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stoffe

Latest Posts

Page: 58 of 80
Posted in: Visas can wear any robe
 stoffe
09-02-2006, 4:00 PM
#2
What do I edit in order for Visas to wear any robe? I assume you mean so they'll visibly appear on her body, since she can wear pretty much all robes already even though they appear as her default leather dress. For line 457 in appearance.2da chang...  [Read More]
Posted in: Help with area transition triggers!
 stoffe
09-02-2006, 5:06 PM
#6
Thanks stoffe but I am still having trouble with making them. The problem I am having is how many coordinates I am supposed to have and where to put the coordinates. Look at the picture below and that will hopefully explian the trouble that I am havi...  [Read More]
Posted in: Help with area transition triggers!
 stoffe
09-02-2006, 6:09 AM
#4
Well it is mostly just the "Geometry Points" I am not sure how to set them, thats the real actual probelm that I have been having. The XPosition/YPosition/ZPosition fields of the trigger (in the area GIT file) set the base coordinates for...  [Read More]
Posted in:  Selectable Malak's PC Head - Reskin of PMHA03
 stoffe
09-01-2006, 12:11 PM
#4
its easy, in fact if you are reading this, then you are half way there already.. Now click the install button, and point it to your SwKotOR folder. Installer will modify existing files, so you don't have to worry about compatibilty. Actually, the wa...  [Read More]
Posted in: Quick question about "breathing" animations
 stoffe
09-01-2006, 11:21 AM
#2
Can you stop a character from "breathing" - i.e. make them stand motionless? Would changing their type to "Droid" and removing the OnHeartbeat script do it? As far as I know that is part of the "standing idle" animatio...  [Read More]
Posted in: Increasing damage for grande/utility devices.
 stoffe
08-30-2006, 9:17 PM
#2
I've been searching through most of the .2da files and whatnot and checked for some tutorials on the subject, but I'm still lost. Is there a way to increase the damage for certain grenades or droid utility devices? I.E. increasing Molten Cannon dam...  [Read More]
Posted in: Changing characters apperance
 stoffe
08-31-2006, 7:26 PM
#10
stoffe, how would that be done? Would your ERF/RIM Edit tool do that? The ERF/RIM Editor can extract, insert and replace files in the module RIM files. Just make sure you get the last version released a few days ago, since there was a nasty bug with...  [Read More]
Posted in: Changing characters apperance
 stoffe
08-31-2006, 7:04 PM
#8
If someone's changing Carth by .utc, they would most likely have to get into changing scripts in modules too, because there are at least eight carth001.utc files and most of them have different dialogues. (...snip...) ...they all have the same filen...  [Read More]
Posted in: Trouble with portraits.2da
 stoffe
08-30-2006, 6:24 AM
#3
Also related to naming, make sure you name your portrait files a valid ResRef (max 16 characters long, only alphanumerical characters and underscores, no spaces). If your portrait file name is longer than 16 characters it will be truncated when the g...  [Read More]
Posted in: Exile Detection?
 stoffe
08-29-2006, 12:59 PM
#15
I dont need it to re-power it, or anything like that I simply need to reset the globals to 0=OFF Position, so the next time you try to power it up, it actually works.. :) Something like this, only with real code of course.. Example if (combat == 1...  [Read More]
Posted in: Exile Detection?
 stoffe
08-29-2006, 7:52 AM
#13
If I understand correctly what you wish to happen, something like the example below might work as impact script for the activatable item property: void main() { object oItem = GetItemInSlot( INVENTORY_SLOT_RIGHTWEAPON , OBJECT_SELF); if (GetIsObject...  [Read More]
Posted in: Exile Detection?
