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stoffe

Latest Posts

Page: 45 of 80
Posted in: Adding Items to the workbench (TSL)
 stoffe
01-09-2007, 8:29 AM
#2
So I figured I should check the uti, and 2da files, and whatnot, and the robe entries are of course missing from the 2da files. If you are using KotorTool's 2DA editor keep in mind that you must click on another line than the one you've just added...  [Read More]
Posted in: Problem with Talk Fight Talk sequence
 stoffe
01-09-2007, 9:16 AM
#4
I can't spot anything that looks wrong in those scripts in themselves, so perhaps the problem lies in how they are used? Some other things to check: What character are you using the scripts with? The party-member mission or a separate NPC version of...  [Read More]
Posted in: Problem with Talk Fight Talk sequence
 stoffe
01-08-2007, 11:57 AM
#2
I made all Scripts like describend in tk102 Talk-Fight-Talk Thread and changend the 2 entries in her .utc file (OnSpawn and OnUserDefine) but nothing happens when she reaches 1 HP, expecting that she continues fighting -_-" Sounds like the Hea...  [Read More]
Posted in: Removing Duplicate Entries in a 2da file
 stoffe
01-05-2007, 7:24 PM
#5
Are upcrystals.2da and upgrades.2da one of those "indexed by line number" files? Four asterisks? I think they are indexed by line number, but I don't know for sure since I haven't been doing a whole lot of modding where those files are in...  [Read More]
Posted in: Removing Duplicate Entries in a 2da file
 stoffe
01-05-2007, 6:58 PM
#3
Question: if you install multiple mods via the nifty TSLPatcher and then notice that it somehow duplicated entries in two of the 2da files, how would one safely remove those entries? If those duplicate lines originate from the same mod the author ha...  [Read More]
Posted in: Editing Lightsaber Properties
 stoffe
01-05-2007, 7:10 PM
#2
Obviously, it involves more than just switching from "lightsaber" to "short lightsaber" in the *.uti file. I guess it would be the same as what RH did when he created Revan's sabers for K1, where he took the regular lightsaber mod...  [Read More]
Posted in: [k1] How to make proper portraits
 stoffe
01-05-2007, 8:20 PM
#4
You can also get fairly decent close-ups of characters by using another party member as a camera man. Enable solo mode and switch to a character with normal vision, move close to the one you want to take a picture of, enter First Person Look mode (ca...  [Read More]
Posted in: TSL Mandalore Mod
 stoffe
01-05-2007, 6:20 PM
#2
Any one know the item code for his armor? and if modding that file will it let him where other armor or is that something to do with his file? Thanks for any help you can give. The item template for Candalore's armor is a_heavy_x01.uti. It's a fairl...  [Read More]
Posted in: OnEquip event?
 stoffe
01-05-2007, 1:56 PM
#2
Hey everybody I was wondering if it would be possible to fire a script when an npc equips an item. If this is possible could you guys tell me how to do it, I would really appreciate it. Thanks everybody.:) There is no OneQuip event hook for the KotO...  [Read More]
Posted in: Script for equip screen, and leveling up puppets(TSL)
 stoffe
01-03-2007, 10:24 PM
#2
1. How do you make a script bring up the equip screen for a character? I'm making a puppet and want to include a choice in it's dialog to go to it's equip screen. As far as I am aware you can't do that. You can only access the inventory of party mem...  [Read More]
Posted in: Xbox modding illegal?
