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Star Admiral

Latest Posts

Page: 10 of 12
Posted in: Creating A New NPC in a custom module
 Star Admiral
11-26-2008, 2:42 AM
#25
In that case, use KT's Module Editor. Navigate to the folder where you have saved the custom module files and open it. I haven't tried using it but that should be the way to go. Note: I'm not sure whether KT can correctly modify the module files wit...  [Read More]
Posted in: Creating A New NPC in a custom module
 Star Admiral
11-26-2008, 2:19 AM
#23
First, open up KT. Expand KOTOR II, then RIMs, then Modules. Locate the module you wish to spawn the NPC in. Let's pretend it's 003EBO. Expand 003EBO.rim, then Static Area Info. Double-click on the file 003ebo.are. In the text file that opens, scroll...  [Read More]
Posted in: Creating A New NPC in a custom module
 Star Admiral
11-26-2008, 1:50 AM
#21
As I understand it, you put the spawning script in the dialog file, right? But since the dialog will only trigger when you talk to the NPC, and the NPC will only spawn when triggered by the dialog, we end up going in circles. You'll need to trigger t...  [Read More]
Posted in: Creating A New NPC in a custom module
 Star Admiral
11-26-2008, 1:23 AM
#19
Spawn the NPC like you did before, without adding anything to the dialog file. If you use KT, you add the dlg file name in the textbox under the Conversation heading. Look at the screenshot for an example. http://img208.imageshack.us/img208/610/dial...  [Read More]
Posted in: Creating A New NPC in a custom module
 Star Admiral
11-26-2008, 12:35 AM
#15
Did you set your new NPC to use the extracted dialog? - Star Admiral...  [Read More]
Posted in: Creating A New NPC in a custom module
 Star Admiral
11-26-2008, 12:09 AM
#13
Try this: object oBith = CreateObject( OBJECT_TYPE_CREATURE, "n_bith", lWhereToSpawn ); - Star Admiral...  [Read More]
Posted in: Spawning items in special boxes (K1)
 Star Admiral
11-25-2008, 12:08 PM
#4
You'll need to decide exactly where you want to place the box first. First, fire up K1, go to the location where you want to put the box and use the whereami cheat to get the coordinates of that location. Write down those numbers. Then, you'll need t...  [Read More]
Posted in: Spawning a placable in a different module?
 Star Admiral
11-25-2008, 1:04 PM
#13
Right here (http://www.team-gizka.org/downloads.html). Scroll down to the "Miscellaneous" section. - Star Admiral...  [Read More]
Posted in: Spawning a placable in a different module?
 Star Admiral
11-25-2008, 12:00 PM
#10
No, it does not, so you'll need to use DeNCS if you want to see the source for it. - Star Admiral...  [Read More]
Posted in: Spawning a placable in a different module?
 Star Admiral
11-24-2008, 3:42 PM
#2
The item will be spawned in the module where it has been triggered. If you want the item to be triggered in one module but spawned in another, you might have to make use of globals in order for it to work. - Star Admiral...  [Read More]
Posted in: Script/placing help
 Star Admiral
11-23-2008, 8:57 PM
#2
I just had the same problem today while messing around with spawning crystal formations for lightsaber crystals. Make sure that in the box's .utp file that the "Usable" checkbox is checked. It's under the "Advanced" tab in KT. -...  [Read More]
Posted in: [K1] Issues with lightsaber crystals
 Star Admiral
11-22-2008, 5:02 PM
#8
I'm not sure what to make of it. If you don't mind, you could upload a portion of your work so that others may give a look at what you have and maybe narrow down the problem. - Star Admiral...  [Read More]
Posted in: [K1] Issues with lightsaber crystals
 Star Admiral
11-22-2008, 11:33 AM
#6
For K1, as DarthParametric pointed out, the effects of the power crystal has to be added to each of the saber .uti's for the bonuses to take effect on all the lightsabers. And you have to add the power crystal to upgrade.2da. However, I strongly sus...  [Read More]
Posted in: [K1] Issues with lightsaber crystals
 Star Admiral
11-21-2008, 10:36 PM
#2
I'm a little confused as to what kind of problem you're having. Are you replacing one of the in-game crystals, or are you creating a brand new one? And what bonuses are the crystals supposed to give? If you could clarify a bit as to what you mean by...  [Read More]
Posted in: Attribute Damage/Multi-Classing
 Star Admiral
11-25-2008, 12:09 PM
#3
Good point. I probably only want to make Kreia and Visas into a prestige class. Thanks for the info. - Star Admiral...  [Read More]
Posted in: Attribute Damage/Multi-Classing
 Star Admiral
11-20-2008, 4:32 PM
#1
Two questions that have been bugging for a while since I've starting modding. First off, exactly how much attribute damage is done when it hits? The On Hit Properties area doesn't let you specify how much, so I assume that it is stored in some .2da f...  [Read More]
Posted in: List of Modules?
 Star Admiral
11-16-2008, 11:38 PM
#2
Not that I'm aware of, but KT gives the name of the modules in the module list. Do you need a more comprehensive list? - Star Admiral...  [Read More]
Posted in: Lightsaber Forms
 Star Admiral
11-15-2008, 4:38 PM
#5
Yes, I've seen that particular mod and used it. I was just wondering if it were possible to create it as a spell. Call me lazy, but I sometimes dislike having to constantly switch armbands. I'll give it a roll and if I succeed, I'll post my results....  [Read More]
Posted in: Lightsaber Forms
 Star Admiral
11-15-2008, 12:02 PM
#3
I was kind of expecting that. Thanks anyway. Out of curiosity, I've been looking through the scripting tutorials for making new force powers, and it occurred to me that it might be possible to add the saber forms to K1 by scripting them as a buff po...  [Read More]
Posted in: Lightsaber Forms
 Star Admiral
11-13-2008, 8:47 PM
#1
What script controls the bonuses that the lightsaber forms in TSL grant the player? I've looked into the spells.2da file, but I can't seem to find them, as they don't have an entry in the impactscript column. Can they even be changed at all, or is it...  [Read More]
Posted in: Help adding script
 Star Admiral
11-13-2008, 8:45 PM
#4
If you're looking to add dialog options, you'll first need to edit or create a new dlg file for the character in question. If I remember correctly, to determine if that particular dialog branch is available, you'll need type in the script file's name...  [Read More]
Posted in: Adding Additional Colors
 Star Admiral
11-08-2008, 4:40 AM
#3
Ah, and how do I hex edit the hilt MDL? I can't seem to find a tutorial on what tools to use for the job. BTW, once I get the color crystal into the game, how do I add additional icons for the crystal. The game has only so many built-in icons, so if...  [Read More]
Posted in: Adding Additional Colors
 Star Admiral
11-08-2008, 2:03 AM
#1
If I were to add additional saber colors to TSL, what file do I have to edit? I've already created the color .tga already, and tested that it works by replacing an ingame color. Looking at other mods that do the same thing, it appears that I'll have...  [Read More]
Posted in: Battle Precognition Armor Restriction
 Star Admiral
11-18-2008, 5:19 PM
#5
After a fair bit of messing around while working on a different mod, I chanced across a fix for this problem, a rather tedious fix, that is. Battle Precognition apparently is somehow related to the UpgradeLevel of the robe/armor in question. Setting...  [Read More]
Posted in: KotOR & TSL Save Game Files
 Star Admiral
11-24-2008, 3:20 PM
#62
First, create a new folder on your desktop. Second, extract the files from the archive into the folder you just created. Third, open the folder you created and look for a folder called "saves". Fourth, copy the folder "saves" into...  [Read More]
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