Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

stoffe

Latest Posts

Page: 64 of 80
Posted in: Repute.fac and module.jrl
 stoffe
07-16-2006, 7:34 PM
#2
Ok. I just wanted to check over some things with you guys. I understand that the functionality for repute.fac still existed in KotOR I and I'm wondering whether or not it still exists in TSL before I spend time creating a .fac file. While I haven't...  [Read More]
Posted in: Jarael from KOTOR comics as a PC [TSL]
 stoffe
07-16-2006, 5:12 AM
#3
So far Im thinking of reskinning Handmaiden's outfit with the hood down for her clothing (I just cant seem to find it with KOTOR tool). It's the P_HandmaidenBB.mdl/mdx model, the same model used for the hooded Handmaiden. The "hood off"...  [Read More]
Posted in: Stuck after removal of mods
 stoffe
07-15-2006, 4:09 PM
#7
The ".sav" file is an ERF file format. So likely it copies the the gff files into the ERF file and as the game progresses everytime you save or it auto saves it rebuilds the erf file with a copy of the gff file. Just like if you or I were b...  [Read More]
Posted in: Some Questions
 stoffe
07-14-2006, 9:56 AM
#6
I can try it yeah, wouldn't do no harm. Use this version of the k_inc_walkways.nss (http://www.algonet.se/~stoffe/k_inc_walkways.nss) include file, along with this custom include file, st_inc_utils.nss (http://www.algonet.se/~stoffe/st_inc_utils.n...  [Read More]
Posted in: Some Questions
 stoffe
07-13-2006, 7:02 PM
#3
1. What script would I use to make an NPC stop at a specified waypoint for a certain amount of time and perhaps do a command (Like an animation or something) 2. How would I make an NPC wait for a certain amount of time at each waypoint instead of im...  [Read More]
Posted in: Can't access pcgamemods.com
 stoffe
07-13-2006, 5:23 PM
#8
It seems the registration for the pcgamemods.com domain expires in 2 days, so I guess we'll see by then if the owner has any intention of continuing to run the site and re-register the domain, or if it will become suspended. Since the site hasn't be...  [Read More]
Posted in: FP - how to script immunity for *specific* enemy
 stoffe
07-12-2006, 2:25 PM
#6
And what exactly IS eDeath? Saw it for Kill and since the spell more or less does the same, I just put it in there in case it would be needed... EffectDeath() produces an instant death effect that kills the target without dealing damage to them. In...  [Read More]
Posted in: FP - how to script immunity for *specific* enemy
 stoffe
07-12-2006, 12:13 PM
#4
A question: for the sName... what exactly am I supposed to go for? Tag? First name? Went for the TAG and that may be the problem... :( The name of the NPC, as shown when selected in-game. You could use GetTag(oTarget) instead of GetName(oTarget) if...  [Read More]
Posted in: FP - how to script immunity for *specific* enemy
 stoffe
07-11-2006, 3:27 PM
#2
is it possible to make sure that certain *HUMAN* characters will ALWAYS save against that power and only suffer the *lower* damage??? Maybe something like this may work as part of the spell script: string sName = GetName(oTarget); if (!GetIsPC(oT...  [Read More]
Posted in: Custom FP power tree stacking issue.
 stoffe
07-11-2006, 10:18 AM
#6
That being said... I only used TSLPatcher for .2da and .tlk so far... It WILL be able to handle two *different* dummy values referring to the same .2da in a same script, right? Unless I've missed something all 2DAMEMORY# and StrRef# tokens will be...  [Read More]
Posted in: Custom FP power tree stacking issue.
 stoffe
07-10-2006, 8:15 PM
#4
if( !Sp_BetterRelatedPowerExists( oTarget, GetSpellId() ) This function won't be useful for your own custom powers. It specifically checks for the standard powers and does not work generically for anything else, since scripts can't do direct 2da fi...  [Read More]
Posted in: Problem using Mod
 stoffe
07-11-2006, 10:11 AM
#4
M Do DC FP saves for NPCs EVER work with both these mods active (I'm assuming you're using the second setting of hardcore)???? The problem is not related to saving throws. The above mentioned problem occurs when difficulty boosting mods cause the D...  [Read More]
Posted in: .ncs question
 stoffe
07-10-2006, 1:33 PM
