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Introduction EDIT01: A BIG NOTE: Something I forgot to mention during my first write down is (my bad!), that I found out most or all the stuff mentioned here with the friendly help of many members of this community, to many admittedly to mention!!!... [Read More]
Thanks guys, I've been able to use KOTOR Tool's module editor so far and haven't had to do too much with K-GFF anyway I'll give it a shot in the morning, busy getting insurance quotes at the moment, might be buying a new car... yay! Take Care --Str... [Read More]
I'm almost 90% sure if you fill in a name of Module it'll warp you that place. Though I'm not sure where you'll be spawned. Doors are a bit easier to use to 'warp'. I think that's all what it takes for transitions with doors. Never hurts to test it... [Read More]
Yes, you can use it. There is actually a tutorial about it though I don't have the link handy. You need the name of the module you want to transit to as well as a Waypoint where you want to appeare in that said module. I hope that helps... If you... [Read More]
Are there any .pth files for the other parts of the shadowlands? If so, maybe you could alter a pre-existing one? I took the advice and solved the most problems by making the npcs walking along determind coordinates. The only problem is if they stu... [Read More]
Thanks, STONEY! I guessed as much. I looked up a .pth file, and I guess one livetime is not enough if one wants to do a .pth file by hand...... [Read More]
Hello! I am still working on the lost Shadowland level. DSTONEY mentioned that the .pth file is missing which is importent to make npcs walk properly. My question is is it possible to create .pth files? Thanks and take care... [Read More]
Hello! I got this script from DS to spawn a Waypoint (with the proper Tag and coordinates, of course). But when I try to compile it I get an error message. I assume the declaration of Location and/or Vector is missing. Any help is highly appreciate... [Read More]
It's in the .utw file isn't it? There's settings there that says waypoint has map note, map note enabled and then the details. --Stream Ah, I only managed that stuff via the .git file. I will have a look into it. Thanks again!!! void main() {... [Read More]
There's two ways of doing this both involving scripts, first you could attach the script to a dialog where the global will be set; void main() { CreateObject(OBJECT_TYPE_WAYPOINT, "WP_TAG", Location(Vector(x, y, x), 0.0)); } Snip!... [Read More]
Hello! Is it possible that a Mapnote only is shown after something happened (a GlobalNumber has a certain value for example) and otherwise is not shown on the map? Thanks and take care... [Read More]
Unfortunately I am up to my neck into the work on the Shadowland level. But while skimming KotOR Tool I once stumbled over a droid or somesuch which had some lines in the comment box or somewhere else which noted that this particular droid did just t... [Read More]
Thanks for the help, folks. I sorted that out and it works. Does anyone know where I can find all or most of the Twi'lek VOs lip syncs. Also I use missions appearance for an npc and will give her the alien Twi'lek VOs, will the lip sync work for he... [Read More]
I created a new npc based on Freyyr. I placed that npc in the deleted Shadowland level and gave it a new dialogue. How can I gave the npc proper lip syncs (copy it from Freyyr maybe)? Thanks and take care... [Read More]
Hello! I want to make a new Encounter. The Encounter List has a SpawnPointList with the TemplateResRef and the coordinates where the Encounter should be spawned. Also before those values is another list (STRUCT ID: 2). What do those entries do? Tha... [Read More]
Okay, I solved the problem with three scripts with different coordinates and Secura reached the desired destination. The script looks like this: void main () { object oNPC=GetObjectByTag("kas25_secura"); float x=121.00; float y=134.00; f... [Read More]
That does not clear it up totally for me unfortunately. Must I just add some Waypoints into the .git file and can use the original script? Or must I change the script using something like GN_WalkWayPoints(); or somesuch? Thanks... [Read More]
Your script now should be OK by using the wp_NPCtag_## your npc should follow these waypoints. Sorry, I am lost here. Do I understand it right that I can leave the script as it is, and that I just have to include some Waypoints into the .git file wh... [Read More]
Thanks for the maximum hit points tip, DS. It works great! Unfortunately Secura must run to Vos, her Master, and he as in one of the caves. So she must run along a few Waypoints to reach him. Thanks again! EDIT: I can do that STONEY, but how must... [Read More]
Okay, I have this script. kas25_secura shall go to the location defined in the script. But the way is obstructed. So I want to use MoveToObject, and in that case kas25_vos. How must the script look like? void main () { object oNPC=GetObjectByTag(&... [Read More]
Any takers here, please?! Also: a npc can walk or run. But is there a possbility to make the npc limping away, looking injured? Thanks and take care... [Read More]
Check out the destination coordinates and that the path the NPC has to walk is not blocked by corners or objects, otherwise he/she will try to move but will not succeed :rolleyes: I think ... maybe defining 2 or 3 sets of coordinates will ensure an u... [Read More]