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Xcom

Latest Posts

Page: 2 of 3
Posted in:  Prestiege Class Robes & Saber Pack now up at my site!
 Xcom
03-04-2005, 12:50 AM
#2
This looks like an awesome mod. Great job, fellas! [hk-47] Unnecessary Statement: download in progress [/hk-47]...  [Read More]
Posted in: [TSL] Textures for color crystals
 Xcom
02-28-2005, 5:24 AM
#3
erf -> Texture Packs -> swpc_tex_gui.erf -> iw_sbrcrstl_###...  [Read More]
Posted in: sound effects for force crush
 Xcom
02-28-2005, 5:41 AM
#6
Hmm.. the sound is there (I mean in the sound library), but it doesn't play for as far as I can tell. I could be wrong though....  [Read More]
Yes, this is nice. .. I mean to open (impossibly) locked doors. I have made something similar for myself some time ago (actually, by modifying your wherami band, Darth) to open any door I am standing next to. I wanted to check what's inside Atris' m...  [Read More]
Posted in:  Anti-Hardcore Lighsabers
 Xcom
02-23-2005, 3:11 PM
#1
Those babies deliver Instant Death OnHit. Hehe. :D download (http://www.pcgamemods.com/mod/10555.html)...  [Read More]
Posted in: Mod Requests Thread (#3)
 Xcom
02-27-2005, 5:56 PM
#359
Originally posted by k3rizz3k Well since it doesnt work... is there a way to just port it from kotor1? I'll try it if it isnt too hard.. need a little instruction though :P Porting models isn't my domain, quite frankly. I know I was able to make...  [Read More]
Posted in: Mod Requests Thread (#3)
 Xcom
02-26-2005, 9:55 AM
#338
Originally posted by k3rizz3k Xcom did you see my previous message about the errors with bastila? Erm, I did. But what do I have to do with it? :confused:...  [Read More]
Posted in: Mod Requests Thread (#3)
 Xcom
02-24-2005, 1:31 AM
#310
Originally posted by Darth n00b Are there a non-armor force restriction mod out there for TSL, or is someone fixing it? That's one of those "change few entries in 2da file" mod. I haven't seen one yet but it will take 2 minutes to make....  [Read More]
Posted in: Mod Requests Thread (#3)
 Xcom
02-23-2005, 7:02 PM
#304
My server appears to be down at the moment. Try sometime later. otherwise, PM me your e-mail address, and I'll send it to you. (it's a tiny file)...  [Read More]
Posted in: Mod Requests Thread (#3)
 Xcom
02-23-2005, 3:12 PM
#301
Originally posted by k3rizz3k Anyone thoguht of the dancers outfit with defense? specially for you (http://www.matrixrain.com/kotor/g_danceroutfit.zip) Note: it won't work if you already have dancers outfit in the inventory and then load savegame...  [Read More]
Posted in: Mod Requests Thread (#3)
 Xcom
02-22-2005, 2:06 PM
#286
Originally posted by k3rizz3k B. Influence dialogs for easy influence? (not sure if it can be done) (I saw in kotor1 that someone made a mask that did something (cant remember) but it was along the lines of having perfect persuade I believe.. so thi...  [Read More]
Posted in: Mod Requests Thread (#3)
 Xcom
02-22-2005, 9:04 AM
#283
Originally posted by Lucied the guy who looks native american That's out of my league (somebody with artistic skills required). That guy's hair are almost completely black which means simple increase of brightness/levels (=my level of expertise)...  [Read More]
Posted in: Mod Requests Thread (#3)
 Xcom
02-20-2005, 6:12 PM
#272
Originally posted by Lucied still want the long hair head to be made to look echani which one? There are two of them (unless you're talking about original KOTOR) : the dude with the beard and the other guy who looks like a Native American. BTW.....  [Read More]
Posted in: Mod Requests Thread (#3)
 Xcom
02-19-2005, 6:30 PM
#263
Yep, that will work, but strictly personally, I'd rather leave 2da intact (for something more important) and just rename textures. Also, some characters have evil bodies as well (Eg: handmaiden) so that means appearance.2da tweaking as well. :(...  [Read More]
Posted in: Mod Requests Thread (#3)
 Xcom
02-19-2005, 11:40 AM
#261
Originally posted by Saturnine I'm seriously getting tired of that no matter what face I pick, my character always turns into a retarded walking corpse. Only alternative would be to succumb to the weakness and pathetic morals of the light side or re...  [Read More]
Posted in: [WIP] Single Handed Double-bladed crystals/sabers
 Xcom
02-22-2005, 10:59 AM
#10
Originally posted by maverick187 I'll be sure to make my mod compatible with yours ;) good job(upcrystals.2da wise) Thanks...  [Read More]
Posted in: [WIP] Single Handed Double-bladed crystals/sabers
 Xcom
02-21-2005, 10:47 PM
#8
released! (if a friendly moderator could change the title of this thread to TSL Mod: SH Crystals Pack, I'll be most grateful)...  [Read More]
Posted in: [WIP] Single Handed Double-bladed crystals/sabers
 Xcom
02-21-2005, 11:59 AM
#7
Originally posted by Keneth or are you just gonna make it appear like two bladed ones and let the other end clipping around? That's pretty much it. I am thinking of having it grant master flurry feat to the player for extra hit....  [Read More]
Posted in: [WIP] Single Handed Double-bladed crystals/sabers
 Xcom
02-20-2005, 8:46 PM
#4
Originally posted by maverick187 I think that you'll find that it is easier than you think, I'm using the same process in my mod using regular sabers as short sabers. The thing you might want to watch out for though with your mod would be that the P...  [Read More]
Posted in: [WIP] Single Handed Double-bladed crystals/sabers
 Xcom
02-20-2005, 6:30 PM
#1
Someone beat me to it, technically, but here it is, anyway: SH Crystals Pack v.1.0. (http://www.pcgamemods.com/10530/) DESCRIPTION This is a collection of unique color crystals. When used in a normal (single-bladed) lightsaber, they will transform...  [Read More]
Originally posted by tk102 But you would also have to spawn an invisible placeable which would then "speak" to you the location parameters. Then you'd call DestroyObject on the placeable when done. Ok, you lost me. :o My modding skills...  [Read More]
Erm, a question. Why does it print coordinates in player's log and not directly in the dialog window?...  [Read More]
I have not investigated TSL dialogs yet, obviously. LOL! I on the other hand don't know what was (and what wasn't) possible with the first game. I felt the modding force only with TSL. :D But yes, you can add params (whole bunch of them) in dlg fi...  [Read More]
Originally posted by tk102 Just a reminder for those trying to use DLGEditor with TSL dialogs: You'll need to press Ctrl+T (or choose File: Change TLK File) to browse to the dialog.tlk file located in your TSL installation directory. Any chance...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Xcom
02-17-2005, 6:24 AM
#931
Originally posted by Fred Tetra The next version has the ability to maintain two sets of path information and also lets you work with both games at the same time. When editor windows are opened for a given file, they also indicate which game they a...  [Read More]
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