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stoffe

Latest Posts

Page: 77 of 80
Posted in: Adding New Planets to the Galaxy Map in KOTOR 2
 stoffe
08-21-2005, 3:55 PM
#2
To add a planet to the galaxy map, you'll need to edit the planetary.2da file to add your planet. Take note of the line number you use, this is what you will call in the scripts. The PLANET_ constants used by the scripts to refer to the standard plan...  [Read More]
Posted in: Force Power Request
 stoffe
08-22-2005, 11:08 PM
#5
It clearly isn't that simple. I changed the whirlwind to forcehostile=20 and the pips of all 3 to suit: whirlwind disappears from the powers screen altogether and wave is still at position 3. You'll need to change the forcepriority column as well. S...  [Read More]
Posted in: Force Power Request
 stoffe
08-21-2005, 7:35 PM
#3
What about a mod that allows you to use force powers even when you've got the improved or master version of the force power itself? What I mean is that even if you've allready got the force wave, you can still use the force push or the force whirlwin...  [Read More]
Posted in: Make Visas Master Into Visas Apprentice
 stoffe
08-19-2005, 8:00 PM
#13
I think there used to be one, but for some reason, it disappeared. I think stoffe might have done it. Anyhow, i posted the script for a puppet. You'll have to change the references to Bao-Dur and the remote, though... Yes, I posted a quick tutorial...  [Read More]
Posted in: Make Visas Master Into Visas Apprentice
 stoffe
08-19-2005, 5:54 PM
#9
also weird because after you fight him, i dont think you ever get a chance to put visas back in your party? dont you go straight to malachor after the ravager? If you head straight to the bridge to deal with Nihilus, you still need to head back down...  [Read More]
Posted in:  Combat Simulation Arena v4
 stoffe
08-20-2005, 7:52 AM
#16
sometimes it crashes the game when i use the bracer to return to the normal game (it's like 25% probability probably it's all the others mods i've installed). i just make a quicksave before using the bracer again and if anything goes wrong i just rel...  [Read More]
Posted in:  Combat Simulation Arena v4
 stoffe
08-19-2005, 7:26 AM
#14
I'm still guessing "User Error"... I can only bet people are not using the installer but rather dragging & dropping the files. If so, some may inadvertantly place the .mod file in their "override" rather than the "Modul...  [Read More]
Posted in:  Combat Simulation Arena v4
 stoffe
08-18-2005, 12:28 PM
#9
I had no problem with it, it's amazing! Thanks. Was this the first version of the mod you installed, or had you installed any of the test versions previously? * * * This is a very strange problem. I've checked through all the files and nothing app...  [Read More]
Posted in:  Combat Simulation Arena v4
 stoffe
08-18-2005, 7:10 AM
#5
Thanks. Has anyone here tried the mod and got it to work? Seems like a few people are having trouble, but "it crashes" isn't much to go by to figure out why. If it doesn't work for anyone then I've probably goofed up when I packed up the...  [Read More]
Posted in:  Combat Simulation Arena v4
 stoffe
08-17-2005, 8:27 PM
#1
Combat Simulation Arena Latest version: Version 4 (http://www.lucasforums.com/showpost.php?p=2189518&postcount=109) This mod can be downloaded here (http://www.lucasfiles.com/index.php?action=file&id=1513). 1. Screenshots 2. Recent changes...  [Read More]
Posted in: It's Here!
 stoffe
08-04-2005, 12:50 PM
#31
err..but that's kind of impossible to implement and it could create problems between members and with the moderators. First, this would be a lot of work for moderators and admins as a computer cannot weight the quatlity of posts. Agreed to that,...  [Read More]
Posted in: It's Here!
 stoffe
08-03-2005, 11:16 AM
#24
Seriously, I like that only people who stick around a while can change their title and have a glowing name. It just seemes better that way. (snip) Idea! 0 post- Custom Avatar 500 post- Signatures (may cut down on newer users with super long sigs.) 75...  [Read More]
Updated Pages... and if I see another chart in my lifespan, it'll be too soon ;) w00t! Classes: http://www.starwarsknights.com/classestsl.php Sorry to make you look again, but there appears to be a mistake with the non-numerical description of th...  [Read More]
Finished up some changes on the Classes Page... (snip) As always, comments, suggestions, wishlist? I'd love to hear them! Looks good. I have a few small suggestions though: It would be even more useful if the tables said exactly how many skillpoin...  [Read More]
Posted in:  USM Released!!!
 stoffe
08-02-2005, 5:33 AM
#81
I am frequently encountering a rather annoying problem: At certain points in dialogue the converstaion simply ends and I get the following message: (snip) This problem is propably related to me using the German version of the game (I have both update...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
08-23-2005, 6:49 AM
#97
ok i am sure i am doing something wrong :giveup:... i need to add a line to the upcrystals.2da file... but i can't get it to work right... here is what i have so far for the .2da part... ExclusiveColumn high() Label Light template g1_w_sbrcrstl22 s...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
08-09-2005, 4:26 PM
#76
Actually, I can't. TalkEd simply closes when I try to open dialog.tlk. (snip) Between that and the behavior of TalkEd, I'm assuming it is just a compatibility issue. Hmm, that's very strange. I just tested to open my KotOR1 dialog.tlk file with Tal...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
08-09-2005, 8:16 AM
#74
How compatible is the patcher with KOTOR? I tested it on 2das and GFFs and everything worked fine, memory tokens and all, but it doesn't seem to work with dialog.tlk. I first tried running it with an append.tlk and 2da modification with StrRefs in...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
08-02-2005, 5:51 PM
#69
I've put together a new version of ChangeEdit, the utility you can use to make TSLPatcher instructions in a somewhat more userfriendly manner than plaintext editing. You can get the new version here (http://www.algonet.se/~stoffe/ChangeEdit098.rar)....  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
07-31-2005, 8:42 PM
#66
Could it perchance be caused by depending on what program the modder used to create their .rtf file? Hmm... I doubt it, since the error apparently occurs when the installation process starts (after clicking the button) rather than when the applicat...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
07-31-2005, 8:26 PM
#64
i can't seem to run the files of the patcher, it only shows an error message like "RichEdit line insertation error" This is an external error caused by the RichEdit DLL files in your system. RichEdit is a component that comes with Windows...  [Read More]
Posted in: Mod Requests Thread (#5)
 stoffe
08-13-2005, 10:01 PM
#179
Does annyone know if its possible to get the handmaiden(hood down) Clothes model and place another head ontop of it?? I cant seem to find the handmaiden(hood down) clothes model, for some reason.. can someone help..? It's P_HandmaidenBB, her regula...  [Read More]
Posted in: Mod Requests Thread (#5)
 stoffe
08-04-2005, 3:35 PM
#154
~ Is it possible to tie the influence to the percent of experience you get for each NPC? It is theoretically possible but not very feasible to do so, since you can't modify the game's normal XP system AFAIK. You'd need to turn off the game's normal...  [Read More]
Posted in: DLG/UTI/UTC/MOD Language Converter v1.0
 stoffe
08-16-2005, 6:08 AM
#28
Is there a way to make the converter add, rather than replace, ExoLocSubstrings for another locale? And is there a way to make the converter make ExoLocSubstrings for all valid locales from English to Polish, not just a specific one? If not those...  [Read More]
Posted in: Question about romance mod ..
 stoffe
08-16-2005, 5:39 AM
#44
Basically what I'd like to do is rewrite the IsMale script to check and see who called it. If you're in a conversation with Bastila, return TRUE, otherwise, perform the normal check int StartingConditional() { if (GetTag(OBJECT_SELF) == "Bas...  [Read More]
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