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stoffe

Latest Posts

Page: 76 of 80
Posted in: Soundset (SSF) files editor
 stoffe
09-06-2005, 8:08 AM
#5
We'll definitely post it at starwarsknights.com if/when Stoffe agrees :) Of course you may post it at starwarsknights.com if you wish. :) I've uploaded a new version (0.2a) that is a little bit more polished. I eliminated some potential interface...  [Read More]
Posted in: Soundset (SSF) files editor
 stoffe
09-04-2005, 11:28 PM
#2
Has anyone attempted to create and/or edit anyone of these files? As a reason to why I'm asking this, I've noticed that not all files that the player had in K1 is used. I'm planning on having K1 use all of these, but because no tool for ssf editing...  [Read More]
Posted in: AR_ERROR in SWKOTOR II: TSL
 stoffe
08-27-2005, 1:38 PM
#2
Hi, when I look though files in "my computers", I discovered AR_ERROR in KOTOR II. Here it is: "Names Differ: PMBMN pmbnm" What did that mean? That's just a debug/warning message, indicating that Obsidian probably made a mistak...  [Read More]
Posted in:  Force Choke Anyone - v.1.2
 stoffe
08-27-2005, 4:06 PM
#6
oops yes this is unintentional. I must have uploaded the wrong changes.ini file. That's what I get for having a total mess in my comp :( Will fix it right away. Forgot to mention: Remove the keys Required and RequiredMsg under the [Settings] section...  [Read More]
Posted in:  Force Choke Anyone - v.1.2
 stoffe
08-27-2005, 4:01 PM
#4
Nice power to blow off some steam and ease tensions with. Too bad there aren't any Selkath in TSL since those are the only non-hostiles my glowing lightsider could use it on in good conscience. :) One thing I noticed though. I don't know if it's in...  [Read More]
Original Thread (http://www.lucasforums.com/showthread.php?t=151436) -------------------- second, i could really use a good puppet tutorial for a mod im about to start work on As said, making a puppet is not very complicated, but I tend to be n...  [Read More]
Posted in: Problem with [ CODE ] blocks?
 stoffe
08-25-2005, 3:42 PM
#1
It seems the forum occasionally does strange things to text inside [ CODE ] blocks when there is a long string of text without any spaces, often containing capital letters but I'm unsure if that's relevant. Here is an example: if(GN_GetSpawnInCond...  [Read More]
Posted in:  Combat Simulation Arena v4
 stoffe
09-05-2005, 5:43 PM
#18
I would appreciate it a lot if someone had time to help me test something. I've had some odd irregular crashes with some changes I've made to the Arena mod, and could use some help to test if I've finally managed to get rid of that. It's nothing too...  [Read More]
Posted in: Intreface,menu and setup
 stoffe
08-24-2005, 10:36 AM
#17
I think the only thing i missed from K1's interface was how, on the character info screen on the light/dark bar, it would have little icons for what stims and spells you had at the time. Which was pretty helpful when casting multiple buff spells at o...  [Read More]
Posted in: High Level Force Powers V2.1 released
 stoffe
09-01-2005, 6:24 AM
#34
can ya make it so the powers can be added from KSE? I believe they should show up in the list if you check the "Show all feats/powers" checkbox below the force power listing. Be warned that some powers may behave oddly if you get them bef...  [Read More]
Posted in: High Level Force Powers V2.1 released
 stoffe
08-26-2005, 6:52 PM
#30
Quick question stoffe... If we've already installed your Powers update via the beta version before release, this one should be safe to install over correct? Or is it even necessary? I didn't have any problems with the beta version, but was just wonde...  [Read More]
Posted in: High Level Force Powers V2.1 released
 stoffe
08-26-2005, 2:02 PM
#27
It could just be that my testing was done on the landing area at dantooine using mrdefender's wrist console to summon a duelist (evil party members) and my pc was just taking them out too fast for the clone to get 'aggro' (ack, my WoW side rears its...  [Read More]
Posted in: High Level Force Powers V2.1 released
 stoffe
08-26-2005, 12:25 PM
#25
