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stoffe

Latest Posts

Page: 60 of 80
Posted in: About using Local Variables (TSL)
 stoffe
08-07-2006, 2:36 PM
#1
Mod note: This is a post lifted from this thread (http://www.lucasforums.com/showpost.php?p=2145561&postcount=13) since it might be useful as a local variable reference list, even though the list isn't fully complete. ~M Unlike global variables,...  [Read More]
Posted in: [TSL] Nutters Camera Pack
 stoffe
08-14-2006, 2:56 PM
#2
First, figure out what camera angle you want. You can use the screens I made to help you out. After you've done that, decide if you want to zoom out when you go into combat or not. Run the installer in the Folder you chose. Haven't tested the mod y...  [Read More]
Posted in: Class Creation
 stoffe
08-14-2006, 2:37 PM
#2
I'm wondering how I go about making a custom class? I've added entries to Classes.2da and Dialog.tlk, but I can't seem to figure out how to give specific feats at certain levels, change how many skill the class gets at level up. I know we can't make...  [Read More]
Posted in: Making 2 apperances into one
 stoffe
08-14-2006, 12:32 PM
#4
**- Keep in mind if you're editing appearance.2da's.. check to make sure if the mod(s) also use portraits.2da & heads.2da... Some entries may still need manual editing... Indeed, that utility will just merge modified values on standard lines, an...  [Read More]
Posted in: Can I convert this mod from TSL to Kotor 1?
 stoffe
08-14-2006, 3:28 PM
#14
Hmmmm... Usually I am familiar with this sort of stuff [porting mods] in other games, but the kotor layout kind of confuses me. The mod I am talking about is the female twilek exile As others have said in this thread I don't think it's possible. The...  [Read More]
Posted in: Feats
 stoffe
08-11-2006, 8:04 PM
#3
It's impossible to create new feats, right? I know new force powers can be added, and it seems like you should be able to add new feats in a similar way, but I know that theory and programming don't often go hand in hand with KOTOR modding. You can...  [Read More]
Posted in: I fixed the dissapearing Rubat crystal!
 stoffe
08-12-2006, 8:55 AM
#4
Was there some problems with it? I played with it, and all was Ok, for both KI and KII. The problem was that the Rubat crystal disappeared from the upgrade slot on the Workbench upgrade screen for the saber it was installed in whenever you reloaded...  [Read More]
Posted in: Environment suit modification?
 stoffe
08-09-2006, 5:45 PM
#4
How would I go about finding the script so that I could call that function? If it's for KotOR2 there should be two scripts, one when entering the Peragus Asteroid Exterior, and one on Nar Shaddaa when entering the poison-filled tavern controlling Mi...  [Read More]
Posted in: Environment suit modification?
 stoffe
08-09-2006, 6:03 AM
#2
I was wondering is there any way to take off the restrictions (armbands, medical items, freindly force powers, ect.) on the environment suit, if that is possible can somebody give me a couple of suggestions on how to go about doing it, Thanks!:D Thi...  [Read More]
Posted in: [WIP] TSL Warp Console!
 stoffe
08-08-2006, 4:39 PM
#10
Unless the area has an OnEnter script that fires cutscenes involving characters that are not there, replacing/removing party members, or setting global variables keeping track of things, setting them back to lower values than they should be (since th...  [Read More]
Posted in: [WIP] TSL Warp Console!
