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stoffe

Latest Posts

Page: 15 of 80
Posted in: Armbands?
 stoffe
10-16-2007, 1:18 PM
#2
How Do You Make Armbands? Like The Ones WHen You Activate The A Dialog Comes Up And You Can Create Things And Get EXP Points? Armbands are essentially items that fire "spells" when you activate them. As such you need to add a new line to...  [Read More]
Posted in: To say something else
 stoffe
10-16-2007, 12:39 PM
#7
I have another question; How do I add a third part in the conversation? Like, if I speak with a twi'lek on Manaan and then suddenly a Selkath arrives and starts to speak with the twi'lek, and then the twi'lek continues to speak with me. You put the...  [Read More]
Posted in: To say something else
 stoffe
10-15-2007, 12:45 PM
#4
I think I'm getting the hang of it, but I feel I've got lost somewhere. In KOTOR Tool I open Kotor>BIFs>templates>Dialog>k_hbas_dialog.dlg, and then I re-write some lines I speak to Bastila, and then saves it as .dlg in the Override file,...  [Read More]
Posted in: Neverwinter Nights
 stoffe
10-13-2007, 7:33 AM
#12
Although that synopsis didn't seem...that long for the game. But I guess the expantions will certainly made up for it. The way your are all describing it is making me want it more and more! ...Just three more days. The synopsis posted by Devon is...  [Read More]
Posted in: EA to acquire BioWare
 stoffe
10-17-2007, 2:25 PM
#86
How about Mario, or Pong, Tetris and all those forefathers of gaming? The way I see it, stories should not be taken for granted in games, because it is perfectly possible to make a fun game without any real story. Matter of taste again, since I don...  [Read More]
Posted in: EA to acquire BioWare
 stoffe
10-16-2007, 12:22 PM
#78
So you're telling me that to make a great game you need a singleplayer with a rich story? Yes, that is pretty much my opinion for games that have any longevity (i.e. make you consider reinstalling them 6-10 years later for another replay). Rich sto...  [Read More]
Posted in: EA to acquire BioWare
 stoffe
10-14-2007, 7:57 AM
#66
A lot of people are either unaware or have forgotten that EA got a new CEO earlier this year. John Ricitiello headed the group that acquired BioWare and Pandemic Studios back in 2005. He left that group to take over as CEO of EA in February of this y...  [Read More]
Posted in: EA to acquire BioWare
 stoffe
10-12-2007, 1:11 PM
#44
Bioware's own forum thread (http://forums.bioware.com/forums/viewtopic.html?topic=590386&forum=41&sp=210) is getting pounded. 15 pages of angst in 12 hours. That's got to have a reinforcing effect on the developers who are considering going r...  [Read More]
Posted in: EA to acquire BioWare
 stoffe
10-12-2007, 12:44 PM
#42
Edit: Some answers to questions (http://uk.gamespot.com/news/6180866.html) That's mostly corporate PR talk though, doesn't necessarily say what they really think about the issue. You're hardly going to go out to the press and complain loudly about y...  [Read More]
Posted in: EA to acquire BioWare
 stoffe
10-11-2007, 5:00 PM
#3
The death knell for BioWare, or a sign that EA might actually have someone smart at the top? I'm not sure how the actual BioWare employees themselves will feel about this... Well, that's the end of that I suppose. At least we got a handful of kickas...  [Read More]
Posted in: NWN2 Mask of the Betrayer story (SPOILERS!)
 stoffe
10-17-2007, 2:47 PM
#11
Even more ironic is the fact that you use an outward device - the mask - to defend against an inward threat. Nice... Just too bad the mask is so ugly to wear, it's enough that the F-Man wears one. :) The only thing I could see that the Mask does is...  [Read More]
Posted in: NWN2 Mask of the Betrayer story (SPOILERS!)
 stoffe
10-14-2007, 1:03 PM
#9
They all lived happily ever after, with the exception of Kaelyn (because I gave Rammaq the book rather than killing him). My character ended up marrying Safiya. How'd you find the expansion? Finished the expansion yesterday. Some thoughts: !! SPO...  [Read More]
Posted in: NWN2 Mask of the Betrayer story (SPOILERS!)
