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Sinapus

Latest Posts

Page: 1 of 1
Posted in: Modding a weapon
 Sinapus
02-03-2007, 11:12 PM
#2
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]
Posted in: feat.2da editing: what will work?
 Sinapus
01-21-2007, 5:38 PM
#3
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]
Posted in: feat.2da editing: what will work?
 Sinapus
01-21-2007, 1:53 PM
#1
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]
Posted in: max corpse numbers-higher than 3?
 Sinapus
01-06-2007, 2:43 PM
#3
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]
Posted in: Removing Duplicate Entries in a 2da file
 Sinapus
01-05-2007, 7:30 PM
#6
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]
Posted in: Removing Duplicate Entries in a 2da file
 Sinapus
01-05-2007, 7:16 PM
#4
Are upcrystals.2da and upgrades.2da one of those "indexed by line number" files? Hm. Four asterisks?...  [Read More]
Posted in: Removing Duplicate Entries in a 2da file
 Sinapus
01-05-2007, 6:50 PM
#1
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]
Posted in: Handmaiden choice and Ebon Hawk Lab Station
 Sinapus
12-31-2006, 1:19 PM
#16
Okay, I'll try that. Thank you for your help. I'll stop bugging you now. ;)...  [Read More]
Posted in: Handmaiden choice and Ebon Hawk Lab Station
 Sinapus
12-31-2006, 12:18 PM
#14
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]
Posted in: Handmaiden choice and Ebon Hawk Lab Station
 Sinapus
12-30-2006, 3:21 AM
#11
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]
Posted in: Handmaiden choice and Ebon Hawk Lab Station
 Sinapus
12-29-2006, 11:52 AM
#8
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]
Posted in: Handmaiden choice and Ebon Hawk Lab Station
 Sinapus
12-29-2006, 4:15 AM
#6
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]
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