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Princess Artemis

Latest Posts

Page: 5 of 9
Posted in:  Hide Weapons in Animations V2
 Princess Artemis
08-15-2006, 11:02 AM
#10
::snatch!:: No one cutting off their arms while typing? Must use, yessss......  [Read More]
Posted in: Can I convert this mod from TSL to Kotor 1?
 Princess Artemis
08-14-2006, 3:00 PM
#12
Oh so you are saying that I can have a twilek mod and then apply the skin to it? But the other clothing wouldn't work because those models aren't in K1... Hmmm.... so where can I find a twilek mod? And I guess it is possible to put k2 models in k1?...  [Read More]
Kotor Tool will let you access just about everything in both KotORs. I don't know how Excel is in regards to editing .2das, but for modding, Kotor Tool is by far the superior. You need to install Microsoft's .NET Framework for it to work, though. You...  [Read More]
To the best of my knowledge, the main things retained in a save are .ut* files. .2das are not saved--if a save exists that needs an entry from a .2da and it's not there, it might look for the next best. That happens with custom NPCs, where they'll tu...  [Read More]
Posted in: xcom's k2 lightsaber mod question
 Princess Artemis
08-07-2006, 6:16 PM
#8
I looked into it some more. It's supposed to be on Kreia on Peragus. If the USM alters a_hatchopen.ncs or gencrps004.utp, then it would be incompatible. If not, since it looks like there's only two gencrps004.utp in the game, and both are Kreia (one...  [Read More]
Posted in: xcom's k2 lightsaber mod question
 Princess Artemis
08-07-2006, 3:23 PM
#6
You're welcome :) About the Java, I'm using Version 1.6.0-beta (build 1.6.0-beta-b59g), with the whole console I think, not just the runtime. All I know is it works on my computer with DeNCS. Dunno if that'll help any....  [Read More]
Posted in: xcom's k2 lightsaber mod question
 Princess Artemis
08-07-2006, 10:35 AM
#4
:: pokes around scripts:: It looks like you can pick it up off Kreia playing dead in the morgue on Peragus. I don't think it's on Kreia in the Prologue. I just know it's on "Kreia's corpse". Edit: To decompile scripts, you can use JdNoa's...  [Read More]
Posted in: Spawning NPC in a relative location
 Princess Artemis
08-08-2006, 9:18 PM
#9
Ah, coolness. I think I'll be able to bake something up with this for both games. Thank you so much! Edit: I had to add string GetAnimationName(int iCnt); to the top of the script, but it worked fine after that. And, ::happy feet:: actually, the sc...  [Read More]
Posted in: Spawning NPC in a relative location
 Princess Artemis
08-08-2006, 6:05 PM
#7
So that script would work in K2 only? Sorry, I'm getting confused <: ) I think I understand how it works, though, sorta, kinda, a little. To adapt it to K1, I'd have to find the numbers and set the delay, etc. in the script? Anyway, I tried it in...  [Read More]
Posted in: Spawning NPC in a relative location
 Princess Artemis
08-08-2006, 2:59 PM
#5
::looks, nabs:: Could be :) I'll test it and see what I can do with it...it might be pretty close to what I want. Thank you so much for letting me use it! What I'm thinking of doing is making something that will spawn a person, droid, a small varie...  [Read More]
Posted in: Spawning NPC in a relative location
 Princess Artemis
08-06-2006, 9:17 PM
#3
Sweet. I'll try it out (these should work for both KotORs?), and if I can get it doing what I want...maybe I'll manage to make something useful out of it :)...  [Read More]
Posted in: Spawning NPC in a relative location
 Princess Artemis
08-06-2006, 7:22 PM
#1
I'm asking mainly if this is possible...I have an idea for a utility that perhaps some people might find useful. Anyway, I'd need first to know if there would be a way to create an item, such as an unlimited use armband, that could, when activated,...  [Read More]
Posted in: Scripting for a Puppet - Need Help
 Princess Artemis
08-07-2006, 10:20 AM
#23
Yeah, that would let you see all file extensions. Especially helpful if you have a program that decided all .uti files were accossiated with it. ::shakesafist at Spybot S&D:: With file extensions firmly in view, take RedHawke's suggestion of sav...  [Read More]
