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stoffe

Latest Posts

Page: 65 of 80
Posted in: Animations in Malak cutscenes
 stoffe
07-07-2006, 7:22 AM
#2
The animations that Malak and Karath play seem to be determined in the dialogue file. However, they all have the same index. There are no scripts referenced in the .dlg, which makes things more annoying. This is highly confusing as I fail to see how...  [Read More]
Posted in: How come the dmg won't work on this offensive FP?
 stoffe
07-07-2006, 2:49 PM
#6
How the hell do you script the hand up animation WITHOUT a beam? Like, let's say Force Wave. Force Wave entry in k_inc_force.ncs is most unhelpful... The cast animations are not handled by the impact script (which usually runs when the animation i...  [Read More]
Posted in: How come the dmg won't work on this offensive FP?
 stoffe
07-06-2006, 7:35 PM
#4
2 - Mmm... You wrote "use THAT fonction". What other dice-like function is there? Well you could make your own custom function instead of using the one in k_inc_force.nss. I don't use that include file for any custom powers I've made sin...  [Read More]
Posted in: How come the dmg won't work on this offensive FP?
 stoffe
07-06-2006, 6:25 PM
#2
Now, for some reason, I just can't the damage to work on this one infuriating FP... The problem is on this line: SWFP_DAMAGE = Sp_CalcDamage( oTarget, nDice, 5, 0); SWFP_DAMAGE will always have the value 0 after this line. You are using 5 as value...  [Read More]
Posted in: Need dialog help... how to set conditions..
 stoffe
07-06-2006, 6:04 PM
#5
Ok.. looking at the one used for handmaiden... (snip) I see that if the level check is less than what is set in the parameters, then the string continues to the "sorry bub, you're not there yet"... so if it returns false, how do i make it j...  [Read More]
Posted in: dialogue animation question...
 stoffe
07-06-2006, 6:35 PM
#8
ok.. wasnt sure if that wuold just make him jump up and down.. Depends on what animation you use. Some animations are divided into a "start" animation and one "loop" animation. In those cases you'd put the start animation on the...  [Read More]
Posted in: dialogue animation question...
 stoffe
07-06-2006, 6:11 PM
#6
If i use the drop to knees animation with a line of dialogue, how do i make the person stay there throughout the rest of the conversation? Assuming you use the dialog functionality for animations and not scripts, you will need to add the animation t...  [Read More]
Posted in: HeartBeat fastening?
 stoffe
07-05-2006, 3:39 PM
#2
Is that possible, by any means, that the onHeartBeat scripst re-execution delay can be lowered? So the re-execution can be fastened? As far as I am aware the heartbeat event of an object is hardcoded to run roughly every 3 seconds at the Default AI...  [Read More]
Posted in: [TSL]bonus force power at levelup
 stoffe
07-05-2006, 6:17 AM
#2
how do i do that? i mean like how you gain basic lightsaber forms or foce camouflage. As far as I have been able to determine this seems to be hardcoded for the specific classes. I haven't been able to find any mechanism for automatically granting f...  [Read More]
Posted in: A KOTOR COOP MP mod?!
 stoffe
07-02-2006, 5:20 PM
#8
Do people not understand the point behind a single player immersive story based game. Why does everybody out there that is into multiplayer FPS type games want to ruin the entire selling point of the Kotor games? I can't see why they would have to b...  [Read More]
Posted in: Editing a Merchant's Inventory
 stoffe
06-27-2006, 6:33 AM
#7
I have had some merchant files load only when you enter a level/module the first time, so try a save from before you enter the area the first time. Admittedly this was with KotOR I, so I haven't tried this in TSL with the random item function... thi...  [Read More]
Posted in: Sith assasin NPC appearance.
 stoffe
06-26-2006, 5:45 PM
#16
Forgive my lack of echnical incling, but if I understand this correctly, this will allow me to use an appearance.2da folder in my override, and by changing my character's appearance to one of the sith assasins after installing it, I can wear clothes...  [Read More]
Posted in: Sith assasin NPC appearance.