 stoffe
08-29-2006, 6:24 AM
#9
Some script functions that might be worth remembering when working with the player party: GetPartyMemberByIndex(0) returns the character the player is currently controlling. GetPartyLeader() works the same as the above, returning the character the...  [Read More]
Posted in: Adding Planets To Galaxy Map in TSL
 stoffe
08-28-2006, 4:20 PM
#3
Note: This script is continued from the above post. It's too long to fit into a single forum post. k_003ebo_enter.nss (part 2/2) // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - // ST: Setup and run the specified cutscene. // - -...  [Read More]
Posted in: Adding Planets To Galaxy Map in TSL
 stoffe
08-28-2006, 4:20 PM
#2
Above mentioned scripts that have no source available in scripts.bif: a_holoworld.nss // ST: a_holoworld.nss (003EBO_s.rim) #include "k_inc_hawk" void main() { SetHologramWorld(); } check_party_gui.nss // ST: check_party_gui.nss (003EB...  [Read More]
Posted in: Adding Planets To Galaxy Map in TSL
 stoffe
08-28-2006, 4:20 PM
#1
Taken from this thread here (http://www.lucasforums.com/showthread.php?t=169807), please ask any and all questions about this Tutorial in that thread. ;) -RH (...quote and explanation snipped...) To add a new working planet to the Ebon Hawk Galaxy...  [Read More]
Posted in: Help With Adding TSL Planets To Galaxy Map
 stoffe
08-28-2006, 4:20 PM
#1
(Explanation: This is a response to a PM I got, since the forum apparently won't let you post this long messages in PMs. Since it might be of at least some use to others I posted it here instead. I hope this is OK.) I've read all the posts on adding...  [Read More]
Posted in: Interfaces.. ?
 stoffe
08-28-2006, 6:09 AM
#4
Is it bad to have ExecuteScript run a non-existant script? As far as I can tell nothing happens if you do. I couldn't notice any slowdowns or other problems when trying to execute non-existing scripts. The game likely just skips execution if the re...  [Read More]
Posted in: You'd think the Sith would learn...
 stoffe
08-29-2006, 6:11 AM
#7
Minigames are mostly set up in the .ARE file of the area, there is a special Minigame struct in the ARE file in those areas which contains most of the relevant data. There you may tweak the specifics of the Sith fighters, like their firepower, health...  [Read More]
Posted in: Custom Icons & The Big White Blocks
 stoffe
08-27-2006, 8:27 AM
#18
A config like below will probably work better. The more significant changes are bolded to make them easier to spot. Using "AddRow" 2DA modifiers will always add a new line even if an already identical line exists in the file. You can use t...  [Read More]
Posted in: Custom Icons & The Big White Blocks
 stoffe
08-27-2006, 6:54 AM
#16
[SaberSwitch.uti] !ReplaceFile=1 PropertiesList\0\Subtype=2DAMEMORY1 BaseItem=BP_Item1 The above line in changes.ini contains a mistake which would prevent the BaseItem field from being altered in the SaberSwitch.uti file. You assign "BP_Item1...  [Read More]
Posted in:  Movie Music Mod
 stoffe
09-02-2006, 2:32 PM
#13
The crash error is caused by a bug in an old version of nwnnsscomp.exe (script compiler) that came with older versions of the TSLPatcher mod installer previously. This bug should be fixed in the latest version of TSLPatcher and nwnnsscomp (v1.2.8b3 a...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
08-28-2006, 4:40 PM
#197
I've uploaded TSLPatcher version 1.2.8b3, which only contains a couple of bug fixes and no new functions. This will hopefully fix the problem with nwnnsscomp crashes when recompiling scripts using include files. As far as my testing has shown script...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
08-28-2006, 6:05 AM
#196
since I don't know how you have actually programmed the workspace area that is displayed I'm not 100% positive on a solution. However it appears you are using win 2000, and at least the most recent posted user problem is posted by a user with win XP....  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
08-27-2006, 8:36 PM
#193
Sure thing, just direct me to the test version and I'll give it a go, it's the least I can do for enjoying my multitude of patachable mods ^_^. Thanks for responding to me so quickly. Thanks. Download this file, unpack it into the folder of a mod yo...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
08-27-2006, 7:36 PM
#191
I seem to be having a problem with the installer, as far as I know the problem is with my computer because I haven't seen it affect anyone else. But it only happens with newly (re-)released mods, like RedHawke's Ord Mandell, or the recruit Dustil mod...  [Read More]
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