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Miltiades

Latest Posts

Page: 29 of 31
Posted in: [TSL] Darth Avius Mod
 Miltiades
01-08-2006, 9:07 AM
#1
Hi everyone, I've started on my first Mod. Because I've only started modding for a few weeks, don't expect too much of it. :) I still need to learn how to edit Modules (or create new ones), but creating a new one takes a lot of time, and because I'm...  [Read More]
Posted in: Extracting dialogues NOT WORKING!
 Miltiades
01-08-2006, 7:38 AM
#3
When I use KOTOR tool to extract a KOTOR I dialogue and try to re-open it, it doesn't work. Supplication: Help me, I beg of you! :( I have the same problem when I want to open an extracted dlg file with the conversation editor of Kotor Tool. I us...  [Read More]
Posted in: Need savegames
 Miltiades
01-05-2006, 8:28 AM
#5
Well, it doesn't really need to be that precise, actually. If I can have a savegame with an Exile above level 15 who can just travel to Telos, that's perfect....  [Read More]
Posted in: Need savegames
 Miltiades
01-05-2006, 7:52 AM
#3
I have never been level 15 on Citadel Station without cheats...I think anyways. My current file is about level 8, and has done almost all the quests. Anyways, why do you need these? I need those for a sidequest I'm making. Anyway, never mind. Just...  [Read More]
Posted in: Need savegames
 Miltiades
01-04-2006, 9:14 AM
#1
I need 2 savegame files. Both on Telos (on one of the 3 modules); the first is one with a PC who is below level 15, and one with a PC who is level 15 or higher. Thank you :)...  [Read More]
Posted in: A few questions
 Miltiades
01-08-2006, 9:09 AM
#38
Hence why I said this... "Tutorials are not easy things to write, and what we have is what we have, as they are all done on volenteer time." ;) Ok, ok, I get it :D...  [Read More]
Posted in: A few questions
 Miltiades
01-08-2006, 7:36 AM
#36
Miltiades, Tutorials are not easy things to write, and what we have is what we have, as they are all done on volenteer time. Perhaps when you complete your mod, you might sit down and adapt that tutorial for TSL, being you just used it and know wha...  [Read More]
Posted in: A few questions
 Miltiades
01-07-2006, 8:05 AM
#34
In the VO_Resref field for each node that has voiceover. Remember to check the "Sound Exists" checkbox as well. Ofcourse. It worked, thx. (But isn't this supposed to be changed in the tutorial? In the tutorial there's described that you...  [Read More]
Posted in: A few questions
 Miltiades
01-07-2006, 7:25 AM
#32
Where do I fill in the VO ID in the DLG Editor?...  [Read More]
Posted in: A few questions
 Miltiades
01-07-2006, 7:09 AM
#31
Why would you need to name it like that? As far as I have noticed there is no hardcoded pattern that names of voiceover sound files and their associated lipsync files must follow. You should be able to name them whatever you wish (that is a valid R...  [Read More]
Posted in: A few questions
 Miltiades
01-06-2006, 5:15 PM
#29
Shorten the name of your sound file? You name the LIP file the same as the sound file it is supposed to provide lip-sync for (but with a .lip suffix instead of .wav of course). And you set the name of the sound file on the dialog node where it shou...  [Read More]
Posted in: A few questions
 Miltiades
01-06-2006, 12:50 PM
#27
You will have to reduce that file's name by one character, no game file can be over 16 characters in length. ;) 'n' + Modprefix + VO_ID + 3-digit index + '_' If I follow these instructions, I have 17 char. And I can't shorten it, because: The game...  [Read More]
Posted in: A few questions
 Miltiades
01-06-2006, 12:02 PM
#25
I got another problem. If I want to add a lip file in ERF builder, it says that the filename can't be longer than 16 char. Mine's 17 char....  [Read More]
Posted in: A few questions
 Miltiades
01-06-2006, 10:50 AM
#24
202TEl is the name of the module. Kotor 2 just uses different names than Kotor 1. Ignore the M_ part. Oh. Ok. Now I'm feeling stupid :p...  [Read More]
Posted in: A few questions
 Miltiades
01-06-2006, 8:38 AM
#22
It doesn't matter. You don't need to do this anymore. Kotor tool gives you the module names ;) Can you give an example as to how Kotor Tool gives the module names. I only see 202Tel for example, but in the tutorial, I see it has to be an 'm' first...  [Read More]
Posted in: A few questions
 Miltiades
01-04-2006, 11:55 AM
#19
Do I still need to follow the process of that tutorial? Because everything seems much harder now. In the tutorial there isn't any sign of Kotor Tool, and you say Kotor Tool gives you the module names. I'm a little confused....  [Read More]
Posted in: A few questions
 Miltiades
01-04-2006, 11:28 AM
#17
Guess what, I have another question :p I'm using the tutorial "Adding voice and lipsync to a custom dialog", and I'm already stuck on step 1. If you do a "whereami" cheat code in-game this is the part of the Module Name that sta...  [Read More]
Posted in: A few questions
 Miltiades
01-04-2006, 10:17 AM
#15
nope that is the one causing it to approach you So, only that line needs to be deleted. Ok, I'll try Edit: It worked. Thx....  [Read More]
Posted in: A few questions
 Miltiades
01-04-2006, 9:52 AM
#13
void main() { //do a whereami cheat to get the coordinates of the location //where you want the npc to spawn float x=156.47188f; float y=137.56346f; float z=1.92204f; //unless you want something specific, forget about orientation float r=0.0f; vec...  [Read More]
Posted in: A few questions
 Miltiades
01-04-2006, 7:17 AM
#11
It worked! Thanks everybody. Edit: I almost forgot my question. (yes, another one :p) From the moment my NPC spawns, he walks towards me. How can I stop this, and make it so he stays where he spawns?...  [Read More]
Posted in: A few questions
 Miltiades
01-03-2006, 8:18 PM
#9
Make him change faction afterwards with a script in his dialogue, don't make him hostile on spawn, which is what you are currently doing. There is a sample script like this in the excellent module editing tut by Doom_Dealer, which would be very helpf...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Miltiades
01-08-2006, 9:16 AM
#1757
Are you using the manual download of mapinfo.bfd or the auto setup i always get that error with the auto setup and have to do the manual download. Yes, with Manual Setup it works. Thanks rgdelta! It seems the MapInfo.bfd file is smaller if you do a...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Miltiades
01-08-2006, 7:56 AM
#1755
Ok, I'll remember it in the future. :) Ok, look at this: "I get an error while trying to load the KotOR II module 851nih. I am using version 1.0.2193.42740 of Kotor Tool and version 1.2005.1006.1 of MapInfo.bfd and have copied the large map (ma...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Miltiades
01-07-2006, 6:31 PM
#1750
I have a problem when I use my Module Editor to open the .git file, this is what I get when opening it: http://img476.imageshack.us/img476/9346/kotortoolerror4tf.gif...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Miltiades
01-04-2006, 11:47 AM
#1716
I've got a problem. I can't open my .uti, .utc and other files with Kotor Tool after I uninstalled the old version and installed the new one. When I double-click on a file, and I need to say with what it has to open the file, I search for the koto_to...  [Read More]
Page: 29 of 31