The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.
On the properties tab, there should be some settings giving various bonuses to the weapon. One of them is a damage bonus, it should be the third one down, the one that has "n/a" in the Upgrade column. You can change that to something like 2... [Read More]
Thanks for the info! My main idea was to make the Jedi class feats available to the other two classes as a selectable feat. I think I might try something along that lines sometime soon. Other than that, the best way to learn is lots of searching the... [Read More]
I've been going through the archives trying to find information on what sort of editing can be done to the feat.2da file. In general, it looks like a lot of it is hardcoded and won't work if you try to alter it, but you can create feats that a script... [Read More]
Ghost: In both games, when you kill enemies, a maximum of three corpses will stay in the area. After you go above three, the first ones killed will vanish, leaving either no trace or a bag labeled "remains".... [Read More]
Well, I checked the game copies of both files and there are no padded entries in them, though both have sequentially increasing numbers in Row Label column. I first noticed this when I was upgrading an armor and found duplicate copies of an overlay a... [Read More]
Apology: I did not find too much on this subject via searching, so if this has been covered before then I apologize. Question: if you install multiple mods via the nifty TSLPatcher and then notice that it somehow duplicated entries in two of the 2da... [Read More]
If you want to edit the k_003ebo_enter script directly find the line inside the main() function that looks like... ExecuteScript("003_onenter_hook", OBJECT_SELF); ... and insert those lines directly after that line. If you edit the 003_one... [Read More]
Both Stoffe's Code and Envida's do basically the same thing. Envida approached it by setting a basic if else statement pointing to the 2 different on_enter scripts meanwhile Stoffe approached by putting the content of both scripts directly into the s... [Read More]
The k_003ebo_enter script in the Handmaiden Choice already has a workaround for the Red Eclipse problem as well. (That problem is that the Red Eclipse invasion of the Hawk takes place in a separate Ebon Hawk area, but they both have OnEnter scripts t... [Read More]
Which version of the Ebon Hawk Lab Station are you using? 1.1 seems to split up the scripts a bit. The k_003ebo_enter.ncs file is a lot smaller than the one in the Handmaiden choice mod and the code inside it seems to point at two different scripts.... [Read More]
Okay, Qliveur kindly sent me the .zip for the mod AND the fix for the "Dxun Sith Who Just Won't DIE" bug (thanks!) and I have a question: Is there a copy of the sourcefiles available? One of the mods I've installed conflicts with one file... [Read More]