 stoffe
01-03-2007, 7:43 AM
#2
As far as I understand it that is about making hardware modifications to an X-box to make it more moddable, which for some reason is illegal in the US, not about modding the games on the Xbox itself (which is a separate issue). Still, I'd presume th...  [Read More]
Posted in: Merging 2da question
 stoffe
01-03-2007, 8:38 AM
#7
Just to clarify/confirm what has been said, the unaltered file should be a copy of the 2DA from the game data with no mods applied to it. This file is used by the Merger to check what has been modified in either of the two modded 2DAs you then select...  [Read More]
Posted in: Creating a new shield help
 stoffe
01-03-2007, 2:50 PM
#20
Just out of curiosity, how did you come up with 62? My thinking was 59 = 59, 61 = 60, 63 = 61, the second 63 = 62 and the third 63 = 63, thus making the next line 64. The Row Label numbering in effecticon.2da for KotOR1 skips over the numbers 56, 5...  [Read More]
Posted in: Creating a new shield help
 stoffe
01-03-2007, 2:37 PM
#18
So, I double-checked and counted and it does match. The effecticon.2da line numbers run concurrently up to line 59, then it switches to line 61, the three(3) 63's so it looks like this 59 61 63 63 63 I added my line number after the last 63 and lab...  [Read More]
Posted in: Creating a new shield help
 stoffe
01-03-2007, 2:03 PM
#16
Just ran one more test. I changed an existing shield in effecticon.2da to point to the resref of the .tga I created in the override and the shield Icon showed up. Seems like the script doesn't use the correct effect icon link. Doublecheck that the...  [Read More]
Posted in: Creating a new shield help
 stoffe
01-03-2007, 12:49 PM
#10
The effect Icon isn't showing up. I have made the change in effecticon.2da to the .tga icon in my override. Is their another specific Icon that the game uses for the Effect Icon? I just pointed it to the Icon that displays in the inventory screen. He...  [Read More]
Posted in: Creating a new shield help
 stoffe
01-03-2007, 11:20 AM
#7
3. Using Kotor Tool, added a new line by copy and paste to effecticon.2da and changed the row label, label, and iconresref, saved to override. There was no cloumn for me to change the 'namestrref' like you said in your description, the column just wa...  [Read More]
Posted in: Problem while recruiting Yuthura
 stoffe
01-04-2007, 1:30 PM
#8
I already tried it with GetObjectByTag command and then destroyobject, but i think its nessecary to be in the same Area as the Object you want to get and destory, or i made a mistake, i dunno A script can only manipulate objects within the module (a...  [Read More]
Posted in: Problem while recruiting Yuthura
 stoffe
01-04-2007, 10:06 AM
#6
Now the only Problem remaining is that she appears on Dantooine and i dont know how to remove NPCs in other Areas. Talking to her on Dantooine and tell her to dissapear isn't a real nice solution xD As far as I can see at a quick glance it appears t...  [Read More]
Posted in: Problem while recruiting Yuthura
 stoffe
01-03-2007, 2:16 PM
#2
Now there are a couple of things that you guys can do to help me: - is there onther way to let her join the party without using that CreateObject comand? Your join script looks a bit odd. When you use CreateObject() like that you spawn a new instanc...  [Read More]
Posted in: Dialouge help
 stoffe
01-03-2007, 1:22 PM
#2
Does anyone know of a way to extract dialouges not in the kotor tool but one specifically called swoopmc.dlg First, which game is it for, KotOR1 or TSL? In KotOR1 module-specific dialog files are found within the *_s.RIM file of that module, while...  [Read More]
(Insert smileys where applicable. The 10 smileys/post limit is insanely annoying when you write posts as long as this...) Warning: The rest of this post is full of massive spoilers. Do NOT read it unless you've finished the game! As an evil charac...  [Read More]
ok I just got started with the game and a part a few little things (the camera is one of them) I love it so far...but what did they think when they made that toolset? This thing is the most user unfriendly toolset I've seen :nut: The user interface...  [Read More]
Warning: This whole post is full of massive spoilers. Do NOT read it unless you've finished the game! Well, I finished the game. Suffice to say I did NOT like the ending at all, but I'll save all my thoughts for a later post, as I've typed a lot alr...  [Read More]
Posted in: Kotor Tool Upcoming Release Features
 stoffe
01-02-2007, 10:45 PM
#4
Mod note: Indeed. I'll lock this sticky for now since it's essentially inactive. Fred Tetra can unlock it again when/if he returns....  [Read More]
Page: 45 of 80