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stoffe

Latest Posts

Page: 59 of 80
Posted in: Dialog question -- copy/paste between .dlg files?
 stoffe
08-26-2006, 8:28 AM
#3
Ugh! I can't believe I forgot to mention this. Open up your dialogues in K-GFF, it will look a bit strange, don't worry. Scroll down to the entry you wish to copy and paste it into the other file. It is not a precise art. If you do it this way, don'...  [Read More]
Posted in: Same Named files in mods ?
 stoffe
08-24-2006, 8:11 AM
#2
Hey I've downloade some mods that I wanted to try out , but alot off them are using the same name for certain files . But I saw some screenshots who uses severall mods . So can I go around this problem , I've heard of merging or something like that ?...  [Read More]
Posted in: Day/Night Transitions?
 stoffe
08-23-2006, 4:52 PM
#2
Has anyone successfully got them working? I've played around with them in tetras Module editor, all the textures turn a shiny black at night, and its impossible to see. Has anyone got them working right? Likely a leftover from Neverwinter Nights sin...  [Read More]
I honestly do not know. All I've done is copy script you generously provided me, added my entries, complied the script and placed it in override. I tought it would work. So here comes the question - How to run the script, preferably at entering Harb...  [Read More]
It seems something is wrong. I checked it 2 times in game, once on dark side and once light side. Neither robe spawned in locker. Here's how I filled yellow entries, maybe I made some mistake. Where do you run your script from?...  [Read More]
I've made two robes, one for dark side, and one for light side PC. What I wanted to do is that correct robe would spawn in PC's locker on Harbinger, based on alignment, i.e if PC is darksider, dark side robe would spawn and vice versa. Is there a scr...  [Read More]
Posted in: Script Question: Multiple Dialogs
 stoffe
08-22-2006, 2:18 PM
#3
How can I make it so that the first time the PC holds a conversation with an NPC, it does one dialog file, and then from then on it does another depending on the answers given in the first conversation? Thanks alot for any help. Set a local boolean...  [Read More]
Posted in: KMM or TSLpatcher
 stoffe
08-20-2006, 4:45 PM
#2
Do I have it right? Are KMM and TSLpatcher two ways to do the same thing? Do I need both? What does one do that the other does not? Any insight appreciated! Not quite, KMM and TSLPatcher serve two different functions. As far as I am aware KMM is a m...  [Read More]
Posted in: Similar games
 stoffe
08-20-2006, 6:46 AM
#5
Oblivion, the latest Elder Scrolls is become more and more popular as an excellent RPG. Give it a go, though I hear it has steep system requirements and plays like an FPS. You can choose between First Person and Third Person view in Oblivion, though...  [Read More]
Posted in: How would I make a cutscene like this?
 stoffe
08-19-2006, 7:37 AM
#5
Hi, I'm trying to learn how to script and now I'm curious... what this line does? ActionDoCommand(SetCommandable(TRUE,oNPC)); The SetCommandable() function toggles if the creature specified can be given new commands. If set to FALSE it essentiall...  [Read More]
Posted in: Help with wrist launcher and new grenades
 stoffe
08-21-2006, 6:21 AM
#5
Maybe Mira's model is the only one that has that animation. :giveup: The "launch rocket" animation seems to be part of the standard animation set since you can give a wrist launcher to any humanoid using the standard supermodel and they'll...  [Read More]
Posted in: Scripting Help
 stoffe
08-18-2006, 6:21 AM
#2
I still need a way to set variables.. Example.. } if ( uUnknown == vVar) Set xVar (vVar + sVar); <-- How do I do this.. } xVar = vVar + sVar; ...as long as xVar, vVar and sVar are of the same type, otherwise you'll need to convert the values to t...  [Read More]
Posted in: Module Editing
 stoffe
08-17-2006, 7:52 AM
#6
OR it could be that you haven't taken into account the z axis. That could be the cause for placeables, but not for missing characters since those always snap to the walkmesh of the area no matter what you set their Z coordinate to. :)...  [Read More]
Posted in: Module Editing
 stoffe
08-17-2006, 7:08 AM
#4
If the area lacks any content it sounds like the .GIT file of the area is either damaged or missing (perhaps named incorrectly?). The .GIT file contains information of such things as creatures, placeables etc, pretty much any "loose objects"...  [Read More]
Posted in: GUI modifications
 stoffe
08-17-2006, 7:05 AM
#2
I was poking around the moddable data files with the Tool, and I saw several entries in there for the interface... this is a completely stupid n00b question, but is there any way that the interface can be modified in any way? In my limited testing...  [Read More]
Posted in: Influence bug
 stoffe
08-19-2006, 8:01 PM
#24
But honestly, the script is less than 22 lines of code, not counting the declared variables section, and only 11 of the lines ever work at any given time, so basically the script execution time is less than one second.. Script execution usually onl...  [Read More]
Posted in: Influence bug
 stoffe
08-19-2006, 1:33 PM
#22
Heartbeats are once every six seconds, and I don't see where I said the mod was useless... Actually, a round appears to be 3 seconds long in TSL, so the heartbeats fire every 3 seconds. :)...  [Read More]
Posted in: Class Creation
 stoffe
08-25-2006, 8:04 PM
#9
There is a workaround - you can create a class, and using scripts grant a few force powers and force points to the class. However in the main iNutter is correct, you cannot create new classes that will allow the kind of force progression currently in...  [Read More]
Posted in: Simple ERF/RIM Editor (v0.3)
 stoffe
08-23-2006, 4:05 PM
#11
I have uploaded version 0.2a6 of this tool. This version only changes one thing, but it was a serious enough bug to warrant a new version of its own. Seems like the RIM specification was incorrect as to where certain data was stored, which caused th...  [Read More]
Posted in: High Level Force Powers V2.1 released
 stoffe
08-18-2006, 12:24 PM
#90
Most of the power should show up on the screen, but dimmed down with a red border until you fulfill the level requirements. Only the powers with class restrictions (a few powers are unique to Consulars, Jedi Masters and Sith Lords) should be missing...  [Read More]
Posted in: High Level Force Powers V2.1 released
 stoffe
08-17-2006, 2:20 PM
#87
Ah, I've thought of the laziest possible way to achieve creating additional icons for the powers - do what Obsidian did with Precise Shot etc - simply put "pips" representing which rank you're at. Could also be done with letters, numbers, b...  [Read More]
Posted in: High Level Force Powers V2.1 released
 stoffe
08-17-2006, 7:38 AM
#84
I feel that it is "too easy" to pick up every power (ie, everything being first tier). (...snip...) This would cause a player to have to choose lines of specialization when it comes to building up their force powers; they may be really goo...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
08-23-2006, 4:13 PM
#188
I have uploaded TSLPatcher v1.2.8b2, which fixes a sneaky bug in the RIM handling class. Apparently the RIM specification I used contained incorrect information about where certain things were stored, causing the game to have trouble loading RIM file...  [Read More]
Posted in: Where can I host my mods / pictures?
 stoffe
08-18-2006, 5:59 AM
#75
Rasp has flip-flopped. You have to register again. Sorry guys. I tried. The bolded word above would be my wild prediction of the chances of success of this particular file repository given the current circumstances, unfortunately. Neither LucasFiles...  [Read More]
Posted in: Where can I host my mods / pictures?
 stoffe
08-17-2006, 10:32 AM
#64
(...snip...) If you would like to upload your mods to our database, please feel free to do so. I would also like to request that everyone upload all the tutorials and tools they can. That might be a bit hard to do, since clicking the "Download...  [Read More]
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