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Kl0kw3rk

Latest Posts

Page: 1 of 1
Posted in: K2 AI Damage
 Kl0kw3rk
01-14-2009, 7:14 PM
#1
I changed some settings to make the game tougher, such as changing dmg mod to "1" in autobalance.2da, but I ran into a problem in the run through Peragus. The mining droids in the first few sections did normal damage on par with mine, as ex...  [Read More]
Posted in: Duplicate Blueprints
 Kl0kw3rk
07-14-2007, 10:08 PM
#3
Or you can avoid placing templates with non-unique names in the override folder and instead put them back into the module file you extracted them from. Into the original bif files? How is that done?...  [Read More]
Posted in: Duplicate Blueprints
 Kl0kw3rk
07-10-2007, 5:38 PM
#1
I've been trying to adapt the fightables in the game to my new XP system. In the case that there are multiple character blueprints with the same name, is there a way to change the reference in some script that controls the spawn and such, so that one...  [Read More]
Posted in: Armor Function Change
 Kl0kw3rk
07-09-2007, 4:52 PM
#6
What I'm having to do to make this work is manually edit the xml for all pieces in the game. The first six defense points are now only physical and temperature damage resistance. Ion and energy resistance add after that. Nothing else is affected. The...  [Read More]
Posted in: Armor Function Change
 Kl0kw3rk
07-08-2007, 11:45 PM
#4
What does the cost column do?...  [Read More]
Posted in: Armor Function Change
 Kl0kw3rk
07-08-2007, 6:57 PM
#1
I'm figuring out a way to make armor reduce damage because it's stupid that it it makes you harder to hit. Only problem is damage resistance is too imprecise with the increments of 5. Question is, is there a property that can do this more precisely?...  [Read More]
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