 stoffe
10-11-2007, 4:28 PM
#8
Well it's the age old "why should the nicest man in the world go to Hell for not believing in God?" question. I think, to be honest, the main reason for Kelemvor keeping such an evil punishment - put in place by an evil god - is that if it...  [Read More]
Posted in: NWN2 Mask of the Betrayer story (SPOILERS!)
 stoffe
10-11-2007, 3:32 PM
#6
He actually explains it to you: Kelemvor: Do you understand what you risk? Bring down the Wall, and mortals will see that they cannot be held to account for their faith. On that day, mortals will put faith aside. And the gods will bring vengeance up...  [Read More]
Posted in: NWN2 Mask of the Betrayer story (SPOILERS!)
 stoffe
10-11-2007, 2:36 PM
#4
MAJOR spoiler: The game spends all the time (particularly if you travel with Kaelyn) building up to tearing down the Wall of the Faithless and, well... you sort of... don't. I suppose Throne of Bhaal spoiled us in this sort of department. That's...  [Read More]
Posted in: NWN2 Mask of the Betrayer story (SPOILERS!)
 stoffe
10-11-2007, 12:26 PM
#2
How'd you find the expansion? Haven't finished the game yet (I'm about to head through the portal to Thay), but so far it's been pretty good. The mood in some areas is very tense and fitting, due in no small part to the new fitting music for those...  [Read More]
Posted in: open a door through scripting?
 stoffe
10-09-2007, 7:02 AM
#6
It's for TSL This works here to unlock and open a door. If it doesn't do anything in your game then either the script isn't running at all, or the tag of the door is either wrong or you have more than one door in the module with the same tag: void...  [Read More]
Posted in: Spawning inconvenient...
 stoffe
10-08-2007, 2:14 PM
#4
No, I didn't modify anything in the droids .utc files, and of course I didn't edit the OnSpawn script ... it's pretty much for my still limited knowledge hmm... ;) If the droids have Hostile set as standard faction then they'll automatically attack...  [Read More]
Posted in: modding force forms
 stoffe
10-07-2007, 2:03 PM
#4
and which main scritpts use it k_sp1_generic is the main force power impact script used by the game, so if your force forms should modify some aspect of the standard force powers you'll need to recompile this script using your modified k_inc_force i...  [Read More]
Posted in: Mass DLG/UTI/UTC/MOD Language Converter
 stoffe
10-06-2007, 1:07 PM
#2
Now I was wondering, when you have a Mod like the USM (I'll stick with this one) with 26 DLG files and 383 UTI files, is there a talented scripter who could create a tool to translate these files at a faster rate than one by one ? I think the langu...  [Read More]
Posted in: Voiceovers for Mods
 stoffe
10-06-2007, 11:27 AM
#5
It's so easy, instead of placing the PC's lines in the reply nodes, place them in entry nodes. Don't know if I would call it easy to modify every single dialog in the game where the player can say something, but if you want more cinematic dialogs th...  [Read More]
Posted in: [k1] Flourishing a Weaon in dialog
 stoffe
10-03-2007, 7:42 AM
#6
Hmm, I guess you're right. Then I don't think you can flourish weapons in dialogue. You could probably do a script that checks the base item type of the equipped weapon and then use PlayAnimation() to make the NPC play the appropriate flourish anim...  [Read More]
Posted in: Brotherhood of Shadow - Expansion Pack
 stoffe
10-11-2007, 8:13 AM
#153
I guess that's due to other mods I have installed. But there are so many.. perhaps you can help me out what it could be? :) Sounds like a conflict with the appearance.2da file. It contains the appearance types (head+body model combos etc) of NPCs, c...  [Read More]
Posted in: Oblivious to the Nines
 stoffe
10-17-2007, 4:42 PM
#77
Ahem. There is a new offical and free Obivilion plugin (for PC currently) that allows you to take over your very own kingdom and have your own private army. I hereby offer this to you, stoffe, so that you can launch your schemes of evil and mayhem......  [Read More]
Posted in: Mod Link Requests from PCGM, KotOR Files and other Sites
 stoffe
10-06-2007, 12:59 PM
#712
Invisible headgear mod for K1? *hopeful look* boba fink asked about it...somewhere buried in there, but no link was forthcoming:P Unzip the file attached below into the game's override folder and it should turn all the standard masks and visors invi...  [Read More]
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