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stoffe

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Page: 79 of 80
Originally posted by ChAiNz.2da However, to anyone, suggestions are welcome on anything... right now is the time to get the requests in since we're working on the site in 'full force'.. might as well implement the new stuff while we're at it .. heh...  [Read More]
Posted in: Jedi robe hoods over there...
 stoffe
07-19-2005, 4:01 PM
#17
Originally posted by Prime As for the script, is there a way to trigger it when the hood is equiped? I'm under the impression that that isn't possible. Is there another way that people do that sort of thing? As far as I know there is no direct way...  [Read More]
Posted in: High Level Force Powers V2.1 released
 stoffe
07-14-2005, 5:30 AM
#1
I uploaded a new version (2.0) of the High Level Force Powers, well, a month ago, but I was requested to re-create this thread since the original disappeared due to the forum problems. :) The mod adds 21 new High Level force powers to K2:TSL, becom...  [Read More]
Originally posted by RedHawke Yup, It is an intentional replacement for the single saber flourish animation. If you want to remove it simply remove animations.2da from your override. Personally, I like the backflip! :D Yes, it was intentional,...  [Read More]
Originally posted by MattColejk ( Looks very carefully at screenshot ) Will that Lightsabre be included too? the Twi'Lek head tip for the bottom end of the sabre is a really decent idea! Sorry, that lightsaber hilt was only cobbled together for...  [Read More]
Originally posted by RedHawke @ pcgamemods screenshot (http://img297.imageshack.us/img297/6917/twilekexile6bq.jpg) Yup that's the robe, and head skin... There was plenty of intrest when you posted this in the HL's 'screenshots for the sake of scre...  [Read More]
Posted in: SWK's Weekly Mod Report (notification)
 stoffe
07-10-2005, 11:35 AM
#7
Originally posted by Darth333 If there is any other innacuracy, please let me know. Thanks. The link to download v1.1.2 results in a 404 Not Found page, but other than that I don't think there are any more problems. :) (I think the two extra spac...  [Read More]
Posted in: SWK's Weekly Mod Report (notification)
 stoffe
07-10-2005, 4:42 AM
#5
Originally posted by www.starwarsknights.com Finally, Stoffe -mkb- updated his TSLPatcher to help modders make mods compatible with each other. I should perhaps mention that the 1.1.3 file was just a "quick update" to add a specific fea...  [Read More]
Posted in:  [REL] TSL Hak Pad Mod now available!
 stoffe
07-11-2005, 5:37 PM
#32
I've tried to mess around with the installer in any way I could think of, but I can't reproduce that error, so I have no idea what could be causing it. Are you using Windows XP? Do you have a 64 bit processor? As a last resort, try this: Go into...  [Read More]
Posted in:  [REL] TSL Hak Pad Mod now available!
 stoffe
07-10-2005, 11:10 AM
#23
Originally posted by ChAiNz.2da That's a first for me?? To be honest, I'm not even sure what that means.. yoohoo! stoffe, any ideas? No idea, haven't encountered that one before. That's the disadvantage of being just one person with one computer...  [Read More]
Posted in:  [REL] TSL Hak Pad Mod now available!
 stoffe
07-09-2005, 7:01 PM
#9
Very nice. Reminds me a bit about my debug force power, though that one doesn't contain stores with all game items. Too lazy for that kind of work, good thing someone else was not. :)...  [Read More]
Posted in: K-GFF (GFF Editing Utility) v1.3.0
 stoffe
07-25-2005, 4:44 AM
#28
Originally posted by tk102 K-GFF Now remembers size and position of window and the size of the left frame. (Note that the adjuster has a little square 'handle' at the bottom that you can use to resize the left frame). Positions are saved when K-GFF...  [Read More]
Posted in: K-GFF (GFF Editing Utility) v1.3.0
 stoffe
07-17-2005, 4:05 PM
#25
I have a few more suggestions that would be very useful if you wished to implement. :worship: * Is there any way to make k-gff display the index number of the structs in a LIST field, like the bioware editor does? That feature would make it easier t...  [Read More]
Posted in: K-GFF (GFF Editing Utility) v1.3.0
 stoffe
07-14-2005, 5:30 PM
#22
A small feature request: It would be handy if k-gff would open files automatically when you associate them to it. That way you could open GFF files by doubleclicking them in the Windows Explorer or drag'n'drop them to the k-gff icon. Please? :)...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
07-21-2005, 9:34 AM
#39
I have uploaded version 1.1.4 here, it's a quick bugfix version for a bug that I just ran into. Due to a bug in the code saving GFF files, a few files laid out in a particular way would become corrupted when they were saved (about 2 out of 20 of the...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
07-20-2005, 2:30 PM
#36
Originally posted by MacLeodCorp 1. If I remember right, your program has defaults to open. However, those defaults are not the items that I the modder modified. To prevent confussion, I would delete those defaults, and just make a label that says...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
07-20-2005, 2:04 PM
#34
- reference to "unecessary comment" in previous post deleted- d333 I've tried to explain things as best I can, but I know I'm terrible at explaining things. It's probably better to leave the explaining to someone else who's good at it (a...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
07-18-2005, 5:56 PM
#32
Originally posted by TheOssusKeeper So basically, they (the gamers) needs to have a clean override folder (free from the files in the InstallList), correct? So in order for someone to use this mod (if they already have a previous version) they woul...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
07-18-2005, 4:32 AM
#30
Originally posted by TheOssusKeeper it seems that it updated and or replaced all the necassary files and the ones i already had copies of i.e. .ncs and the .nss files it skipped... but all still seems to be working good... Hmm, perhaps I should ha...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
07-17-2005, 4:38 PM
#27
Originally posted by TheOssusKeeper I was wondering if one of you two or both could take a look and see if I’ve got it right so far For your spells.2da CopyRow modifiers, you don't need to set the NewRowLabel column if you just want it to get t...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
07-16-2005, 6:29 AM
#22
Originally posted by TheOssusKeeper Quick question for someone who might know: Is there a comprehensive step-by-step guide for dummies like me who don’t know much about using the TSLpatcher and the other utils that comes with it? If so, where can...  [Read More]
Posted in: DeNCS Script Decompiler
 stoffe
07-15-2005, 11:45 AM
#10
Originally posted by DarthMoeller I am trying to decompile a_doormoor.ncs (the script that fires when the morgue door opens on peragus) and I have JRE installed, and I extracted nwscript.nss to kotor tool directory, and then ran DeNCS, and opened th...  [Read More]
Posted in: Mod Requests Thread (#5)
 stoffe
07-18-2005, 10:49 AM
#93
Originally posted by mrock request mod for TSL No restricting party members joining you when on Malachor 5 Here (http://www.algonet.se/~stoffe/malachorhack.rar) is a quick hack which should allow you to bring along party members on malachor. Unpa...  [Read More]
Posted in: DLG/UTI/UTC/MOD Language Converter v1.0
 stoffe
07-09-2005, 7:27 PM
#22
Originally posted by ChAiNz.2da gadz! That's just the file of the mod though right? If I use the converter on all of my files (excluding .ncs).. will foreign games be able to register what's listed in the shop's inventory? I would guess (though com...  [Read More]
Posted in: DLG/UTI/UTC/MOD Language Converter v1.0
 stoffe
07-09-2005, 7:05 PM
#19
Originally posted by ChAiNz.2da 2) If so, do I just adjust the .dlg file that was in this mod, or do I need to do it to the .utm's, .uti's (or even the .ncs files)?? You'd need to convert/modify all GFF format files that use a CExoLocString data...  [Read More]
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