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Star Admiral

Latest Posts

Page: 11 of 12
Posted in: Spawning Script/DLG Files
 Star Admiral
11-07-2008, 12:33 AM
#1
I've been messing around with scripts recently and I seem to have come upon a problem. I'm not sure if I've edited the wrong script or if my code is off, but I can't seem to get an object to spawn whenever I enter a module. Which script should I modi...  [Read More]
Posted in: Ebon Hawk Reskin
 Star Admiral
11-06-2008, 10:49 PM
#10
LOL, you posted right before I did. Hope that's the last of them problems. - Star Admiral...  [Read More]
Posted in: Ebon Hawk Reskin
 Star Admiral
11-06-2008, 10:36 PM
#8
You could try looking for 002_EBO_****.tga, EBO_****.tga, and leh_****.tga. You might be using the Ebon Hawk LS Reskin, though I'm not sure. @Ferc Kast, I think that it is the Final Touch mod by Oldflash. HK-42 can probably confirm. - Star Admiral...  [Read More]
Posted in: Battle Precognition Armor Restriction
 Star Admiral
11-06-2008, 2:50 PM
#4
I know, that is probably the most ridiculous of the force restrictions, as what armor you're wearing shouldn't affect your ability to perceive what is going to happen. The interesting thing is that the Zeison Sha armors also block the power, even tho...  [Read More]
Posted in: Battle Precognition Armor Restriction
 Star Admiral
11-06-2008, 1:25 AM
#1
I've been messing around with removing the force restriction that armor imposes on the wearer, and I've noticed that there doesn't seem to be a way to remove the force restriction for the Battle Precognition power (the power that adds your wisdom mod...  [Read More]
Posted in: Creating Icons
 Star Admiral
11-03-2008, 2:36 AM
#11
So, how would I add them? I tried follow the naming convention provided by the game, but it unfortunately does not work. - Star Admiral...  [Read More]
Posted in: Creating Icons
 Star Admiral
11-03-2008, 12:46 AM
#9
Got it. It's working. Perhaps I'm a little unobservant, but what exactly did you change? I must thank everyone here for spoon-feeding me info on getting the simple icon straight. :emodanc: I really need to improve my editing skills. On a side note...  [Read More]
Posted in: Creating Icons
 Star Admiral
11-03-2008, 12:13 AM
#7
Yes, the model variation is set to 5. The icon appears ingame, but the black background around it won't disappear. I am running on high texture settings. Would it make a difference? As I understand it, there are three texture packs, one for each lev...  [Read More]
Posted in: Creating Icons
 Star Admiral
11-02-2008, 9:34 PM
#5
I'm using Photoshop Extended CS3, so would the plugin work? Since I've had such difficulty creating a new icon, I've decided to first attempt a simple recoloring of an existing one. Predictably, it didn't work. If someone would be kind enough to off...  [Read More]
Posted in: Creating Icons
 Star Admiral
11-02-2008, 4:46 PM
#3
I tried what you suggested, and it worked. Photoshop saved the alpha channel. The problem though, is that the background is still there. I must be doing something wrong, as Photoshop can see the alpha channel but the game can't. Any suggestions? -...  [Read More]
Posted in: Creating Icons
 Star Admiral
11-02-2008, 12:57 PM
#1
Since I'm completely graphics illiterate, I find that I have grave difficulties when it comes to creating custom icons for new items in the game. Every time I save the icon, it comes up in the game with a beautiful white background around it that tot...  [Read More]
Posted in: How did I screw this up?
 Star Admiral
11-02-2008, 12:17 AM
#6
I've never played the original KOTOR (I know, gasp! :D), so please bear with me. Judging from experience, I would say that Jolee's robe might be located in one of the module files. Go to the one where you first meet up with him and check for the robe...  [Read More]
Posted in: How did I screw this up?
