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HK-42

Latest Posts

Page: 8 of 40
Posted in: Planet Information
 HK-42
01-22-2009, 4:21 PM
#1
Just wondering, how do you add information to a planet on the galaxy map? Do I have to make a dialog.tlk edit?(I think there is a tut on how to do that) or can I hit add string(in KGFF) and type the text somewhere like on module names and quest entry...  [Read More]
Posted in: Barack Obama
 HK-42
01-21-2009, 11:13 PM
#7
This isn't Drewton's first upload. And... Obama post-rigor mortis? Its his first TSL. And if you looks while Obama is talking most the time his face looks quite similar to the one in this mod http://www.truthwinsout.org/wp-content/uploads/2007/10/...  [Read More]
Posted in: Barack Obama
 HK-42
01-21-2009, 10:47 PM
#2
Wow, just wow. Looks great. Good humor mod to use. Once again, Drewton, you are a great skinner!...  [Read More]
Posted in: Conditional Script for a Script?
 HK-42
01-21-2009, 9:10 PM
#6
Why would you need conditionals for a dialog option? Especially if it's the escape pod dialog. Just have the branch appear after you say you want to go to Taris. Then move the warp script(should be on the final node in the dialog) To after the items....  [Read More]
Posted in: Conditional Script for a Script?
 HK-42
01-21-2009, 12:06 AM
#2
I've made a little mod that edits the .dlg for the escape pod on the Spire(end_pod, I think). I've made it so when a certain dialog branch is gone into, you get a few items.I need a conditional script but don't know how to write it, seeing as I've ne...  [Read More]
Posted in: Dialog Problem
 HK-42
01-20-2009, 10:36 PM
#7
Open up the placeable in KT and go to the Scripts tab. Is there an entry in the OnUsed textbox? If not, compile the following code and put the script name into that box. void main() { ActionStartConversation( OBJECT_SELF ); } - Star Admiral Thanks...  [Read More]
Posted in: Dialog Problem
 HK-42
01-20-2009, 9:58 PM
#5
Two things. One, are there any conditionals in the dialog? If no dialog branch is valid, no dialog will launch. Two, are you sure your character can access the placeable, i.e., nothing is blocking it? Try moving the invisible placeable a little bit f...  [Read More]
Posted in: Dialog Problem
 HK-42
01-20-2009, 6:39 PM
#3
Did you double check you named it right? Triple...  [Read More]
Posted in: Dialog Problem
 HK-42
01-20-2009, 6:17 PM
#1
Strange Problem: I edited a invisible placeable, then changed the conversation to a_invsland.dlg. I spawned the placeable but when ever I click on it the dialog dosen't launch. Quick Pic: http://i141.photobucket.com/albums/r73/DarthGrivis/landspeede...  [Read More]
Posted in: The Lost Ones - A KOTOR Storyline Expansion Mod
 HK-42
01-20-2009, 5:16 PM
#3
could i get some feedback? srry to ask i just like to know hat other people think of my ideas Yatsuke, just finished yours and LOH script and it sounds good....  [Read More]
Posted in: Door Reskins
 HK-42
01-19-2009, 1:45 PM
#5
Did you extract and edit all three of the door walkmeshes? If not then that is why. ;) :rolleyes: I keep forgetting this is a whole new model, thought I already did that when I extracted all the others. Oh Well. Thanks, I shall get to work on that....  [Read More]
Posted in: Door Reskins
 HK-42
01-19-2009, 1:20 PM
#3
Well I guess the UTD file still has the original appearance set, I can't remember how to add doors to the game though, assuming I knew once :p. I've had a hunt for a 2da file but I can't seem to find one, other than "doortypes.2da" which di...  [Read More]
Posted in: Door Reskins
 HK-42
01-16-2009, 8:52 PM
#1
I'm having a problem getting the doors in Davik's Palace reskinned. The mdl and mdx file it used is named DOR_its09 and the texture is lts_lodor04. I hex edited the mdl file and changed all mentions of lts to ans. Then I renamed the texture and mdx...  [Read More]
Posted in: Credit Script
 HK-42
01-16-2009, 6:43 PM
#10
Use this conditional for branch 1. int StartingConditional() { if( GetJournalEntry( "xxx" ) == 0 ) return TRUE; return FALSE; } Use this conditional for branch 2. int StartingConditional() { if( GetJournalEntry( "xxx" ) == zzz...  [Read More]
Posted in: Credit Script
 HK-42
01-16-2009, 6:02 PM
#8
How many nodes do you have in your dialog file? The best way to set it up would be something as follows. - Branch #1 (checks if the quest is there; NPC uses this branch if the quest doesn't exist) - Branch #2 (checks if the quest is there; NPC uses...  [Read More]
Posted in: Credit Script
 HK-42
01-16-2009, 5:44 PM
#6
For quest entries, you can use the GetJournalEntry() function. The conditional script for the dialog file would look something like this. int StartingConditional() { if( GetJournalEntry( "xxx" ) == zzz ) return TRUE; return FALSE; } "...  [Read More]
Posted in: Credit Script
 HK-42
01-16-2009, 5:05 PM
#4
One more thing. Could someone give me a conditional script that checks to see if a quest entry is activated and if it is display a different node of dialog instead of the main one....  [Read More]
Posted in: Credit Script
 HK-42
01-16-2009, 4:28 PM
#3
I'm almost certain there is a built-in script, but I can't find it. Ah well, it is rather simple to create a custom one. Assuming this is for K1: int StartingConditional() { int nGold = GetGold( GetFirstPC() ); if( nGold >= xxx ) return TRUE; ret...  [Read More]
Posted in: Credit Script
 HK-42
01-16-2009, 3:36 PM
#1
Does anybody have a script that checks for your credit amount? I would like one. I know there is one that takes credits but how does it work if you dont have that much. Thanks!...  [Read More]
Posted in: Revan - Jedi Knight
 HK-42
01-17-2009, 12:17 PM
#23
Incorrect... it is connected to using this Revan model and the hooded mask-less cutscene version. They can interfere with the revelation scene. Just checked and no it dosent interfere, Thanks Redhawke didnt know it might do that.:D...  [Read More]
Posted in: Revan - Jedi Knight
 HK-42
01-17-2009, 1:06 AM
#21
Looks awesome, but does it erase Revan's face during the scene were he takes his mask off? this is a robe, only head mods do that....  [Read More]
Posted in: K1 Enhancement Pack
 HK-42
01-21-2009, 8:04 PM
#330
Been looking though the thread, and got to say you've been overloaded with ALOT of requests. Nice to see you reply to them, and not just ignore them. If this site had rep(the little points you give to people) i'd give you one. :D Anyway can't wait t...  [Read More]
Posted in: K1 Enhancement Pack
 HK-42
01-19-2009, 11:20 PM
#313
K2 EM Ooo. That game really needs that.:xp: Can't wait....  [Read More]
Posted in: K1 Enhancement Pack
 HK-42
01-19-2009, 10:58 PM
#310
Hey SA, I'm not trying to be a wrench in your gears, but since you can do that with the bartender, I was wondering if you know how to script the game so the people in the cantina actually sit at the tables, you know in the main room of the cantina. I...  [Read More]
Posted in: K1 Enhancement Pack
 HK-42
01-19-2009, 10:44 PM
#308
Nice job SA. I'm looking forward to this mod :). Just wondering how did you get the whereami for that bartender? The only way I could think on how to do it besides guesing, is delete the walkmesh. Is that what you did? I hope KF approves the CF soun...  [Read More]
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