Note: LucasForums Archive Project
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.

This project is meant for research purposes only.
 

Soulforged

Latest Activity

Posted in: [TSL]Disabling rapid transit
 Soulforged
12-09-2006, 3:09 PM
#4
I've never seen any "Return to base" rapid transit function in TSL either. :confused: If you mean being able to switch party members "in the field" that is governed by the "Unescapable" flag set in the ARE file of an ar...  [Read More]
Posted in: [TSL]Disabling rapid transit
 Soulforged
12-09-2006, 1:53 PM
#1
I've been looking for an hour now through the forum and didn't found anything related (except for a thread with the exact same title but wich talked about KOTOR and not KOTOR II). I wish to disable it globally, not just in some locations. I've been l...  [Read More]
Posted in: Some questions on scripting
 Soulforged
12-08-2006, 10:55 PM
#1
Is there a function to call a feat so the impact provoques exactly that feat's effect? EDIT: What about a function to reduce ConjTime or CastTime on an specific Force Power? I'm talking about a passive Force Power here (or always active)....  [Read More]
Posted in: Force powers and vitality points
 Soulforged
12-08-2006, 10:59 PM
#3
It can't be done directly as far as I know. You could make a workaround making it roughly behave like that though by making the impact script of all force powers restore the FP that was just spent and damage the VP with an equal amount. This would...  [Read More]
Posted in: Force powers and vitality points
 Soulforged
12-07-2006, 6:54 PM
#1
I was wondering if there's any possible way to make Force Powers use Vitality Points INSTEAD of Force Points. I've noticed that one cannot modify Force Body into the k_inc_force.nss script, that would be great though. If it's possible then how? And...  [Read More]
Posted in: Editing existing characters
 Soulforged
12-06-2006, 7:48 PM
#3
A simple way to avoid name conflicts is to not put the files in the override. Instead, replace the original character .utc in the the module_s.rim with your modified file. It's easy to do with ERFEdit (http://www.lucasforums.com/showthread.php?t=1650...  [Read More]
Posted in: Editing existing characters
 Soulforged
12-05-2006, 10:02 PM
#1
So I want to modify the properties of certain characters. But I encounter a series of obstacles: 1- Many characters refer to the same template and have the same name, so saving the file with the same name (so it replaces the one that the system alrea...  [Read More]
Posted in: Difficulty multiplier
 Soulforged
12-04-2006, 11:55 PM
#3
Creatures with a MultiplierSet value higher than 0 will have their character level, saving throws, attack, defense, damage, health, force points and challenge rating dynamically calculated corresponding to the level of the main player character. (The...  [Read More]
Posted in: Difficulty multiplier
 Soulforged
12-04-2006, 9:14 PM
#1
What values does the multiplier in the "difficultyopt.2da" modifies? Also another thing: When I'm editing the creatures in the modules they usually have a reduced number of hit points and 0 universal save throws. Does this means that the s...  [Read More]
Posted in: [TSL] Dark/Light Mastery
 Soulforged
12-03-2006, 8:44 PM
#6
2 - Yes, you can edit k_inc_force.nss. DON'T. Modify the impactscripts collumns in spells.2da instead. Copy/paste what you need and make custom scripts. The only somewhat problematic one is the Droid tree and the effect on mines if you go for a custo...  [Read More]
Posted in: [TSL] Dark/Light Mastery
 Soulforged
12-03-2006, 5:17 PM
#4
As far as I know those effects are not scripted but applied internally in the game engine whenever a character's alignment value is either 0 or 100. I thought as much. But could it be possible to counter those effects with an script wich checked for...  [Read More]
Posted in: [TSL] Dark/Light Mastery
 Soulforged
12-03-2006, 12:32 PM
#1
Wich script or file controls the causes and effects of both masteries? I want to erase or reduce them. Is it even possible? Thanks....  [Read More]
Posted in: [TSL] Parameters
 Soulforged
11-29-2006, 9:34 PM
#3
That script is a dialog conditional script, which returns TRUE or FALSE to determine if the dialog node it is attached to should be visible (if a Reply node) or used (if an Entry node). The GetScriptParameter() function is used to retrieve the value...  [Read More]
Posted in: [TSL] Parameters
 Soulforged
11-28-2006, 12:18 AM
#1
I'm looking into scripts now. I basically understand how they function, but there's somethings that I still don't understand. For example: // Checks the level and alignment of the PC for the Kreia prestige class scripts. // Had to be done as a seper...  [Read More]
D20 Adaptation Mod Hi, I wanted to know if anyone still has this mod on his computer, considering that pcgamemods went down a long way back and there isn't any other site hosting it. For the record: I've used the search feature but I haven't found...  [Read More]
As you can tell I am with the group that thinks the system is fine as it is. I, and many others, have no problems with the way things are presented. Adding any sort of reflex based features for the game is a negative. Believe it or not, some people w...  [Read More]
Sorry to burst your bubble there Soulforged, but this game you are referring to "Dungeon and Dragons Online" isn't a "pure" SP RPG or D20 game, it is a hybrid system made for MMORPG PvP online play with an increased twitch factor...  [Read More]
The D20 system will never allow, by it's very nature, for any sort of 'realisted' combat system that you seem to desire. This is not going to happen... I'm sorry but lets leave Jedi Academy gameplay to Jedi Academy, and KOTOR gameplay to KOTOR. ;) S...  [Read More]
Posted in: Mod that adds new feats to the game?
 Soulforged
10-28-2005, 12:36 AM
#1
Is there any mod that adds new feats to the game? Or is this hardcoded? I was specially interested on Weapon Finesse....  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 Soulforged
11-25-2007, 9:48 AM
#259
It should be possible to do, I've just been too lazy to get to it since it wasn't really needed and string matching of that variety is quite tedious work in a language without regular expressions or other advances string matching functionality. :) B...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 Soulforged
11-24-2007, 9:36 PM
#257
I've a request, if it's not much to ask (that's what I don't know actually, how much work it will take): Is it possible for you, stoffe, to make this program handle all kinds of 2da files? Rather than just binary ones. The reason I'm asking this is...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 Soulforged
11-10-2007, 5:04 PM
#250
The problem is with the line... 2DAMEMORY137=RowLabel ...as this will save the value in the (Row Label) column, while the baseitems.2da file is indexed by line number. So you should use... 2DAMEMORY137=RowIndex ...instead, since this will save th...  [Read More]
Posted in: TSLPatcher v1.2.10b1 (mod installer)
 Soulforged
11-09-2007, 5:06 PM
#248
Hi I'm using the patcher (newest version) and trying to assing a new value thourgh a memory token for an item's BaseItem field. What I want is to copy an existent line on baseitems.2da and modify somethings inside it and I want the memory token to sa...  [Read More]