#5
The two mods that I am trying to combing are Achilles Game Balance (no nss) and Handmaiden for for Exile (has nss). The file file is a_kreatris.ncs. As far as I remember Achilles version of the script only changes the "n_darthtraya" resre...  [Read More]
That skins is by stoffe -mkb- (http://www.lucasforums.com/member.php?userid=121047) and to get it you will need to check her sig and download the Handmaiden Choice Hack (http://www.pcgamemods.com/mod/11958.html) mod thats in her sig. Yes, that look...  [Read More]
Posted in: Question Concerning The New MDLOPS
 stoffe
07-09-2006, 5:01 PM
#2
I'm looking for a specific animation, one where we have a character sitting and moving to his side, typing on a console, or something to that extent as the Ebon Hawk's pilot. I've tried loading both Atton's and Carth's animations, but they don't have...  [Read More]
Posted in: Is it possible to change default actions?
 stoffe
07-10-2006, 3:20 PM
#6
I believe the actions as yu have them referred to are organized by there very same order in spells.2da or Dialog.tlk I could be wrong they could be ordering them by alphabetical order. The force powers are listed in numerical order sorted by the va...  [Read More]
Posted in: New Visual Effects
 stoffe
07-09-2006, 2:40 PM
#8
Do you mean to say that I can simply copy a row relating to a beam effect I want, remove the sound and change the name, it will work? Because thus far, I have been unsuccessful in my attempts to do so. It is entirely possible (Probably more likely th...  [Read More]
Posted in: New Visual Effects
 stoffe
07-09-2006, 7:19 AM
#6
Pretty much. Since I'm awful at 3d modelling I've just reused existing effects already found in the game rather than make new ones. But tried to use them a bit differently than their normal use. Unless I'm forgetting something the only visualeffects....  [Read More]
Posted in: New Visual Effects
 stoffe
07-08-2006, 10:35 AM
#2
Is it possible, at all, to create a new visual effect for the game? I seem to remember that stoffe added lines to visualeffects.2da - so is this possible? You can add visual effects that use a model, sound or rumble/screen shake to do their "vi...  [Read More]
Posted in: How come the dmg won't work on this offensive FP?
 stoffe
07-08-2006, 10:27 AM
#9
Something else is wrong. Only the TARGET's saves are taken into account... You are checking the resists/immunity and saving throws with the Sp_BlockingChecks() and Sp_MySavingThrows() functions outside the while-loop that iterates through nearby ta...  [Read More]
Posted in: [TSL]Sith Assassin spawn script?
 stoffe
07-10-2006, 4:07 PM
#8
and another thing, in those scripts the rendering is never switched off, how come they're already invisible when they spawn in? The WillNotRender field is set to 1 in their UTC template, meaning they will spawn with rendering disabled. The scripting...  [Read More]
Posted in: [TSL]Sith Assassin spawn script?
 stoffe
07-10-2006, 12:44 PM
#6
That is the default (global) script for the Sith assassins. Now, whether or not they all use that I don't know. The problem seems to be that nothing tells them to cancel their cloak, just to play another visual effect. Most Sith Assassins tend to u...  [Read More]
Mmm. Somehow I managed to *not* make it work, lol. // DR - This should be the hand-to-hand check... if (!GetIsObjectValid( GetItemInSlot(INVENTORY_SLOT_RIGHTWEAPON, oTarget))) { return; } The effects should only be applied when fighting bare-han...  [Read More]
Posted in: TalkEd v1.0.4b (TLK editor)
 stoffe
07-09-2006, 7:12 AM
#9
Is there any chance that rather than having to double click on a StrRef to bring up the editing form, we can just edit it in the text box space beneath it? You could also place the options for sounds et cetera along side this box. This just makes com...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
07-08-2006, 10:50 AM
#172
I've uploaded a new version of TSLPatcher and ChangeEdit. While it doesn't contain any new features (since no one has requested any :)) it contains some interface improvements in both TSLPatcher and ChangeEdit, some minor bugfixes and updated documen...  [Read More]
Page: 64 of 80