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stoffe

Latest Posts

Page: 61 of 80
Posted in: npc spawning?
 stoffe
08-06-2006, 6:50 PM
#4
wait, that script would make the person i spawn attack me if i kill someone? well, i'm doing a recrutment mod, and i need to make it so if i kill the new member instead of letting him join me, atton spawns outside of the room, runs in and starts a co...  [Read More]
Posted in: npc spawning?
 stoffe
08-06-2006, 5:34 PM
#2
Hi i need help with a spawn npc script. I have the script already, but how do i make it so the npc spawns when i kill a certain person? the tutorial covers spawning an npc when you enter an area but it doesn't cover spawning when a certain person die...  [Read More]
Posted in: How to make a new "Global Variable"?
 stoffe
08-06-2006, 4:54 PM
#6
While Princess Artemis mentions the method above to run it via scripts 100% of the time. This works for small mods that you only need to create a few globals. If you decide to do some sort of larger scale mod it is much better to interact with the 2d...  [Read More]
Posted in: im trying to change classes.2da
 stoffe
08-06-2006, 8:03 AM
#4
also if you want to script your class, (I'm not sure but that worked Ok for me) find "int CLASS_TYPE_MINION = 8;" line and copy it, paste after the last line and rename (in copied row, not in original!) MINION with CLASSNAME, classname shou...  [Read More]
Posted in: im trying to change classes.2da
 stoffe
08-05-2006, 9:17 PM
#2
okay so im trying to create a new class for kotor and i put in the right stuff and the name but thee name comes up as male instead of what i want it to be could some help me? The name column cannot contain the name directly, it must be set to a StrR...  [Read More]
Posted in: this is weird (hint on gamespy multiplayer?)
 stoffe
08-05-2006, 4:55 PM
#2
okay this is weird and if anybody knows about this please tell me what it was for but i was kotor tool and in the 2da area there was a .2da file called gamespyrooms.2da and inside were these files (snip) so could this be a hint at that kotor was goin...  [Read More]
Posted in: Reskin Help
 stoffe
08-04-2006, 9:15 PM
#7
Thanks a lot, stoffe! Now, to do a head reskin, do I need any other files, or just the five faces and five portraits? Should be enough if you don't need to do any changes to the head model. When you extract the textures though, check in the littl...  [Read More]
Posted in: Reskin Help
 stoffe
08-04-2006, 8:19 PM
#5
EDIT: Which texturepack has the portraits in them? The portraits are in swpc_tex_gui.erf and usually have a po_ prefix in their file name so they tend to be under the ERFs --> TexturePacks --> swpc_tex_gui --> P tree....  [Read More]
Posted in: Reskin Help
 stoffe
08-04-2006, 7:39 PM
#2
I want to do a reskin of one of the male PC heads from KotOR, but I don't know what files to modify. I would like to do the whole works - DS transitions, everything. I'm not sure yet which head I want to modify - I'll post a screenshot so you know wh...  [Read More]
I could have sworn it was Fred Tetra who adapted nwnnsscomp for us. I could be wrong, and that happens more often than not. Fred Tetra modified a version of nwnnsscomp to work better along with KotorTool, while tk102 was kind enough to modify a vers...  [Read More]
Okay, here's what I did: I manually dropped all files that the installed did not get a chance to install. So basically, I copied all files after k_hen-hanharrdlg.nss into it. Now, since the installer said that it already updated the spells.2da file,...  [Read More]
Okay. So I downloaded this (http://knightsoftheoldrepublic.filefront.com/file/Improved_AI;67224) mod for KOTOR II, and now when I go to install it I keep having running into this: http://i3.photobucket.com/albums/y94/Darth_Anarcus/errorreport.jpg Now...  [Read More]
Posted in: How does the data coding system of KotOR works?
 stoffe
08-02-2006, 6:33 AM
#2
I was always wondering how the data coding system of KotOR works. I want to write Modding tools but I can't decode the KotOR files because I don't know how the coding system works. Behold! (http://nwn.bioware.com/developers) ;) (The core formats (...  [Read More]
Posted in: yeah I need help please!!!
