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stoffe

Latest Posts

Page: 80 of 80
Posted in: post count question
 stoffe
07-08-2005, 7:08 PM
#10
Originally posted by Chains Yeah, I'm sure those of you with like 8000 posts won't care, but I really wanted a custom rank:( Ah, rewarding quantity over quality... :) What's a custom rank, and how many posts would you need to earn one of those?...  [Read More]
Posted in: Back!!!
 stoffe
06-04-2005, 6:13 PM
#7
Agreed. You don't know how much of a habit something has become until it's taken away, and something is suddenly missing in your daily routine. Good to see the forums back again before too much time had passed. The most effective way of killing a com...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
07-09-2005, 4:19 AM
#14
Some other things from the top of my head that has vanished from this thread. @ermo(?) - I put together a mini-release containing the patcher application only that has added commandline support as you asked. It accepts two optional parameters, the...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
07-09-2005, 4:04 AM
#13
Since this thread has lost most of its posts I suppose I should re-post what is new in the latest released full version (1.1.2), which includes a rudimentary readme, examples and the TalkEd and ChangeEdit utilities. It can be downloaded from here (...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
06-03-2005, 2:22 PM
#10
I have uploaded a new version of the Patcher and its support applications. If anyone is interested you can download it on this page. (http://www.starwarsknights.com/tools.php) As before, comments, suggestions and bug reports are welcomed. This is...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 stoffe
05-25-2005, 6:13 AM
#1
Latest version: TSLPatcher 1.2.10b1, ChangeEdit 1.0.5b1 (http://www.starwarsknights.com/tools.php#mctl) (You can check which version you currently have by opening the Properties window of the EXE file in Windows Explorer and check on the Version ta...  [Read More]
Posted in: .EXE of KotOR Script Generator
 stoffe
06-04-2005, 8:36 AM
#22
Originally posted by cate_kroft How about a Talk-->Give Item script maker. There is already a generic "give item" script for use in conversations that come with the game. It is called "a_give_item". Put that in a conversat...  [Read More]
Posted in: Appearance.2da walkthrough(TSL)
 stoffe
04-13-2005, 7:22 AM
#1
Edit tk102: stoffe -mkb- did a good job summarizing the major fields in appearance.2da for TSL. KotOR's appearance.2da also works in a similar fashion. Original post (http://www.lucasforums.com/showthread.php?s=&postid=1797622&highlight=appe...  [Read More]
Posted in:  Bug Fix: Secret compartment on Ebon Hawk
 stoffe
04-28-2005, 7:04 AM
#7
Originally posted by tk102 However the original script does work due to something like this never evaluating TRUEif (GetFirstPC()==GetEnteringObject()) { Fixed .ncs attached. Yes, using GetFirstPC() in an OnModuleLoad script would be fairly unrel...  [Read More]
Posted in: Excel Add-In to Read/Write 2da files v1.6
 stoffe
04-23-2005, 10:35 AM
#23
Originally posted by Darkkender I'm starting to think with the proper usage of scripting we can write our own include files that provide the ability to use custom 2da files. I doubt this is possible in KotOR beyond altering the 2DA files already...  [Read More]
Posted in: Getting lightsaber models using MDlops help
 stoffe
04-20-2005, 5:59 PM
#9
Originally posted by DarthMoeller When i go to file-->import, it says "No appropriate import module found" and then "Improper file format." Do you know what I am doing wrong? Use the import function on the NWMax GUI palette....  [Read More]
Posted in: How to create stores (merchants)
 stoffe
03-29-2005, 8:31 AM
#2
Originally posted by StrangeJ I've searched (probably missed it though), but couldn't find any tutorial or guide to creating merchants... So can someone point me to the right thread or tutorial please? I'm rather poor at explaining things and my...  [Read More]
Posted in:  Darksword Mod is now Available!
 stoffe
04-05-2005, 7:01 PM
#28
Originally posted by ChAiNz.2da Unfortunately that seems to be the case... I just tested the mod with the "skipped" entries and it does indeed crash. Apparently I was using the USM baseitems.2da when I was beta testing (which has the inclu...  [Read More]
Posted in:  Darksword Mod is now Available!
 stoffe
04-05-2005, 6:24 PM
#24
I would agree with the above poster, the dialog crash on the Harbinger likely comes when the game tries to spawn the swords on the NPC, just like it seems to crash when they are using "giveitem" to spawn it. [some incorrect speculation sni...  [Read More]
Posted in:  Darksword Mod is now Available!
 stoffe
04-05-2005, 11:45 AM
#13
Spawning it with the giveitem console command works fine for me. Though admittedly I am not using the included 2da files, I just added the two required lines to my own 2da files according to the instructions in the ReadMe. Looks good, some nice var...  [Read More]
Originally posted by beancounter But I ran across one huge problem with the autobalance.2da. Everything works perfectly except for the vitality bonus. (snip) No matter what value you enter for vpmult they will still have the same HP. Now let me...  [Read More]
Originally posted by Achilles I've tested this on about 4 different games and have yet to run into this problem. Odd are that if he's not dying, then you have a file conflict with his .utc. Just my 2 cents. The script (a_ritual_sc_1) applies a fla...  [Read More]
Posted in: [TSL] Fuel Quest Bug Help
 stoffe
03-13-2005, 10:15 AM
#11
Originally posted by Xcom Yeah, I saw those too. I think that this quest is totally messed up. It probably should have looked like this: (snip) This is JRL file, and it sadly only has 3 enties. (snip) Sounds like a likely setup for the quest....  [Read More]
Posted in: [TSL] Fuel Quest Bug Help
 stoffe
03-13-2005, 9:38 AM
#9
Originally posted by Tupac Amaru I found two interesting lines in dialog.tlk: 115415: Vogga the Hutt has asked you to speak with Lieutenant Grenn on his behalf in regards to establishing a trade agreement sending fuel to Citadel Station. 115416:...  [Read More]
Posted in: [TSL] Fuel Quest Bug Help
 stoffe
03-13-2005, 8:40 AM
#7
The variable in question is "200TEL_Fuel". Vogga's dialog first sets it to 4, and then a couple of nodes further down sets it to 5. Lt. Grenn's dialog on Citadel Station only triggers if the value is 4. When he's rewarded you (wish some c...  [Read More]
Posted in: A-Z of Modeling a new Lightsaber
 stoffe
04-25-2005, 8:19 PM
#44
Originally posted by KillerWave I did all of this, no luck! http://killerwave.solsector.net/tsl/missing.jpg 1. Created a temp folder 2. Made sure it was linked 3. Changed the export path and choose "export geom only" 4. Gmax say it was...  [Read More]
Posted in: A-Z of Modeling a new Lightsaber
 stoffe
04-21-2005, 5:34 PM
#23
Originally posted by KillerWave Maybe I am not really exporting it? It's the "export all or selected" button or nwmax, or that's wrong? You should do it like this (http://img258.echo.cx/my.php?image=gmaxhelp3vi.jpg): (Referring to numbe...  [Read More]
Posted in: Script that activates from multiple deaths
 stoffe
04-12-2005, 6:30 AM
#12
Originally posted by Gsccc I have it where there are 17 guys on a ship you have to kill, and when they are all dead, a script will fire that has dialog with ace playing. Can I jsut set it to one tag or do i have to do ALL of them unique and set it u...  [Read More]
Posted in: svцsh's work in progress
 stoffe
04-23-2005, 2:51 PM
#243
Originally posted by Darth Melignous Now see T7 I need to hook up with someone some night and learn how to do that :D I don't understand that and I can tell it really limits your work esp. in the robes case. With the ability to remap like that it wo...  [Read More]
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