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Tupac Amaru

Latest Posts

Page: 2 of 4
Heather/Damsel = JuhaniThe same actress also voiced Rosa, the Malkavian thin-blood down at the beach who tells you your future. I didn't recognize her as Heather or Damsel, but Rosa's accent sounded very familiar. :D...  [Read More]
Posted in: Handmaiden MMMAAADDD!!!! Possible spoilers
 Tupac Amaru
04-04-2007, 4:25 AM
#10
While I'm on the subject, I had that Visas/Handmaiden argument scene too. Yet for some odd reason, the Handmaiden is still talking to me.This cutscene does not make the Handmaiden angry. There are two more cutscenes between Kreia and Handmaiden that...  [Read More]
Concerning your suggestion about putting my modified files back into the .rim, how do I do that? Is there a .rim builder with KT that I'm missing?This can be done with ErfEdit: http://www.lucasforums.com/showthread.php?t=165051 I'm not sure what yo...  [Read More]
Changes in the .git won't show up if that module has already been loaded. The same goes for the .utc if the character using that template is already present in the module. You need to use a save before you entered the module. Placing a module .git o...  [Read More]
Posted in: Disciple conversation and DLGEditor help
 Tupac Amaru
12-28-2006, 7:05 PM
#7
I couldn't even find any file with zherron in it's title when I did my search. Do I need the Kotor Tool application to be able to extract and view this file or will I be able to view this particular file with the DLGEditor program I made mention of p...  [Read More]
Posted in: Disciple conversation and DLGEditor help
 Tupac Amaru
12-28-2006, 9:10 AM
#4
Cool, thanks for the help and the info TA. Okay, for my own understanding here, I seen that there are five boxes as far as the numeric variables are concerned. The from being 26 and the to being 74, so what or how is the first box's variable (11) fig...  [Read More]
Posted in: Disciple conversation and DLGEditor help
 Tupac Amaru
12-25-2006, 1:26 PM
#2
The conditions for the Influence: Falilure or Success lines are in Entry 280. The failure line is chosen if your influence with Disciple is between 26 and 74 or the global 000_Disc_Jedi_Prob is greater than 0. The problem is that by the time you reac...  [Read More]
Posted in: Editing existing characters
 Tupac Amaru
12-06-2006, 7:51 AM
#2
A simple way to avoid name conflicts is to not put the files in the override. Instead, replace the original character .utc in the the module_s.rim with your modified file. It's easy to do with ERFEdit (http://www.lucasforums.com/showthread.php?t=1650...  [Read More]
Posted in: Script for a door
 Tupac Amaru
11-22-2006, 7:37 AM
#2
In TSL, there are two premade scripts that can used in dialogues: a_open_door will open and unlock a door, and a_lock_door will close and lock a door. The string parameter must be the tag of the door. The parameter P1 is an optional delay. They shoul...  [Read More]
Posted in: new planet problems
 Tupac Amaru
11-05-2006, 4:45 PM
#3
You can find the source code for a_galaxymap in this tutorial: http://www.lucasforums.com/showthread.php?t=151295...  [Read More]
How'd you get that age? I don't remember if the feature to choose that is still in NWN 2 (since it served no purpose at all).The default age for strong races is 120. It can be changed in the final screen during character creation. I made my Aasimar o...  [Read More]
Also about the GUI changes, are there some way of examining your party members to check out their character description in 1.03? After the patch the "Examine" menu option seems to bring up their character sheet instead.Yes, you have to make...  [Read More]
Have nobody figured out how to switch the armor/clothes designer preview window over to a female model? It's very time consuming to get things right when you can't see what you are doing in the editor directly.Yes, apparantly, it's not possible. Ther...  [Read More]
Say I'm a Cleric, and I have the Water Domain. That means I will be able to cast Poison (3) and Ice Storm (5). Uh...I tried getting to level 3 as a Cleric, which was really easy, but there was no Poison spell listed in my book. My guess is that you...  [Read More]
You can tell in which field the script should be placed by its name. A script beginning with k_con_ always checks for a condition while one starting with k_act_ is an active script that does something...which means I had misspelt one of the scripts....  [Read More]
There should be two separate branches originating from the root node of your dialogue file : The first one for the recruitment conversation and the other for the backstory. Go to the starting node of the recruitment branch, write 'k_con_talkedto' in...  [Read More]
Posted in: Playing a sound using scripting
 Tupac Amaru
10-24-2006, 3:44 AM
#2
The script is correct. You have to make a sound object first. Look in the _s.rim->Blueprint, Sound module files for some examples. Then you need to specify the position of the sound object in the .git file under SoundList. Most sound object have...  [Read More]
Posted in: Changing Kreia's look
 Tupac Amaru
09-10-2006, 5:57 AM
#15
I know, but when I insert them into one of the replies, nothing happens...You have to attach dialog animations to entry nodes....  [Read More]
Posted in: Handmaiden Losing Temper
 Tupac Amaru
09-06-2006, 5:54 AM
#2
With KSE set the global numbers 003EBO_Visas_Hand and 000_Hand_Finale back to 0 again. For a modding solution, you can add the condition c_return_false to entries 265 and 253 in handmaiden.dlg. That should avoid this issue in future games as well....  [Read More]
Posted in: [K1] is it possible...
 Tupac Amaru
08-21-2006, 12:05 PM
#7
is it possible to have the handmaiden in K1, i know what you might be thinking im talking about porting but im not, i want to know is there a mod to change mission into a handmaiden like character? so instead of recruiting a mission as a human girl!...  [Read More]
Posted in: Finding then Deleting Dialogue (TSL)
 Tupac Amaru
08-17-2006, 12:21 PM
#2
Those dialogues are part of the Ebon Hawk module. Look in ERFs -> Modules -> 003EBO_dlg.erf for 003atton.dlg and baosaber.dlg....  [Read More]
Posted in: What does this do?
 Tupac Amaru
08-07-2006, 4:51 AM
#6
The second parameter for this function is always the tag of a waypoint. I assume this is from the script a_tel_move.nss. The waypoints are defined in the .git of the modules. Since they used the standard template sw_waypoint001 you won't find a separ...  [Read More]
Posted in: What am I doing wrong here?
 Tupac Amaru
07-27-2006, 10:09 AM
#8
object oNPC=GetObjectByTag("p_carth001");It looks like you used the name of the template file. This script function requires an object's tag, not its file name. Normally, the tag for the different Carths in the game is just 'Carth'....  [Read More]
does any one have the bastila mod from pcgamemods by avol???Avol's Bastila Shan: http://ds1.pcgamemods.com/core/15769/AVol_Char_BastilaShan_v2.3.zip...  [Read More]
Is it possible to change the options of having Revan female and good? if you've already choosed male and bad unknowningly? hehYou can change those with KSE. Revan's gender is stored in the global number 101PER_Revan_Sex. Set its value to 1 for female...  [Read More]
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