Posted in: Scripting for a Puppet - Need Help
 Princess Artemis
08-06-2006, 11:55 PM
#12
Actually, it does save when you hit compile. That's one of the things you have to watch out for--if the .nss filename hasn't changed, it will save OVER the .nss when it compiles. For example, stupid thing I did when getting mixed up about that. I ha...  [Read More]
Posted in: Scripting for a Puppet - Need Help
 Princess Artemis
08-06-2006, 6:46 PM
#10
Ok, once it compiles the script, where does it put the .ncs file? I can't find the one it created anywhere... As Kha said, it gives you an option to choose where to save the .ncs. Kotor Tool sometimes likes to have fun forgetting where you opened a...  [Read More]
Posted in: Scripting for a Puppet - Need Help
 Princess Artemis
08-06-2006, 3:53 PM
#2
The scripts you need for puppets are all on stoffe's puppet tutorial page, including st_ai_puppethb, in the blue boxes with the scroll bars. Copy them into Notepad, save them as an .nss, and use Kotor Tool's black TXT button to open up a text editor....  [Read More]
Posted in: How to make a new "Global Variable"?
 Princess Artemis
08-06-2006, 1:40 PM
#4
The scripts to make a new global work in a dialogue is a_global_set for K2, in K1 there doesn't appear to be a universal script to set a global (unless I missed it). For K1, you'll need to write a script that uses SetGlobalNumber("newglobal"...  [Read More]
Posted in: mdl/mdx/txi...
 Princess Artemis
08-05-2006, 12:26 AM
#12
No, you don't need a hex editor, but I've never heard of renaming the fields by changing a .mdl to a .txt. I see you can find the fields that way, but I don't think the model would still work after being saved as a .txt. Then again, sometimes saving...  [Read More]
Posted in: mdl/mdx/txi...
 Princess Artemis
08-04-2006, 10:27 PM
#8
Huh. OK, send me a PM with your e-mail and I'll send it to you. Weird that only that file wouldn't open if the other three did. ::headscratch::...  [Read More]
Posted in:  NPC Recruitable Dustil
 Princess Artemis
08-06-2006, 6:32 PM
#28
Pavlos, I think you're right--honestly, we tried to come up with something that would work better, but in that situation, there just wasn't another word to use. In the scene with Mandalore, we could change it (there are plenty of other insults to use...  [Read More]
Posted in:  NPC Recruitable Dustil
 Princess Artemis
08-06-2006, 1:51 PM
#26
Thanks for clearing that up. stoffe's versions of those two scripts are mainly organized with comments and she changed a couple scenes so they wouldn't fire, there's nothing she added that had new functions. Is it OK to ask for credit if someone wis...  [Read More]
Posted in:  NPC Recruitable Dustil
 Princess Artemis
08-06-2006, 1:01 PM
#24
Lit Ridl, I'm glad to hear you find it mostly good :) I'll have to consult with my co-modder about the parts you find a problem with...I don't remember him calling the Exile that, I do remember the Exile calling Dustil a smart*** (which we did discus...  [Read More]
Posted in:  NPC Recruitable Dustil
 Princess Artemis
08-06-2006, 12:16 PM
#22
Hee, thanks Kha :) I hope he's not too overpowered. I'm just allergic to characters that should be powerful but aren't in games. ::snerk:: about Dustil leaving me alone...I'm sure he'll find some way to keep my attention, the little twit... hee, if...  [Read More]
Posted in:  NPC Recruitable Dustil
 Princess Artemis
08-05-2006, 10:02 PM
#20
Argghhh. Added a patch to the thread, since it was not possible for me to catch every instance of HK talking testing the mod...the patch includes deton.dlg. Any future downloads from my site will always have the updated version of the mod. Right now,...  [Read More]
Posted in: [TSL] Remote Tells Your Influence
 Princess Artemis
08-08-2006, 12:43 PM
#18
I have to chime in and say I love this mod, so so useful for seeing how much more I have to butter everyone up :)...  [Read More]
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