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Pavlos

Latest Posts

Page: 16 of 21
Posted in: Making a new force power?
 Pavlos
08-04-2006, 5:08 PM
#2
Well, it all depends on what you want the Force Power to do. Before creating your power, it is always best to have an idea of what it will do. If you tell me what you intend to do, I can guide you through it, step by step....  [Read More]
Posted in:  NPC Recruitable Dustil
 Pavlos
08-04-2006, 3:53 PM
#18
Hi, Artemis, Just one thing: I noticed that you edited 000React. To my memory this aspect of the game is broken. The game will only ever call for the first reaction, and it will only call the dialogue in a few of the modules. Unless you have fixed i...  [Read More]
Posted in:  NPC Recruitable Dustil
 Pavlos
08-03-2006, 12:08 PM
#13
Er... umm. Well, this looks like a big mod. Congratulations to both of you. Perhaps I should stop pretending to be a modder and actually release something... Anyway, looks like an excellent mod....  [Read More]
Posted in: change harbinger window
 Pavlos
08-03-2006, 6:14 AM
#9
Actually, the best solution (Assuming that the skybox of 151HAR is the same as the other starship boxes, that is to say a giant sphere) is to load all the area models into Gmax, or (If you are rich/have money to burn/like burning money/a professional...  [Read More]
Posted in: [WIP] TSL: End of Game Expansion Pack
 Pavlos
08-03-2006, 3:09 PM
#24
That is odd... I get this: #MAXLAYOUT ASCII filedependancy 151HAR.max beginlayout roomcount 18 151harSB 96.9817 67.7872 0.0 151HAR16 42.1658 58.3836 -0.060816 151HAR10 36.9242 81.9698 0.0 151HAR06 39.5591 98.5296 -0.0395661 151HAR05 39.1752 81.6386...  [Read More]
Posted in: [WIP] TSL: End of Game Expansion Pack
 Pavlos
08-03-2006, 1:31 PM
#22
I gave you an answer to your question in this (http://www.lucasforums.com/showthread.php?t=168427) thread ;). I hope it helps. As for playing a movie? void main() { PlayMovie("MyMovie"); }...  [Read More]
Posted in:  Floating Ligthsabers v.2.0 -Major Overhaul-
 Pavlos
07-30-2006, 6:27 AM
#8
Nice updates, Darth333 :). I admit, I wasn't too keen on the Oblivion styled level-up for the power, but it seems to work quite nicely....  [Read More]
Posted in: Journal Editing
 Pavlos
07-31-2006, 4:23 PM
#21
The Ondisturb doesn't work Good to know. It clears up a few things....  [Read More]
Posted in: Journal Editing
 Pavlos
07-31-2006, 12:25 PM
#17
Hmm, I'll have a check next time I load up the game. You are probably right as I scarcely use the event....  [Read More]
Posted in: Journal Editing
 Pavlos
07-31-2006, 11:39 AM
#15
Well you don't have to include k_inc_utility. I often just do it out of habit (Same with k_inc_generic) as it has some useful functions in it. To gain access to the functions defined within an include script you just need to use: #include "k_inc...  [Read More]
Posted in: Journal Editing
 Pavlos
07-31-2006, 9:10 AM
#13
Attach it to the OnInventoryDisturbed event in the .ut*. You will want to make sure that you set a Local Boolean so that the container does not continually update the quest. A simple script such as: #include "k_inc_utility" void main() {...  [Read More]
Posted in: Making a new equipable body part?
 Pavlos
07-30-2006, 6:09 AM
#11
May you point us how to change pos/opa/dim of GUIs? Hi, Lit Under the CONTROLS field. Choose any STRUCT and expand it, then you have the HEIGHT (Changes the actual height of the object), LEFT (Changes the distance from the left hand side of the scr...  [Read More]
Posted in: KotOR I - Compiling Scripts Question
 Pavlos
07-27-2006, 10:02 AM
#7
Oh, no; I meant that you will find the syntax largely unchanged, I've never noticed any difference, I don't know about anyone else. But you may encounter issues getting scripts you made in K2 to compile with K1's nwscript. You can't grant feats or sp...  [Read More]
Posted in: KotOR I - Compiling Scripts Question
 Pavlos
07-26-2006, 3:27 PM
#2
Scripting in KotOR I has exactly the same rules as scripting for TSL. TSL introduced approximately 100 nwscript functions and a handful of others in the includes. You will most likely find very little difference, except for the incovenience of having...  [Read More]
Posted in: Reducing the size of a .UTI file?
 Pavlos
07-25-2006, 6:15 AM
#7
While we have come to the conclusion that your file is corrupted, I thought I should inform you of something else: Do not worry if editing your files in KotOR Tool increases their size. KT includes a number of new fields in your GFF format file to te...  [Read More]
Posted in: Bastila: The Jedi Royal Guard [W.I.P.]
 Pavlos
07-24-2006, 1:47 PM
#5
I have also restored a 'cut' creature. Iriaz! YAY!...  [Read More]
Posted in: WIP Ryyk Blade
 Pavlos
07-22-2006, 7:08 PM
#8
Wow! Inyri, that looks great. I can't wait to get my hands on this. :thumbsup:...  [Read More]
Posted in: im having trouble with a module i made
 Pavlos
07-22-2006, 6:27 PM
#7
Is your .mod in the "Modules" folder? Having it in your Override will crash the game. Sounds stupid, but: Have you got cheats enabled? And are you typing the correct module name, without the extension?...  [Read More]
Posted in: -DK-'s WIP thread.
 Pavlos
07-22-2006, 8:21 PM
#3
Hmm... looks interesting. Keep it up!...  [Read More]
Posted in:  Mandalore gets a Gizka
 Pavlos
07-24-2006, 5:41 PM
#20
Cute little mod, Artemis :). I like little things like this... just for the novelty. You get five golden stars....  [Read More]
Posted in: Repute.fac and module.jrl
 Pavlos
07-17-2006, 2:38 PM
#5
Very few of the modules actually have the file. The file is actually just called module.jrl. An example can be found in tar_m02ab :). You'll find it to be filled with "test" entries. I was just wondering if this could still serve a purpose,...  [Read More]
Posted in: Can't access pcgamemods.com
 Pavlos
07-18-2006, 4:27 PM
#112
Sergio might continue the site I just checked and the domain name now has experation date of july 15th 2007 (database updated on July 16th 2006) so that is good news so far. Wow... I hope you are right. This is even better than still being able to a...  [Read More]
Posted in: Games similar to KOTOR
 Pavlos
07-18-2006, 4:43 AM
#20
QFE (on several of those points ;) ) The Mods alone for this game are almost, if not, as expansive as the OC and it's 2 original modules. Add on to it the downloadable content (pay per module).. the CEP Expansion Set (free) which is a vast conglomer...  [Read More]
Posted in: KotOR & TSL Save Game Files
 Pavlos
07-21-2006, 8:11 AM
#27
Wow! This is great, ChAiNz! I was thinking of doing a K1 set of saves myself, but you've gone and started on it, already. Great resource, so far....  [Read More]
Posted in:  Planet ORD Mandell Released (New Areas)
 Pavlos
07-29-2006, 5:37 AM
#134
Well I have gotten the text to work on my end finally with stoffe's Talk Ed, so if I do release another update I will use stoffe's patcher to edit the 2 dialog.tlk lines so the planet will have text. ;) Allow me to say "Oooh." Seeing as h...  [Read More]
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