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Since DI made the below monster post on the "Best mods" for KotOR in this (http://www.lucasforums.com/showthread.php?t=203243) thread, I've moved the relevant section of his post here, as I'm sure many of you will find it useful -- j7 I'll... [Read More]
Try the "Talk-Fight-Talk sequence" how-to in the General Modding Tutorials section - it'll be listed with a link in the "Table of Contents" :)... [Read More]
IF, and *only* IF everything else is completed or is ahead of schedule or can be done, then a duelling room/swoop/2player pazaak/chat would be nice, and maybe do what Dungeon Siege did and have the possibility of playing through again with the exact... [Read More]
Thanks :) I got it working in the end and it doesn't look too shabby :) I had to change the PlayAnimation thingy to EffectCrush() to get it to work, though.... [Read More]
Thanks! Just one more question - Doesn't the fixed script need ЈSWFP_DAMAGE_TYPE = DAMAGE_TYPE_DARK_SIDE;" to define the damage type? Just curious ;)... [Read More]
I was trying to create a Force Power which works in a similar way to Drain Life and Death Field. While this one will compile, it won't actually work in game, and my PC does the casting anim, but nothing else happens (except I get decimated by Jedi Ma... [Read More]
Helpful tut, thanks! :D I do have a question though: Skyboxes- is there any way to make sure one is unique in a unique module, so that it doesn't replace the original. Say for example I took 401DXN, and I created a new module called 042JIM, and I wa... [Read More]
It's actually called "Holowan Cloakworks" ;) If you are looking for it, try here (http://www.pcgamemods.com) :) I vote, however, that it be changed to "Clockworks" :xp:... [Read More]
Besides, if you *are* doing it, an the main problem (IMHO, anyway), particularly with module editing is that a lot of the work is really quite tedious. But, if you have an idea, that's the most important thing. Go for it :)... [Read More]
Erm, you're not removing T3, I think. Have you tried to use the Recruitment tutorial for K1? While the numeration for K2 is different it gives you much the same result :)... [Read More]
^^^ :rolleyes: Yes he or she can, Just remove the flex mesh from the hoods modifier stack and recompile if that’s what floats your boat. If flex is not present in the modifier stack you could try using Attach on the hood to the body in editable... [Read More]
Hmm...I tried scripting to play the skybox as an animation, but I got compile errors about "unrecognised identifier" or something. Am I missing something, or did I screw up the writing the source script?... [Read More]
((Terrans call it the "Milky Way", I believe, Doctor.)) "Are you sure, Doctor? We aren't quite finished here, are we?" [OOC: I usually treat Mutter's Spiral and the Milky Way as separate, dunno what you want to do, after all it's... [Read More]
Valium turned to the Doctor. "It seems another has come to swell the ranks...How many do you intend to gather to our cause? As many as will follow? Then prepare for an army, I think, Doctor." [OOC: Katacka (?), Omega (http://en.wikipedia.o... [Read More]
"Doctor - I have just recieved word that the High Council has authorised the opening of the Slaughterhouse. Today is a dark day in the history of Gallifrey - and the universe. Master Yoda - how quickly can a task force be assembled to strike at... [Read More]
I haven't downloaded this YET (dial-up and 10 megs = slooooow), but the one problem I had with the Dark Apprentice I was that often in the dialogues the spelling and grammar got to a point where it was very difficult to tell what the options actually... [Read More]