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stoffe

Latest Posts

Page: 30 of 80
Posted in: Eidos to make Deus Ex 3
 stoffe
05-20-2007, 11:16 AM
#6
The article says that the director of Eidos France revealed this tidbit of info on a French language TV station and the game will be developed in a studio in Montreal that will open in September of this year. IMO it seems like Eidos is jumping the...  [Read More]
Posted in: Question about dialog conditional: If I have something
 stoffe
05-20-2007, 12:43 PM
#12
That is very similar to the script i said in the beginning, the script would be like this: if(!CheckPartyForItem(GetPCSpeaker(), "Your_Item_Name")) CheckPartyForItem() is not a standard function in NWScript. For that script to compile yo...  [Read More]
But that gives me an item. I want to give someone else an item. Then that might be a detail that's worth mentioning when asking. :nutz3: void main() { CreateItemOnObject("ItemName", GetObjectByTag("SomeOneElse"), 1); } Set I...  [Read More]
What if I want to give an item? void main() { CreateItemOnObject("ItemName", GetFirstPC(), 1); } Where ItemName should be set to the name of the UTI file with the item template (without the .uti extension). You should have a look at t...  [Read More]
Posted in: Ingame DLG-files
 stoffe
05-18-2007, 8:28 AM
#4
Well... where are they? The dlg files? In kotor1 they are found inside templates.bif (global dialogs, such as party member dialogs) and inside the RIM files for the modules they are used (module specific dialogs). In kotor2 they are found inside di...  [Read More]
Posted in: Ingame DLG-files
 stoffe
05-18-2007, 8:21 AM
#2
Does the game have any dlg files? Or can I extract the Dialog.tlk into several dlg files? Eh? DLG files and TLK files are two entirely different types of data files. TLK files contain a table with text/sounds with a StrRef number used to reference...  [Read More]
Posted in: .utc files
 stoffe
05-18-2007, 8:09 AM
#5
The BIFs has templates of Malak which I assume can be used as a puppet or whatever is possible, so how are the RIMs utc template files different? I was just looking at the Hologram of Bastila utc in Rims, and from what I can tell it has the same Cla...  [Read More]
Posted in: .utc files
 stoffe
05-18-2007, 6:31 AM
#3
where can i find the .utc files of the bosses (jedi masters and the sithlords)? The "bosses" you fight are usually local templates located within the RIM files (with the _s suffix) for the module they occur in. Be aware that for at least...  [Read More]
Posted in: Change needed alignment for items?
 stoffe
05-17-2007, 6:55 PM
#2
How do you change the alignment for items? If you mean who can use them that is handled as an Alignment Limitation item property in the .UTI template file for the item. You can edit those with KotorTool....  [Read More]
Posted in: Creating A Launcher?
 stoffe
05-17-2007, 5:14 PM
#2
Im Sure Ive Seen Something Like This Before But I JUst Cant Find It :( How Do You Make A Launcher? Behold! (http://www.lucasforums.com/showthread.php?t=177528) That thread should describe most of how it's done. :)...  [Read More]
Posted in: Script that changes
 stoffe
05-17-2007, 1:27 PM
#8
I use tk102's DLGeditor. Then determines availabity should be the conditional script and fires when spoken should be the action script. :D (So long since I did any KOTOR 1 dialog editing that I didn't remember that the labels changed depending on g...  [Read More]
Posted in: Script that changes
 stoffe
05-17-2007, 11:30 AM
#6
I am making dialogs for k1. Then now would be a good time to despair. :crybaby: Since KOTOR 1 does not support dialog parameters you'll have to make a separate script for each conditional check and for each set action. That could be a lot of script...  [Read More]
Posted in: Script that changes
 stoffe
05-17-2007, 11:04 AM
#4
But I want to change the dialog more than once. For example: (snip) You get the point.. That's pretty much a textbook example of what you use dialog conditional scripts for. A conditional script blocks out an entry or reply node in conversation, ma...  [Read More]
