
 Darkkender
12-09-2004, 1:41 PM
#11
Okay here is a couple of updates everyone might be able to make use of. first by adding a line to basseitems.2da for a new item type spell_effect_weapon and leaving out some information from the blaster rifle line I've been able to monkey around and...  [Read More]
Posted in: visual effect scripting
 Darkkender
12-08-2004, 9:20 AM
#10
Originally posted by Darth333 Yes, there are quire a few mods that use an edited baseitems.2da including Beancounter's balance blaster pack which is in the AIOFPM (it also edits weapondischarge.2da.): http://lucasforums.com/showthread.php?s=&th...  [Read More]
Posted in: visual effect scripting
 Darkkender
12-08-2004, 5:58 AM
#7
Okay after looking closer it looks like most of what I'm trying to do is driven by the 2da files themselves now I just need to decipher some of the array files like ranges weapondischarge and damagehitvisual and have them applied into a new line on b...  [Read More]
Posted in: visual effect scripting
 Darkkender
12-08-2004, 5:19 AM
#6
I actually just realized that myself. but I'm not giving up hope yet....  [Read More]
Posted in: visual effect scripting
 Darkkender
12-08-2004, 5:14 AM
#4
well getting the gun to fire it's script as we all know is handled by spells.2da as item_comshots1-3 which is handled by the script k_sup_comshots. so just like you added the flamethrower script from k_sup_droids to k_sup_bands. I figured to add it i...  [Read More]
Posted in: visual effect scripting
 Darkkender
12-07-2004, 3:27 PM
#1
how would i get a visual effect to appear to originate from the barrel of a weapon. More to the point which scripting command would i use to apply a certain effect type to appear to originate from a gun. the effect I want to work with would be a beam...  [Read More]
Originally posted by lukeiamyourdad They don't have to know :D Yeah I guess I'm going to have to create my double identity now just like the rest of the forum. That way if I ever get good enough again my online alias won't throw redflags to game d...  [Read More]
I think my mods will never get completed because of you guys....  [Read More]
Posted in: After ending mod (allows play after end)
 Darkkender
12-08-2004, 9:49 AM
#10
Originally posted by ChAiNz [HK-47] TRANSLATION: Do you guys know if Kotor 2 will require a pixel shader? If so, I'll need to buy a new 3-D card. There is a 98% chance this is the correct translation. The other 2% is this person is looking for trou...  [Read More]
Posted in: After ending mod (allows play after end)
 Darkkender
12-06-2004, 8:20 AM
#2
I believe you want ROTJ - Reign of the Sith by gsccc on this sticky http://www.lucasforums.com/showthread.php?s=&threadid=122049 just scroll down the list of all those great mods & modders...  [Read More]
Posted in: Help! Losing items with Custom NPC
 Darkkender
12-06-2004, 9:57 AM
#8
as long as in the long run there are 2 utc's that is what matters the most. one is yours in the party the other is before being in the party. you also need to make sure your recruit scripts are recruiting the correct utc file or you will get some of...  [Read More]
Posted in: Help! Losing items with Custom NPC
 Darkkender
12-06-2004, 8:27 AM
#6
stupid question you do have 2 seperate utc files don't you?...  [Read More]
Posted in: Help! Losing items with Custom NPC
 Darkkender
12-06-2004, 8:16 AM
#4
this is actually a glitch that seems to happen on occasions even on long time old recruits I have had this problem in the past with all of them out there on occasion. alot of times this is caused by your system memory cache not being high enough or r...  [Read More]
Posted in: Hardcore Mod and Modding
 Darkkender
12-07-2004, 9:53 AM
#36
Originally posted by tk102 In theory you could hide these objects on the .utc by putting them into hidden equipment slots. For more information see this (http://www.lucasforums.com/showthread.php?s=&postid=1502118#post1502118) thread. I guess...  [Read More]
Posted in: Hardcore Mod and Modding
 Darkkender
12-07-2004, 8:25 AM
#33
Originally posted by MightyM Could someone explain to me a little of how KOTOR works? I mean the combat. What are saving throws? What's DC? Essentially what generally happens in a round of attacks - behind the scenes? I'd like to know this so I can...  [Read More]
Posted in: Storm Troopers Can't Shoot
 Darkkender
12-06-2004, 9:00 AM
#3
*from Darth333 at pcgamemods* There are tons of n_sithsoldier.utc and g_siothtroop01.utc in the game but they use different tags and they have different scripts attached to them, etc. When the game will look for a specific object and will not find it...  [Read More]
Posted in: Scripts to Remove Items/ Unequip NPCs
 Darkkender
12-05-2004, 2:35 PM
#13
Originally posted by Xavier2 I have this script: What should be the nSlot if we are talking about a non usable item? If an item is non-useable then the script you have would not apply to the nSlot factor because it would not be equipped on the bo...  [Read More]
Posted in: Sep's W.I.P.- Weapons in Production
 Darkkender
12-10-2004, 1:26 AM
#63
Originally posted by maverick187 Ummm, Sep, your not going to leave us in limbo with that funky metallic clothing that girl is wearing are you? unless you already told us about it and I missed it, anyway I'll be looking for your weapons pack, awesom...  [Read More]
Originally posted by StoneDragon So what do you think is the best GFF editor to download? besides kotor tool I believe it is nwne editor that is my favorite that i use if it is PM your email and i'll email you a copy of the one I use....  [Read More]
Page: 52 of 57