 stoffe
08-02-2006, 11:10 AM
#4
Moving this topic to Holowan. Can you give us a link to the mod you are trying to install? Exactly the same question was posted in this thread (http://www.lucasforums.com/showpost.php?p=2141544&postcount=78), so if my guess is correct it would...  [Read More]
Posted in: [TSL]Inserting animation in scripts.
 stoffe
07-31-2006, 6:11 AM
#2
I make a useable item (after darth333's and chanintz.2da's utility devices - thanks) and set to fire this script (...snip...) The initial reason for that was to clear all forceppowers effect, all visual effect (shields) and to regenerate fast hp and...  [Read More]
Posted in: Journal Editing
 stoffe
08-03-2006, 2:27 PM
#36
In one of your previous posts (th large one), you showed how the journal file must look like. The PLanetID is 1, though then the quest would only be on Dxun. I thought -1 was what must be filled in. If what I say is wrong, please tell me. The value...  [Read More]
Posted in: Journal Editing
 stoffe
08-02-2006, 4:42 PM
#32
I took some screenshots to show you what I've done. (...snip...) Well, the only thing I can see at a quick glance that looks out of the ordinary is that you haven't set the Struct Type value to match the List index for the structs in the EntryList...  [Read More]
Posted in: Journal Editing
 stoffe
08-02-2006, 10:57 AM
#29
This heartbeat script is different than the other heartbeat scripts you gave, is it not? Huh? Not that I can see. The only thing that differs between the heartbeat scripts of the 4 placeables is the tag of the item they are supposed to check for....  [Read More]
Posted in: Journal Editing
 stoffe
08-01-2006, 6:45 PM
#26
Hmm, this is hard to explain in an understandable way. I'll do an example to illustrate how I was thinking, since I have no idea what kind of quest you are doing... (I did like this for testing in my game and it seemed to work.) Premise: 4 quest NPC...  [Read More]
Posted in: Journal Editing
 stoffe
08-01-2006, 3:04 PM
#24
When a creature dies that eventually becomes lootable it generates a bodybag placeable which is basically a temporary placeable that vanishes as soon as all items are removed. Doh... :fist: I knew there was something I had forgotten about. I've bee...  [Read More]
Posted in: Journal Editing
 stoffe
07-31-2006, 3:19 PM
#19
I put the name of my script in the OnDisturbed field of the creature/NPC? Can I replace the name of the script that's already in there without it causing problems? Can I name my script whatever I want? And in the script itself, where do I put the nam...  [Read More]
Posted in: Journal Editing
 stoffe
07-31-2006, 12:22 PM
#16
I used an asterisk in ".ut*" as a wildcard. It can stand for anything. If you are using placeables for the quest then it would be a UTP; if you used creatures it would be a UTC and so on. (...snip...( If you are using a UTC: Use the OnDistu...  [Read More]
Posted in: High Level Force Powers V2.1 released
 stoffe
08-02-2006, 6:24 AM
#78
I need help, when ever i download some mods i get a little head of malak instead of the mod opener. when i try to open the mod head thing of malak it says please insert knights 1 disc but the mod is for knight's 2. The only thing I can think of tha...  [Read More]
Posted in:  [REL] TSL Hak Pad Mod now available!
 stoffe
08-02-2006, 5:33 AM
#127
I feel stupid as hell asking this but when I try to install I get this Error! Invalid game folder specified, dialog.tlk file not found! (GEN-7) I did make a subfolder called override in the KotoR stuff and click it for when I install but thats when t...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
08-06-2006, 4:36 PM
#180
TSLPatcher v1.2.8 has now been uploaded (link in the first page of this thread as usual). This version changes a few things about how the handling of ERF files work to make it more useful. The usual warnings apply, I've tested it for a few horus and...  [Read More]
Page: 61 of 80