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stoffe

Latest Posts

Page: 47 of 80
Posted in: Getting to know each other
 stoffe
12-28-2006, 7:51 AM
#721
Mod note: I've moved all the grammar discussion into its own thread here (http://www.lucasforums.com/showthread.php?t=173949) since it's a topic of its own and has little to do with "Getting to know each other". :)...  [Read More]
Posted in: Battle ending music
 stoffe
12-27-2006, 8:20 AM
#3
You can change the name of the "stinger" ending sequences in the ambientmusic.2da file (or remove them entirely by setting the value in that column to ****)....  [Read More]
At first I somehow got v1.1 (probably from http://knightsoftheoldrepublic.filefront.com/, I'm not sure), but I shortly afterwards found out about v1.5 and upgraded to it. If you downloaded 1.1 recently it was probably from filefront since the latest...  [Read More]
True enough - I stumbled over her while hunting for male faces for my character, and I just couldn't resist; she's great! Thanks. :) Aha, I see ... shouldn't prove a problem to choose between them, as I seem to be stuck with playing two character...  [Read More]
You have to force the Texture Quality setting of your graphics card drivers (in Catalyst Control Center or ATI Tray Tools) to High Quality, otherwise you get those strangely miscolored textures. At least that worked for me. :) The reason it only hap...  [Read More]
Posted in: Trigger trouble in custom modules - help!
 stoffe
12-21-2006, 6:53 PM
#8
I've tried it with three...In different locations in the modules, replacing the files completely, etc etc...No change. The ResRef is valid, too...I am completely at a loss... Perhaps you could take a look at the files yourself? Sure, send them and...  [Read More]
Posted in: Trigger trouble in custom modules - help!
 stoffe
12-21-2006, 6:43 PM
#6
Both done...I fear one of the files is corrupted, but they all seem fine... Also make sure the name of the UTT file is a valid ResRef (max 16 chars, alphanumerical and underscore only), just in case. :) Other than that I have no idea. Try creating...  [Read More]
Posted in: Trigger trouble in custom modules - help!
 stoffe
12-21-2006, 6:31 PM
#4
I tried each of those, to no effect :( Hmm, hard to say what it could be then, I've never had any problems adding triggers. Some more random thoughts: Make sure you've set the Template Resref to the UTT filename properly in the area's GIT file, so...  [Read More]
Posted in: Trigger trouble in custom modules - help!
 stoffe
12-21-2006, 6:23 PM
#2
I've been trying to use two triggers - a generic one to start a dialogue, and a transition as a module exit. A few random suggestions: As far as I know the trigger must be "Hostile" to anyone that should be able to trigger it, so it's prob...  [Read More]
Posted in: .utm files?
 stoffe
12-22-2006, 8:17 AM
#17
Yup and there are all sorts of scripts to determine what you get. I fail to see what that has to do with the original question though. If they aren't set on the store itself (which they are not as far as I can see) there is still no need to send the...  [Read More]
Posted in: .utm files?
 stoffe
12-21-2006, 6:48 AM
#13
If the inventories are identical it might be that they change the Mark Up / Mark Down values, which affect how much the store buys and sells the items for. Or perhaps both mods have made exactly the same changes? :) You could probably use the GFF Co...  [Read More]
Posted in: Help with appearance.2da and editing .utc files
 stoffe
12-19-2006, 10:19 AM
#5
Well, all I can tell ya is that if I load appearance.2da and heads.2da, if there's a number in the normalhead colum, looking it up in heads.2da under row label, it always matches. Were it by line number, those numbers would all be off by one, since t...  [Read More]
Posted in: Help with appearance.2da and editing .utc files
 stoffe
12-19-2006, 8:24 AM
#3
Appearance.2da has two colums called normalhead and backuphead for every row. In those fields, you simply tell it which row label to look up in heads.2da Unless I'm mistaken the normalhead column refers to a line number in heads.2da and not the row...  [Read More]
Posted in: Level Cap
 stoffe
12-15-2006, 4:08 PM
#2
Is it possible to move the level cap in either game? You can lower it by setting the xp column (which sets how much XP you need to reach that particular level) in exptable.2da to 0xFFFFFFFF, but I don't think you can raise it above 20 in KotOR1 and...  [Read More]
Posted in: How to change your apperence using code in K1?
 stoffe
12-15-2006, 2:17 PM
#2
Hey everybody, I was wondering if you guys would be able to help me with something. I am trying to make a script that will change the appearence of me or anybody who is around me if I choose. As far as I am aware the ChangeObjectAppearance() functio...  [Read More]
Posted in: [K1] Editing Script Problem
 stoffe
12-15-2006, 12:51 PM
#4
I appreciate your taking the time to rewrite the script too. Wow. Ok so I'd like to just copy and paste that version over the edited portion of my script to see if that fixes it (I'd just extract k_ai_master.nss again and post yours over lines 154-15...  [Read More]
Posted in: [K1] Editing Script Problem
 stoffe
12-15-2006, 8:49 AM
#2
Is that the whole script you compiled? It shouldn't compile since there is no main() or StartingConditional() function in it, and there is one } block delimiter that doesn't have a starting { as far as I can see on a quick glance. I'm not familiar wi...  [Read More]
Dispel Magic definition: Negate, suppress, or remove one or more existing spells or other effects on a creature, item, or area. Dispel usually refers to a dispel magic spell, though other forms of dispelling are possible. Certain spells cannot be dis...  [Read More]
For the modding gods and goddesses out there, at whose feet I bow, I pass on this bit of info--Bradygames has published a book on how to mod NWN2, called Neverwinter Nights 2: World Editor Guide by Phillip Marcus. Hmm, perhaps this is why the NWN2T...  [Read More]
Drag the file into the list of game objects, then find it, right click it, and click "Open in new window" or something. Do note that the toolset will sort your GFF file and place it in the "proper" category (i.e. a UTI will be lis...  [Read More]
Heh, I know you're not too crazy about it, but the toolset has a GFF editor built in to it. Hmm, where do you access it? I can't see any options in any of the menus to open GFF files....  [Read More]
Do anyone know of a GFF Editor that fully supports Neverwinter Nights 2 with the changes to the GFF format they've cleverly sneaked in without changing the version number of the format? Preferably one not written in Java. Aside from potentially intr...  [Read More]
Re: Neeshka Wow, you kept Neeshka too? I've heard there are 3 influence checks for her during that dialog. I seem to only pass two of them. Breaks my heart everytime too, cuz I tend to go out of my way to "reform" her. Yes, though I suppos...  [Read More]
With Grobnar in your party, approach the "sacred pool" next to where you found the Glowstone. This is how you find the "ink". Thanks, that would explain why I never found it, since I rarely walk around with Grobnar in the party....  [Read More]
Posted in: TalkEd v1.0.4b (TLK editor)
 stoffe
12-20-2006, 7:23 AM
#12
Hi, I'm trying to translate some parts of the dialogue into Korean for personal use. I've tried inserting a few Korean words into a line to see how it worked. The changes were indeed reflected into the game, but the problem is, the characters were no...  [Read More]
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