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stoffe

Latest Posts

Page: 43 of 80
Posted in: Underlays and Overlays for Jedi Robes
 stoffe
01-19-2007, 12:20 PM
#2
Just like the title says, I would like to be able to use overlays and Underlays on normal jedi robes for TSL. Open the UTI template files for the robes (a_robe_##.uti) with a GFF Editor and change the value in the UpgradeLevel field to 4. That would...  [Read More]
Posted in: problem: missing Sith and Red Eclipse
 stoffe
01-19-2007, 8:40 AM
#3
In addition to what Kitty suggests, check if there are any files named 003ebo.git or 003ebo.are located in your override folder. If any of those files exist in the override folder I would remove them, since they are likely the cause of the problem....  [Read More]
Some of the Feats I'd like to add are more or less passive feats, where all they would do is modify to hit and damage bonuses... so does this mean that a feat such as this is doable? (snip) I'm really glad you picked up on this. It's actually the wh...  [Read More]
Level 1 Goals: Basic Item Editing. Learn how to create and edit custom items that are not shown in-game (belts, armbands, headgear) learn how to extract and modify inventory icon .tga's for said items. Questions: For the basic items, I'd like to ch...  [Read More]
Posted in: Scripting Question/Compile Error
 stoffe
01-16-2007, 3:06 PM
#2
if (sCurr == "a_robe_02") nType = #2DAMEMORY1#; /* Padawan Robe */ I've tried using the KOTOR Tool internal compiler and HazardX's compiler, but get the same error with both of them. I was hoping someone could shed some light on it. Though...  [Read More]
Posted in: Help with Visas Appearance editing
 stoffe
01-15-2007, 7:56 AM
#12
Thanks for replying. I pre-apologize for the possibly noobish questions, but is it possible to write a script that could change the tag of an NPC? or have Visas use a different tag without rewriting all of the scripts that apply to her? Could she use...  [Read More]
Posted in: force powers sequence eg. shock -> lightning -> storm
 stoffe
01-17-2007, 3:11 PM
#27
Oh, can you send me a link to your TSL Patcher please. The one i have already got doesnt work and the link here http://www.starwarsknights.com/comments.php?id=307 is fine but when i unzip it it says there all corrupt. :( Try clearing your browser...  [Read More]
Posted in: force powers sequence eg. shock -> lightning -> storm
 stoffe
01-16-2007, 5:29 PM
#24
Thank you ever so much, they all work fine now! What compiler did you use? Glad you got it working. :) I used tk102's variant of nwnnsscomp that comes with TSLPatcher, though the one coming with KotorTool should work just as well to use....  [Read More]
Posted in: force powers sequence eg. shock -> lightning -> storm
 stoffe
01-15-2007, 12:41 PM
#21
Okay, ive renamed it (in spells.2da and file) to k_sp1_generic.ncs and nothings happened still! so does that mean theres a problem with the script running on kotor1? There could be some problem with how you have compiled the scripts. I had a closer...  [Read More]
Posted in: force powers sequence eg. shock -> lightning -> storm
 stoffe
01-14-2007, 3:21 PM
#19
the force powers are for kotor1 and its when i cast the power, the character does the animation (use force) and there are no visual effects and no damage dealt. i dont know what it is though, the scripts seem fine. The impact scripts for tier 2 and...  [Read More]
Posted in: Scripting a Force Power
 stoffe
01-15-2007, 5:27 PM
#16
Okay, most of the functions are working its just i seem to be able to spawn limitless amounts of them int FORCE_POWER_MANDALORIAN_HELP = 397; void main() { if (!GetIsObjectValid(GetObjectByTag("n_mt"))) SignalEvent(OBJECT_SELF, EventS...  [Read More]
Posted in: Scripting a Force Power
 stoffe
01-15-2007, 2:42 PM
#14
In the scripts above i still seem to be able to spawn limitless "n_mt"s if (!GetIsObjectValid(GetObjectByTag("n_mt"))) Dosen't this check just that the object is valid but not spawned before? If not please excuse my n00bish questi...  [Read More]
Posted in: Scripting a Force Power
 stoffe
01-15-2007, 12:17 PM
#12
