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.
 

Darth InSidious

Latest Posts

Page: 40 of 61
Thanks everyone :) If you do find any bugs or have any suggestions or ideas, be sure to let me know :)...  [Read More]
You only need to have not been to Korriban yet :)...  [Read More]
Tomb of Azgath N'Dul v1.0 ------------------------- by Darth InSidious ------------------ Description ----------- This mod adds a new tomb to the Valley of the Dark Lords - the tomb of Azgath N'Dul. This is a complete reskin and relightmapping of p...  [Read More]
Posted in: WIP: K1 Dark Forces 2 Hilt Pack
 Darth InSidious
12-23-2006, 2:39 PM
#14
http://img227.imageshack.us/img227/2747/bocbladeof9.th.jpg (http://img227.imageshack.us/img227/2747/bocbladeof9.jpg) Boc's lightsaber, textured. Very, very nice......  [Read More]
Posted in:  Imperial Knight
 Darth InSidious
12-22-2006, 12:56 PM
#8
Fantastic work, as always :)...  [Read More]
Posted in: Trigger trouble in custom modules - help!
 Darth InSidious
12-21-2006, 6:56 PM
#9
It's always useful to have a second pair of eyes check things over, I find :) I'll PM you a download link in a moment :) Thank you very much :)...  [Read More]
Posted in: Trigger trouble in custom modules - help!
 Darth InSidious
12-21-2006, 6:48 PM
#7
I've tried it with three...In different locations in the modules, replacing the files completely, etc etc...No change. The ResRef is valid, too...I am completely at a loss... Perhaps you could take a look at the files yourself?...  [Read More]
Posted in: Trigger trouble in custom modules - help!
 Darth InSidious
12-21-2006, 6:34 PM
#5
Both done...I fear one of the files is corrupted, but they all seem fine......  [Read More]
Posted in: Trigger trouble in custom modules - help!
 Darth InSidious
12-21-2006, 6:25 PM
#3
I tried each of those, to no effect :(...  [Read More]
Posted in: Trigger trouble in custom modules - help!
 Darth InSidious
12-21-2006, 5:22 PM
#1
I've been trying to use two triggers - a generic one to start a dialogue, and a transition as a module exit. Unfortunately, neither is working, and I don't know why. I have the latest version of KT, and I've tried everything in the tutorials, the ga...  [Read More]
Posted in:  WotOR
 Darth InSidious
12-22-2006, 4:19 PM
#41
Edit:Those that have followed the mods wip progress may remember certain things that are missing, well unfortunately I lost some of my wip and max scenes(atleast 50 to be exact) and I haven't had the time to start from scratch, maybe a booster pack d...  [Read More]
Posted in:  WotOR
 Darth InSidious
12-21-2006, 7:33 AM
#7
Looks amazing :D...  [Read More]
Posted in: [TSL]Disabling rapid transit
 Darth InSidious
12-09-2006, 2:43 PM
#2
^I thought rapid transit was already disabled in TSL? If not, where is it on the GUI? I've never noticed it......  [Read More]
Posted in: [WIP]Deralia Spaceport[TSL&K1]
 Darth InSidious
12-20-2006, 3:19 PM
#12
I think some of the areas in M4-78 would serve your purposes better, to be honest :)...  [Read More]
[KotOR] MacLeodCorp's The Jedi Royal Guard [TSL] Darth333's Floating Lightsabres v2.0 Honourable mentions must go to stoffe's Combat Arena v4, Princess Artemis' Recruit Dustil, HouseOfAmon's MP3 player, MacLeodCorp's Dark Apprentice, and all the oth...  [Read More]
km: Thanks for the input :) I think that room is the entrance to the Sarlacc Pit, yes, but I suspect there was a cutscene for the descent and a new module for the Sarlacc itself...However, that doesn't seem to have survived :(...  [Read More]
how fixable is the tat temple for placement in the game? It MIGHT be possible to put it in-game with a little work, but there's a few walkmesh bugs that would need to be fiddled with...There's also the lack of roof/blankness behind everything. With a...  [Read More]
Hmm...nope, I'm almost certain it's part of the old Tatooine Star Map quest with the Sarlacc Pit...I'd guess it was just a random glitch......  [Read More]
^Indeed. Personally, I would've preferred it to the Krayt Dragon quest......  [Read More]
Actually, I included the module files :) For the Tatooine temple, just place 'm19aa.mod' in your modules folder, then open the game and type 'warp m19aa' into the console without the quotes. The Czerka depot, however, is a repost of the old one, an...  [Read More]
Re-uploaded the the Czerka depot because PCGM is down. Also, with the Tatooine Temple put the .VIS and .LYT files in the Override folder, put 'm19aa.mod' into the 'modules' folder. Tatooine Temple + Missing Czerka Depot (both archives are shown on...  [Read More]
Posted in: New modules?
 Darth InSidious
12-06-2006, 11:40 AM
#17
^Thanks for the spawnpoint and info :) Good thinking on m47...although didn't the cutscene in question have the afternoon skybox? I'm going to do some work on the swoop race thing in a bit...see what's going on there......  [Read More]
Posted in: New modules?
 Darth InSidious
12-03-2006, 5:27 PM
#14
@km66: Sure thing, I'll do that ASAP :) . BTW, your suggestion worked a treat, thanks :) @DK: Hmm...I'll try and PM them to you again to make sure they're the right ones...If not, I'll re-upload and try again......  [Read More]
Posted in: New modules?
 Darth InSidious
12-03-2006, 7:53 AM
#10
^Yes, that's m19aa :) Thanks for the info on the .vis ... I hadn't quite worked out all the details on how it worked... m44ad it turns out is the cutscene at the end of the DS game with the 'all hail Darth Revan..." etc... m25ab does appear t...  [Read More]
Posted in: New modules?
 Darth InSidious
12-02-2006, 1:12 PM
#8
This module is from Tatooine :) @Pavlos: I think it's pretty clear from that end room that this was the Sarlacc Pit/Star Map stuff. Also, at one end of the cave system, there's a wall with the Tatooine backdrop on it ;) It would need some VERY clev...  [Read More]
Page: 40 of 61