Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

harIII

Latest Posts

Page: 15 of 21
Posted in: Cut Scene Problem
 harIII
12-12-2008, 8:40 AM
#1
I've been working on my cut scene but when I try to save the dialog file the check box that says "Annimated something" the check mark goes away. Why does this happen? If it makes a difference, this is for K1....  [Read More]
Posted in: Granting Powers At Level-Up
 harIII
12-10-2008, 8:31 AM
#3
What if you were to convert the Force Power scripts into the Feat.2da. Once it's in here could you grant them that way and still have the same affect of the Force Power?...  [Read More]
Posted in: Converting TPC's to TGA's
 harIII
12-10-2008, 8:23 AM
#2
I think that if you load them into GIMP, you can do a save as and convert them that way. I'm not certain but I'm pretty sure that you can do this....  [Read More]
Posted in: How to add Custom Items in KT
 harIII
12-09-2008, 10:36 AM
#4
Thanks, I will try this as well. I can already place a custom item in their inventory but just don't know how to immediately equip them....  [Read More]
Posted in: How to add Custom Items in KT
 harIII
12-08-2008, 10:27 AM
#1
In the menu of modifying an NPC and within the Inventory area there is a tab that can be accessed that is labeled Custom Items. If you open it, there aren't any items selectable, is there a way you can add your custom items?...  [Read More]
Posted in: Camera Cut-Scene
 harIII
12-08-2008, 10:35 AM
#3
Thanks, this is awesome, i'll try to use it this afternoon....  [Read More]
Posted in: Camera Cut-Scene
 harIII
12-08-2008, 10:11 AM
#1
Is there a tutorial about how to create a cut-scene for K1?...  [Read More]
Posted in: K1, Script Decompiler
 harIII
12-08-2008, 10:25 AM
#5
Okay, thanks....  [Read More]
Posted in: K1, Script Decompiler
 harIII
12-08-2008, 9:50 AM
#3
Is there anyway that you can find the source codes of the scripts in modules? I've searched for such things but could never find them in the BIFs section of uncompiled scripts....  [Read More]
Posted in: K1, Script Decompiler
 harIII
12-08-2008, 8:37 AM
#1
Is there a program that can decompile scripts in K1?...  [Read More]
Posted in: Story line Obstical
 harIII
12-11-2008, 9:43 AM
#11
This is a rough idea of what I am doing, this is the Elder Settlement on the Unknown Planet. http://rapidshare.com/files/172396196/Trial_Setup__Royal_Secret_.bmp.html...  [Read More]
Posted in: Story line Obstical
 harIII
12-10-2008, 8:27 AM
#9
Will this also return the door to it's natural state, it is presently a static door. A static door serves no purpose but to make the module look more detailed. It just sits there and you can't select it....  [Read More]
Posted in: Story line Obstical
 harIII
12-09-2008, 10:39 AM
#7
Sorry about that RedHawke. I will try to remember this in the future. I wasn't addressing you... I was addressing another poster who's posts in this thread were about as helpful as a pile of Bantha Poodoo and was thusly spam. ;) -RH...  [Read More]
Posted in: Story line Obstical
 harIII
12-08-2008, 8:39 AM
#5
I like it, I'll have to figure out something new though....  [Read More]
Posted in: Story line Obstical
 harIII
12-05-2008, 9:26 AM
#3
Yep, that is exactly the first test. You answer three questions. If you miss the first question, you have to fight one enemy, 2nd question, 2 enemies, and the 3rd question, 3 enemies....  [Read More]
Posted in: Story line Obstical
 harIII
12-04-2008, 11:17 AM
#1
In my latest mod, the New Korriban Tomb, there will a preticular module that will a variety of tests. I have an idea for one of these tests though, I have no idea on how to accomplish this. The test will be in the Elder Settlement. At the very begin...  [Read More]
Posted in: K1 Leveling
 harIII
12-04-2008, 11:05 AM
#4
Okay, thanks. I knew that it was hardcoded and I'm sure that you guys are sick of saying it but I thought that if we tried to take a different route, it might be possible....  [Read More]
Posted in: K1 Leveling
 harIII
12-03-2008, 11:29 AM
#1
Now before anybody says any thing, I know trying to go beyond level 20 in K1 is HARDCODED! I am courious if it is possible rather than trying to increase the level 20 to say level 30, is it possible to keep sending level 19 through a loop? So in th...  [Read More]
Posted in: Dialog File(s) Not working in KOTOR Tool
 harIII
12-09-2008, 10:32 AM
#12
Thanks, I will try this....  [Read More]
Posted in: Dialog File(s) Not working in KOTOR Tool
 harIII
12-08-2008, 8:36 AM
#10
I can use it sufficiently, I was just curious if I could bring the DLG files back into KT because I like KT's interface better....  [Read More]
Posted in: Dialog File(s) Not working in KOTOR Tool
 harIII
12-05-2008, 9:23 AM
#8
This happens to all dialog files that are outside of KOTOR Tool. For example, if I make a dialog file and save it to the desktop, close the conversation editor, reopen the conversation editor, and the try to open the dialog file, it will not work. I...  [Read More]
Posted in: Dialog File(s) Not working in KOTOR Tool
 harIII
12-04-2008, 9:44 AM
#6
Just KT's Conversation Editor...  [Read More]
Posted in: Dialog File(s) Not working in KOTOR Tool
 harIII
12-03-2008, 8:43 AM
#4
Well that's what I've been doing but just enjoy the interface of the KOTOR Tool's Conversation Editor more than the tk102's DLG Editor. But I have been greatly using both....  [Read More]
Posted in: Dialog File(s) Not working in KOTOR Tool
 harIII
12-02-2008, 11:18 AM
#1
My problem is that after I create a dialog file (for K1) and save it the override folder as well as close the dialog window; I can't reopen it without building the file into an ERF file. Otherwise I just get an error saying something about an arithme...  [Read More]
Posted in: New Korriban Tomb (Recruiting)
 harIII
12-01-2008, 1:13 PM
#21
Thanks InsanitySorrow for the item and possibly items. Just to keep the community updated, with the absolute most basic version of my mod, I am roughly 60 to 70% completed. I would like to expand Korriban's surface which will be a reskinned ver...  [Read More]
Page: 15 of 21