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.
 

sherlockemery

Latest Posts

Page: 2 of 2
I think they definetly knew what they were doing, and I'm happy they did so......  [Read More]
Posted in: Star Destroyers
 sherlockemery
01-31-2006, 12:01 AM
#2
I'm pretty sure you could do that in the spaceunitscapital.xml located in gamedata/data/xml folder, concentrating on these lines: <!-- Set to spawn all units once and then not continue - no reserves --> <Starting_Spawned_Units_Tech_0>TIE...  [Read More]
Posted in: V-wings and a thing about venetors
 sherlockemery
01-30-2006, 10:25 PM
#48
I'm working on what to do with X-wings. I'll let you know if I figure it out, or if someone tells me how to do it......  [Read More]
Posted in: V-wings and a thing about venetors
 sherlockemery
01-30-2006, 6:56 PM
#46
Sooo, If I wanted to spawn z-95's instead of v-wings (since the newer versions of Bryant's & Grey_Ghost's Mod don't seem to have them in it), I would add the same lines. The only thing I'd do differently is substitute z-95 for v-wing, right?...  [Read More]
Posted in: Bryant's & Grey_Ghost's Mod V2.6G
 sherlockemery
01-30-2006, 10:24 PM
#67
Hey guys, I've got another question for you. If I wanted my Venator's to spawn X-wings, what would I need to change in the UniqueUnits.xml file? Currently my file in regards to the Venator looks like this: I've also been thinking of adding a Turbol...  [Read More]
Posted in: Bryant's & Grey_Ghost's Mod V2.6G
 sherlockemery
01-30-2006, 7:59 PM
#62
OK! Thanks for the quick reply!...  [Read More]
Posted in: Bryant's & Grey_Ghost's Mod V2.6G
 sherlockemery
01-30-2006, 7:12 PM
#59
Was Ackbar removed? When I play in full universe rebel tech level 1, he's not available... Haven't tried any other of the mod options though......  [Read More]
Posted in: Bryant's & Grey_Ghost's Mod V2.6G
 sherlockemery
01-28-2006, 1:51 PM
#36
No, some of the mods activate the Galactic AI its not the big universe So, would one of the old difficulty/ai files from this mod work?...  [Read More]
Posted in: Bryant's & Grey_Ghost's Mod V2.6G
 sherlockemery
01-28-2006, 12:18 PM
#33
It's in the XML folder of the mod. It has the words Full Universe (faction/tech level) type name for it's respective file. Can't we use one of the old difficulty files that worked from an earlier version?...  [Read More]
Posted in: Anyone like Battletech?
 sherlockemery
01-21-2006, 5:17 PM
#2
I always thought they could have used the Mecomander series to get a game similar to this but set in the Battletech universe. I'd love to see a game like this for Battletech....  [Read More]
Darkkender, I wish I could send you a big ol' hug. But instead here's a smiley from me to you for your solution. :D :D Thanks a ton! I'm going to use that solution for a few other mods that I have conflicts with, and will probably save those direc...  [Read More]
So you're saying that I shouldn't worry about it, and install one directly into the override folder without using the mod manager to install it, and use the other one either with the mod manager or install it in the same fashion as the first? Ok, I t...  [Read More]
OK, I think I found the answer... Both of the uti files identify their respective items as clothing type 2 and clothing variant 2. I would need to change one of them to something else (possibly clothing variant/type 3 or somthing), but am concerened...  [Read More]
Ok, bear with me. I have downloaded the above mentioned mods (as well as several others). I'm using the kotor mod manager, and when I try to activate these two mods at the same time, I get a message saying the g_a_clothes02.uti file in Bastilla conf...  [Read More]
Posted in:  Planet ORD Mandell Released (New Areas)
 sherlockemery
02-21-2005, 9:10 PM
#96
Do you have any other mods installed besides this one?...  [Read More]
Posted in:  Planet ORD Mandell Released (New Areas)
 sherlockemery
02-20-2005, 6:09 PM
#93
Well, it you guys were right that KMM does do the leg work, as long as the KMM file tells it where to put stuff. I'm not usually happy about being wrong, but I'm quite happy to be wrong here, as it makes me a little smarter in how to mess around with...  [Read More]
Posted in:  Planet ORD Mandell Released (New Areas)
 sherlockemery
02-20-2005, 4:48 PM
#90
Originally posted by cchargin Hello, KMM has always been able to put files anywhere under the main kotor (and now kotor 2) directory. By design it can not copy or delete files above the main kotor directory, but anything under is fine. Check out...  [Read More]
Posted in:  Planet ORD Mandell Released (New Areas)
 sherlockemery
02-20-2005, 2:32 PM
#88
Jeez, I'm a idiot :D . Not because I don't know what KMM does, but because in my previous post I meant the modules folder, not override. I know it puts the files into the override, and just typed in the wrong thing. I'm a idiot.... But my (corrected...  [Read More]
Posted in:  Planet ORD Mandell Released (New Areas)
 sherlockemery
02-18-2005, 7:42 PM
#86
Hey guys, I had a question. I notice that there is a kmm file with this mod, and I use that particular handy tool. My question is will kmm put the proper files into the override folder. I've been out of the loop in this game for awhile, and if my me...  [Read More]
Page: 2 of 2