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stoffe

Latest Posts

Page: 44 of 80
Posted in: On enter Script for a KT unsuported kotor 1 module
 stoffe
01-14-2007, 12:31 PM
#15
But... I'm fairly sure (and the KotOR Tool search function backs me up in this) that there is only one m14ae.are in the entire game - so placing it in the override shoudln't cause conflicts with the stock content of the game. ...until someone else d...  [Read More]
Posted in: On enter Script for a KT unsuported kotor 1 module
 stoffe
01-14-2007, 10:25 AM
#11
^That will pack your mod out somewhat excessively, though... Not necessarily. If you use a mod installer you can instruct it to modify the OnAreaEnter field within the ARE file within the existing module RIM file. That way you won't need to pack th...  [Read More]
Posted in: On enter Script for a KT unsuported kotor 1 module
 stoffe
01-13-2007, 7:24 PM
#3
I usually wouldn't put modified ARE, GIT or IFO files in the override folder though, since the ARE files usually are named the same for all areas sharing the same basic model set, which can create conflicts in some cases. (GIT files can conflict wit...  [Read More]
Posted in: SW Music Mod Failure
 stoffe
01-13-2007, 10:23 AM
#2
It looks like you are running the installer from within the ZIP/RAR archive. You must extract the content of the archive to somewhere on your hard drive (not the game's override folder though) before installing or things will not work properly. Make...  [Read More]
Posted in: Help with Visas Appearance editing
 stoffe
01-11-2007, 9:46 AM
#8
I've sifted through tons of 2da's and come up with nada so far. (snip) We could test the idea of the party slot being somehow hard-coded if someone feels like knocking together a quick mod to say switch Atton and Visas (or Visas and any other party m...  [Read More]
Posted in: Help with Visas Appearance editing
 stoffe
01-11-2007, 8:06 AM
#6
If any one knows how to fix this, has a theory, or even just let me know that I'm not alone in my frustrations, that would be excellent. You are not alone in your frustration, but unfortunately I don't know of a way to fix it, so I can only confirm...  [Read More]
Posted in: force powers sequence eg. shock -> lightning -> storm
 stoffe
01-14-2007, 2:53 PM
#17
No, ive tryed changing the names and it still doesnt work, i cant see any problems with the scripts though. Which game is the powers meant to be for, KotOR1 or K2:TSL? Make sure you change the name of both the NCS file in the override folder and t...  [Read More]
Posted in: force powers sequence eg. shock -> lightning -> storm
 stoffe
01-13-2007, 9:02 PM
#14
okay ill send them now I've had a quick look at it and noticed that the scripts ilst_forcequake_ii and ilst_forcequake_iii do not have valid ResRefs/names. A ResRef can be at most 16 characters in length, while those two are 18 and 19 characters lon...  [Read More]
Posted in: force powers sequence eg. shock -> lightning -> storm
 stoffe
01-13-2007, 1:19 PM
#12
i cant upload my files, my firewall is blocking most of the features of this site. i can post the 2da file rows: If you zip the files you should be able to send them as an email attachment. Make sure you include both the NSS scripts and the 2DA file...  [Read More]
Posted in: force powers sequence eg. shock -> lightning -> storm
 stoffe
01-13-2007, 8:44 AM
#10
I've checked the version and it is v1.0 so the script should work, and so it must be down to the 2da part. I've checked that through aswell and made sure i havent mixed up anything such as the "iconresref" and the "impactscript" a...  [Read More]
I have compiled them, i used the hazard x kotor script compiler. I've checked them over and they are ncs files. I would decompile them to check if they are correct, but i dont have a script decompiler that works and the script syntax should have told...  [Read More]
Im still having problems, I've fixed my problem with the sequence and for some reason when i use the powers, nothing happens! I've checked that the impact scripts are correct and i have no idea what is wrong. Perhaps a stupid question, but have you...  [Read More]
