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SithRevan

Latest Posts

Page: 9 of 17
Posted in: What's your Wallpaper? (56k ouchies)
 SithRevan
12-03-2006, 2:13 PM
#635
Nice wallpaper Darth Moeller, and I see that you have the vista windowblinds skin on with it. If you want a more realistic vista look I recommend going for the vista transformation pack though. Anyway awesome looking walllpaper. Oh yeah by the way my...  [Read More]
Posted in: [WIP]Deralia Spaceport[TSL&K1]
 SithRevan
12-07-2006, 12:21 PM
#5
Thanks M16965, I really appreciate your support.;)...  [Read More]
Posted in: [WIP]Deralia Spaceport[TSL&K1]
 SithRevan
12-07-2006, 11:41 AM
#3
Thank you so much ChAiNz, I really appreciate all that you have to contribute and the donations that you are willing to make. About the hak pad though I think I might use it because of all of it's functions, so what I think I will do is just integrat...  [Read More]
Posted in: [WIP]Deralia Spaceport[TSL&K1]
 SithRevan
12-07-2006, 3:16 AM
#1
Well guys it has been a little while since I have come up with a new idea for a mod, so I thought about it and said to myself...self it's time you make a new mod. So what we have here is a new idea that I have been working with to make a mod that wil...  [Read More]
TSL & KOTOR: The Super Enhanced Mod (http://www.lucasforums.com/showthread.php?t=170283) by Shem Your mods :rock: Shem!...  [Read More]
Posted in: How to get rid of in area objects?
 SithRevan
12-05-2006, 4:14 PM
#5
How can something like that be fixed?...  [Read More]
Posted in: How to get rid of in area objects?
 SithRevan
12-05-2006, 3:16 PM
#3
I did that and the area looked really dark plus when I left the area it would dissappear. So I just though maybe it was a lighting issue....  [Read More]
Posted in: How to get rid of in area objects?
 SithRevan
12-05-2006, 1:47 AM
#1
Hey guys I was wondering how would you go about taking a chair or a desk out of an area model without destorying the area or it's lighting? I have tried to do it in gmax with no success so if you guys help me I would greatly appreciate it. Thanks guy...  [Read More]
Posted in: tacking music from game
 SithRevan
12-05-2006, 2:27 AM
#3
They are encrypted so you would need Miles sound tools to convert them. But if you are selling them or giving them away online or something that would be copywrite infrigency like m16965 said (but not in so many words)....  [Read More]
Posted in: scripting help
 SithRevan
12-05-2006, 4:27 PM
#11
You would open it with a gff editor. Personally my favorite one is KGFF editor of the starwarsknights.com modding tools web page....  [Read More]
Posted in: Do PC mods work for the Xbox?
 SithRevan
12-03-2006, 2:08 PM
#6
I know modding an Xbox is illegal in the US. Do anyone know the reason why? Well actually it is more frowend apon then it is illeagle, all that xbox modding does is viod your warrenty. So unless you want your warrenty vioded I would not do it....  [Read More]
Posted in: Do PC mods work for the Xbox?
 SithRevan
12-03-2006, 1:44 AM
#4
But to use them you will have to hard or soft mod your XBox. Well actually I would recommend doing a Hard Mod if you have a regular Xbox; Soft mods are considered junk in Xbox modding communities because of all of the problems that come along with t...  [Read More]
Posted in: Do PC mods work for the Xbox?
 SithRevan
12-02-2006, 9:29 PM
#2
Well first off welcome to LF!:waive1: Secondly, I think you may have posted in the wrong forum but the answer to your question is yes most of them do work on the xbox except the ones that have models in them for some reason the xbox doesn't like the...  [Read More]
Posted in: Spawning items based on appearence number?
 SithRevan
11-29-2006, 11:57 AM
#5
That is exactly what I wanted Lit Ridl, thank you very much.:thumbsup: Edit: Hey guys I was just wondering something, can this script be used to spawn a placeable like a container in a specific spot? I still want to do it by the appearence number bu...  [Read More]
Posted in: Spawning items based on appearence number?
 SithRevan
11-28-2006, 11:10 PM
#1
Hey guys I was wondering if it would be possible to spawn a container with custom items based on a characters appearence number? If that is possible I would greatly appreciate your guys help, Thanks....  [Read More]
Posted in: how would i add...
 SithRevan
11-27-2006, 12:27 AM
#4
(i posted in the wrong thread on my very 1st post) Ah don't worry about it, I think we have all done that once or twice!;) Edit: Oh yeah where are my manners, I forgot to welcome you myself. So XoXoXAlexOxOxO Welcome to LF :waive1:....  [Read More]
Posted in: mod problem K1
 SithRevan
11-20-2006, 11:44 PM
#2
I don't think so, if it does though I would just reinstall the ORD Mandel mod and that should fix the problem. I hope this helps, good luck!;)...  [Read More]
Sorry it took so long for me to respond to this but exactly how would you write the back-end application to do that? After you did write the application what code would you put in to the script itself to run that code? Also where would you put this a...  [Read More]
Well if I did want to do that how would I go about doing it? Or is that just something that can't be done at all?...  [Read More]
Ok well what about something like this. Would you be able to set a "IgnoreCrePath" value on the main pc character via code or is that totally impossbile. If you could help me with that I would really appreciate it, thanks....  [Read More]
Hey guys I was wondering if it were posible to change the values of your character by using code in the game. Like lets say you want to change your characters name when they walk over a certain point, or if you wanted to change thier dialog file in m...  [Read More]
Posted in: .rim building?
 SithRevan
11-08-2006, 3:32 PM
#5
Thank you stoffe you are a saint, that is exactly what I needed!:thumbsup:...  [Read More]
Posted in: .rim building?
 SithRevan
11-08-2006, 3:29 PM
#3
Actually I forgot to say it up there but I am not compiling the whole module just the files that are in the .rim of the module. That is why I am assuming it will not work, and my main problem is getting it to compile with the program I mentioned up t...  [Read More]
Posted in: [TSL] Imperial Knight
 SithRevan
11-10-2006, 1:45 PM
#19
I agree with Chainz your mods are awesome and with or without the cape I am sure that it will still be totally awesome....  [Read More]
Posted in: [TSL] Imperial Knight
 SithRevan
11-10-2006, 11:24 AM
#16
I don't know how possible that is, and I certainly don't know how to do it (haven't really gotten into the modelling side). If someone wants to take on that challenge, by all means. Otherwise, you are stuck with a less than perfect model. I would us...  [Read More]
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