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DarthStoney

Latest Posts

Page: 4 of 10
Posted in: Creating a new/different module entry point
 DarthStoney
01-03-2010, 11:16 AM
#7
Actually if you are going to use a module for leaving from inside of a crashed EbonHawk ,it may be best to add a new waypoint to the 901MAL.git file with a Tag of "From_012EBO" or whatever the name of the EH module you use. and add a trigge...  [Read More]
Posted in: The flying thing on Dantooine
 DarthStoney
12-23-2009, 1:13 PM
#2
In that instance it's part of the module animation like the flying ships on Narshadaa. As of yet I don't think it's possible to modify modules(without messing them up). It may be possible to add it as a character to the module but not sure how to mak...  [Read More]
Posted in: scripting questions
 DarthStoney
12-21-2009, 10:05 PM
#7
Yes, that's it. But which script is the level-up script? Is c_pc_level.ncs used for all the party, the Exile and companions (I can just add a script reference in there) or do the companions have their own level up script separate from the Exile (wher...  [Read More]
Posted in: scripting questions
 DarthStoney
12-21-2009, 4:09 PM
#5
My question is in naming the compiled script, can I just make up a name like say, a_forcetraining.ncs and then I need to...point to that script somewhere so that at level up for Jedi classes this script is always pointed to and checked. Which would b...  [Read More]
Posted in: scripting questions
 DarthStoney
12-21-2009, 8:21 AM
#2
The script your asking for is a_beast_control in 402DXN_s.rim. The main part of what your looking for is the GrantSpell,it's what awards force powers and LS forms. The number for the power/form corresponds with the list in nwscripts.nss. void main()...  [Read More]
Posted in: How to destroy an object
 DarthStoney
12-21-2009, 12:41 AM
#2
depending on what you want to detroy this basic script should work void main() { object oMyItem = GetObjectByTag("tag name of item", 0); DestroyObject(oMyItem, 0.0, 0, 0.0, 0); }...  [Read More]
Posted in: Found a new module - possibly
 DarthStoney
12-03-2009, 3:52 PM
#7
That's the cut scene module for Kreia vs Nih vs Sion.(also used for the cut scene of Sion leaving Mal scene and 1 other). It's just the core, same as 904MAL. oops too slow :)...  [Read More]
Posted in: Found a new module - possibly
 DarthStoney
12-03-2009, 3:12 PM
#3
What's the name of it? If it is a partial module it may be possible to extract it and look at it in 3ds max....  [Read More]
Posted in: new placeable question - tsl
 DarthStoney
11-30-2009, 2:42 PM
#2
If they are large items I don't believe it can be. I ran into the same issue when I made the Ebon Hawk into a placeable at certain angles the Hawk becomes invisible....  [Read More]
Posted in: Placeables.2da problem
 DarthStoney
11-22-2009, 7:25 PM
#2
You made the new line for placeables.2da correct? add the new .2da file to your override folder then open your new placeable's .utc file with ktool and edit the appearence with the dropdown menu accordingly. I ran into the same issue once when I edit...  [Read More]
Posted in: Item placement
 DarthStoney
11-17-2009, 11:41 PM
#4
This tutorial should help http://www.lucasforums.com/showthread.php?t=134067 As far as the item you want to use the easiest way to find it would be to find the item in an existing module,then use ktool and look under Rims-Modules-(the name of the mod...  [Read More]
Posted in: Item placement
 DarthStoney
11-16-2009, 11:17 PM
#2
If you know the name of the placeable, then what you'll want to do is edit the placeable's .utc file with Kotor tool. Under the advanced tab you should be able to put checkmarks in 3 spots, "Has inventory" ,"Party interact" and &q...  [Read More]
Posted in: Animations
 DarthStoney
