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envida

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Originally posted by Darkkender didn't envida do a unlocked doors in khoonda mod as well.;) Yes I did :D But it also had some more stuff in there too. But thanks to darth for this because it solves a problem with my mod where the doors didnt unloc...  [Read More]
Posted in:  Lab Station Implant Factory
 envida
02-19-2005, 2:49 PM
#11
Originally posted by Arteale Does your harbinger item mod conflict with RH's Exile Item pack? Update! I got a bit confused. The mod doesnt conflict you can use both without problems :) Original message: Yes it does. They both use the upgrade.2d...  [Read More]
Posted in:  Lab Station Implant Factory
 envida
02-19-2005, 12:43 AM
#1
Here is my latest mod! Implant extravaganza :D This mod makes most of the in-game implants accessible to be made at the lab station. You can now create these implants depending on your Treat Injury skill and available components. Installation: Extr...  [Read More]
Posted in:  Exile's Item Pack now up at my site.
 envida
02-27-2005, 2:06 PM
#72
Originally posted by clydeski Turns out Bao Dur stopped talkeing immediately after barding EH on Telos. Tuned up t3 conversation occured. After that he won't respond to any attempts to start conversations. Redhawks 3 mods were the only ones I was us...  [Read More]
Posted in:  Exile's Item Pack now up at my site.
 envida
02-19-2005, 12:55 AM
#29
Originally posted by RedHawke Nope, I just DL'd and checked Envida's mod, (Very smooth by the way Envida!) and it uses the onenter script... k_152area_enter I use the script (a_turn152pcdoor) that is fired on the one time cutscene where you talk ab...  [Read More]
Posted in:  Make Robes At The Workbench Mod is now up at My Site
 envida
02-12-2005, 2:59 PM
#12
This is cool. Was one of the things that annoyed me about the workbench. This one will always be in my override folder ;)...  [Read More]
Posted in: Script function for stopping a dialog running
 envida
02-06-2005, 9:12 PM
#3
I still don't get it....I assume I would have to have a script that runs when the dialog is run and also a script to run that I put in the box that determines if the dialog is available (kotor tool) right? So if I use a script like the ones below wh...  [Read More]
Posted in: Script function for stopping a dialog running
 envida
02-06-2005, 6:39 PM
#1
I have dialog that runs when you open a container but I want it to run only once when you open the container the first time after that it stops. I have everything working and the dialog runs after the container is closed but of course if I open and...  [Read More]
Posted in: Simple KOTOR 2 mod
 envida
02-06-2005, 5:24 AM
#8
Originally posted by tk102 See my example #1 in the second post of this (http://www.lucasforums.com/showthread.php?s=&threadid=143536) tutorial. That's the tutorial I have used :) I don't have anything more in my scripts than you will find in...  [Read More]
Posted in: Simple KOTOR 2 mod
 envida
02-04-2005, 10:01 PM
#5
Cool mod! Has been very helpful for me. Espsecially on the xbox where you don't have cheats to warp to different modules. Great work :cool: I also added more to the workbench where I can run some scripts that add some containers on the Ebon Hawk w...  [Read More]
Posted in: Editing git files and rebuilding
 envida
01-27-2005, 12:35 AM
#12
Thanks Redhawke I really appreciate that. A very helpful tutorial and I have now managed to create my script and edit the dlg file. Haven’t had chance to test it yet. I just have a couple of more questions if it’s ok, you already been more then...  [Read More]
Posted in: Editing git files and rebuilding
 envida
01-26-2005, 2:40 PM
#9
I see there is more than enough reasons not to just put the git file in the override folder. Guess I have to learn how to script now :) Also I didn’t check what would happen if re-entered the module for the git file belonged. But come to think of...  [Read More]
Posted in: Editing git files and rebuilding
 envida
01-26-2005, 4:53 AM
#4
Thanks guys for your quick replies! Originally posted by RedHawke I think you should be able to place the modded .git and the footlockers .utp files into your override, but I'm not sure that would work as desired, and possibly it could cause some...  [Read More]
Posted in: Editing git files and rebuilding
 envida
01-25-2005, 10:43 PM
#1
I have a question about the git files. I have been editing an existing git file for one of the modules in the game so I can add some extra footlockers and I'm not sure what I should do now. Can I just put the edited git file in the override folder or...  [Read More]
Posted in: Warping to modules in TSL on the xbox
 envida
01-25-2005, 9:52 PM
#1
I have been trying to make some mods for TSL on the xbox and was wondering if there is any easy way to warp to different modules? It's easy on the pc with cheats and the warp command. Is there a similar way to do on the xbox?...  [Read More]
Posted in: Making a new crystals
 envida
01-23-2005, 8:28 PM
#3
Thanks, I was looking trough the 2da files thinking one of them had a list for it. Anyways that makes it easier :)...  [Read More]
Posted in: Making a new crystals
 envida
01-23-2005, 6:51 PM
#1
Hi, I have made a new crystal. I have also made a new texture for the crystal. My problem is where do I put my .tga file for the crystal and which file do I edit to have my new crystal look in, so when I edit the crystal in Kotor Tool I can change t...  [Read More]
Posted in: Modding K2 (xbox stuff, for now)
 envida
02-01-2005, 5:33 AM
#112
Originally posted by StormSinger Can't get at the textures as far as I know. Even some of the erf files have an invalid header as far as the GFF editor is concerned. If you rename the SuperModels folder to TexturePacks the Kotor Tool will read the...  [Read More]
Posted in: KotOR/TSL Global Variable Comparison Tool
 envida
02-27-2005, 10:52 PM
#10
Great tool tk102! This tool just saved me hours of work looking for a global variable difference :D...  [Read More]
Posted in: how to plant player made items in the game
 envida
01-25-2005, 12:06 AM
#39
So are there any tutorials on how to add a item to an exsisting placeable? I could really need that now. I was so happy when my stuff appeard in the locker but when it started to appear everywhere else I knew something was wrong....  [Read More]
Posted in: how to plant player made items in the game
 envida
01-24-2005, 11:54 PM
#38
Yeah I used this method myself I found a locker to place my items in, only problem was that this locker's name wasnt uniqe so my stuff started to pop up in alot of lockers :rolleyes:...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 envida
02-24-2005, 5:17 PM
#1037
Originally posted by The Lone Badger I've just started fiddling around with .uti files using Kotor Tool, and I'm wondering if there's any way to edit item upgradeability using it. I've looked at Achilles' 'Upgradeable Lightsaber' tutorial, but it in...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 envida
02-23-2005, 3:28 PM
#1002
Originally posted by Shimaon Fred, Thanks for the great new version. One little bit though: I only have TSL installed, so I left all of the KotOR paths blank. When I tried to open an item file via Open GFF (selected edit via KotOR II), it kept sayin...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 envida
02-23-2005, 2:24 PM
#995
I suddenly have gotten a problem. I get his error message whenever I try to open something (utc, dlg, utd, git and so on): "System.IO.FileNotFoundException: Could not find file "C:\dialog.tlk"." Its been working find until now....  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 envida
02-07-2005, 4:13 PM
#892
Concerning the Kotor Tool and KotorII:TSL When I push the button for editing the inventory of an .utp file I get an unhandled exception saying: "Specified argument was out of the range of valid values. Paramater name:index." I get this f...  [Read More]
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