 stoffe
08-08-2006, 10:11 AM
#3
Okay I just figured out how to make a functioning warp console that will warp you *ANYWHERE* in the game. I have been working the theory for about two days now and I am proud to announce that this can and will be done, so with the announcement out of...  [Read More]
Posted in: xcom's k2 lightsaber mod question
 stoffe
08-07-2006, 6:16 AM
#2
I have xcom's start K2 with a lightsaber mod installed. I have played through Paregus twice and have not fpund the lightsaber. The mod comes with 2 .ncs files but no source files (.nss). What was the question? ;) What are those two NCS files named...  [Read More]
Posted in: Spawning NPC in a relative location
 stoffe
08-08-2006, 6:41 PM
#8
So that script would work in K2 only? Sorry, I'm getting confused <: ) I think I understand how it works, though, sorta, kinda, a little. To adapt it to K1, I'd have to find the numbers and set the delay, etc. in the script? Yes, the example scr...  [Read More]
Posted in: Spawning NPC in a relative location
 stoffe
08-08-2006, 4:08 PM
#6
What I'm thinking of doing is making something that will spawn a person, droid, a small variety of characters, and then you can tell it to perform all the animations from the game, and the spawned creature would say, "I'm performing (insert anim...  [Read More]
Posted in: Spawning NPC in a relative location
 stoffe
08-06-2006, 8:43 PM
#2
I'm asking mainly if this is possible...I have an idea for a utility that perhaps some people might find useful. Anyway, I'd need first to know if there would be a way to create an item, such as an unlimited use armband, that could, when activated,...  [Read More]
Posted in: Scripting for a Puppet - Need Help
 stoffe
08-07-2006, 3:12 PM
#27
So the only scripts I need to comile are the two you gave in your tutorial, then? Yes that should be enough. The include files listed are just needed in order to compile the posted script. They are part of the creature AI that are included since you...  [Read More]
Posted in: Scripting for a Puppet - Need Help
 stoffe
08-07-2006, 1:20 PM
#25
It's still not creating any .ncs files. I open k_inc_drop.nss with the text editor. I go File>Save as... I save the file as k_inc_drop.nss I tell KT that the script is for KotOR II, and hit Compile When I go to the destination folder, there's no ....  [Read More]
Posted in: How to make a new "Global Variable"?
 stoffe
08-07-2006, 2:36 PM
#13
Thanks for the info, and also my next question is how would you set a global boolean or whatever on an object like a placeable? You don't. As said above, global variables are not set on objects, they exist on their own game-wide. There is only one g...  [Read More]
Posted in: How to make a new "Global Variable"?
 stoffe
08-07-2006, 6:08 AM
#10
What I was refering to from Princess Artemis's post was her discusing creating and managing the Global 100% from scripts. This works when you have only a couple of globals to work with in a mod. Uh, you can't create global variables from scripts a...  [Read More]
Posted in: im trying to change classes.2da
 stoffe
08-07-2006, 2:54 PM
#7
You can asign the force using progression of one of the existing force-using classes to another class you just can't create a specific force user chart to that class by itself. All your basically doing is telling the game that the soldier is the same...  [Read More]
Posted in: [TSL] Just a few blaster models from me!
 stoffe
08-10-2006, 5:58 AM
#23
Heh.... Can't say I've ever gotten hate mail before: My Response: I'm so horrible. :rolleyes: More of a response than he deserved, I'd just toss the mail in the trashcan and not waste any time replying to it. :) This is the main reason I prefer not...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
08-11-2006, 10:02 PM
#186
I figured out that the first entry in upgrade.2da wll dissapear on area/load/save transitions (that appears to be the cause of the dissapearing Rubat crystal I've been posting about). So my solution is to insert a blank entry at line 0. (...snip...)...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
08-11-2006, 6:00 PM
#184
I have a question/request. I haven't been able to figure out how to insert a line at the top (or anywhere other than the bottom for that matter) of a .2da file with TSL patcher. Is it possible? Is it a feature that could be added? It is currently n...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
08-11-2006, 3:41 PM
#182
It seems like there is some problem with the tk102 modified version of nwnnsscomp.exe that comes with TSLPatcher currently that may cause it to crash under some circumstances while compiling a script that uses multiple include files. We are currently...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
08-09-2006, 4:59 PM
#181
In case someone is interested I've uploaded TSLPatcher v1.2.8b1, a quick update since further testing and poking around the code revealed some bugs in the new functionality introduced in 1.2.8b0 that I had overlooked earlier. Aside from bugfixes, thi...  [Read More]
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