The clone used my lightsabers fine (pc's lightsaber (white pc crystal) and xia terashi's pink shortsaber). But if the the clone can't wear your armour then it can't wear your armour, having it pick up a basic item is fine IMHO. It should work fine...  [Read More]
Posted in: High Level Force Powers V2.1 released
 stoffe
08-26-2005, 8:56 AM
#23
@ChAiNz.2da & Jackel: Thanks for the confidence, I wish I could feel as confident about the quality of my own creations. :) @maaneeack: The only standard dancer outfit in the game that the script can fall back to if it can't copy the existing cu...  [Read More]
Posted in: High Level Force Powers V2.1 released
 stoffe
08-23-2005, 7:33 PM
#18
They are part of the holowan plugin, I don't remember which individual mod had the bladesinger uniform and the dark robe, but the dancer outfits are the jabba's palace fix items. I'll check the uti's in a bit. I'm using my character, not a party mem...  [Read More]
Posted in: High Level Force Powers V2.1 released
 stoffe
08-23-2005, 4:34 PM
#16
Using Spirit Exodus, some of the armour wasn't appearing on the clone (pc's bladesinger uniform, pc's dark robe, exotic mesh dancer outfit). Are those custom armors/robes? The script only clones the attire if the Tag and ResRef set in the UTI templa...  [Read More]
Posted in: High Level Force Powers V2.1 released
 stoffe
08-23-2005, 3:34 PM
#14
I have finally gotten around to fix the bugs that were discovered in v2.0 of the High Level Force Powers Mod. To make it a bit more worthwhile to download I have added 3 more high level powers to the update as well. See below for more info. Since th...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
08-30-2005, 4:01 PM
#105
When I use ChangeEdit.exe to compare to 2da files for differences, anf I get the following error: "Invalid row index specified, unable to look up cell value" I think I have fixed that behavior in this new version (http://www.algonet.se/~...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
08-30-2005, 12:52 PM
#103
When I use ChangeEdit.exe to compare to 2da files for differences, anf I get the following error: "Invalid row index specified, unable to look up cell value" This happens with every single 2da file (and yes, I'm comparing 2das of the same...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
08-23-2005, 8:16 AM
#99
@TheOssusKeeper: Try this version (http://www.algonet.se/~stoffe/TSLPatcher117.rar) of the patcher. It should allow you to assign the high() token to the RowLabel when adding new lines, allowing you to get the highest row label regardless of the line...  [Read More]
Posted in: DeNCS Script Decompiler
 stoffe
08-29-2005, 5:49 AM
#24
Now I need to figure out a better way to add something to dm_bmedbox80.ncs (it won't decompile fully). Since it's not a standard script that comes with the game the easiest way is probably to ask the one who made the mod it belongs to for the source...  [Read More]
Posted in: DLG/UTI/UTC/MOD Language Converter v1.0
 stoffe
08-29-2005, 5:42 AM
#32
I have a question about NTSC vs PAL: Someone downloaded one of my mods and they told me that the all my .DLG files showed up blank (no words) yet the selection was there. Not to mention that all the custom UTCs I created had blank names. He didn't sa...  [Read More]
Posted in: DLG/UTI/UTC/MOD Language Converter v1.0
 stoffe
08-26-2005, 5:53 PM
#30
@stoffe: v0.4 now supports multiple languages via the -t switch. You can use -t 1,2,3,4,5,6,7,8,9,10 if you want to support all languages. Thanks a lot, that will be very useful. I'll put that to use for the next version of my arena mod. :) I hate...  [Read More]
okay am i going blind or can i not edit force powers o.o i was guessing it would be in the feats thing but it's not... Look in the Classes section. The Force Powers are listed under the force user classes. For powers you've already learned they are...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 stoffe
09-04-2005, 6:37 AM
#1399
For the time being, I may just have a sub-folder in the project (module's) folder named "extra" or something (can anyone suggest a better name?) that a developer would place these files in. Same with models, textures, etc. Anyone have a tak...  [Read More]
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