 stoffe
06-26-2006, 5:15 PM
#14
Twas a problem with the launcher, the problem is fixed now, but thanks. And it does work, though I have absolutely no clue what you're talking about for editing the 2DA files... If it has not already been done by another mod you should have those tw...  [Read More]
Posted in: Sith assasin NPC appearance.
 stoffe
06-26-2006, 4:48 PM
#12
EDIT: The result is, I cna't even get kotor 2 to start now, even upon changing back. I'm going to reboot and see if that fixes the problem. Make sure any character you give this appearance has nothing equipped in their body equipment slot. Those app...  [Read More]
Posted in: Sith assasin NPC appearance.
 stoffe
06-26-2006, 4:38 PM
#10
Unfortunately, much to my dismay, the sith_assasin_01 skin looks like a slightly altered, and darker sith soldier. Is anyone aware of exactly what appearance the NPCs that attack you in places like the harbinger have? Dark_Jedi_Low_Male_01 for assa...  [Read More]
Posted in: Problem with converting TPC to TGA
 stoffe
06-24-2006, 5:41 PM
#2
They did convert but the only problem is that the size of the pictures are really small (JPEG version of the texture I get included). http://img517.imageshack.us/img517/2480/ndarkjedif015mm.jpg Does anyone know how to fix this or why I am getting...  [Read More]
Posted in: Question about a mod Im planning on making
 stoffe
06-22-2006, 6:29 AM
#3
Im planning on making a mod that replaces the appearance of the Jedi and Dark Jedi robes on Bastila and Juhani with a reskin of their default clothing models. So I was just wondering if this was possible and how I'd go about doing it as Im still a...  [Read More]
Posted in: Quick feat.2da questions...
 stoffe
06-21-2006, 9:14 PM
#2
Is there a way to add "character columns" in the feat.2da file? If memory serves right, only T3, Mira, Mandalore & Disciple aren't in there. Would it work to just add a column with their name? I don't think that will work. Unlike for...  [Read More]
It IS posible to recruit Handmaiden and disicple as normal (independent of gender), but it is very difficult to do; It IS possible to have all the normal interactions with both characters- but very difficult; That is what I gather from the coversati...  [Read More]
Posted in: .pth files
 stoffe
07-02-2006, 9:34 AM
#14
Look at this image (http://img59.imageshack.us/img59/4673/waypoints7ou.jpg) to illustrate it more visually. The waypoint walking system, defined in k_inc_walkways, would tell the character Move from Waypoint 1 to Waypoint 2. This in itself would be...  [Read More]
Posted in: .pth files
 stoffe
07-01-2006, 10:03 AM
#6
I've just found this thread, it may be helpful. (http://www.lucasforums.com/showthread.php?t=142290) . Stoffe, where may I get your program? I want it! This is not quite the same thing. Waypoint walking is making an NPC move between a series of wayp...  [Read More]
Could an armband deal with more than one "dummy feats" tree? Or would the durations & effects just conflict? As far as I can see that should work, you just add conditional checks for those feats to the armband impact script as well....  [Read More]
Posted in:  Zombie planet & arena
 stoffe
07-08-2006, 6:14 AM
#9
Yes. All installers were testes. All of them are working. Just some advice to help you save some file size for the downloads. You don't need to include 3 copies of the installer in the archive, you could accomplish the same thing with one installer...  [Read More]
Posted in: Simple ERF/RIM Editor (v0.3)
 stoffe
07-06-2006, 5:25 PM
#10
Might I request another feature? When you are replacing files that exist already within the ERF/MOD/SAV/HAK/RIM there is no option to say "Yes to all." Sitting there clicking "Yes" a hundred odd times often isn't much fun. Must h...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
07-06-2006, 5:38 PM
#171
I have a mod-in-progress that changes a custom .utc so that the Appearance_Type and PortraitId are added in from memory tokens, like so: (snip) The memory tokens refer to new rows created in appearance.2da and portraits.2da. Installing it has always...  [Read More]
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