 Star Admiral
10-30-2008, 10:56 PM
#2
Not sure if it would make any difference, but you could try unequipping the robe Bastila is wearing, removing the item from your inventory with KSE, and then adding it back in. Sometimes when you install a mod and receive an item changed by the mod a...  [Read More]
Posted in: Damage Immunity/Resistances
 Star Admiral
10-29-2008, 4:22 PM
#3
Thanks for the tip. You've been been very helpful! - Star Admiral...  [Read More]
Posted in: Damage Immunity/Resistances
 Star Admiral
10-28-2008, 1:33 PM
#1
I have a question regarding damage immunity and resistances. I know that they don't stack, but when computing the damage dealt to a player, which effect is added first? If I'm not mistaken, the resistance subtracts so many points from the damage deal...  [Read More]
Posted in: Removing Upgrade Restrictions
 Star Admiral
10-29-2008, 4:27 PM
#5
There's a bug in KotorTool which maps the value for the Upgrade Level field to the Body Variation input box instead when editing armors and robes. So you need to put the upgrade level value in that box instead for it to be saved. For some reason, I...  [Read More]
Posted in: Removing Upgrade Restrictions
 Star Admiral
10-28-2008, 4:04 AM
#1
I have a question regarding upgrading armor and robes. How would you go about removing the restrictions on upgrade types? For example, some robes can only be upgraded with some underlays, while others can't be upgraded at all. The same goes for armor...  [Read More]
Posted in: Lightsaber Crystals
 Star Admiral
10-30-2008, 6:38 PM
#25
@Darth Payne, I've been bantering around the idea of doing as you suggested, except I almost feel an overwhelming desire to create some sort of side quest involved in obtaining the more exotic crystals. Before I get carried away, I'll probably end up...  [Read More]
Posted in: Lightsaber Crystals
 Star Admiral
10-29-2008, 4:35 PM
#23
@DarthParametric, Thanks for the link. The info has proved most useful, especially as I was also thinking of creating other upgrade items for melee/ranged weapons. @RedHawke, Yes, it helps a lot. I'll go brush up on my scripting and think of an inte...  [Read More]
Posted in: Lightsaber Crystals
 Star Admiral
10-27-2008, 6:27 PM
#21
This information you have to enter yourself manually in the appropriate section in the items file, this is true for all items you make. If you are using the KT item editor there is a tab for the description. I did use the KT item editor, but it did...  [Read More]
Posted in: Lightsaber Crystals
 Star Admiral
10-27-2008, 3:43 AM
#18
Okay, I just finished doing a complete playthrough of the game with the new crystals to see how they add up. On the whole, not bad for a firsttime mod, though I have a few small bugs that need fixing. - What determines the description of the crystal...  [Read More]
Posted in: Lightsaber Crystals
 Star Admiral
10-13-2008, 9:38 PM
#17
@Darth Payne, I guess I could do so, but there are already two LS and two DS crystals in the game. Maybe a neutral variant usable by both alignments. I've noticed that DS items tend to boost strength while LS items boost wisdom. Does that mean that a...  [Read More]
Posted in: Lightsaber Crystals
 Star Admiral
10-12-2008, 10:57 PM
#14
Okay, I'm nearly done with modifying the lightsaber crystals. All of the 27 existing upgrade power crystals were enhanced or had their attributes altered to better match what they are described to have. In addition, I created 10 new crystals. If I ca...  [Read More]
Posted in: Lightsaber Crystals
 Star Admiral
10-11-2008, 1:47 PM
#12
I just need a few pointers for setting up the crystal properties. In terms of damage types, what exactly is Universal damage? Does it do damage in all categories, i.e., sonic, energy, fire, etc, or is it a unique type of damage that can't be shielded...  [Read More]
Posted in: Lightsaber Crystals
 Star Admiral
10-10-2008, 2:11 AM
#9
Release it? I hadn't thought of that. I just wanted to add more upgrade crystals for my own game, since the crystals in the game had rather miserable stats and the types available numbered much less than the list in Wookiepedia, for example. Sure, w...  [Read More]
Page: 11 of 12