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stoffe

Latest Posts

Page: 4 of 80
Posted in: Vulnerability on/off
 stoffe
01-12-2009, 7:57 AM
#3
I noticed that, on the opening module of the game, your character is set to minimum one hit point, thus rendering you unable to be killed until you get to the Starboard section. So, how would you go about turning that on and off? You can toggle inv...  [Read More]
Posted in: Conditional Scripts
 stoffe
01-08-2009, 7:33 AM
#5
I need a few conditional scripts for dialog options: One to check what specific quest is activated If you mean to check if a specific quest is active you can do it like this, where JournalQuestTag should be set to the Tag of the quest from global.jrl...  [Read More]
Posted in: Melee droids in a different way
 stoffe
01-05-2009, 10:16 AM
#14
2. I can't figure out how to check if the PC has enough credits. I have a dialog option to purchase an item for 6k credits, but even if I have less than 6k credits, I can buy it. I can't see any references in nwnscript to credits in inv. Is there som...  [Read More]
Posted in: Melee droids in a different way
 stoffe
12-30-2008, 7:36 AM
#10
New questions: 1. Does anyone know the name of the variable for the weapon? I tried CWEAPON1, which is in NWN, but the compiler crashes on that. The creature weapon slots can be referenced with the constants INVENTORY_SLOT_CWEAPON_L (left hand), IN...  [Read More]
Posted in: Adding Force Powers to NPCs
 stoffe
12-28-2008, 7:51 PM
#3
If I script some new Force powers for the player to use but I also want other NPCs to use them, is there a script I need to modify to get the NPC to use the power, or will they automatically use any available power within their inventory? I've looked...  [Read More]
Posted in: Free For All Script
 stoffe
12-24-2008, 6:39 AM
#24
Alright I got the script done, but the NPCs just stand there till I attack them. Also I cant get their weapons to appear. If they are already within the perception range of each other by the time you change their faction you may need to kickstart th...  [Read More]
Posted in: Free For All Script
 stoffe
12-22-2008, 9:23 AM
#17
This script should work ChangeToStandardFaction(oNPC0, STANDARD_FACTION_HOSTILE_1); Keep in mind though that NPCs in the Hostile faction will not attack each other, only those who are considered enemies of the Hostile faction (the player, party and...  [Read More]
Posted in: Winzip problem
 stoffe
12-21-2008, 8:52 AM
#6
I have downloaded it but i cant open winzip files on it can i? Supported formats: * Packing / unpacking: 7z, ZIP, GZIP, BZIP2 and TAR * Unpacking only: ARJ, CAB, CHM, CPIO, DEB, DMG, HFS, ISO, LZH, LZMA, MSI, NSIS, RAR, RPM, UDF, WIM, XAR and Z....  [Read More]
Posted in: Winzip problem
 stoffe
12-21-2008, 8:43 AM
#4
Another problem i cant download any of the mods on kotor files because tey are mostley winzip archives 7zip is free, you can download it from its official site (http://www.7-zip.org/)....  [Read More]
Posted in: Winzip problem
 stoffe
12-21-2008, 8:07 AM
#2
i dont have winzip and to submit your mods to kotor files the must be in a winzip archive 7zip is free, you can download it from its official site (http://www.7-zip.org/)....  [Read More]
Posted in: When did the Sith and Jedi start wearing spandex?
 stoffe
12-21-2008, 9:00 AM
#37
"It is this group that has returned to the Republic space and who are the protagonists in the upcoming MMO." antagonists Depends on which side you play on, doesn't it? :p...  [Read More]
Posted in: Adding planet to Galaxy Map Problem
 stoffe
12-30-2008, 7:27 AM
#6
hey Guys, Im trying to make a planet appear on the galaxy map in K1, but im having problems compiling. It's another of those standard include files that contain syntax errors for some reason that you need to fix before you can use them. Extract the...  [Read More]
Posted in: TSL Patcher error
 stoffe
12-13-2008, 2:35 PM
#6
http://img223.imageshack.us/img223/1333/bgyvtfgyvtfgyvtvt6yvtvtsn6.th.png (http://img223.imageshack.us/my.php?image=bgyvtfgyvtfgyvtvt6yvtvtsn6.png) This is the file when I open it? The executable is underneath the data folder. You need to unpack the...  [Read More]
Posted in: Dialogue Conditionals
 stoffe
11-29-2008, 7:24 PM
#3
What are the common dialogue conditional scripts? Specifically for now I just want one that will turn on a new node after you've talked to the character once so that they don't give their monologue twice. Somehow I don't think that would be a good t...  [Read More]
Posted in: Setting Lock DC
 stoffe
11-29-2008, 9:51 AM
#6
Interesting, apparently the lock DCs go by eights. Increasing the OpenLockDiff by 1 increases the lock DC by 8. Is there a reason for that, out of curiosity? Assuming this is for KOTOR2:TSL, if I remember correctly the lock DC you get won't be a st...  [Read More]
Posted in: Setting Lock DC
 stoffe
11-28-2008, 7:56 AM
#2
Title pretty much says it all. How do you set the DC of a locked cylinder? I've tried setting the OpenLock DC, but it doesn't change the DC when I try it in the game. Open the UTP file for your container with a GFF editor. There should be two field...  [Read More]
Posted in: Erroneous Script
 stoffe
11-27-2008, 6:45 AM
#4
This script spawns the correct character, but can someone point out to me any sort of syntax errors? The character spawned (d_valkanar1) will not walk or start talking like the script is supposed to do. I managed it a long time ago, but since then I...  [Read More]
Posted in: Spawning via Global question
 stoffe
11-15-2008, 9:14 AM
#6
I believe it would need a spawn script if it's not supposed to show until a global was set true. I wanted to know if it was possible to put the object in the .git and then just have the script spawn the object. Objects added via the GIT file are pre...  [Read More]
Posted in: Computer recommendation?
 stoffe
01-06-2009, 9:18 AM
#35
Just some final reflections on this whole thing, now that I've had a couple of months to play around with it and get used to it. The LCD monitor seems to be a mixed blessing. The image feels a bit crispier and the widescreen format is very nice in a...  [Read More]
Im wondering about the name of the mod, or if it's even a console command that increase the numbers of members you can have in the party. I remember it was so annoying that you had to leave one of the party members behind Don't know the name of any...  [Read More]
Anyone know how to mod the camera controls back to the original version in nwn2 (or where to find one)? These new controls are making me crazy. :) You can toggle between the three camera modes with a keyboard shortcut (* is default in my game). Expl...  [Read More]
It's not near the same class as in MotB or even the normal NWN2, but you can still talk to them sometimes by not switching to them in conversations Baldurs Gate II didn't have any player initiated conversation with party members either, but still ma...  [Read More]
A warning to those who are getting Storm of Zehir but are still playing Mask of the Betrayer. If you install SoZ it will mess up all the cinematic dialogs/cutscenes in MotB. The voiceover/lipsync will be gone and the game will race through the dialog...  [Read More]
Posted in: Eidos to make Deus Ex 3
 stoffe
11-18-2008, 8:08 AM
#46
Some concept art and minor plot details revealed here: http://kotaku.com/5091688/fuel-your-preconceptions-with-this-deus-ex-3-concept-art http://www.gamereactor.eu/text.php?id=395...  [Read More]
Posted in: Jade Empire modding (see first post for info summary)
 stoffe
12-29-2008, 7:21 AM
#275
nwscript.nss<7104>: Error: Function parameter without a default value can't follow one with a defalt value. nwscript.nss<7318>: Error: Syntax error at ";" Error compiling nwscript.nss I assume the above numbers are line numbers...  [Read More]
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