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Star Admiral

Latest Posts

Page: 1 of 12
Posted in: Question about Dialog Making
 Star Admiral
04-22-2010, 10:41 PM
#5
Unfortunately, it seems that there isn't one convenient function for all your stat checks. You'll need to look at the set of scripts starting with c_sc_*.nss and pick the one that you need. Each skill has four scripts, one to check for greater, one f...  [Read More]
Posted in: Game is slowing down
 Star Admiral
04-15-2010, 12:54 PM
#6
Does the Shadows of the Empire mod change any of the smoke textures on the main screen? Before I got a better graphics card, the main menu used to drag more than the game itself if I enabled AA with all the smoke swirling around. Apart from that, not...  [Read More]
Posted in: "Shapeshifting"
 Star Admiral
04-08-2010, 11:08 PM
#11
Now that I'm home, here is an example of the script. To disguise someone, use something like this: void main() { effect eDisguise = EffectDisguise( 4 ); ApplyEffectToObject( DURATION_TYPE_TEMPORARY, eDisguise, GetObjectByTag( "tagofnpc" ),...  [Read More]
Posted in: "Shapeshifting"
 Star Admiral
04-08-2010, 7:22 PM
#9
Yes indeed, EffectDisguise() works. :) More efficient than equipping/unequipping armor with a disguise property. - Star Admiral...  [Read More]
Posted in: "Shapeshifting"
 Star Admiral
04-08-2010, 12:40 PM
#3
Have a look at the EffectDisguise() function. You'll need to look up the appearances you want in the appearance.2da file. - Star Admiral...  [Read More]
Posted in: Warp Script
 Star Admiral
03-02-2010, 1:05 PM
#2
Use something like this: void main() { StartNewModule( "module_name", "starting_waypoint" ); } You can put the script name in a NPC dialog or a door to have the player warped to the custom module. - Star Admiral...  [Read More]
In general, try not to use global booleans for simple things like dialog conditionals, unless it is quest-specific dialog. You can easily do the same with local booleans, thus avoiding the need to modify the globalcat.2da file. void main() { SetLoca...  [Read More]
Alternatively, you can use tk102's DLGEditor available here (http://www.starwarsknights.com/tools.php). Works much the same way, but it can be used for TSL as well. Welcome to the forums and happy modding. :) Word to the wise, might want to reduce t...  [Read More]
Posted in: K1 merchant Script
 Star Admiral
02-15-2010, 12:58 PM
#2
Something like this: void main() { OpenStore( GetObjectByTag( "custom" ), GetFirstPC(), 0, 0 ); } - Star Admiral...  [Read More]
Posted in: Super Enhanced Mod for KoTOR problem..
 Star Admiral
02-15-2010, 1:02 PM
#8
No problem. Happy gaming. :) - Star Admiral...  [Read More]
Posted in: Super Enhanced Mod for KoTOR problem..
 Star Admiral
02-15-2010, 12:59 PM
#6
At least until you finish the desert. Once you go to another area, say the Sandpeople Enclave, then the NPCs will revert back to their vanilla stats. - Star Admiral...  [Read More]
Posted in: Super Enhanced Mod for KoTOR problem..
 Star Admiral
02-15-2010, 12:53 PM
#4
Not quite. You need a savegame before you first entered the Tatooine desert. Once a location is entered, the level and stats of the NPCs in it are set, and changing your Override folder will not reset them. - Star Admiral...  [Read More]
Posted in: Super Enhanced Mod for KoTOR problem..
 Star Admiral
02-15-2010, 12:24 PM
#2
You'll need to load a savegame before you first leave Tatooine for the changes to take effect. Good luck with that mod, I found it too difficult for my tastes. :) - Star Admiral...  [Read More]
Posted in: The weakness of player made force powers
 Star Admiral
01-26-2010, 11:32 AM
#3
True enough. But at least the problem is restricted to TSL only, and there aren't a huge number of Force mods out for TSL. stoffe's High Level Powers with Improved AI is in general the most common one used, but that one does take the Force forms into...  [Read More]
Posted in: Psuedo Force Forms
 Star Admiral
01-26-2010, 11:34 AM
#4
Did you add it to the script of the new power, or did you add it directly to the k_inc_force.nss file? Be careful with editing that file, because it WILL cause massive incompatibilities with many mods. - Star Admiral...  [Read More]
Posted in: Conditional script please
 Star Admiral
01-25-2010, 12:19 AM
#4
Not too sure about the GetLevelCreature command. moda, could you tell me where you saw that? It isn't an in-game function. harIII, you can use the GetHitDice() function. Something simple like this: void main() { object oTarget = GetFirstPC(); int n...  [Read More]
Posted in: How to point new journal entries to global?
 Star Admiral
01-16-2010, 5:41 PM
#2
Enter StrRef0 to reference the first added entry, StrRef1 to reference the next one, and so on. TSLPatcher will replace the StrRefs with the new values when the mod is installed. - Star Admiral...  [Read More]
Posted in: Help please
 Star Admiral
01-13-2010, 11:15 PM
#4
Did you add the items to a merchant or a placeable? For the merchant, did you save the modified UTM file to your Override folder? For the placeable, does the placeable even appear in the game? - Star Admiral...  [Read More]
Posted in: Attack after low health??
 Star Admiral
01-13-2010, 9:08 PM
#8
Strange. Not sure why the ActionForceMoveToLocation() would behave that way. :confused: Well, if changing it to ActionMoveToLocation() works, then great. Looking forward to see your finished mod. :) - Star Admiral...  [Read More]
Posted in: Attack after low health??
 Star Admiral
01-13-2010, 4:02 PM
#6
1x modified script coming up. :) FYI, usually 2 decimal places are enough for specifying location. void main() { int nFlag = IntToFloat( GetCurrentHitPoints( OBJECT_SELF ) ) < ( 0.3 * GetMaxHitPoints( OBJECT_SELF ) ); if( nFlag && !GetLoc...  [Read More]
Posted in: Attack after low health??
 Star Admiral
01-13-2010, 12:08 AM
#4
Try this. I assumed that NPC1 is set to hostile and NPC2 is set to neutral. If you want NPC1 to start neutral and become hostile after a dialog, you'll need to attach a separate script to the dialog file. Be sure to set the Minimum 1HP flag in NPC1'...  [Read More]
Posted in: Attack after low health??
 Star Admiral
01-12-2010, 8:19 PM
#2
I assume you mean that NPC1 starts at full health, gets in a fight with you, and when he drops to 30% health, trigger NPC2 to join the fight with him? - Star Admiral...  [Read More]
Posted in: [K1]Whereami help
 Star Admiral
01-09-2010, 11:09 AM
#4
Did you install the mod by running the TSLPatcher program? It should update your spells.2da file with the correct entries. Did it give any error messages? - Star Admiral...  [Read More]
Posted in: using the patcher
 Star Admiral
01-06-2010, 8:22 PM
#8
Exactly. The patcher will take care of all the work, assuming you created the changes.ini file correctly. - Star Admiral...  [Read More]
Posted in: Little help here?
 Star Admiral
01-06-2010, 7:40 PM
#2
Not sure if I followed the a_exit_walk.nss script completely, but try the following. void ST_Move() { ActionMoveToLocation(Location(Vector(-32.9496, 14.387, 0.0000), 99.555)); } void ST_Move2() { ActionMoveToLocation(Location(Vector(-32.2602, 20.46...  [Read More]
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