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Seamhainn

Latest Posts

Page: 3 of 8
Posted in: OnFailToOpen script for locked dood
 Seamhainn
02-09-2008, 4:02 AM
#1
Hello! Once again I need scripting help, please. I have this OnFailToOpen script for a locked door: void main(){ object oDoor=GetObjectByTag("tar10_lab"); object oCard=GetObjectByTag("tar10_mechid"); if (GetBaseItemType(oCard...  [Read More]
I just downloaded the NW 3DS Studio or what ever the third option is and I have an installation of Autodesk 3DS Max i think it's 7.0 or 8.0. I'll go home and test this weekend and see what happens. Also I'm not sure if this is part of the original qu...  [Read More]
Because Fred Tetra the maker of Kotortool is the only one who nows how to convert the maps to work in KT and he has been inactive for some time. Actually T7nowhere did some and gcsss did one also. Though Fred did all the calibrating. You can find a t...  [Read More]
I'm just curious why wouldn't a map exist for a game that has all the modules. In my way of thinking, you should be able to edit all the maps in KOTOR I and II. I don't want to sound rude or arrogant here, but wishing and reality are not always the...  [Read More]
Not for every module does a map exist. Some were done by the community, mostly by Fred. If you go here: http://kotortool.starwarsknights.com/ you can download some maps. If you don't find the map you want/need at the said site it does not exist. I am...  [Read More]
Posted in: Editing Triggers
 Seamhainn
02-08-2008, 8:31 PM
#4
Its all in the thread I mentioned above. Anything else one wants to accomplish is defined in the corresponding .utt file and/or the script that fires when entering the Trigger. Must specify exactly what you want to do to get a proper answer here....  [Read More]
Posted in: Editing Triggers
 Seamhainn
02-08-2008, 12:35 AM
#2
Wait for an update for my anatomy of the .git file thread. I am on it right now... http://www.lucasforums.com/showthread.php?t=185991...  [Read More]
Posted in: Module Editor does not work
 Seamhainn
02-06-2008, 1:28 PM
#3
I've probably got the wrong end of the stick but you can't open the .map files with KOTOR Tool. All it does is shows you the map of the area so you can see where to put placeables, npcs etc. --Stream Yes, but that is what I'd like to do? I did I ge...  [Read More]
Posted in: Module Editor does not work
 Seamhainn
02-05-2008, 10:39 AM
#1
Hello! I downloaded the map for the Sandral Estates from Ted's site. Unfortunately if I want to open it with the KT Module Editor it does not open. What do I do wrong? Thanks and take care Seamhainn, just an FYI but I had to delete your post in th...  [Read More]
Posted in: Another scripting question from Seamhainn
 Seamhainn
02-06-2008, 6:58 AM
#4
It this supposed to happen completely at random, or at certain points during a plot, or at certain locations in the game world? It can be as random as possible, but there should be at least an hour of gameplay or so between each appearance. Thanks...  [Read More]
Posted in: Another scripting question from Seamhainn
 Seamhainn
02-05-2008, 9:21 AM
#1
Hello! Is it possibile that, if the pc has a certain item in his/her inventory, a dialogue one-liner appearce from time to time - then seemingly out of nowhere? As you might expect this is in regards of the holocron I am working on and which the pc...  [Read More]
Posted in: Anatomy of the .git file
 Seamhainn
02-05-2008, 8:48 AM
#14
Making a .mod file isn’t actually very difficult. Open KotOR Tool. In the upper left hand corner you can see four small buttons. Click on the one titled “ERF”. A window opens. In the first entry field type in “tar_m10aa.mod” (without the...  [Read More]
Posted in: Anatomy of the .git file
 Seamhainn
02-05-2008, 8:48 AM
#13
The entries in the WaypointList of the .git file correspond with a .utw file. Again, the specifics of said .utw file must be explained in another thread. Nevertheless it can be explained here what waypoints are used for. It is possible to spawn crea...  [Read More]
Posted in: Anatomy of the .git file
 Seamhainn
02-05-2008, 8:47 AM
#12
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Posted in: Anatomy of the .git file
 Seamhainn
02-05-2008, 8:47 AM
#11
Triggers in KotOR to the best of my knowledge are used to accomplish several things in the game. They can be used to trigger (!) a conversation, a transition to another module in the game, start a fight and more things. Which these “things” are...  [Read More]
Posted in: Anatomy of the .git file
 Seamhainn
02-05-2008, 8:46 AM
#10
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Posted in: Anatomy of the .git file
 Seamhainn
02-05-2008, 8:45 AM
#9
The SoundList offers the opportunity to implement sounds in the game which gives it an air of autenticy and realism. Again the entry in the .git file corresponds with a .uts file where all the specifics are determined. In the .git file you type in t...  [Read More]
Posted in: Anatomy of the .git file
 Seamhainn
02-05-2008, 8:45 AM
#8
Placeables – to the best of my knowledge – have two purposes in KotOR. One is purely estatic. You can encounter many “things” in the game which are placeables. This can be crates, footlockers and so on, as well as corpses, rubble etc., but al...  [Read More]
Posted in: Anatomy of the .git file
 Seamhainn
02-05-2008, 8:44 AM
#7
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Posted in: Anatomy of the .git file
 Seamhainn
02-05-2008, 8:44 AM
#6
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Posted in: Anatomy of the .git file
 Seamhainn
02-05-2008, 8:43 AM
#5
Doors in KotOR to the best of my knowledge have three purpuses in the game. The first one is purely estatic. That means you can see a door while the pc is walking around in an area, but you can’t interact with that door, meaning you can’t open it...  [Read More]
Posted in: Anatomy of the .git file
 Seamhainn
02-05-2008, 8:41 AM
#4
Now we reach where most of you were aiming for, be honest! In this entry list the game spawns all the npcs which are listed here. I’ll explain all those entries step by step to the best of my knowledge. TemplateResRef: It may seem a bit harsh, but...  [Read More]
Posted in: Anatomy of the .git file
 Seamhainn
02-05-2008, 8:40 AM
#3
I am not familiar with the camera entries. Maybe one of the module makers can enlighten us. From what I recall, the Camera List was entries for invisible placeables that was the 'camera' for game cutscenes that happened in that module, etc. I hope t...  [Read More]
Posted in: Anatomy of the .git file
 Seamhainn
02-05-2008, 8:39 AM
#2
To be honest, I never messed with these entries. Also there are some remains of NWN. But as KotOR does not have a day-night cycle, the entries for MusicDay and MusicNight are the same. You can manipulate which music is played in this module while wal...  [Read More]
Posted in: [WIP] Korriban/Tatoine Quest Restoration
 Seamhainn
02-05-2008, 9:09 AM
#12
Hm, I am also sorry that Darth Balor seems to be banned. I am working on the transitions from the deleted Czerka Office and Dreshdae and back for him, and I saw what he already did in the Office area. It looked actually very, very good to me, and it...  [Read More]
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