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JediMaster76

Latest Posts

Page: 1 of 1
Posted in: K1 Enhancement Pack
 JediMaster76
06-27-2008, 10:11 PM
#10
Wow! That custom Bolook is definitely one of the coolest custom Twi'leks I've seen in a while. I'm certainly going to be downloading this mod :D P.S. Which NPC is Matton btw?...  [Read More]
Posted in: Help on a Recruitment Mod
 JediMaster76
05-20-2008, 11:39 PM
#30
Thanks, I'll try setting the tag to T3 and see if that works. -- Edit -- Thanks guys, it works. However, a problem remains. There are still a bunch of Zaens when I arrive, and none of them disappear after talking to him to get him to join my party....  [Read More]
Posted in: Help on a Recruitment Mod
 JediMaster76
05-20-2008, 10:43 PM
#26
Actually, it doesn't even fire. So there must be something wrong with the .uti file then?...  [Read More]
Posted in: Help on a Recruitment Mod
 JediMaster76
05-20-2008, 10:32 PM
#24
void main() { RemoveAvailableNPC(7); AddAvailableNPCByTemplate(7, "p_zaen"); DelayCommand(1.5,ShowPartySelectionGUI()); } That's the script that I use to have him join my party. It supposed to replaces Zaen w/ T3....  [Read More]
Posted in: Help on a Recruitment Mod
 JediMaster76
05-20-2008, 9:48 PM
#22
Yay! Zaen now appears where he is supposed to appear. I just forgot to copy a part of the script you gave me correctly :lol: Thanks for the help! However, there are 2 more minor problems... 1. There are around 40 copies of him all standing around in...  [Read More]
Posted in: Help on a Recruitment Mod
 JediMaster76
05-19-2008, 10:48 PM
#20
Well, I adjusted the script, but he still doesn't show up. Quite a stubborn thing, or maybe I'm just missing a variable or haven't changed something? I'll go through the scripts again to check for errors. -- Edit -- I think it might have something...  [Read More]
Posted in: Help on a Recruitment Mod
 JediMaster76
05-19-2008, 10:05 PM
#18
Alright, what other files do I have to change? I added the new files, changed all of jm_zaen's tags to jm_zaen, but he still doesn't appear....  [Read More]
Posted in: Help on a Recruitment Mod
 JediMaster76
05-19-2008, 9:44 PM
#16
You can add it to the module when he first enters I suppose. Unless you think its better talking me through it. -- edit -- Of course... that would explain a bit... I suppose for the time being, I could just copy/paste the first utc and make a copy...  [Read More]
Posted in: Help on a Recruitment Mod
 JediMaster76
05-19-2008, 8:42 PM
#14
Thank you for cleaning that up. I didn't realize that I had him walk up in the middle of Nemo's speech, and about his death, perhaps it would be better if it were attached to Jon or that random Jedi who walks around the courtyard?...  [Read More]
Posted in: Help on a Recruitment Mod
 JediMaster76
05-19-2008, 8:19 PM
#12
Hmm, a saved game? Yeah, here's a link to it (its right after your first dream sequence on Dantooine, before the Jedi training)... http://www.mediafire.com/?32ecvtjmt69 And as for Nemo's dialog, no there's no specific reason. I just put it there b/...  [Read More]
Posted in: Help on a Recruitment Mod
 JediMaster76
05-19-2008, 7:55 PM
#10
Sure. Here's the new updated link... http://www.mediafire.com/?wxm0xikchid...  [Read More]
Posted in: Help on a Recruitment Mod
 JediMaster76
05-19-2008, 5:50 PM
#8
Well, I started a new game, and he still won't appear. However, Nemo's modified script works fine, so there must be something wrong w/ my spawn script. Otherwise, I'm at my wit's end how to make him show up :S...  [Read More]
Posted in: Help on a Recruitment Mod
 JediMaster76
05-18-2008, 5:58 PM
#6
Well, I changed the tag and the template resref to p_zaen, and all references of it (the spawn script for example) have also been changed to match it. However, he still won't appear! And yes, I have the coordinates right (whereami says he should spaw...  [Read More]
Posted in: Help on a Recruitment Mod
 JediMaster76
05-17-2008, 11:58 PM
#3
Hmm... so to make it simpler, I could make it so that when the PC talks to Nemo or that guy who wants the Mandalorians killed, he spawns in front of the ruins? --edit-- I changed the spawn script so it is fire when you talk to Nemo and he says the...  [Read More]
Posted in: Help on a Recruitment Mod
 JediMaster76
05-17-2008, 11:41 PM
#1
Hello everybody. I recently got back into modding attempts, and I'm stuck at an roadblock here. I'm attempting to spawn a Jedi character, Zaen, on Dantooine near one of the large trees on the Matale grounds. He should replace T3, however, I can't eve...  [Read More]
Posted in: [tsl] KOTOR: Revenge of Revan
 JediMaster76
06-26-2008, 9:54 PM
#214
[snip] JediMaster76, I know you asked about new and finished modules. Finished 100 percent modules will not be done for awhile. The last thing you will see with the modules will be the re-skinning. I can say that I’m close to finishing the base mo...  [Read More]
Posted in: [tsl] KOTOR: Revenge of Revan
 JediMaster76
06-26-2008, 1:27 AM
#208
Wow... at first I was skeptical... but this is looking really awesome! :D I love the edited movie and plot. Do you have any of the new modules done? I'd really like to see 'em if you do. If not, that's cool. Keep at it, either way....  [Read More]
Posted in: Strongest Enemy
 JediMaster76
06-20-2008, 2:20 AM
#115
The strongest enemy is obviously the Rancor or Calo Nord on Taris (as previously stated). But I think the toughest enemy would have to be either Sherruk, Marl (I lost to him one more time than I lost to Bendak >_<), or that one droid in the Vu...  [Read More]
Posted in: EA to acquire BioWare
 JediMaster76
10-17-2007, 12:08 AM
#82
I think I just died inside... :( Firstly, let me start by saying *a tear shed for those lost* . Anyway, as others have mentioned before, whether this move will be for good or ill is any body's guess, though other independent companies probably took...  [Read More]
Posted in: Help with New KoTOR 1 Recruitment Mod
 JediMaster76
01-13-2007, 5:34 PM
#3
Thank you....  [Read More]
Posted in: Help with New KoTOR 1 Recruitment Mod
 JediMaster76
01-13-2007, 5:05 PM
#1
Hello, everyone. I've been here numerous times, but only recently signed up. I was thinking about creating a recruitment mod, and I did, but I tested it out, and it didn't quite work as I had hoped (he doesn't appear at his spawn point) and I was hop...  [Read More]
Posted in:  Recruitable RedHawke Released!
 JediMaster76
06-15-2008, 4:33 PM
#130
Again, I can relate, I had a ton of mods on my other computer (RIP old computer) and before it crashed, tons of my mods were conflicting, items were missing descriptions and some turned up as the "null" item, some sidequests wouldn't work/a...  [Read More]
Posted in:  Recruitable RedHawke Released!
 JediMaster76
06-14-2008, 8:33 PM
#127
I'm assuming you have no other mods installed, right? Because if you do, it could be a problem with either the heads.2da file or appearance.2da file. Modders frequently used them to make custom heads/characters/etc. But if you override a mod's 2da f...  [Read More]
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