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DarthStoney

Latest Posts

Page: 8 of 10
Posted in: Help with ERF Building
 DarthStoney
05-06-2008, 10:16 AM
#5
If you put it all together in a .MOD file it goes into you Modules folder,in the override folder it will cause weird things to happen....  [Read More]
Posted in: Help with ERF Building
 DarthStoney
05-06-2008, 9:55 AM
#3
What do you mean by put the files in an ERF? Cause only the .dlg files should be in .erf form....  [Read More]
Posted in: Spawning Modules?
 DarthStoney
05-02-2008, 9:13 AM
#3
Here's the best tutorial for spawning items and creatures:http://www.lucasforums.com/showthread.php?t=143536...  [Read More]
Posted in: Question
 DarthStoney
05-01-2008, 9:29 AM
#4
Since I'm not real good at explaining how to do something ,If you PM me and give me the names of the items you want to add to the locker I'll set up the patcher for you. Also I can do the container in the enclave if you want....  [Read More]
Posted in: Question
 DarthStoney
04-30-2008, 8:54 AM
#2
Probably the easiest way to get items into the harbinger locker is to use the TSL patcher. Extract the locker .utp with KOTOR Tool add your custom items to the inventory list. Then use the patcher to replace the locker....  [Read More]
Posted in: dialog sound files?
 DarthStoney
04-20-2008, 11:42 AM
#4
They are actually .mp3's named .wav for some reason. Download Miles sound tools herehttp://www.radgametools.com/mssdown.htm it can play them in there current form and decompress them if renamed extension to .mp3 for editing....  [Read More]
Posted in: dialog sound files?
 DarthStoney
04-20-2008, 11:27 AM
#2
For TSL they are in the Streamvoice folder For K1 they are in the Streamwave folder and then split up by module....  [Read More]
Posted in: [TSL] LipSync Missing
 DarthStoney
03-31-2008, 11:14 AM
#4
Adding the lypsyncs to localization_loc.mod file should work.(havn't tried) The VO name instead of EX:601DANrevan001 use GBLrevan001...  [Read More]
Posted in: [TSL] LipSync Missing
 DarthStoney
03-31-2008, 9:39 AM
#2
I just figured this out recently,if you using alien Vo's for TSL in dlgeditor there is a box AlienRaceNode the number used corresponds with alienvo.2da. In your case female twilek is (23). For which VO it uses ,as far as ex:short angry,long sad etc....  [Read More]
Posted in: Kreia Line Request
 DarthStoney
03-14-2008, 1:08 PM
#2
She does use the name Malak in Modules\003EBO_dlg.erf\003Kriea.dlg the VO lines which it is used are 003003kreia072,074,076 and 077....  [Read More]
Posted in: TSL script question
 DarthStoney
03-10-2008, 1:08 PM
#1
Is there a simple script that blocks you from entering the Ebon hawk if you have switched to another NPC and The exile is not in your party? Or even blocks you fron entering until certain conditions are met....  [Read More]
Actually T7nowhere did some and gcsss did one also. Though Fred did all the calibrating. You can find a tutorial to asaample new maps unter -> NEWS and then read the last line. Thats the problem Fred Tetra is the only one who can make them work i...  [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. Because Fred Tetra the maker of Kotortool is the only one who nows how to convert the ma...  [Read More]
Posted in: Ebon Hawk Reskin
 DarthStoney
02-05-2008, 4:11 PM
#2
Extract them with kotortool and make sure KT is set to extract them into .tga files then you can edit them and put them in the override as .tga files....  [Read More]
Posted in: Creating a .pth file
 DarthStoney
02-04-2008, 11:16 AM
#2
No it is not possible at this time not enough is understood about them. I also asked this awhile back ,http://www.lucasforums.com/showthread.php?t=180428...  [Read More]
Posted in: Module Maps?
 DarthStoney
01-31-2008, 7:42 AM
#11
That is something new I just learned about these maps it needs a corresponding picture map file for the little map to show up in the corner. Take any other map file and rename it lbl_mapm21aa the mini map will appear. The is a lot of references to th...  [Read More]
Posted in: Module Maps?
 DarthStoney
01-30-2008, 5:21 PM
#9
It probably is possible, it is a whole lot easier for example when I made the map for the lost shadowlands the coordinants already existed so I had to resize and move the map around until it was in the correct location.It is much easier to do it in 3...  [Read More]
Posted in: Module Maps?
 DarthStoney
01-30-2008, 1:39 PM
#6
That is for maps compatible with kotortool. If gmax has a rendering option it will work all you are creating is a picture for the game to use. I took a look at the m21aa.are ,it has map values in it already why it does not show up on the screen I don...  [Read More]
Posted in: Module Maps?
 DarthStoney
01-30-2008, 11:31 AM
#4
OK, I will try to do this in a couple of parts, To make the map itself follow this link http://kotortool.starwarsknights.com/ towards the bottom is a tutotrial on how to assemble maps for kotor tool. Note:you should not have to turn any pieces to a...  [Read More]
Posted in: Make npc walk to certain point
 DarthStoney
02-01-2008, 10:00 AM
#21
Just use your original script and add the waypoint in the .git the only thing you may have to do is check the npc spawn_ in script if it already uses below it should be OK if not it will need to be changed as below. (Your .utc's spawn-in script shou...  [Read More]
Posted in: Make npc walk to certain point
 DarthStoney
02-01-2008, 7:44 AM
#19
read this thread hopefully it explains it better http://www.lucasforums.com/showthread.php?t=142290 ,but yes because the waypoints have the npctag it should follow those waypoints. Normally there are .pth files in a module which are genaric waypoints...  [Read More]
Posted in: Make npc walk to certain point
 DarthStoney
01-31-2008, 4:38 PM
#17
Have you tried stoffe's suggestion of MoveToObject, she should then find her own way. Also did you want her to disappear? if so once she's out of sight of the PC surely it doesn't matter where she's got to as the PC won't see her anyway. --Stream S...  [Read More]
Posted in: Make npc walk to certain point
 DarthStoney
01-31-2008, 4:23 PM
#15
Your script now should be OK by using the wp_NPCtag_## your npc should follow these waypoints....  [Read More]
Posted in: Make npc walk to certain point
 DarthStoney
01-31-2008, 4:10 PM
#13
Don"t now if this will work but you may be able to put a few waypoints in the .git file naming them wp_NPCtag_## where ## is a two digit number starting with 01. The NPCtag portion should match the .utc tag exactly. leading up to your exit point...  [Read More]
Posted in: Make npc walk to certain point
 DarthStoney
01-31-2008, 3:40 PM
#10
One of the problems with this area is the same problem I had with M4-78 there are no pathway files for this area. What that means is the npc will try to walk in a staight line to the waypoint specified. Don't know how but you may have to put a series...  [Read More]
Page: 8 of 10