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Star Admiral

Latest Posts

Page: 6 of 12
Posted in: Can't compile a spawn utc script!!
 Star Admiral
01-21-2009, 2:28 PM
#2
Could you post the script so we can see what is wrong with it? - Star Admiral...  [Read More]
Posted in: Dialog Problem
 Star Admiral
01-20-2009, 10:30 PM
#6
Open up the placeable in KT and go to the Scripts tab. Is there an entry in the OnUsed textbox? If not, compile the following code and put the script name into that box. void main() { ActionStartConversation( GetFirstPC() ); } EDIT: Change OBJECT_S...  [Read More]
Posted in: Dialog Problem
 Star Admiral
01-20-2009, 9:13 PM
#4
Two things. One, are there any conditionals in the dialog? If no dialog branch is valid, no dialog will launch. Two, are you sure your character can access the placeable, i.e., nothing is blocking it? Try moving the invisible placeable a little bit f...  [Read More]
Posted in: Question about .2da files
 Star Admiral
01-18-2009, 11:49 PM
#2
Judging from my experience with using blank StrRefs, no, there shouldn't be any conflicts with reusing existing entries. If you end up releasing the mod publicly, though, there may be some issues with getting the mod installed properly, as I don't th...  [Read More]
I'm not sure why it behaves that way, but I've noticed that adding properties to the color crystals usually doesn't work. Either the bonuses do not show up at all or they are wrong. The best way to add properties for one lightsaber color only is to e...  [Read More]
Posted in: Help with Baseitems.2da editing
 Star Admiral
01-16-2009, 5:48 PM
#4
I'll assume that you entered the data in the 2da file correctly. Are you using KT? If you are, check the Other tab in the Options section under the Tools menu. Make sure that the box with "Look the Game's Override folder for 2DA files" is c...  [Read More]
Posted in: Credit Script
 Star Admiral
01-16-2009, 6:41 PM
#9
Use this conditional for branch 1. int StartingConditional() { if( GetJournalEntry( "xxx" ) == 0 ) return TRUE; return FALSE; } Use this conditional for branch 2. int StartingConditional() { if( GetJournalEntry( "xxx" ) == zzz...  [Read More]
Posted in: Credit Script
 Star Admiral
01-16-2009, 5:54 PM
#7
How many nodes do you have in your dialog file? The best way to set it up would be something as follows. - Branch #1 (checks if the quest is there; NPC uses this branch if the quest doesn't exist) - Branch #2 (checks if the quest is there; NPC uses...  [Read More]
Posted in: Credit Script
 Star Admiral
01-16-2009, 5:23 PM
#5
For quest entries, you can use the GetJournalEntry() function. The conditional script for the dialog file would look something like this. int StartingConditional() { if( GetJournalEntry( "xxx" ) == zzz ) return TRUE; return FALSE; } "...  [Read More]
Posted in: Credit Script
 Star Admiral
01-16-2009, 4:05 PM
#2
Does anybody have a script that checks for your credit amount? I would like one. I know there is one that takes credits but how does it work if you dont have that much. Thanks! I'm almost certain there is a built-in script, but I can't find it. Ah w...  [Read More]
Posted in: K1 Force Pack 2.0
 Star Admiral
01-14-2009, 9:19 PM
#4
Thanks for the comments. :) I figured that I should mention this, as this is not a bug but an engine restriction. There are more than a few powers within this mod that increase the number of attacks that you can do per round. The limit imposed by th...  [Read More]
Posted in: K1 Force Pack 2.0
 Star Admiral
01-14-2009, 9:03 PM
#1
At last, it is done. Between my flagging dedication and several days of upgrading my computer from XP to Vista, this mod has been put off for one week. This mod includes everything from version 1.0 and adds 11 distinct powers on top of it. Thus, ther...  [Read More]
Posted in: [K1]Sitting Script.
 Star Admiral
01-13-2009, 6:00 PM
#4
To figure out what constants are usable for the ActionPlayAnimation() function, use NotePad to open up the nwscript.nss file inside your Override folder. Using the Find ability under the Edit menu, type in ANIMATION_ and hit Find. You'll be taken to...  [Read More]
Posted in: Script Parameter Crashes?
 Star Admiral
01-10-2009, 11:32 PM
#2
Not sure if this might be a cause, but you should enclose the statements for each case within braces. Regarding the crash issue, it might be because the exarkun NPC does not exist yet. Try putting a GetIsObjectValid check on the NPC. void main() { i...  [Read More]
Posted in: repairing 2da files
 Star Admiral
01-09-2009, 5:04 PM
#5
As qui_gon_glenn pointed out, the problem is not with whether the game can read that file. It is a mod conflict. What other mods do you have installed with the Recruitable Kay mod? - Star Admiral...  [Read More]
Posted in: Adding a new Commands box?
 Star Admiral
01-08-2009, 11:26 PM
#2
I'm almost certain that you can't add a new command box. Recoloring one might be possible, but not a new one. - Star Admiral...  [Read More]
Posted in: K1 EffectDamageIncrease Issue
 Star Admiral
01-09-2009, 11:29 AM
#4
If I were you, I would not edit the k_ai_master script unless absolutely necessary. Are you scripting it as a Force power or do you just want all lightsabers to do more damage in general? If it is a Force power, you would add the EffectDamageIncrease...  [Read More]
Hm, you could try adding an Activate Item that triggers the spell SPECIAL_ABILITY_CAMOFLAGE (if it's for K1). The problem is that I'm not sure if an armor can be accessed as a usable item. As for the scripts, I know that stoffe made one for the High...  [Read More]
Nope, you're right. There is an entry for stealth field generators in the baseitems.2da. Unfortunately, I don't think it's possible to add it to an armor. Unless someone else knows how, I think you're best bet is to add a stealth skill bonus to your...  [Read More]
Posted in: Appearance.2da issue [K2]
 Star Admiral
01-01-2009, 10:52 PM
#7
You could try that if you want. Else you can wait until tomorrow. I know that there are some more talented individuals than me who probably could figure out exactly what your problem is. Sorry about that. - Star Admiral...  [Read More]
Posted in: Appearance.2da issue [K2]
 Star Admiral
01-01-2009, 10:42 PM
#5
Not an expert with appearance.2da, but what did you change with in that file? Did you replace T3M4's original line completely with the values from the line for the War Droids? - Star Admiral...  [Read More]
Posted in: Appearance.2da issue [K2]
 Star Admiral
01-01-2009, 10:31 PM
#2
Won't it be easier to change the appearance of the NPC by editing the utc's as opposed to the appearance.2da? You might want to change T3's appearance to a War Droid by changing p_t3m4.utc. - Star Admiral...  [Read More]
Posted in: K1 source scripts
 Star Admiral
01-01-2009, 10:04 PM
#11
Sorry about that, the module names happened to be the same, so I jumped to conclusions. I tried decompiling a few. The simplest ones that just set globals work fine, but they don't contain useful stuff. The ones that are interesting don't work. An...  [Read More]
Posted in: K1 Force Pack 1.0
 Star Admiral
01-02-2009, 9:40 PM
#9
Thanks for the link. *** Edits previous post. *** I checked out the files for the Super Enhanced Add-On. They are almost compatible, except for one file, the classes.2da file. I'll release a 1.1 patch for mine in two or three days, else I'll package...  [Read More]
Min1HP means that the character will always have at least one health point. Translation: the character will never die no matter what. - Star Admiral...  [Read More]
Page: 6 of 12