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stoffe

Latest Posts

Page: 57 of 80
Posted in: appearance.2da
 stoffe
09-13-2006, 4:57 PM
#2
I like to run several different ones at once. If different mods have appearance.2da files, do they overwrite each other when you add to the override folder. which, in turn, would cause another mod not to work because the .2da file has been overwritte...  [Read More]
I've just discovered an interesting problem. I added the line you said to a new k_def_spawn02 script, but it wouldn't compile. At first I thought I had put the line in the wrong place (incidentally, where should you put it?). However, I loaded up k_...  [Read More]
Is this if I check the "Plot" box in KOTOR Tool .utc editor? This is where I come into problems, as I said "But AI scripting is not at all familiar to me" :(, I see references for initiating boss behaviour with GN_RunBossAIRoutin...  [Read More]
I have a unique .utc character, and I'm trying to see if I can make him use the force more often than anything else. I have stoffe's modified AI, and the game balance mod. I'm guessing that it can't be done through the .utc script modifying section....  [Read More]
Posted in: Help creating a new item
 stoffe
09-13-2006, 3:48 PM
#4
I found mod that allowed wield ANY two hand weapon in one hand. But I only want 2 not all of them... The only ways I know of to accomplish that would be to create a new base item type for those two weapon in baseitems.2da based on the double-bladed...  [Read More]
Posted in: List of Global Variables and how to change them
 stoffe
09-13-2006, 7:15 AM
#11
Okay, I changed the data. I don't want to override my existing files. What must I do to make it a workable file which I can put into the override folder? What do you mean? Do you already have a modulesave.2da file in your override folder that you d...  [Read More]
Posted in: List of Global Variables and how to change them
 stoffe
09-12-2006, 8:58 AM
#7
Does a modulesave.2da tutorial exist? There isn't much to tutorialize over since the file is not very complex. :) Essentially you have these columns: modulename is the ResRef of the module (essentially RIM file name) which the line governs. inclu...  [Read More]
Posted in: List of Global Variables and how to change them
 stoffe
09-12-2006, 7:46 AM
#5
As all (or most) of the variables are reset before/during/after the fight on the Starforge one has to redo some things / refight some fights. The problem with a "going back" mod is not just global variables being cleared, but that modules...  [Read More]
Posted in: Veridian Echo Mod part 1
 stoffe
09-13-2006, 6:25 PM
#7
Update: Here's another one of Mira. Glad you guys liked the new Atton look. As for the dangerous horney teenage look, sure. Check this out. http://static.filefront.com/images/personal/t/Torthane/55075/zqlhbzwrdk.jpg Hmm, is just my screen's brightn...  [Read More]
Posted in: Help with scripts!
 stoffe
09-11-2006, 5:48 AM
#4
Random Loot is: k_inc_treasure.ncs, and k_inc_treas_k2.ncs Those are the include files that contains most of the random loot script code. However, being include files merely changing those will not do anything since you can't compile include files...  [Read More]
Posted in: what makes the armor shiny in TSL?
 stoffe
09-10-2006, 2:36 PM
#2
does anybody know which tga file affects the *shiny* Look in TSL? before in kotor 1 it was the CM_Baremetal.tga file that affected the shiny part of the armor, now its differrent. can sumbody please help thanks! As far as I know CM_Baremetal.tpc is...  [Read More]
Posted in: Super Enhanced for both KOTOR & TSL
 stoffe
09-11-2006, 3:16 PM
#34
Oh, do the +2 blaster bolt deflections from most crystals add silently to to the lightsabers once the crystals have been put in the lightsaber, as the extra deflection does not appear on the lightsabre's information itself or is this because +10 is t...  [Read More]
Posted in: transparent character
 stoffe
09-08-2006, 11:12 AM
#2
is it possible to do a reksin of the ghost and holograms so they look abit more transparent. they look good at the moment but they are supposed to be abit more see-through. That depends on which game it is for. In KotOR1 the holograms are their own...  [Read More]
Posted in: Changing Kreia's look
 stoffe
09-08-2006, 7:00 PM
#8
There's no seperate head but there is a seperate face model. In case someone wants to do a modification which would be merging the Kreia fullbody head with the "face" model (which would result in her having a head model) =P Yes, that one i...  [Read More]
Posted in: Changing Kreia's look
 stoffe
09-07-2006, 3:41 PM
#3
I saw that topic which asked how to make any outfits appear visually on Visas, but that didn't work for Kreia, so I wonder, is it possible to do the same thing for Kreia? Unfortunately not, since Kreia's head is part of her full body model, unlike V...  [Read More]
Posted in: Mods
 stoffe
09-06-2006, 2:14 PM
#4
for her to spawn i put the co-ordinates in the script generator and the tag and then compiled it! i have made sure that the files names arent more than 16 characters. Where do you run your script from? For a script to do anything it isn't enough to...  [Read More]
Posted in: If I could draw your attention to...
 stoffe
09-06-2006, 4:45 PM
#4
Well, this topic isn't really about modding KotOR, which is what this forum is for. If it does become about modding KotOR it could be re-opened again. :) Please continue any discussion about this in the thread linked to in the first post. :lock:...  [Read More]
The problem is: I can't even get him to talk about anything when he is clicked, even though I put in my dialoge file lockerman_talktest.dlg in the Override folder. The filename of your dialog file is too long. A ResRef (filename without extension)...  [Read More]
Posted in: A few modding problems.
 stoffe
09-05-2006, 3:17 PM
#2
1. We have the first cutscene ready but how do we make it play instead of the original 1st cutscene when you start a new game (Its already in the correct folder and is the correct format) Is it a script we need? I'd guess the easiest way would be t...  [Read More]
Posted in: KSE 3.3.3 problem
 stoffe
09-05-2006, 5:06 AM
#3
When I try to open K.S.E. I keep getting this message: "attempted to read past end of end of dialog.tlk (tried to read string 124483 but dialog.tlk has 49265 entries) Kotor1 spells.2da Have you had any mods installed before when last saving th...  [Read More]
Posted in: Star Forge Robes
 stoffe
09-09-2006, 8:14 AM
#14
Alright, now I am trying to add the custom star forge robes I did to Kotor 1, but the files arent the same, so what are they in kotor 1? The only thing I could find was pmbjs or something like that, and it appeared to be the right robe, but when I...  [Read More]
Posted in: Star Forge Robes
 stoffe
09-03-2006, 11:26 PM
#7
ERFs > swpc_tex_tpa.erf > P > pmbj01.tpc, pmbj02.tpc The models are in models.bif as well: pfbjm.mdl, pfbjm.mdx (for females), pmbjm.mdl and pmbjm.mdx (for males). They work fine, and are already referenced in appearance.2da for the player...  [Read More]
Posted in: Quick question about "breathing" animations
 stoffe
09-02-2006, 7:45 PM
#5
This seems like as good a place as any to ask this. How is a supermodel assigned to a model? I'm just curious, does anyone know this? The supermodel assignment (http://img60.imageshack.us/img60/6304/supermodelru9.jpg)... No idea if MdlOps supports...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
09-05-2006, 1:02 PM
#200
Here is another "quick how-to" guide for how the TSLPatcher could be used to accomplish certain modding tasks. Hopefully these examples will make it a bit clearer how things fit together. :) * * * New Player Appearance Mod: To use TSLPatc...  [Read More]
How do I use DLGEditor 2.30 to change words in a dialog entry? I downloaded DLGEdit from pcgamemods but it crashes as soon I try to go to the replies list. I'm thinking maybe DLGEdit doesn't work with TSL .dlg files? I can make the changes I need in...  [Read More]
Page: 57 of 80