Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

darthrevanrlz

Latest Posts

Page: 1 of 3
Posted in: damage done by weapons or force powers
 darthrevanrlz
11-14-2006, 5:57 PM
#2
Mmm. Surprising you didn't find anything, really. Oh well, I'll make this short and sweet. If you want to change the base damage of *types* of weapons, use baseitems.2da (BIFs - .2da in KT_. Collumns are rather explicit. As for Force Powers, fi...  [Read More]
Posted in: Force Powers dependency
 darthrevanrlz
11-06-2006, 10:37 AM
#2
Eh, was working on something similar before leaving for Europe 3 months ago. Nothing complicated, really. Just change the value in offensive/passive collumn. Basically will give the FPs a new "family" and therefore a new line in the fp s...  [Read More]
Posted in: Quick formmask question (spells.2da)
 darthrevanrlz
07-27-2006, 5:41 PM
#3
Kinda figured it didn't do much. :D Thanks for the confirmation. Cheers, DRRLZ...  [Read More]
Posted in: Quick formmask question (spells.2da)
 darthrevanrlz
07-27-2006, 3:40 PM
#1
Heya. Huh, what *exactly* does the blasted column? Does the value have *any* impact on the FPs??? I can guess the Lightsaber forms lines are better left untouched (;)), but what about the all the others?...  [Read More]
Posted in: Quick question: TemporaryForcePoints effect??
 darthrevanrlz
07-22-2006, 10:38 AM
#3
EffectTemporaryForcePoints appears to be broken, so very very broken, from what I could see when making force powers. I would not recommend using it, since it potentially may corrupt things (and it is, AFAIK, never used in the standard game). Like y...  [Read More]
Mmm... Was working on a consular buff and tried to mimic the Rage/Fury's HP bonus... EffectTemporaryHitpoints thus became EffectTemporaryForcePoints. And it went downhill from there. :D For starters, punch in any multiplier value and you get the *...  [Read More]
Quick update: Still can't get the Patcher to compile/update scripts so I just gave up on using it for now. Meaning that I'll release a fat spells.2da which won't be compatible with other old modded spells.2da. Seriously. The checks in the scripts...  [Read More]
it's one Leviathan of a mod Eh, :D. So much of an actual one that I'm really having second thoughts on bothering with other FP mods... Probably will realease a TSLPatcher version and one with an already modded .2daspells file with new ForcePriori...  [Read More]
To answer your questions: 1 - version 1.2.7.b5. Just used the link from your sig. 2 - YES. Tried it too with the file included with latest version of KT. 3 - I've got over a 100 tested scripts. So, YEAH. :D 4- That's the part I don't get. As I me...  [Read More]
No, it's "unofficial" and left out of ChangeEdit on purpose since the potential for creating problems is very high unless you know exactly what you are doing (and continually remember to do so whenever you modify the scripts in any way). W...  [Read More]
If you already have the lines in-place in 2DA files you can use the 2DA Compare button in ChangeEdit to create TSLPatcher configuration instructions for your changes. This way you'll only need to modify the dynamic values (forcehostile/friendly, name...  [Read More]
Oh dear... Those familiar with Stoffe's patcher might get a good laugh out of this one... Started punching in values for the spells with the TSL patcher... I'm looking at roughly 64 2DAMEMORY entries for the FPs alone... (probably will have to pun...  [Read More]
UPDATE: mmm.. about to leave for a good part of the day, so might as well mention a few Force Powers-related updates... ---------------------------------------- FURY (DS): as was mentioned in original post, Marauders don't get it anymore. Instead,...  [Read More]
Heya! Well, what do you know, me *not* bugging the residents experts about something actually is a good thing... :D Anyway, for those who've seen of my posts/threads, you probably deduced I was working on quite a few things. Chalk it up to a few...  [Read More]
mmm. You do know there's a blank space between giveitem & whatever, right? Mix-ups with giveitem often have to do with typos. Trust me on this one... I've been there ;) ie. (press ~)giveitem w_brifle_10(press enter) *** if you want custom it...  [Read More]
That script had lots of rendundant code and some rather peculiar formatting. :) If I interpreted it correctly, this somewhat cleaned up variant should probably work: Yeah, well, the first version looked a LOT cleaner, lol. :D Let's just say I stopp...  [Read More]
Mmm... What I had in mind was that these bosses would get half regular damage when SUCCEEDING a save and a quarter when failing it. It's... it's just not working out. EDIT: A question: for the sName... what exactly am I supposed to go for? Tag? Fi...  [Read More]
Heya. So here's the story. After having finished with the buffs this morning (muchas gracias Stoffe!!), I got to work on an expanded Force Kill tree. Will be home in an hour or two and would like to dive right back into it... :D I won't go in deta...  [Read More]
Posted in: Custom FP power tree stacking issue.
 darthrevanrlz
07-11-2006, 7:57 AM
#5
This function won't be useful for your own custom powers. It specifically checks for the standard powers and does not work generically for anything else, since scripts can't do direct 2da file lookups. You'll have to write your own checks for your ne...  [Read More]
Posted in: Custom FP power tree stacking issue.
 darthrevanrlz
07-10-2006, 5:26 PM
#3
The simplest first question first. Did you start a new game for testing or an existing game? There are numerous possible glitches that could be popping up for this particular type of modding. I realize there are those here who miracuolosly never have...  [Read More]
Posted in: Custom FP power tree stacking issue.
 darthrevanrlz
07-10-2006, 3:28 PM
#1
Heya. Mmm. Had a few hours so I figured I could go back to scripting and focus on buffs for a change. Effects, duration, in-game appearance in the selection tree, .2da... all that works just fine. My problem lies with stacking. Just for the info,...  [Read More]
Posted in: Problem using Mod
 darthrevanrlz
07-11-2006, 12:58 PM
#5
The problem is not related to saving throws. The above mentioned problem occurs when difficulty boosting mods cause the Dark Jedi Master in question to end up with more than 1000 health. The script that is supposed to kill him tries to do so by apply...  [Read More]
Posted in: Problem using Mod
 darthrevanrlz
07-11-2006, 8:29 AM
#3
Mmm. Do DC FP saves for NPCs EVER work with both these mods active (I'm assuming you're using the second setting of hardcore)???? Kinda the reason why I never used both, really... That, and the fact that I'm working on a mod rebalancing BAB, lol. +...  [Read More]
Works fine. Thanx a bunch....  [Read More]
If you just want to check if the character is fighting barehanded, just use a conditional like... if (!GetIsObjectValid( GetItemInSlot(INVENTORY_SLOT_RIGHTWEAPON, oNPC) )) ...which would return true if the character has nothing equipped in their ac...  [Read More]
Page: 1 of 3