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Star Admiral

Latest Posts

Page: 9 of 12
Posted in: Adding Force Power to Level Up Screen
 Star Admiral
12-07-2008, 3:02 PM
#3
No, they match. I triple-checked it to be sure. :xp: - Star Admiral...  [Read More]
Posted in: Adding Force Power to Level Up Screen
 Star Admiral
12-07-2008, 2:03 PM
#1
Title sums it up. I've scripted an hostile force power into K1, tested it, and it works perfectly. The icon/sounds/animation all work fine. The problem is, it does not show up for selection in the level-up screen and even though I have the power, I c...  [Read More]
Posted in: Problem With Force Push Effect
 Star Admiral
12-07-2008, 12:50 AM
#2
void main() { object oSith = GetObjectByTag( "sith_lord", 0 ); location lPush = GetLocation( GetObjectByTag( "wp_push" ) ); SignalEvent( oSith, EventSpellCastAt( OBJECT_SELF, 23, 1 ) ); effect eLink1 = EffectForcePushTargeted(...  [Read More]
Posted in: adding a new onhit property?
 Star Admiral
12-04-2008, 5:17 PM
#4
Not sure about the custom onhit properties, but if I had to guess, than no, not possible. Someone else confirm? As to changing the texture of an object when fired, I'll say your best bet is to make two identical objects, one with the old texture and...  [Read More]
Posted in: K1 Leveling
 Star Admiral
12-03-2008, 12:06 PM
#2
Not sure about the looping part, but I'm pretty sure that there isn't a script that grants you feats and powers in K1, which is most inconvenient. Really, level 20 is hardcoded? Dang, I was just thinking of an interesting way to increase it. Ah well...  [Read More]
Posted in: Dialog File(s) Not working in KOTOR Tool
 Star Admiral
12-04-2008, 3:19 PM
#7
Got me there. Well, if you can use the DLG Editor to make it work and it does not crash the game, then I guess it would be best to just use the DLG Editor. One more question, does this happen with only one file, or with all dialog files that you atte...  [Read More]
Posted in: Dialog File(s) Not working in KOTOR Tool
 Star Admiral
12-03-2008, 2:20 PM
#5
Do you get the same arithmetic error when you open it with the DLG Editor, or is it only with KT's Conversation editor? - Star Admiral...  [Read More]
Posted in: Dialog File(s) Not working in KOTOR Tool
 Star Admiral
12-02-2008, 12:47 PM
#2
Unfortunately, the dialog editor in KT is currently incompatible with either K1 or K2. You'll need to use the excellent DLG Editor (http://www.starwarsknights.com/tools.php) by tk102 to do the dialog editing. Look under the Dialog/Sound Editing categ...  [Read More]
Posted in: problems with save game editor
 Star Admiral
12-03-2008, 2:18 PM
#6
Do you have the User Account Control enabled on your Vista machine? If so, it may be interfering with KSE's ability to save the modified savegame. Try disabling it. - Star Admiral...  [Read More]
Posted in: Lightsaber Cores
 Star Admiral
12-03-2008, 2:25 PM
#3
Thanks for the help. You could always upload the screenshot to ImageShack and post a link to that page. - Star Admiral...  [Read More]
Posted in: Lightsaber Cores
 Star Admiral
11-30-2008, 9:46 PM
#1
I need some tips on an efficient way to change the color of a lightsaber's core color, say from white to blue or red. The color change appears all right, but it is not consistent from all angles. For example, at one angle, the red core is very visibl...  [Read More]
Posted in: Scipt not compiling?
 Star Admiral
11-30-2008, 9:38 PM
#4
void main() { object oEntering = GetEnteringObject(); object oPC = GetFirstPC(); if(GetIsPC(oEntering) && !(GetIsObjectValid(GetObjectByTag("hawkx")))) { CreateObject(OBJECT_TYPE_PLACEABLE, "hawkx", Location(Vector(58.2...  [Read More]
Posted in: Where is Bao-dur's remote in KSE?
