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stoffe

Latest Posts

Page: 48 of 80
Posted in: Combat Simulator Mod Trouble
 stoffe
12-13-2006, 8:39 AM
#4
The Combat Sim Arena mod does not change any aspects of the game outside of that new module, aside from adding the armband that you use to reach it. Since that only involves a new "spell", a new item template and an updated workbench item l...  [Read More]
Posted in: Editing Dialogue.tlk???
 stoffe
12-10-2006, 8:33 PM
#2
I keep trying to add a new string, but it won't let me... What utility are you using, and how are you trying to do it? You'll probably need to provide more info if anyone is to figure out what's wrong. :)...  [Read More]
Posted in: [TSL]Disabling rapid transit
 stoffe
12-09-2006, 2:56 PM
#3
I've never seen any "Return to base" rapid transit function in TSL either. :confused: If you mean being able to switch party members "in the field" that is governed by the "Unescapable" flag set in the ARE file of an ar...  [Read More]
Posted in: Force powers and vitality points
 stoffe
12-07-2006, 7:42 PM
#2
I was wondering if there's any possible way to make Force Powers use Vitality Points INSTEAD of Force Points. I've noticed that one cannot modify Force Body into the k_inc_force.nss script, that would be great though. It can't be done directly as f...  [Read More]
Posted in: Custom Class scripting
 stoffe
12-07-2006, 5:03 PM
#4
Here's the code I'm using: void AddMultiClass(9, GetObjectByTag("Carth")); And the error I'm getting is "integer constant." Any ideas? Do you get the error when trying to compile the script? Is that the entire script? If so yo...  [Read More]
Posted in: Custom Class scripting
 stoffe
12-07-2006, 4:42 PM
#2
The AddMultiClass function that's in the "Commonly Used Script Functions" topic keeps aborting with errors, so I'm not entirely sure what to do. Could anyone help? What kind of errors are you getting, and how are you using the function? Th...  [Read More]
Posted in: Tattoo Mod help requested
 stoffe
12-08-2006, 8:43 AM
#19
no i want to use the force power to change my alignment temporary,i mean if the force power time is 10 sec. than i'l be darkside for 10 sec. how can i do that? This should work as an impact script for a force power that changes the alignment (and ap...  [Read More]
Posted in: Tattoo Mod help requested
 stoffe
12-07-2006, 2:31 PM
#13
If you mean add the tattoos ingame using a feat/item/force power, I don't think that's possible. The only texture swapping that I know of is for the dark side transitions, and that isn't something you can alter without changing your alignment. You c...  [Read More]
Posted in: Difficulty multiplier
 stoffe
12-04-2006, 11:31 PM
#2
When I'm editing the creatures in the modules they usually have a reduced number of hit points and 0 universal save throws. Does this means that the system automatically calculates those values and the numbers appearing there are only extras? Or do y...  [Read More]
How do you activate the Construct in the CK basement? I've found the Tome of Golemcraft (in the CK library) and the rune-inscribed metal piece (in the Illefarn ruins) and given them to Grobnar, but he still seems to need some sort of glowing ink to s...  [Read More]
The AI on Zhjaeve seemed to kick into gear(finally) and she was dealing major damage - funnily enough - I discovered I hadnt equipped her with a sword, just a shield for this encounter - this seemed to make her stand back and let loose, rather than g...  [Read More]
Warning - Spoilers ahead relating to CK and the early parts of Act 3. I think I'll go with the church :) I havent noticed the drow vendor - the only enclosure I came across had Luskan prisoners in it. I guess there must be another one :) It's in...  [Read More]
Yes, all the vendors from everywhere are unavailable. I might have to sell some of my 1337 stuff if that is the best way to generate cash to open the shop in the keep :) If I opened a monastery, do they sell things like the church does or would they...  [Read More]
The wizard lizard is still kicking my a$$ but I have gotten to the but where he changes shape. Interesting he is Level 20. I should study up on what my spellcasters can do. I havent used Qara at all(apart from when she was requested), but use elanee...  [Read More]
Has anyone noticed that as of Act III, you encounter Melee Battles that are VERY damn hard, a siginificant jump. I have a reasonably strong character at lvl 16 Ranger/Paladin/Cleric/NWN Nine, who has had no huge trouble dispatching foes until Act III...  [Read More]
Do most quests with a violent and non-violent resolution choice consistently give much poorer rewards if you avoid bloodshed? It certainly seems that way. The difficulty with those quest conversations turn more into dodging the Diplomacy/Intimidate/B...  [Read More]
@Tupac Amaru: That seems to have worked. Thanks. (Except for summons and animal companions since you can't switch to control them.) Seems the latest patch still don't make the Examine screen useful in letting you see what status effects are applied...  [Read More]
@Stoffe :) Thanks for the reply :) that unfortunately sounds quite complicated for the likes of me...and would be quite time consuming til I got over the learning curve. Im more a hardware guy :D If you want to try it you can do something like this:...  [Read More]
just a quick question, does the toolset allow to mod the faces colors.. basically I want a face for an evil wizard character in black metal style corpsepaint :p You can edit the available skin/hair/eyes color palette choices for each playable race...  [Read More]
I am so thankful to be one of the lucky ones that manages to somehow avoid all of Obsidian's show stopping bugs. Seems it wasn't just me who got that problem, after some digging around. Apparently the Toolset will henceforth crash when starting up u...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
12-12-2006, 10:40 AM
#228
Well it worked partially there Stoffe however it still copies files into the overide. Then it tries to patch the 2da files. When it gives it's error it also leaves the files in override. Unless I've managed to screw up again (which in itself wouldn...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
12-10-2006, 5:23 PM
#226
Well it worked partially there Stoffe however it still copies files into the overide. Then it tries to patch the 2da files. When it gives it's error it also leaves the files in override. here is the installlog. Hmm, that's not right, it should chec...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
12-10-2006, 10:50 AM
#224
Edit: ARRGGHH!!! I have found a glitch that is likely to put me on your hit list. I'm setting up the multi-installer option. On all but one of the packages I'm setting them to require a file be present in override prior to installation. However every...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
12-09-2006, 11:42 AM
#222
Ahh, that would explain. Would it be to much to ask to have the patcher be able to handle subfolders without the namespacing? I ask because I have discovered it is difficult to keep track of files with testing of the mod that I'm using this for. Mayb...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
12-07-2006, 2:47 PM
#220
Hey stoffe I encountered a problem or maybe I'm asking the patcher to do something it can't. I was trying to read files in from a subfolder within the tslpatchdata folder. If I manually set it within the install portion to read something like launche...  [Read More]
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