Posted in: Script that changes
 stoffe
05-17-2007, 9:31 AM
#2
Is there a script that you can attach to a node on a dialog file that changes the .dlg-file? Let us say that I have two .dlg files. One is for the NPC when he still isn't recruited. When I press the dialog option that recruites him the dialog file wi...  [Read More]
Posted in: [TSL] Companion Jedi Prestige Classes Mod Idea
 stoffe
05-16-2007, 12:59 PM
#4
Oh well, thanks anyway stoffe. It was worth a try. :doh: I wonder if I could use KSE to do it in my own game? Does anyone know if I could do that? You should be able to modify their classes in the save game with KSE. I don't think the game ever ch...  [Read More]
Posted in: [TSL] Companion Jedi Prestige Classes Mod Idea
 stoffe
05-16-2007, 8:41 AM
#2
I was thinking about trying to do a mod that would keep the regular class, but replace your companions original class with a prestige class instead. So my question is: Is what I want to do possible? As far as I know it can't be done. You can only m...  [Read More]
Posted in: Force Lightning in a cut scene
 stoffe
05-15-2007, 5:54 AM
#3
effect eLightning = EffectVisualEffect(VFX_PRO_LIGHTNING_L, [CASTER], [NODE]); Here you did not set the lightning effect properly it requires a [caster], OBJECT_SELF or oPC and a [node], NODE_BODY_HAND_LEFT or NODE_BODY_HAND_RIGHT, NODE_BODY_HEAD....  [Read More]
Posted in: Different dialog
 stoffe
05-15-2007, 2:17 PM
#11
In this situation would it not just be better to use the global scripts? Why do more work than you have to? I know, I know, I'm being lazy again. For KotOR I: place "k_act_talktrue" in the script to run for your initial line of "Hello...  [Read More]
Posted in: Different dialog
 stoffe
05-15-2007, 1:22 PM
#8
Umm... my dlgeditor don't have all that options. It looks like this: I'd guess you're trying to edit a KOTOR1 dialog, while master zionosis' screenshot shows a KOTOR2:TSL dialog. The DLG files contain a lot more features in TSL than in the first ga...  [Read More]
Posted in: Different dialog
 stoffe
05-15-2007, 12:11 PM
#4
Be careful what local variable indexes you use to set values on NPCs though, depending on how those NPCs are used. Some indexes are used by the AI scripts and may not be reliable to use for other things unless the NPC has no AI scripts assigned. (If...  [Read More]
Posted in: Help: Script that checks NPC's alignment
 stoffe
05-16-2007, 10:46 AM
#10
Your script doesn't work if: 1. Conditional is putted in Entry node (wich is the first node of the dialog) AND the 'String Param' is left blank 2. Conditional is putted in Entry node (wich is NOT the first node of the dialog) AND the 'String Param' i...  [Read More]
Posted in: Help: Script that checks NPC's alignment
 stoffe
05-15-2007, 6:40 PM
#8
Okay, so I've been working on that code stoffe gave me for the past few days. It seems to be working if it's like this: Uh, was there anything wrong with the script I posted in the second post of this thread? That should work as far as I know. :conf...  [Read More]
Posted in: Bored modder looking for something to do
 stoffe
05-17-2007, 2:36 PM
#6
I vote you look into modding a game called two worlds. With some tweaking I think the engine would be perfect for a SW game :) Star Wars mods for non-starwars games made by other companies tend to get shut down by LucasArts frequently, so it might n...  [Read More]
Posted in:  Combat Simulation Arena v4
 stoffe
05-16-2007, 11:21 AM
#132
ok ill try. If you remove all other mods to test be sure to reinstall the arena mod from scratch too, since other mods may have messed with the common files. If the crash happens every time you try to exit the arena without exception I suspect that...  [Read More]
Posted in:  Combat Simulation Arena v4
 stoffe
05-16-2007, 10:33 AM
#130
it goes back to desktop when i try to exit the area. it loads a bit then when the loading bar is 1/4 it stops for a while then goes back to desktop. EDIT: Its the same problem discussed in the previous pages of this thread. need help. :( on that ^^...  [Read More]
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