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swfan28

Latest Activity

Posted in: Minor graphics problem.
 swfan28
09-07-2009, 11:57 AM
#1
I'm having a minor problem with character head textures in both games. There are thin black lines going down the faces of many characters. The lines are most notable on Carth, Canderous and Mission in K1 and Atton in TSL as well as on several generic...  [Read More]
Posted in: Dead animation problem
 swfan28
02-06-2009, 3:04 PM
#12
zbyl2 wrote: It wouldn't really work as her sabers are off just after conversation, but later I attack Nihilus and she switch sabers on so there would be no place to put this script. Anyway, I used ActionUnequipItem() to unequpi her sabers and it wor...  [Read More]
Posted in: Dead animation problem
 swfan28
02-06-2009, 2:45 PM
#9
You could just try the SetLightsaberPowered() function to switch off the sabers....  [Read More]
Posted in: Dead animation problem
 swfan28
02-06-2009, 2:17 PM
#6
I remember a similar problem with the Jedi Masters at Dantooine rebuilt enclave while trying to add Vash to the scene during K2RP/M478 restoration. It seems that NPCs will only stay down if the dead animation is fired at the end of the conversation f...  [Read More]
Posted in: Script
 swfan28
11-13-2008, 7:34 PM
#6
darth-me wrote: Hi again. I've got another question. How do I put a persuasion attempt in my dialogue? I'll keep looking, but if anyone could help I'd be grateful.Simply add [Persuade] or [Force Persuade] to the reply you want to use as persuade atte...  [Read More]
Posted in: [K1] Two Conditionals on one dialog entry
 swfan28
04-01-2008, 6:39 AM
#9
Do you have a waypoint with correct tag in place and is your global boolean declared in the globalcat.2da. If not then the checks for them will always return FALSE....  [Read More]
Posted in: How can I unlock a door? (was: Script question)
 swfan28
02-14-2008, 4:48 AM
#16
I don't know really. The different nwscript.nss may be one of the reasons but I've not had much better results by using the K1's nwscript.nss with the DeNCS. You'll need to ask the guys who wrote the DeNCS. This doesn't mean that DeNCS would be usel...  [Read More]
Posted in: How can I unlock a door? (was: Script question)
 swfan28
02-13-2008, 5:59 AM
#14
DeNCS was made for TSL scripts but some of the K1 scripts will decompile with it just fine. More often than not the decompilation fails however....  [Read More]
Posted in: How did I forget...?
 swfan28
02-08-2008, 6:07 AM
#2
They are in the templates.bif and under Blueprint, Character in both games....  [Read More]
Posted in: Some Scripting help needed!
 swfan28
02-12-2008, 6:40 PM
#6
Looks like I overlooked the possibility of the waypoint being in another module. The function GetDistanceBetween() will return the value 0.0 if either object is invalid which means that the script will return false if the waypoint is in another modul...  [Read More]
Posted in: Some Scripting help needed!
 swfan28
02-09-2008, 4:19 AM
#4
loony636 wrote: So I can use the 'GetDistanceToObject()' to determine if I am a certain distance away. Then I can use a check to say, if I am within a certain distance, make this False and don't display the dialog option. Any help with specific codin...  [Read More]
Posted in: Some Scripting help needed!
 swfan28
02-08-2008, 6:17 AM
#2
Might be easier to use the GetDistanceToObject() function to determine if you are close to the waypoints or the droids and use it to check whether or not the options show up....  [Read More]
Will_990 wrote: It must have something to do with this script I mentioned.Nope, the k_sta_basttalk1 only checks the value of the global Sta_BastTalk that is used to track the dialog during the fight. None of the scripts that change that global should...  [Read More]
There may be compatibility issues between Allronix' dialogue pack 2.1 and Master Kavar's mod as they both use same global variables and may cause a mess with a female PC. I can't find the source of this problem though. Neither the gender or the roman...  [Read More]
Posted in: Cutscene/Dialog problem
 swfan28
02-04-2008, 5:34 PM
#8
Miltiades wrote: Problem is, they should continue fighting for some moments in the dialog before stopping. Or is it best to cancel combat and then resume it in the dialog again?I'm not sure if this will work but you could have something else than one...  [Read More]
Posted in: Cutscene/Dialog problem
 swfan28
02-04-2008, 2:53 PM
#6
Miltiades wrote: Since the fight is started in the On_enter script, the heartbeat script essentially is just the default one, right? So I should just trigger the k_def_heartbt01 as a third option just like the second, right? Yes. In this case you can...  [Read More]
Posted in: Cutscene/Dialog problem
 swfan28
02-04-2008, 1:22 PM
#4
Miltiades wrote: I assume that this script keeps triggering as long as one of the four conditions is still true? Because now, the script's basically in a loop because the PC hasn't started combat (still need to make it stop in the dialog), right?Nope...  [Read More]
Posted in: Cutscene/Dialog problem
 swfan28
02-04-2008, 9:33 AM
#2
Miltiades wrote: I have spawned two NPCs with an On_Enter script into a module, and in that same script, I made it so they fight each other. I've got a script attached to the On_Heartbeat field of one of the two NPCS so that when the PC comes near, a...  [Read More]
Posted in: Matale Passcard
 swfan28
12-20-2007, 9:23 AM
#3
That is another piece of content that was cut from the game. Judging from the locked unused rooms in the Khoonda module of K2 I think that module was originally supposed to be used as Matale estate in K1. The scripts and other content related to the...  [Read More]
Posted in: Linking Dialogs With A Script
 swfan28
11-03-2007, 7:39 PM
#2
Just add a script to the first conversation that starts another conversation object oOwner = GetObjectByTag("conversation owner's tag"); DelayCommand(0.5, AssignCommand(oOwner, ActionStartConversation(GetFirstPC(), "conv. 2 filename&qu...  [Read More]
Posted in: How do you make items unique?
 swfan28
10-03-2007, 5:22 AM
#2
You must edit the include script k_inc_treas_k2.nss so that it checks the party's equipped items and player's inventory and chooses a new item to be placed if an item is already found. You must also extend this check to all creatures and placeables a...  [Read More]
Posted in: [k1] Flourishing a Weaon in dialog
 swfan28
10-03-2007, 4:39 AM
#5
Hmm, I guess you're right. Then I don't think you can flourish weapons in dialogue. The closest thing is to use the dialogue animation ready. That way the characters should raise their weapons without flourishing them and drop into a fighting stance....  [Read More]
Posted in: [k1] Flourishing a Weaon in dialog
 swfan28
10-02-2007, 4:21 AM
#2
You don't need to write any new scripts. There is an existing script named a_flourish that you can use. Just add the NPC's tag you want to perform the flourish as a string parameter. EDIT: Oops. I just noticed that you were talking of K1. In that ca...  [Read More]
Posted in:  Bastila Romance Enhancement
 swfan28
12-19-2007, 1:11 AM
#9
CrisG wrote: So we still need to install the Glitch Fix mod seperately?No you don't. The glitch fix is included in this mod. CrisG wrote: I decided not to use Allronix's Dig modThe file included in this mod is obsolete version anyway. I've been think...  [Read More]
Posted in:  Bastila Romance Enhancement
 swfan28
12-09-2007, 3:59 PM
#6
RevanGamer187 wrote: Hello sorry for bumping an old thread, but i really can't find any link that works for me for this mod, can someone attach bastila_romance_enhancement.zip to a message and send it to me at: snipped Thanks, i would really apprec...  [Read More]