11-11-2009, 11:26 PM
#15
there's only one other animation listed in nwscripts.nss and this is it ,ANIMATION_LOOPING_CHOKE_WORKING not sure if that will do it. maybe if someone knows how the list of animations for .dlg's are stored you could figure out which one to use. I loo...  [Read More]
Posted in: Animations
 DarthStoney
11-11-2009, 4:29 PM
#13
What about just a simple script that make the npc use Force Choke in a looping fashion? Sure ,just change ANIMATION_LOOPING_LIFT_CHOKE_HOLD to one that is listed in nwscripts.nss ANIMATION_LOOPING_CHOKE I think is listed in the file....  [Read More]
Posted in: Animations
 DarthStoney
11-11-2009, 3:02 PM
#11
I thought it might,because its not listed in nwscripts.nss that way. It may be there but listed as something else....  [Read More]
Posted in: Animations
 DarthStoney
11-11-2009, 2:05 PM
#9
you could try a simple script as this void main() { AssignCommand(GetObjectByTag("npc1"), ActionPlayAnimation(ANIMATION_LOOPING_SIT_CHAIR_DR INK , 1.0, (-1.0))); AssignCommand(GetObjectByTag("npc2"), ActionPlayAnimation(ANIMATION_...  [Read More]
Posted in: Animations
 DarthStoney
11-11-2009, 12:51 PM
#7
ANIMATION_LOOPING_SIT_CHAIR_DRINK is listed in nwscript.nss so it could be used outside the .dlg file. I can't find the LIFT_CHOKE_HOLD listed in there so I'm not sure about this one....  [Read More]
Posted in: Animations
 DarthStoney
11-10-2009, 9:50 PM
#5
The animation names are (for Hanharr) 1425LIFT_CHOKE_HOLD and for Mira, 1421SIT_CHAIR_DRINK is how they are called apon in the .dlg file. I did use these animations once for the Sion/Atton fight so they will work for some other models also....  [Read More]
Posted in: TSL_Restored_Content_mod vers1.4
 DarthStoney
01-05-2010, 9:06 AM
#174
This sound issue, is it a crackling of speakers? I wasn't sure if this was problems with my 5.1 desktop setup or the TSLRCM. I have TSLRCM patched up to v1.4d in sequence (as at the time I made initial post) but have only just downloaded the animati...  [Read More]
Posted in: TSL_Restored_Content_mod vers1.4
 DarthStoney
12-23-2009, 8:01 AM
#167
edit, okay found some bugs at Khoonda, definitely introduced by TSLRCM since the Dantooine Restoration had much of this content fixed and there are no other conflicts for this section in my override. I think Jonathan7 mentioned these anyway. In the B...  [Read More]
Posted in: TSL_Restored_Content_mod vers1.4
 DarthStoney
12-07-2009, 7:57 AM
#163
Yeah try an earlier save and see if it will work. If it still doesn't work properly send me a save and I'll see if I can figure out what's going on. You have no other mods installed correct?...  [Read More]
Posted in: TSL_Restored_Content_mod vers1.4
 DarthStoney
12-03-2009, 3:01 PM
#155
I'll make a note of the turret issue and if all goes as I hope ,the battle will be a whole lot "more" when I get done....  [Read More]
Posted in: TSL_Restored_Content_mod vers1.4
 DarthStoney
12-03-2009, 8:02 AM
#153
I think this is an issue that has happened occasionally(I'm actually currently reworking this area). But you may have to back up to save and reload,once you kill enough mercs it supposed to have the militia retreat and then jump to the inside battle....  [Read More]
Posted in: TSL_Restored_Content_mod vers1.4
 DarthStoney
11-14-2009, 10:32 PM
#137
Do you have any other mods installed? Especially any mod that changes Handmaidens .dlg file....  [Read More]
Posted in: TSL_Restored_Content_mod vers1.4
 DarthStoney
11-10-2009, 9:41 PM
#127
I'm not sure if anyone has posted this issue, but I have a particular problem with this restored content mod. Basically when people are laying prone multiple immages of the person seem to thrash around on the ground. Doesn't seem to affect the game a...  [Read More]
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