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stoffe

Latest Posts

Page: 37 of 80
Hey everybody I was wondering if it would be possible to increase the radius of the whereami armbands location script so that it will tell you the tag of every character, door, placeable, sound, trigger, waypoint, and merchant in the area that you ar...  [Read More]
Posted in: Stealth Script?
 stoffe
03-02-2007, 10:00 AM
#13
If you mean remove the stealth effect, this might work (I haven't posted in this forum in ages, let alone written a script for KotOR). void main(){ object oNpc=GetObjectByTag("npc_tag"); effect eInvis=EffectLinkEffects(EffectInvisibility(...  [Read More]
Posted in: Stealth Script?
 stoffe
03-01-2007, 1:37 PM
#11
Does anyone know the spell to deactivate the stealth script? I'm not sure I understand what you mean? You can't deactivate a script since they only run for a fraction of a second, and not continually....  [Read More]
Posted in: Stealth Script?
 stoffe
02-27-2007, 11:22 AM
#5
If you wanted to activate stealth without a stealth field generator (like in a force power) you might need a script to temporaraly award stealth points: //set the amount of stealth points to award: effect eStealth = EffectAbilityIncrease(ABILITY_ST...  [Read More]
Posted in: Stealth Script?
 stoffe
02-26-2007, 5:36 PM
#3
I was just wondering is there stealth script for the game. For the game scripts I couldn't find any that had an effect and in nwscript.nss it dosent appear to have a "Effect stealth()" function. In the stealth belt it simply didn't return a...  [Read More]
Posted in: Visas problem
 stoffe
02-23-2007, 9:35 PM
#2
I have problem with visas her hair and area where her eyes should be aren't covered by her vail I need help soon :vsd: She doesn't have any hair or eyes, so in order to do that you'd need to redo major portions of her head model to add them. Given h...  [Read More]
Posted in: Limiting Force Power range to one room and more
 stoffe
02-26-2007, 7:51 PM
#10
That sounds very useful. Encounter work just like normal triggers, yes? So I just put a spawnscript in the OnEntered field? Oh yeah, does this also mean the NPCs that spawn with the encounter can't be placed in a module with the Module Editor? Enco...  [Read More]
Posted in: Limiting Force Power range to one room and more
 stoffe
02-26-2007, 5:56 PM
#8
Hmm, apparently that doesn't work. I'm not sure if I added those lines correctly. I just placed them under the Executescript line, which is placed just under the void main. You need to insert it at the top of the main() functions in those scripts, b...  [Read More]
Posted in: Limiting Force Power range to one room and more
 stoffe
02-22-2007, 4:33 PM
#4
Hmm, I don't really want to fiddle with the Force powers. Is there no way for an NPC to be held back from attacking before the PC enters a room (or opens a door)? Well, you could alter the AI scripts of the NPC to not do anything if the object that...  [Read More]
Posted in: Limiting Force Power range to one room and more
 stoffe
02-22-2007, 3:11 PM
#2
-How can I limit the range of a Force Power. In the module I created, when using Force Wave or Force lightning (others are possible too) on an NPC, other NPC join the fight, even when in another room. How can I prevent this from happening? You coul...  [Read More]
Posted in: SithRevan's [WIP]
 stoffe
02-23-2007, 7:24 PM
#6
I was wondering if somebody could give me some tips on how to fix it. Anyway here is the script... (SNIP!) Try doing like this and see if it makes a difference: // my_clear_inv.nss void main() { object oLocker = GetObjectByTag("LockerTSFINV&...  [Read More]
Posted in: SithRevan's [WIP]
 stoffe
02-22-2007, 6:07 PM
#3
It seems that some of my scripts are not working as planned in the game and I am really stumped. Here are the ones I am talking about... a_end_game.ncs from 506OND if ((GetTag(OBJECT_SELF) == "mu_treasure1")) { CreateItemOnObject("a_...  [Read More]
Posted in: [K1]Problem with identical file names
 stoffe
02-20-2007, 11:15 PM
#6
OK, that sounds good. I'm planning to use your patcher with the finished mod, but for testing purposes I think I'll go with editing the RIM directly. Do I just add the DLG file to the RIM and then drop it in override? Make a backup copy of the RIM f...  [Read More]
