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Vox Kalam

Latest Posts

Page: 2 of 3
Posted in: looking for two scripts...
 Vox Kalam
06-03-2007, 10:54 AM
#12
%()$#&%()^... I did it by hand with kgff...went through every struct in the gif file...then made it all into a .mod file with ktool...STILL, as soon as I spawn in, garage access appears in my journal...the script I attatched does NOT fire... #@%#...  [Read More]
Posted in: looking for two scripts...
 Vox Kalam
06-02-2007, 10:48 PM
#10
Great. Now the module editor won't open the module I saved because it's "unable to read beyond end of stream." I have to start from scratch. This particular tool is a real pain in the petootie......  [Read More]
Posted in: looking for two scripts...
 Vox Kalam
06-01-2007, 6:54 PM
#8
Bah, I can't open it with a gff editor, and the script still won't fire...Also, when I spawn in, the "Prologue: Garage Access" quest still reappears in my journal. Is there still some element of the area I need to get rid of or change? A wa...  [Read More]
Posted in: looking for two scripts...
 Vox Kalam
06-01-2007, 4:05 PM
#6
Ah...so how do I do that last one, making sure it's when the PC enters? The OnClientEnter slot? Something else?...  [Read More]
Posted in: looking for two scripts...
 Vox Kalam
06-01-2007, 2:31 PM
#3
Nothing is working. I mean, NOTHING. I'm using the module editor for these, and I used the 001EBO template. I deleted all triggers, and put the first convo in a new "onenter" script, which I attatched to Module Propeties > Area > Even...  [Read More]
Posted in: looking for two scripts...
 Vox Kalam
05-31-2007, 9:12 PM
#1
one to make an npc move to a specified point, another to make one convo fire immediately after another....  [Read More]
Posted in: script - make placeable exit
 Vox Kalam
04-27-2007, 7:30 PM
#9
Error: Type mismatch in parameter 1 in call to "ActionEquipItem" Error: Required argument missing in call to "AssignCommand" Frrrrtshewith@!$#$......  [Read More]
Posted in: script - make placeable exit
 Vox Kalam
04-27-2007, 3:12 PM
#7
ok, thanks Last one, I promise. The script to equip an item that's in your inventory isn't compiling. This is what I'm using: [QUOTE]void main() { AssignCommand(GetFirstPC(), ActionEquipItem("g_w_lghtsbr01", 4); }QUOTE] It keeps saying syn...  [Read More]
Posted in: script - make placeable exit
 Vox Kalam
04-27-2007, 12:48 PM
#5
Ktool won't let me compile the script, what do I have to add to it, exactly?...  [Read More]
Posted in: script - make placeable exit
 Vox Kalam
04-27-2007, 6:28 AM
#3
Thanks. Now I just encountered a glitch... grr... How come I set up a conversation for the placable, but every time the PC selects it, and trie to interact with it...nothing happens?...  [Read More]
Posted in: script - make placeable exit
 Vox Kalam
04-27-2007, 5:00 AM
#1
almost done with one mod, just one last issue. How do you make a placeable exit? Specifically, make it blow up after a conversation?...  [Read More]
Posted in: permenantly stun an NPC on spawn?
 Vox Kalam
02-11-2007, 6:33 PM
#7
Eek! Now I can't even load the saved project into the module editor at all to edit it! "Unable to read beyond the end of the stream" I think KOTOR tool secretly hates me... :( Edit: Anyone?...  [Read More]
Posted in: permenantly stun an NPC on spawn?
 Vox Kalam
02-11-2007, 12:57 PM
#5
Agh! I tried doing that, but I can't see if it worked. I saved the changes I made to the .MOD file last night, and opened it again today with the module editor, but when I try to build the mod file, it gives me an error message. Something about objec...  [Read More]
Posted in: permenantly stun an NPC on spawn?
 Vox Kalam
02-10-2007, 7:56 PM
#3
What if I spawned it using the module editor? Can I add the third line to the .utc's OnSpawn script?...  [Read More]
Posted in: permenantly stun an NPC on spawn?
 Vox Kalam
02-10-2007, 5:00 PM
#1
Two years, and I still suck at modding... How does one cause an NPC to appear stunned (and stay that way) as soon as they're spawned?...  [Read More]
Posted in: Editing Dialogue.tlk???
 Vox Kalam
12-10-2006, 7:51 PM
#1
I keep trying to add a new string, but it won't let me......  [Read More]
Posted in: Custom appearance for NPC??
 Vox Kalam
09-17-2006, 10:32 AM
#5
I don't want to replace one one of the PC heads...I'd rather make a new appearance, just for the npc. It's supposed to be a unique palpatine......  [Read More]
Posted in: Custom appearance for NPC??
 Vox Kalam
09-15-2006, 8:02 PM
#3
New. I just used an old one as a template....  [Read More]
Posted in: Custom appearance for NPC??
 Vox Kalam
09-15-2006, 7:26 PM
#1
I know there mst be a thread for this somewhere, but I haven't seen it... I copied the head texture for one of the male PC heads, and photoshoped it, and now I want to give it to an NPC. Only thing is, I can't figure out how... Helpy? Pleasey? :(...  [Read More]
Posted in: Start fight at end of convo?
 Vox Kalam
09-17-2006, 10:36 AM
#6
Um...on end dialogue? ooops......  [Read More]
Posted in: Start fight at end of convo?
 Vox Kalam
09-16-2006, 12:50 PM
#4
I don't think I did it right. The NPC is always hostile on perception, before the dialogue, whether the faction is neutral, friendly, or whatever....  [Read More]
Posted in: Start fight at end of convo?
 Vox Kalam
09-10-2006, 7:38 PM
#3
Ah, thank you. :)...  [Read More]
Posted in: Start fight at end of convo?
 Vox Kalam
09-10-2006, 5:57 PM
#1
Which script do you use to start a fight at the end of a convo?...  [Read More]
Posted in: custom items on NPC?
 Vox Kalam
09-10-2006, 5:15 PM
#1
If I made some custom uti items, and put them in the overide folder, and then spawned an NPC, how can I equip the items on the NPC using KOTOR tool?...  [Read More]
Anyone know how to make a certain entry fade to black at the end?...  [Read More]
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