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Master Zionosis

Latest Posts

Page: 20 of 21
Posted in: deleting npcs after recruiting them
 Master Zionosis
01-22-2007, 7:53 PM
#2
Well, the reason why your recruited character is still in front of you i because you need some sort of vanishing script, when i make recruitment mods i use this script: void main () { object oNPC=GetObjectByTag("g_zaenbenax"); float x=1...  [Read More]
Posted in: Spawning a person once.
 Master Zionosis
01-22-2007, 7:24 PM
#11
Please post the script source code you use for Recruiting your npc (i.e. adding it to the player's group) The door script The script that "must be run before the door script may trigger" That would make it easier to try to give meaningful...  [Read More]
Posted in: Spawning a person once.
 Master Zionosis
01-22-2007, 6:45 PM
#9
im sorry stoffe but as im a beginer with scripts could you please demonstrait the scripts that i need to use. i need the scripts that tells to spawn a person but not to fire if they have allready been recruited. Thanks Stoffe, forgive my lack of unde...  [Read More]
Posted in: Spawning a person once.
 Master Zionosis
01-22-2007, 4:32 PM
#7
Brilliant thanks Stoffe, but i just remembered another key point, i also only want the door script to fire if you havn't allready recruited Zaen....  [Read More]
Posted in: Spawning a person once.
 Master Zionosis
01-22-2007, 2:36 PM
#5
I sort of know what you mean, i have opened the globalcat.2da file and seen the booloean's but i dont know how the script layout is supposed to look, could you please post what the script is supposed to look like, lets just say the boolean is "D...  [Read More]
Posted in: Spawning a person once.
 Master Zionosis
01-22-2007, 12:49 PM
#3
Exelant thanks stoffe, but how do i make it so that the script connected to the door only runs after another particular script has fired?...  [Read More]
Posted in: Spawning a person once.
 Master Zionosis
01-21-2007, 8:28 PM
#1
hi guys and gals, im having a bit of a problem, i need to spawn a person once after a differant script has been fired using another script and if i attached it to a door transition surely it would keep firing again and again becuase the script is sti...  [Read More]
Posted in: Yuthura recruit mod issue
 Master Zionosis
01-18-2007, 9:43 AM
#2
Well i had problems with that mod as well but nothing technical, you have to recruit her in the tomb, it is hard, you have to say the right things at the right time. But i can't find her on dantooine anyway, where is she? P.S. Also to the HK thing,...  [Read More]
Posted in: Decompressing the High-Quality TSL music?
 Master Zionosis
01-14-2007, 9:12 AM
#4
Well i dont use miles sound tools for encoding audio files i use nero start smart which is what i used to encode the K2 music and you can also use start smart to improve the quality of the music, a trial can be found here: http://www.pcworld.com/down...  [Read More]
Well thank you for all your suggestions, but i think that puting an on enter script is the way to go, as we can just do what stoffe said and pack all the files back into a module file. But thank you all....  [Read More]
Thanks guy's but can i just edit an .ARE file in a gff editor?...  [Read More]
Hi guy's im helping jedimaster76 with his recruitment mod and i need to know where to put an on enter script for the dantooine crystal cave module in K1? :lsduel:...  [Read More]
Posted in: Help with New KoTOR 1 Recruitment Mod
 Master Zionosis
01-13-2007, 5:41 PM
#4
Okay iv'e downloaded the file and in order to fix this we will need to work together via PM as i cant actually see what you want it to do (you know like when its supposed to happen and all that so i'll need the plan of how it's supposed to work, so w...  [Read More]
Posted in: Help with New KoTOR 1 Recruitment Mod
 Master Zionosis
01-13-2007, 5:31 PM
#2
I Well ill help u anyway i can, i made a recruitment mod for K1 , called Nichos Jelson and can be found here: http://knightsoftheoldrepublic.filefront.com/file/Recruit_Nichos;71623 ill check this out for you, and get back to you! :lsduel:...  [Read More]
Posted in:  The Veridian Echo Mod. Released!
 Master Zionosis
01-12-2007, 7:14 AM
#2
Way to go Torthane! these look brilliant, u r a true star shining so brightly! :)...  [Read More]
Posted in: Help with Visas Appearance editing
 Master Zionosis
01-11-2007, 12:24 AM
#2
Well, i think it is because, bastilla does not play a major role in tsl, the model of bastilla in the game's data .bif was just used as a dummy for the carth scene at the end of the game, it wasn't fitted with the clothes, mask's or other options stu...  [Read More]
Posted in: TSL - Revan Flowing Cape <--With Video!
 Master Zionosis
01-11-2007, 12:30 AM
#14
Thanks HOA for working on this... looks interesting. :thumbsup: No offence but until it has been released it most certainly has not been done, screenshots mean nothing, released product does. Sorry. Once they release the mod with the leaning anima...  [Read More]
Yes, but if you are going to carry on with your saved game it's unlickly that it will work, the game will proberaly crash, depending on what mods you have in your override folder....  [Read More]
Well once you have the final merged .2da's you can overrite the one's already in the override folder with the merged one's because all the data thats in the .2da's in the override folder is in the merged one's. A bit jibberish, sorry, read carfully....  [Read More]
Posted in: New mod
 Master Zionosis
01-08-2007, 12:16 PM
#9
Well as far as helping make the mod, you would have to wait a while for me to be able to help, but i can offer any advice or answer's to your questions on making the mod until i can help make the mod....  [Read More]
Posted in: New mod
 Master Zionosis
01-06-2007, 9:39 PM
#6
Maybe I should but I'm in the early stages and all I can do is rite the script (the story) the rest is mumbo jumbo is there any chance you and your team would take up the "tec" area of the mod I belive I'd like to do it for TSL Well i aint...  [Read More]
Posted in: New mod
 Master Zionosis
01-05-2007, 9:19 PM
#2
Well, perhaps you should stick around the forums and release some other smaller mods before trying something that big. When i posted about my Hoth adventure mod for tsl loads of people told me the same thing but as stubborn as i am i ignored them and...  [Read More]
Posted in: Veridian Echo Mod part 1
 Master Zionosis
01-12-2007, 7:15 AM
#142
This is brill Torthane, you are a true star shining so brightly! :) The mods release thread is for feedback, your comments are better posted there. ;) -RH...  [Read More]
Posted in: Veridian Echo Mod part 1
 Master Zionosis
01-11-2007, 12:36 AM
#140
Okay brill, cant wait! :)...  [Read More]
Posted in: Veridian Echo Mod part 1
 Master Zionosis
01-10-2007, 11:14 AM
#138
Yeah im also really looking forward to this as well, 1 of the great mods i have been waiting for!! :)...  [Read More]
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