Posted in: [K1]Problem with identical file names
 stoffe
02-20-2007, 10:23 PM
#4
How would I go about that stoffe? I've never modded modules before. Depends on if you use an installer for your mod or not. If you do you can instruct it to place the DLG file in the RIM file of the module instead of the override folder. If not you...  [Read More]
Posted in: [K1]Problem with identical file names
 stoffe
02-20-2007, 9:38 PM
#2
I ran into a bit of a problem with my Yuthura mod, and I'm hoping that someone has an idea about how to address it. (snip) The only thing I can think of that will fix this problem is merging the two *.dlg files and attaching conditional scripts to th...  [Read More]
Posted in: Party members in default clothes
 stoffe
03-01-2007, 10:53 AM
#7
Hey stoffe, Terravant was actually trying to figure out the answer to this question: in the final Peragus module (107PER) Atton's .utc template is included in the .git and that is how he is spawned for his few quick lines. I would like to change this...  [Read More]
Posted in: Party members in default clothes
 stoffe
02-20-2007, 11:26 PM
#4
I guess I'm spawning new instances from their UTC templates. Here's an example of what I did to spawn Atton: Hmm, that script doesn't spawn anything, it just retrieves an object reference to an existing object in the area. Anyway, try spawning them...  [Read More]
Posted in: Party members in default clothes
 stoffe
02-20-2007, 9:31 PM
#2
I have a module that I load up which has only a few of the party members in it. The thing is they are wearing their default clothing in it. I want them to be wearing what they had on last. I'm guessing I have to somehow store that information from th...  [Read More]
Posted in: Ethics and Religion
 stoffe
02-20-2007, 10:24 AM
#2
I was just wondering what had happened to the Ethic and Religion thread in Ahto, have I been stupid and just missed it, or has it been deleted? If its been deleted I was just wondering why? It and most other threads of similar nature has been moved...  [Read More]
Posted in: NWN 2 frustrations...
 stoffe
02-23-2007, 5:43 PM
#11
but its still a bit of a concern when it takes six patches to get the game working right. :dozey: Bioware were periodically releasing new patches for Neverwinter Nights (1) right up until the end of 2006, and that game was released in 2002. :) Games...  [Read More]
Posted in: NWN 2 frustrations...
 stoffe
02-20-2007, 10:52 AM
#6
Obsidian had a lot more time to work on this project compared to Kotor2, and its not like they didn't mess around a lot with the graphics engine on that game. the point is that even with less time on their hands, Kotor2 felt much more polished than N...  [Read More]
Posted in: permenantly stun an NPC on spawn?
 stoffe
03-03-2007, 3:31 PM
#8
Eek! Now I can't even load the saved project into the module editor at all to edit it! "Unable to read beyond the end of the stream" I think KOTOR tool secretly hates me... :( Edit: Anyone? Can you open the module file with an ERF editor,...  [Read More]
Posted in:  The Veridian Echo Mod. Released!
 stoffe
02-20-2007, 11:44 AM
#32
I did put n_darthtraya001.utc in the override folder for the mod so that is almost for sure the problem. Do you perhaps know of a way to fix it? Thank you! There are two ways of fixing that, which I can think of: The easy way: Don't use the override...  [Read More]
Posted in: K-GFF (GFF Editing Utility) v1.3.0
 stoffe
03-03-2007, 11:59 AM
#68
TK, the guys at swknights.com has to change the download link to your utility: now it points to a file called "http://www.starwarsknights.com/mtools/kgff_115.zip", and it does not exist anymore. This should be fixed and working properly n...  [Read More]
Posted in:  Planet ORD Mandell Released (New Areas)
 stoffe
03-07-2007, 10:10 AM
#161
Mod note: I've cleared out a long exchange from this thread that didn't have much to do with the topic. If you feel the need to continue that discussion please do so in a more suitable place, like via PMs. Back to the topic at hand please: Redhawke'...  [Read More]
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