Just a Question. Could i Set a local Number so that is the force power has already been cast do not spawn another "m_mt"? You can, just make sure you pick a LocalNum that isn't already used by the AI scripts or to keep track of any convers...  [Read More]
Posted in: Various Modding Tools (2DA, TLK, DLG, Search)
 stoffe
01-20-2007, 8:00 AM
#41
All this just because I wanted to try my hand at owner drawn menus. Although I do like them, I'm not sure they're worth this much trouble. Anyway... Test #14 (http://files.filefront.com/6570094) That version seems to have fixed the new menu problem...  [Read More]
Posted in: Various Modding Tools (2DA, TLK, DLG, Search)
 stoffe
01-19-2007, 9:03 AM
#38
Worked on the dialog viewer. Complete menu rewrite. They work for me, but so did the old ones. That menu problem appears to be fixed in this version.... but another seems to have cropped up instead. The menus appear to work fine at first when loadin...  [Read More]
Posted in: Various Modding Tools (2DA, TLK, DLG, Search)
 stoffe
01-17-2007, 3:56 PM
#36
It creates a debug log file now if it encounters that error, so you might want to check. Test #12 (http://files.filefront.com/6551774) Btw: What dialog are you trying to test drive? It would help if I was able to reproduce the error. The menus ar...  [Read More]
Posted in: Various Modding Tools (2DA, TLK, DLG, Search)
 stoffe
01-17-2007, 2:05 PM
#34
This is a rollback to some previous code where I think the menus were working. I just want to verify that. Test #11 (http://files.filefront.com/6551207) The menus work fine again with this version. :)...  [Read More]
Posted in: Various Modding Tools (2DA, TLK, DLG, Search)
 stoffe
01-17-2007, 12:56 PM
#32
I made some changes to the dialog viewer, 2da editor, and included the missing richtx32 control for the find in files program. Test #10 (http://files.filefront.com/6547946) I've tested the 2DA Editor some more and it appears to be working mostly fi...  [Read More]
Posted in: Various Modding Tools (2DA, TLK, DLG, Search)
 stoffe
01-16-2007, 11:49 AM
#30
I may have gotten the menus working right. Even if they do, they aren't quite finished, though. But you should be able to read them. Also I tried something different where it pronounced "Failed to register window!" It will now make two slig...  [Read More]
Posted in: Various Modding Tools (2DA, TLK, DLG, Search)
 stoffe
01-15-2007, 7:31 PM
#28
I was getting ready to completely rewrite the menus when I was able to reproduce the miniature menus syndrome. It was connected to an IF statement so I would like to test this once without the IF before I start a rewrite. Test #8 (http://files.filef...  [Read More]
Posted in: Various Modding Tools (2DA, TLK, DLG, Search)
 stoffe
01-15-2007, 7:23 AM
#26
But first I'd like to get the menus working on the dialog viewer. I have uploaded another program for menu testing. Test #7 (http://files.filefront.com/6533206) Same problem as before with this one, the menus are too small for the content. I tried...  [Read More]
Posted in: Various Modding Tools (2DA, TLK, DLG, Search)
 stoffe
01-14-2007, 4:49 PM
#24
Can you tell I reuse code? At least I got a laugh out of it. I worked on the 2da editor and uploaded 4 programs that use diferrent methods of owner drawing menus. All I really need to know is which work and which don't. (Just the menus on them, not...  [Read More]
Posted in:  NEW AREA - Tomb of Azgath N'Dul (Korriban) v1.0
 stoffe
01-15-2007, 12:30 PM
#20
Unfortunately I don't see any text and therefore I cannot select to enter the tomb. What is going wrong? I have several other modes installed, but none of the other mods use any file of the mod. I have redownloaded the mod but there is no change. :-(...  [Read More]
True. Obsidian made some pretty good models for KotOR II, though, so I was expecting something of similar or higher quality. In some ways the models felt improved over what was in TSL, but in other ways it seemed like a step back. If the NWN2 models...  [Read More]
Spoiler Alert: Do not read this unless you've finished the game. For an engine like NWN 2's, I was expecting less ugly heads. KotOR is several years older, and did a better job on most of them. Doesn't matter how advanced engine you have if your...  [Read More]
Page: 43 of 80