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Darkkender

Latest Posts

Page: 8 of 57
Posted in: max corpse numbers-higher than 3?
 Darkkender
01-06-2007, 5:31 PM
#4
Most of that is coded into the game itself as a way of keeping lag from getting too much to bear. Most of it is tied up in the 3D engine itself and the scripting Virtual Machine. The more instances of a 3D object in a scene the more resource intensiv...  [Read More]
The following subforum is your best source for help. http://www.lucasforums.com/forumdisplay.php?f=596 The following tutorial can also be used to help you merge the 2 2da files together. http://www.lucasforums.com/showthread.php?t=149992...  [Read More]
Posted in: New mod
 Darkkender
01-06-2007, 6:04 PM
#5
Pardon me but now that sounds like you no longer want to create it, and rather have others do it for you. No he's recruiting people to help him is all....  [Read More]
Posted in: Has this mod been done?
 Darkkender
01-03-2007, 3:41 PM
#2
Yes it has it is called the Holowan Clockworks. I can't remember who did the TSL version....  [Read More]
Posted in: TSL Holowan problem
 Darkkender
01-03-2007, 4:21 PM
#6
Just reinstalled and everything's working. Huh... glitchgoblin. Anyway, thanks for the help, and this incredible mod! No problem and I hope you look forward to the 2nd version of the plugin for a release date as yet undefined....  [Read More]
Posted in: TSL Holowan problem
 Darkkender
01-03-2007, 3:51 PM
#4
First install the patches as likely this is why things aren't working right. The order of installations should be as follows. USM Holowan Plugin USM Patches Plugin Patches. All patches for both mods are listed in the first post of the release threa...  [Read More]
Posted in: TSL Holowan problem
 Darkkender
01-03-2007, 3:29 PM
#2
First have you installed the patches for both and I suppose which order did you install them in? There is a chance it was caused by a faulty dialogue branch however I think the dialogue that drives that cutscene is driven by T3 and I don't recall edi...  [Read More]
Posted in: TSL Clothing Appearance Question
 Darkkender
01-02-2007, 9:19 PM
#3
/\/\/\*Nevermind, She says it better.*/\/\/\ Okay if I didn't get confused totally. If all your looking to do is change the appearance of a default texture for a particular model then you simply edit the texture in your paint type program and name...  [Read More]
Posted in: Creating a new shield help
 Darkkender
01-02-2007, 3:39 PM
#4
One other note, the script that you wrote is at the bottom of the k_sup_bands.nss file. Would I be able to just add it there by starting with the 'else if(nIindex == Row Label from Spells.2da)' command instead of of creating a brand new script file?...  [Read More]
Posted in: [K1 & TSL] Kotor Mod Remover
 Darkkender
01-02-2007, 3:45 PM
#2
Hey KK mind if I suggest trying to convince Stoffe to work with you on this as a possibly an integration into the TSLpatcher. Since the patcher already handles install using INI reference files I wouldn't see how the integration of a De-Installation...  [Read More]
Posted in: M478 RESTORATION?
