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Seamhainn

Latest Posts

Page: 2 of 8
Posted in: Cutscene questions
 Seamhainn
03-04-2008, 1:46 AM
#5
Actually you can. I f you open KotOR Tool and look under Rims -> Modules you'll find some modules named STUNT_XX (XX being a two digit number). If you warp to that said module with the warp cheat you should be able to see said module/cut scene. I...  [Read More]
Posted in: Load-up screen when entering custom planets
 Seamhainn
03-02-2008, 2:36 AM
#10
NOW, it works for me, Silver. Try it again!...  [Read More]
Posted in: Load-up screen when entering custom planets
 Seamhainn
02-19-2008, 2:33 AM
#8
I don't get that in loadscreens.2da are just four bmpresrefs. I am confused here......  [Read More]
Posted in: Load-up screen when entering custom planets
 Seamhainn
02-19-2008, 12:33 AM
#6
Erm, the mudule's name is liv_m99ab. I named the file load_liv_m99ab.tga. Unfortunately it does not work. I put it into override. Must it go into the .mod perhaps? Thanks!...  [Read More]
Posted in: Load-up screen when entering custom planets
 Seamhainn
02-17-2008, 10:20 AM
#3
Thanks, I will look that up! EDIT: It think those .2das don't manipulate the picture, just the hints and such......  [Read More]
Posted in: Load-up screen when entering custom planets
 Seamhainn
02-17-2008, 3:12 AM
#1
Hello! I want to enter a new custom planet (liv_m99ab.mod - Custom Planet#1)). Is there a rule of thump which picture is shown in the load-up screen? Can I influence which picture is shown somehow? Thanks for any help!...  [Read More]
Posted in: Modding help switching party leader
 Seamhainn
02-15-2008, 4:40 AM
#2
If you want to do that, you can accomplish that if you put the appropiate entries into the "Speaker" and "Listner" fields. With this trick you can have many persons participating in a conversation....  [Read More]
Posted in: tk102: Sleheyron questions
 Seamhainn
02-14-2008, 2:51 AM
#4
Ah, yes, you are right. Unfortunately in-game there are already some planets located "near" Hutt Space (if I remember correctly) - Manaan and Tatooine from the top of my head. I think I'll activate all available planets and then will decid...  [Read More]
Posted in: tk102: Sleheyron questions
 Seamhainn
02-13-2008, 2:32 PM
#1
tk102: As you already implemented Sleheyron in your tutorial, which one (number) of the planets did you use for it? As it is an Outer Rim world it should be somewhere on the finge, right? Also which picture did you use for it (tga?)? And finally did...  [Read More]
Thanks! I'll give it a visit tonight!...  [Read More]
Maybe this helps: http://lucasforums.com/showthread.php?t=185991&highlight=anatomy...  [Read More]
Posted in: How can I unlock a door? (was: Script question)
 Seamhainn
02-12-2008, 10:46 AM
#11
Yikes, I did not know that there are more change possibilities besides KT. Thank you tk, I'll give it a try tonight. Take care Edit: tk102: You were close, but not on the spot :-) . Nevertheless I want to thank you very, very much because you gave...  [Read More]
Posted in: How can I unlock a door? (was: Script question)
 Seamhainn
02-12-2008, 9:13 AM
#9
Make sure you have all the same values for the fields named "Trap*" Sorry? You lost me there......  [Read More]
Posted in: How can I unlock a door? (was: Script question)
 Seamhainn
02-11-2008, 1:38 AM
#7
Couldn't you find the source script? Or use DeNCS? Unfortunately there is no source script, and K1 code can't be decompiled, unfortunately again (I tried DeNCS already!)....  [Read More]
Posted in: How can I unlock a door? (was: Script question)
 Seamhainn
02-10-2008, 2:22 PM
#5
The Sithdoor is locked. but when the pc clicks on it the three boxes (bash, picklock and the third one) don't show. As I want to accomplish that to in the Black Vulkar base I want to know how that trick works. As my doors are designed EXACTLY like th...  [Read More]
Posted in: How can I unlock a door? (was: Script question)
 Seamhainn
02-10-2008, 12:10 PM
#3
Yes, as K1 compiled scripts can't be decompiled (unfortunately!). Nevertheless some members of the community here can read even that!...  [Read More]
Posted in: How can I unlock a door? (was: Script question)
 Seamhainn
02-10-2008, 2:35 AM
#1
I looked into k_ptar_sithdoor and got this code: 00000008 42 00000391 T 00000391 0000000D 1E 00 00000008 JSR fn_00000015 00000013 20 00 RETN 00000015 02 03 RSADDI 00000017 04 03 00000000 CONSTI 00000000 0000001D 01 01 FFFFFFF8 0004 CPDOWNSP FFFFFFF...  [Read More]
Posted in: OnFailToOpen script for locked dood
 Seamhainn
02-09-2008, 11:16 AM
#3
Try this variant of your script: void main(){ object oDoor = GetObjectByTag("tar10_lab"); object oCard = GetItemPossessedBy(GetFirstPC(), "tar10_mechid"); if (GetIsObjectValid(oCard)) { SetLocked(oDoor, FALSE); AssignCommand(oDo...  [Read More]
Posted in: Editing Triggers
 Seamhainn
02-09-2008, 10:51 AM
#7
Oops, you're right, sorry. The label info I was after was in the Doors thread. I was looking in the Triggers section. It's the bit about TransitionDestin. I didn't know about the dialog.tlk file. So I guess if I want to change "Refugee Sector&qu...  [Read More]
Posted in: [WIP] Taris Teleporter
 Seamhainn
02-14-2008, 5:59 AM
#46
If you REALLY want my input I'd relase the Teleporter for Taris as a beta. As it was intentionally designed for Taris that would be the best approach. If it all works out fine you can decide wether or not you want to implement it on other planets (th...  [Read More]
Posted in: [WIP] Taris Teleporter
 Seamhainn
02-14-2008, 4:52 AM
#44
However, I've looked at the options and I felt that this was probably the intended list of destinations. Carth specifically rules out the Undercity, and therefore the Sewers. And it wouldn't make much sense having the droid in the middle of the Black...  [Read More]
Posted in: [WIP] Taris Teleporter
 Seamhainn
02-14-2008, 2:11 AM
#41
A T3 as well as a protocol droid both make perfect sence to me. Although a protocol droid would make a bit more sence, the T3 stays closer to the "original" content. On the flipsite T3s usually don't have VO beside the beep-beep / duh-duh t...  [Read More]
Posted in: [WIP] Taris Teleporter
 Seamhainn
02-10-2008, 6:58 AM
#30
I did try that, but apparently I have to insert the .git into the main module file itself. You have to pack ALL files into the newly created .mod file. Please read the first and last post of the mentioned thread. If you need any help, just ask, and...  [Read More]
Posted in: [WIP] Taris Teleporter
 Seamhainn
02-10-2008, 3:45 AM
#28
Maybe this thread is of help: http://www.lucasforums.com/showthread.php?t=185991 Also: take your time. I know how one can get excited about ones own work and eager to show the public what a cool thing one constructed. Take your time to test your mod...  [Read More]
Posted in: Kotor Restoration Project: K1RP Official LF Thread!
 Seamhainn
03-31-2008, 2:39 AM
#205
...and both Deadeye Duncan as well as Shuma the Hutt are both in a *perfect* state now... *Sarcastic tone on* ...as they were restored by me, haha! *Sarcastic tone off* This statement is in absolutely no way ment to belittle the works of Darth333 a...  [Read More]
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