i was wondering if i could make "upgrades" for that such as shock -> lighning -> storm. i have tryed using the "Prerequesites" column in spells.2da but that still doesnt tag it onto the original force power, insted in just a...  [Read More]
Posted in: Scripting a Force Power
 stoffe
01-11-2007, 7:26 AM
#9
Okay after a bit of edting i came up with this (snip) The problem is i seem to be able to spawn loads of n_mt's You still have no persistant effect applied on the force user that lasts for the duration of the power, making the line... if (!GetHasSpe...  [Read More]
Posted in: Scripting a Force Power
 stoffe
01-10-2007, 7:39 AM
#5
object oTarget = GetSpellTargetObject(); Is this a Friendly (activated in the GUI panel in the lower corner of the screen) or a Hostile (activated above the selected enemy character) power? If it's the former you don't need this line since you can j...  [Read More]
Posted in: Problem with Talk Fight Talk sequence
 stoffe
01-09-2007, 11:09 AM
#6
The Party Member, because she wears the Equipment i gaved her. So i was sure its he Party Member one, but maybe i'm wrong? In that case you may need to add in conditional checks to ensure that the HP check only is done at the proper place in the sto...  [Read More]
Posted in: Various Modding Tools (2DA, TLK, DLG, Search)
 stoffe
01-14-2007, 2:24 PM
#21
I've fixed this. (It was reproducible on my end.) I'll repack everything and re-upload the original pack after I've (hopefully) solved the crashing issues. To shift gears...I've uploaded test copies of the 2da editor and the dialog viewer. Test #5...  [Read More]
Posted in: Various Modding Tools (2DA, TLK, DLG, Search)
 stoffe
01-14-2007, 8:30 AM
#18
Unfortunately I still need to parse the command line so I rewrote that part completely. So here is Test #4 (http://files.filefront.com/6528803). This version ran without any crashes as well. :) The only problem with it I've noticed so far is that...  [Read More]
Posted in: Various Modding Tools (2DA, TLK, DLG, Search)
 stoffe
01-13-2007, 9:16 PM
#15
Thank you Stoffe - you have pointed out a second factor that all 3 programs have in common - parsing the command line. I have commented out that part of the code. Test #3 (http://files.filefront.com/6528246) That seems to have done it. :) Now it st...  [Read More]
Posted in: Various Modding Tools (2DA, TLK, DLG, Search)
 stoffe
01-13-2007, 8:23 PM
#11
Ok...Here's another one. (http://files.filefront.com/6528036) This one duplicates exactly the same code for subclassing I used in the console helper. Not getting any Windows Crash dialog box this time, but nothing seemingly happens when running it,...  [Read More]
Posted in: Various Modding Tools (2DA, TLK, DLG, Search)
 stoffe
01-13-2007, 9:17 AM
#5
Ok. The things in common with all three apps is that they are all attempting to subclass the window at the point that it gpf's. (Using the SetWindowLong api.) It also appears that CreateWindowEx failed in making the tooltip window. At the moment al...  [Read More]
Posted in: Mysterious Box ( Spoilers )
 stoffe
01-13-2007, 9:57 AM
#19
The problem with freeing him would be that he'd need a body for his mind to return to, and his own has been lost for the past 30 000 years. Perhaps you could plug The One into the box and let the imprisoned Rakata claim his body instead of killing...  [Read More]
Or, a zillion for me, since I tinker at the workbench a lot. Oh, stoffe--the holy weapons/arrows work pretty well. It's very gratifying to look at the little box and see for just one arrow '3 points damage, 4 points electric, 5 points fire, 9 points...  [Read More]
Spoiler Alert: Do not read this unless you've finished the game. Having not played as a female character (other than Aasimars, most look hideously ugly) I can't say much about the romance for them other than what I saw in Bishop's dialogue file, wh...  [Read More]
(Again, apply smilies where needed, I ran out of my quota about 25% through...) Spoiler Alert: The the rest of this post contains significant spoilers. Do not read until you've finished the game. Out of curiosity, what'd you do for the romance opti...  [Read More]
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