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Pavlos

Latest Posts

Page: 15 of 21
Posted in: Quick question about "breathing" animations
 Pavlos
09-02-2006, 7:48 PM
#6
Hehe, in such an obvious place too. I really should learn to look a bit more closely at all those buttons and labels, shouldn't I? Thanks....  [Read More]
Posted in: Quick question about "breathing" animations
 Pavlos
09-02-2006, 7:14 PM
#4
This seems like as good a place as any to ask this. How is a supermodel assigned to a model? I'm just curious, does anyone know this?...  [Read More]
Posted in: Problem with adding planets to galaxy-map
 Pavlos
08-31-2006, 3:31 PM
#11
Edit: DSTONEY642000's way is fine as a hack to allow constant access, by the way. I didn't mean to seem as though I was correcting you, DSTONEY642000, because your method is fine. Just to clear that up... Here is what your a_galaxymap.nss original s...  [Read More]
Posted in: Problem with adding planets to galaxy-map
 Pavlos
08-31-2006, 11:24 AM
#8
if you use the original a_galaxymap script decompiled you have these lines at the bottom SetPlanetAvailable(9, 0); SetPlanetSelectable(9, 0); SetPlanetAvailable(4, 0); SetPlanetSelectable(4, 0); SetPlanetAvailable(2, 0); SetPlanetSelectable(2, 0); pl...  [Read More]
Posted in: Problem with adding planets to galaxy-map
 Pavlos
08-30-2006, 6:10 PM
#4
I don't see why the galaxy map GUI would appear to be black. I haven't read stoffe's new tutorial, I figured the business out on my own (Which is surprising considering we are talking about the master of mistakes here...) so I didn't see any need. Th...  [Read More]
Posted in: Problem with adding planets to galaxy-map
 Pavlos
08-30-2006, 3:40 PM
#2
Ok, so the easiest thing to do now is for you to post your script, so we can see where you are going wrong. Do you want M4-78 and Malachor V to always be on the galaxy map, or do you want them to appear after Telos?...  [Read More]
Posted in: Placeable rotation in .git file?
 Pavlos
08-27-2006, 6:04 AM
#2
Use Darth333's whereami armband to calculate the bearing from your orientation in the module. Then you should be able to input that into the .git pretty easily. Failing this... you can take a note of your relationship to north (In angle format) and...  [Read More]
Posted in: Dialog question -- copy/paste between .dlg files?
 Pavlos
08-26-2006, 4:47 AM
#2
Hi all I was wondering if there's any tool that allows copy/paste of dialog nodes between DLG files. If there's a way right under my nose that I am missing, please consider this a noob question :). Thanks Tragically, no. tk102 doesn't use the Win...  [Read More]
Posted in: Vash Dialog
 Pavlos
08-25-2006, 6:32 AM
#5
Nope. M4-78 is not part of the planned Team Gizka restoration project because pretty much nothing is there. Team Bantha is kind of affiliated and they say they're working on it, but there hasn't been much in the way of results yet. That's because we...  [Read More]
Posted in: Day/Night Transitions?
 Pavlos
08-24-2006, 10:08 AM
#7
As I recall FogColor is not in *.are file (but acessible with scripts). To get the night look in KotOR I changed model's textures, DynAmbientColor (more blue), SunFogColor (more blue), SunFogFar (50) and FogColor (almost black). I played also with m...  [Read More]
Posted in: Question about spawning items (K1)
 Pavlos
08-21-2006, 6:12 PM
#4
You'll want to edit the k_inc_end file - this is by far the easiest route. You'll see at the top a short list of string constants. Something like this: string sTraskTag = "end_trask"; string sTraskWP = "endwp_tarsk01"; string sC...  [Read More]
Posted in: Module Editing
 Pavlos
08-17-2006, 7:56 AM
#7
You see, this teaches me to read the initial post properly first, instead of just reading what I want to see....  [Read More]
Posted in: Module Editing
 Pavlos
08-17-2006, 7:42 AM
#5
OR it could be that you haven't taken into account the z axis. Use the "whereami" cheat to find it out, all of your placeables may be above or below the module model. Although... you would probably realise this because the collision mesh do...  [Read More]
Posted in: Influence bug
 Pavlos
08-19-2006, 8:55 PM
#25
Actually, a round appears to be 3 seconds long in TSL, so the heartbeats fire every 3 seconds. :) I'm obviously working off a somewhat corrupted knowledge base then :p. Thanks for clearing that up. Damn replaying NWN......  [Read More]
Posted in: Influence bug
 Pavlos
08-19-2006, 12:42 PM
#21
Heartbeats are once every six seconds, and I don't see where I said the mod was useless... I'm sorry if I came across this way :( - I don't see how I would have but sorry all the same. I have never encountered this bug so I'm not sure how it works....  [Read More]
Posted in: Influence bug
 Pavlos
08-18-2006, 6:10 PM
#19
Why not modify the on spawn scripts for the party NPCs? You add in a check to see if the character is player made, if so then cancel (Seeing as how the scripts run on the player too) if not, edit the alignment as needed. That way you don't have to us...  [Read More]
Posted in: Newbie trying to do a cutscene!
 Pavlos
08-15-2006, 3:21 PM
#2
The conversation will not start on its own. A creature must start it with the creature defined in the first parameter of the function - in this case the GetFirstPC(). void main() { // Seeing as how you have placed this in the .are, it is fired more...  [Read More]
Posted in: kotor modding sites
 Pavlos
08-13-2006, 5:53 AM
#6
This (http://www.lucasforums.com/showthread.php?t=143413) should help you :)....  [Read More]
Posted in: Feats
 Pavlos
08-12-2006, 6:06 AM
#5
Nope. The actual feat would do nothing at all; the engine handles all the effects for feats internally. All we can do is create dummy feats and have scripts check for them....  [Read More]
Posted in: Decompile Hardcore Mod1 for Kotor I
 Pavlos
08-09-2006, 6:46 PM
#13
You may want to look at k_def_buff. I recognise this script as being based off it....  [Read More]
Posted in: How to make a new "Global Variable"?
 Pavlos
08-07-2006, 5:45 AM
#9
A global can be a numeric, or a boolean value. Booleans can be used to check if I have done something before. Such as: Have I been in this area before? Numerics are more handy when dealing with plots. Rather than being off and on, like a boolean, the...  [Read More]
Must be something that nwnnsscomp.exe does not like in some circumstances, but since that tool is made by Torlack and adapted by tk102 I don't know anything about how it works so I can't figure out what is wrong. (The source code is available but you...  [Read More]
Posted in:  NPC Recruitable Dustil
 Pavlos
08-06-2006, 4:55 PM
#27
To be honest, PA, I don't think censoring the mod is that great an idea. Sometimes, in order to convey a feeling, you have to use certain... expletives. The language is only mild, and very mild at that. If others are offended, as Lit Ridl is, it may...  [Read More]
Posted in: -DK-'s WIP thread.
 Pavlos
08-31-2006, 3:40 PM
#40
Your Malak is really quite impressive. Bravo! I think that will find a way into my override folder upon release....  [Read More]
Posted in: -DK-'s WIP thread.
 Pavlos
08-12-2006, 6:02 AM
#11
Looking nice! :)...  [Read More]
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