 Star Admiral
11-29-2008, 5:02 PM
#3
The only way I've found to change the Remote's appearance is to edit the "p_remote.utc" file and then load a game before Bao-Dur and the Remote join your party. - Star Admiral...  [Read More]
Posted in: Dialogue Conditionals
 Star Admiral
12-01-2008, 5:26 PM
#5
I haven't checked the scripts that stoffe mentioned, so I'm not sure if they can be used for this. They probably can, as I've only just started scripting and don't know what all the ingame scripts do yet. To continue on the method that I use for my...  [Read More]
Posted in: Dialogue Conditionals
 Star Admiral
11-29-2008, 4:59 PM
#2
This probably isn't the most efficient way to do it, but you could declare a global variable in globalcat.2da and then check to see if the variable is set to determine if the character should launch his monologue. The variable starts as 0, but once t...  [Read More]
Posted in: Music Enhancement For K1
 Star Admiral
12-01-2008, 2:19 PM
#5
Thanks for putting up quickly, J7! *** Edits previous post with link *** - Star Admiral...  [Read More]
Posted in: Music Enhancement For K1
 Star Admiral
11-28-2008, 11:16 PM
#1
This mod is a remastering of most of the sounds present in K1, much as what PastramiX has done for TSL. From the Readme: Music Enhancement For K1 Readme Version: 1.0 Developer: Star Admiral Date: 11/28/08 What This Mod Does: Unlike the disaster...  [Read More]
Posted in: Setting Lock DC
 Star Admiral
11-28-2008, 8:12 PM
#5
Interesting, apparently the lock DCs go by eights. Increasing the OpenLockDiff by 1 increases the lock DC by 8. Is there a reason for that, out of curiosity? In any case, yes, the lock DC problem is fixed. Thanks for the replies. - Star Admiral...  [Read More]
Posted in: Setting Lock DC
 Star Admiral
11-28-2008, 12:01 PM
#3
Okay, found the two fields. Right now the lock has a DC of 16 inside the game. According to the GFF Editor, the OpenLockDC field is set to 20, the OpenLockDiff is set to 2 and the OpenLockDiffMod is set to 0. Where did the 16 come from? Thanks! - S...  [Read More]
Posted in: Setting Lock DC
 Star Admiral
11-27-2008, 7:58 PM
#1
Title pretty much says it all. How do you set the DC of a locked cylinder? I've tried setting the OpenLock DC, but it doesn't change the DC when I try it in the game. - Star Admiral...  [Read More]
Posted in: Giving multiple items in script
 Star Admiral
11-27-2008, 5:58 PM
#5
Add an additional parameter with the number of items needed. void main() { object oItem = CreateItemOnObject( "g_a_class4002", GetFirstPC(), nAmount ); } - Star Admiral...  [Read More]
Posted in: Add darkside points after Dialog.
 Star Admiral
11-26-2008, 2:05 PM
#2
Refer to these scripts in your dialog file to award DS points, depending on how many points you want to award. a_darkhigh a_darkmed a_darksml Or you can create your own script using the following code. AdjustAlignment( GetFirstPC(), ALIGNMENT_DARK...  [Read More]
Posted in: Creating A New NPC in a custom module
 Star Admiral
11-26-2008, 3:06 AM
#27
Try the ERF/RIM Editor (http://www.starwarsknights.com/tools.php). It's under the General Modding Tools. It may work depending on the format you have your custom module in. - Star Admiral...  [Read More]
Posted in: Script/placing help
 Star Admiral
12-07-2008, 3:12 PM
#6
Are you spawning an item into the locker or is the item already inside the locker? Check the Template ResRefs, it could be the reason. - Star Admiral...  [Read More]
Posted in: Lightsaber Forms
 Star Admiral
12-04-2008, 7:00 PM
#7
Alrighty, after a long session of reviewing descriptions of each form on their strengths and weaknesses, as well as a through overview of nwscript.nss, I believe that I'm ready to start work on this mod. First, though, I'll like to get some feedback...  [Read More]
Page: 9 of 12