 Darkkender
01-03-2007, 4:11 PM
#10
I just noticed that they have the unfinished modules for the droid planet and factory salvaged from the Xbox version in the downloads section of Team Gizka's site. I didn't know it was possible to extract a console game's info and implement it onto a...  [Read More]
Posted in: Cheat Console problems
 Darkkender
01-01-2007, 1:10 PM
#5
Personally I find it easier to use the K(otor)S(avegame)E(ditor). You can find the KSE at StarWarsKnights.com aka the big banner at the top of the page. Of KSE doesn't give you Whereami cord's for modding, neither can you Warp with it like some of t...  [Read More]
Posted in: Kotor Console Helper
 Darkkender
01-03-2007, 3:04 PM
#2
This sounds like a decently handy tool KK, Especially for K2....  [Read More]
Posted in: Existing Saber Model Numbers
 Darkkender
01-03-2007, 2:55 PM
#14
So far it looks like the 50's might be a safe place then. Unless anyone else knows something? Not that I'm aware of however I will be aproaching Lightsaber models first as part of the new Plugins merging and would be glad to work with you on potenti...  [Read More]
Posted in: Existing Saber Model Numbers
 Darkkender
01-03-2007, 2:19 PM
#12
The only thing about using the model numbers in the 20's and 30's is to be aware of the crystal numbers. The numbers for the TGA files go pretty high in the game by default, even higher than 30 if I remember right. That's just if you want your crysta...  [Read More]
Posted in: Existing Saber Model Numbers
 Darkkender
01-02-2007, 3:53 PM
#10
I know alot of the numbers are taken up in the Holowan Plugin for TSL as they incorporate Mav and Redhawke's sabers aswell as my crystal expansion mod. I can't recall the range on the crystal expansion mod however the 20's & 30's come to mind. I...  [Read More]
Posted in: Handmaiden choice and Ebon Hawk Lab Station
 Darkkender
12-31-2006, 11:55 AM
#12
So... paste in this part... // launch Ebon Hawk Smugglers Compartment Mod ExecuteScript("ev_ebo_storage", OBJECT_SELF); ExecuteScript("ev_ebo_container", OBJECT_SELF); ExecuteScript("ev_ebo_smugcomp", OBJECT_SELF); Execu...  [Read More]
Posted in:  NEW AREA - Tomb of Azgath N'Dul (Korriban) v1.0
 Darkkender
01-03-2007, 4:11 PM
#14
Ahh, you ever so quite mod upload sites no wonder I'm a day late and a dollar short all the time....  [Read More]
Posted in:  NEW AREA - Tomb of Azgath N'Dul (Korriban) v1.0
 Darkkender
01-03-2007, 3:56 PM
#10
I don't think anybody has mentioned it to you yet DI but to my knowledge you need to contact somebody like Inyriforge or Shem to have them upload the mod to kotorfiles....  [Read More]
Posted in:  AVol's Darth Vader
 Darkkender
01-08-2007, 5:42 PM
#49
It is beta-version! Some problems with animation! You can use only one one-handed lightsaber! Game can be crash when you select your character! Are the following the things you are looking to get fixed? If so the first 2 likely can't/won't be fixed...  [Read More]
Posted in: [REL]Holowan Plugin
 Darkkender
01-08-2007, 3:21 PM
#353
When I built the plugin I had made it compatible with the TSLRP bug fixes that were released at that time so that might also be where some of your glitches came from as your overwriting files that were made compatible or made similiar fixes. As to t...  [Read More]
Posted in: [REL]Holowan Plugin
 Darkkender
01-07-2007, 10:51 AM
#350
I know that Number 4 is definately a Plugin Problem of sorts. I had replaced T3's Photo with a Photo from one of the T3 skins I was making. The screenshot for the photo was taken in the character screen where the character is surrounded by the smoke...  [Read More]
Posted in: [REL]Holowan Plugin
 Darkkender
01-03-2007, 6:32 PM
#345
It sounds like there is a conflict occuring with the spells.2da file. It might be that the TSLpatcher(assuming your using this properly) might be setting something wrong or not compiling the scripts properly for these mods. As these are not my mods a...  [Read More]
Posted in: [REL]Holowan Plugin
 Darkkender
01-02-2007, 3:19 PM
#343
I have my suspicions this might be a glitch in the script that drives the assasins to de-cloak. Frequently I have found in both K1 and K2 the more things the game is trying to manage the more it has a tendancy to glitch on the firing of a script. Som...  [Read More]
Posted in: [REL]Holowan Plugin
 Darkkender
12-31-2006, 2:45 PM
#340
The first post covers much of what the plugin does. It provides the player with over 100 new choices of selectable PC and includes many of the more popular TSL mods and makes them compatible. If your big on playing mods and playing alot of them then...  [Read More]
Page: 8 of 57