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PrimusPilus

Latest Activity

Posted in:  Ajunta Pall Unique Appearance
 PrimusPilus
03-21-2008, 11:20 AM
#40
Works fine for me. What program do you use? I use Winrar. It's a .zip so I just used xp's default zipper. I also have WinAce, I'll try it with that when I get home next week....  [Read More]
Posted in:  Ajunta Pall Unique Appearance
 PrimusPilus
03-20-2008, 1:54 PM
#36
Version 1.1 seems to be corrupted after downloading from Kotor Files...is there another link or can the corrupted .zip be fixed?...  [Read More]
Posted in:  Jaga Fett's Items
 PrimusPilus
01-30-2007, 10:35 AM
#1
Hello all, Well, I've done it! My first ever MOD is released for any game. This MOD was a long time making just because I have never Modded anything before. I never knew anything about scripts, .mdl files, extracting, compiling, what a modding tool...  [Read More]
Posted in: Merging larrim.utm
 PrimusPilus
01-30-2007, 10:46 AM
#4
Ok I just tried it and I think it works, but I think I'm getting a little over my head. I had a thought, Since larrim is a merchant, would it be possible to tweak the file a little bit and change it to a different merchant? You can...but it may requ...  [Read More]
No problem, glad I could help a bit ;). Just let me know if you need any more assistance....  [Read More]
Well hello! It looks like we have parallels in our modding adventures. I too have never modded a game before and I have been inspired to MOD thanks to this game and a few individuals on this board. A few tips I have found which have helped me learn...  [Read More]
Posted in: [k1] Extracting Wookie Warblade
 PrimusPilus
01-17-2007, 10:59 AM
#3
Thanks for the input. Indeed, it does not require the .txi file. Strange, I thought they all did, but it works. Thanks again!...  [Read More]
Posted in: [k1] Extracting Wookie Warblade
 PrimusPilus
01-16-2007, 7:23 PM
#1
Hello all, I've run into a bit of a stumbling block and I hope you can help me. I'm trying to extract the Wookie Warblade texture using Kotor Tool and I seem to have a bit of an issue. Steps Followed: 1. Open Kotor Tool 2. Navaigate to Erfs-texture...  [Read More]
Posted in: Removing Duplicate Entries in a 2da file
 PrimusPilus
01-05-2007, 6:57 PM
#2
Did it add new line numbers or do you have, for example, Line 515, followed by line 515? If that's the case then you should be able to delete one of the lines no problem. If not, you may run into conflicts because, with an armour replacement MOD for...  [Read More]
Posted in: [k1] How to make proper portraits
 PrimusPilus
01-06-2007, 12:15 AM
#5
Thanks for the replies all, I'll learn how to MOD this game yet......  [Read More]
Posted in: [k1] How to make proper portraits
 PrimusPilus
01-05-2007, 8:04 PM
#3
Well, since I don't have gmax or 3DSMax, I guess I'm kinda hooped, lol. Oh well, I guess It's back to frustration time ;). Hey Inyri, since you posted here and I have your brief attention, have you considered doing a portrait pack for your PMHC01 re...  [Read More]
Posted in: [k1] How to make proper portraits
 PrimusPilus
01-05-2007, 7:44 PM
#1
Hello all, A quick question. From what I've been able to search, it appears that to make a good looking portrait for a head modification, you need to take a screen shot, however, I can't seem to find a good place where the camera angle is right and...  [Read More]
Posted in: (K1) canderous pc underwear help
 PrimusPilus
01-05-2007, 10:53 AM
#3
You are not wrong at all Ghost Down ;) @ Zoidberg - you need to change the 'texa' column and the 'modela' column in your appearance.2da to reflect what you have named your new underwear model and texture. So you need to change your three new entries...  [Read More]
Posted in: Creating a new shield help
 PrimusPilus
01-03-2007, 2:46 PM
#19
Well, that works! Thank you very much for your patience and your help(that's to everyone who replied to this thread). Just out of curiosity, how did you come up with 62? My thinking was 59 = 59, 61 = 60, 63 = 61, the second 63 = 62 and the third 63...  [Read More]
Posted in: Creating a new shield help
 PrimusPilus
01-03-2007, 2:25 PM
#17
So, I double-checked and counted and it does match. The effecticon.2da line numbers run concurrently up to line 59, then it switches to line 61, then three(3) 63's so it looks like this 59 61 63 63 63 I added my line number after the last 63 and la...  [Read More]
Posted in: Creating a new shield help
 PrimusPilus
01-03-2007, 1:46 PM
#15
@ chainz, yeah the uti matches. The Icon shows up fine in the inventory screen, it's when you activate the shield and the little icon is supposed to show up on the player character screen showing that the pc is under an effect is where it's not showi...  [Read More]
Posted in: Creating a new shield help
 PrimusPilus
01-03-2007, 1:27 PM
#13
Hey again! Just ran one more test. I changed an existing shield in effecticon.2da to point to the resref of the .tga I created in the override and the shield Icon showed up. So the game does recognize the Icon and it's not a matter of resizing. What...  [Read More]
Posted in: Creating a new shield help
 PrimusPilus
01-03-2007, 1:05 PM
#11
I'd love to! You don't happen to know where they are located, do you ;) ? In effecticon.2da, the icons that the game points to are ii_frarmbnds_XXX. The only place I can find these files are in Erfs-Texture Packs-swpc_tex_gui.erf-I. This is the file...  [Read More]
Posted in: Creating a new shield help
 PrimusPilus
01-03-2007, 12:38 PM
#9
Ok, one more slight concern to report and I probably should of checked this before but I was just happy that the shield activated and worked ;). The effect Icon isn't showing up. I have made the change in effecticon.2da to the .tga icon in my overri...  [Read More]
Posted in: Creating a new shield help
 PrimusPilus
01-03-2007, 11:53 AM
#8
Yup, I'm an idiot ;). Just before you posted I had a look under the options in Kotor Tool and checked 'look for 2da files in override' or whatever it says. Tested in game and it appears to work perfectly. Now I just have to check to ensure that the d...  [Read More]
Posted in: Creating a new shield help
 PrimusPilus
01-03-2007, 10:49 AM
#6
Thanks again for the response, you're instructions are clearly laid out and very easy to follow. I do have one concern, however. Let me start by explaining what I have done. 1. Using Kotor Tool, loaded up the Dialog editor and added to line 32135 t...  [Read More]
Posted in: Creating a new shield help
 PrimusPilus
01-02-2007, 3:03 PM
#3
Hey, thanks for the response! Very detailed and it looks very easy to follow, thank you for that! I guess I should of mentioned that this was for K1 but I see that you included your explanation for both, thanks! I have a couple of questions if you w...  [Read More]
Posted in:  WotOR
 PrimusPilus
01-07-2007, 11:03 AM
#106
Hey T7, I hope you don't mind, but I would like to report to you a possible oversight with the MOD. It seems that when you first meet Calo Nord in the Lower City Cantina on Taris, he does not have the new blasters equipped for the cut scene. You al...  [Read More]
Hello all, [K1] Checked my old Mod sites, did a search here on the forum and I can't seem to find what I'm looking for. There was a simple little Mod that fixed the Wookie Warblades so the Wookies would actually hold the grip and not the blade. Anyo...  [Read More]
Posted in: Ultimate Sound Mod for both KOTOR & TSL
 PrimusPilus
03-13-2008, 4:16 PM
#28
Hello Shem, Could you please list the lines in baseitems.2da and the lines in spells.2da that you changed? I can figure out what you changed on each line, I just want to ensure I make ALL the changes and get all the lines. I have a custom baseitems...  [Read More]