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Pavlos

Latest Posts

Page: 10 of 21
Posted in: Tomb Raider Anniversary
 Pavlos
06-10-2007, 9:19 PM
#2
Oh my... the tyrannosaurus always used to scare me silly....  [Read More]
Posted in: Fun and games in the NWN(2) Toolset
 Pavlos
06-11-2007, 1:14 PM
#3
Then, the literal minute I'd finished adjusting the KoS' template and had finally finished modding the OC after about 5 months of work, the toolset crashed, and deleted the entire contents of my modules folder. Yes, the literal minute I'd finished it...  [Read More]
Posted in: Fun and games in the NWN(2) Toolset
 Pavlos
06-10-2007, 7:25 PM
#1
I'm wondering how other people have been doing with the NWN2 toolset, while a little frustrated by the interface issues, I'm pretty much used to the beast and the power to create areas is... unbelievable. I'm currently messing around with evil swamp...  [Read More]
Posted in: Blaster bolt colours
 Pavlos
06-10-2007, 12:17 PM
#2
Is there any way of editing the colour of JUST the white bolts, without mucking about with .2da files and whatnot? Thanks. There was a discussion about this a while ago :). Clicky (http://www.lucasforums.com/showthread.php?t=148934) If you have tr...  [Read More]
Posted in: The Kotor walkmesh format
 Pavlos
06-11-2007, 6:31 AM
#12
As for lightmaps, I'll try my hand at it as soon as I get the walkmesh import to an usable state. Shouldn't take too long now that I know how to build the data. magnusll, is there any chance of releasing your source code once you're done? I'd be int...  [Read More]
Posted in: The Kotor walkmesh format
 Pavlos
06-10-2007, 8:52 AM
#2
Now for the question that probably many of you are asking yourselves: no, I've not yet built a complete exporter-importer. I've the export part done (and in fact, I extensively used the exported walkmeshes while decoding the format). But I've yet to...  [Read More]
How do I make someone open a dialog with you when you enter an area? A simple script such as the one below should do it when you place it in the correct field of the .are file for your module. void main() { if (GetIsPC(GetEnteringObject()) &&a...  [Read More]
Posted in:  Kill Gorton
 Pavlos
06-09-2007, 4:49 PM
#2
Hey... nice mod :). Just as a note of Holowan etiquette: I noticed you edited/created some scripts. To help others in their attempts to mod, it is customary to include your source code :). Keep up the good work, anyway....  [Read More]
Posted in: A script to make two people leave and dissapear.
 Pavlos
06-09-2007, 12:46 PM
#7
I didn't know you could embed your own custom function in the second parameter of a AssignCommand call. :D That's seriously cool because then you can use the OBJECT_SELF object as shorthand. Very good stoffe! Yeah, it's handy, you can also place...  [Read More]
Posted in: Some questions about the maps
 Pavlos
06-08-2007, 8:26 AM
#10
Is there anyway to create these maps? For example the M4-78 modules do not have maps. Could maps be created for these areas? Import all the area models into max and then arrange them in the correct order before rendering it. Your image MUST be 512x2...  [Read More]
Posted in: footlocker @ beginning of K1
 Pavlos
06-06-2007, 12:14 PM
#6
If you did use this method then do not name the original script "k_pend_area01_original.nss." It is way over the 16 character limit so it will never fire :). I'd agree with ChAiNz that attaching it to Trask's dialogue is a much simpler way...  [Read More]
Posted in: [K1] Adding an NPC to an area?
 Pavlos
06-04-2007, 8:07 AM
#4
How do you add an NPC to an area, such as Dreshdae on Korriban, AND change the NPC's name? Unfortunately, there is no "ActionChangeName()" function in NWScript. You can simulate an NPC having their name changed by creating a second .utc wi...  [Read More]
Posted in: Need Help With Recruit Mod?
 Pavlos
06-01-2007, 4:24 PM
#8
I Can't Seem To Find What I Need :( Mindtwister Said He Would end Me One But He Never Did. Have Any Of You Got One? I Not I'll Have To Play Through All Of Taris As The Skip Taris Mod Doesn't Work With A Mod I'm Using :( Follow the link in stoffe's p...  [Read More]
Posted in: Need Help With Recruit Mod?
 Pavlos
06-01-2007, 9:36 AM
#2
There is no reason for this to happen. Can you show us the scripts that you are using?...  [Read More]
Posted in: looking for two scripts...
 Pavlos
06-03-2007, 4:05 PM
#18
I'm not getting any such error on my end.... Line 16 is a blank line....  [Read More]
Posted in: looking for two scripts...
 Pavlos
06-03-2007, 3:47 PM
#16
The OnEnter script I'm using You're best off assigning that command to a certain object. For example: void main() { // I'm using T3 as an example because I'm presuming he's the one you're talking to object oT3M4 = GetObjectByTag("t3ebotar"...  [Read More]
Posted in: looking for two scripts...
 Pavlos
06-03-2007, 12:15 PM
#13
Right click on the .rim of the module in KotOR Tool and select Extract for module editing and only extract the Dynamic Module Info, the Static Module Info, the Module.ifo, and the Path info. When asked if you would like to clear the .git of all non-e...  [Read More]
Posted in: looking for two scripts...
 Pavlos
06-03-2007, 5:01 AM
#11
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... I think that means the .git is corrupted (i...  [Read More]
Posted in: looking for two scripts...
 Pavlos
06-02-2007, 5:18 AM
#9
1) Clear the .git file completely. Remove everything from it. 2) Make sure that the script you want is in the OnEnter. 3) Make sure your files share the same names as their ResRefs. 4) Ensure that no file name/ResRef is over sixteen characters long....  [Read More]
Posted in: looking for two scripts...
 Pavlos
06-01-2007, 4:32 PM
#7
Ah...so how do I do that last one, making sure it's when the PC enters? The OnClientEnter slot? Something else? void main() { // Is the PC the entering object and make sure we're not loading the area from a save if (GetEnteringObject() == GetFirstP...  [Read More]
Posted in: Modules of Sleheyron
 Pavlos
05-31-2007, 3:28 PM
#4
Can't we just ask BioWare if we can "borrow" the modules for a mod so we will "finish what they started"? :P I don't see a problem with that, we would just finish their work. Tragically, they're under an NDA for an indefinite per...  [Read More]
Posted in: k_creditsplay.nss
 Pavlos
05-31-2007, 3:20 PM
#5
Thanks tk and Chainz. I meant for K1 but maybe I'll do a story mod for TSL in the future :P If I write something like this: void main() { warp "someplace" } and save it as k_creditsplay and put it in the override foler, would I warp to &qu...  [Read More]
Posted in: modules of M4-78?
 Pavlos
06-06-2007, 11:23 AM
#35
lmao, sorry.. but you can get most the story line from the strings.. I remember that two droids had some keys or somthing to activate M4-78 and im not sure about the Archons. I never found many strings for them.. A series of events, in an unknown or...  [Read More]
Posted in: modules of M4-78?
 Pavlos
06-01-2007, 7:45 AM
#10
The dialog strings are in the dialog.tlk file. Im not sure if there is the complete amount of strings and im not sure if all the strings are complete. From what M4-78RP managed to piece together, Master Vash's dialogue is there, a very basic dialogu...  [Read More]
Posted in: NWN2 FindRefs Utility & Gff editor
 Pavlos
06-08-2007, 8:48 AM
#18
Hey, that's great, tk, thanks! You may want to post the links over on the BioWare forums to get a greater amount of exposure... I think someone was looking for a GFF editor the other day, too :). But I've no idea if you've already done this or not -...  [Read More]
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