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Star Admiral

Latest Threads

Page: 1 of 1
Posted in: K1 Utility Armbands 1.B (Modder's Resource)
 Star Admiral
06-16-2009, 2:13 AM
#1
After wasting the last months on both school and Oblivion, I think I should get back to serious work. Here is an update to the utility armbands mod. In addition to giving the orientation of the player, it also provides the location and current module...  [Read More]
Posted in: K1 Healing Items 1.0
 Star Admiral
03-07-2009, 12:30 AM
#1
Another small release. Now I realized that the TSL version of this never was that popular, but I figured some people might find it useful, so here it is. This mod adds 8 armbands and 2 droid utility devices to the player's Hideout on Taris. The armba...  [Read More]
Posted in: K1 Utility Armbands 1.0 (Modder's Resource)
 Star Admiral
01-28-2009, 12:40 AM
#1
This mod is intended as modder's resource to help modders with testing and placing items correctly ingame. It adds two armbands to the game, the OpenDoor Armband for opening or closing the nearest door within 10 meters of the player, as well as the O...  [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 Force Pack 1.0
 Star Admiral
12-31-2008, 3:19 PM
#1
I was going to delay release of this mod until I finished all the stuff I wanted to change (at which point I would call it the Ultimate Force Mod by Team Admiral, :xp: JK), but I figured it would take too long to finish. So here it is, version 1.0 of...  [Read More]
Posted in: Adding Force Powers to NPCs
 Star Admiral
12-26-2008, 1:29 PM
#1
If I script some new Force powers for the player to use but I also want other NPCs to use them, is there a script I need to modify to get the NPC to use the power, or will they automatically use any available power within their inventory? I've looked...  [Read More]
Posted in: Help With Looping
 Star Admiral
12-23-2008, 10:34 PM
#1
// Get the first spell effect on the player. effect eBuff = GetFirstEffect( OBJECT_SELF ); // Loop through all spell effects on the player. while( GetIsEffectValid( eBuff ) ) { // Remove any other form currently active on the player. *** Needs memor...  [Read More]
Posted in: Adding Visual/Sound Effects
 Star Admiral
12-19-2008, 12:23 PM
#1
A quick question. Is it possible to add visual/sound effects to K1? Sound, I'm willing to bet yes, but I'm not too sure about visuals. Thanks! - Star Admiral...  [Read More]
Posted in: Granting Powers At Level-Up
 Star Admiral
12-10-2008, 1:11 AM
#1
How would one grant a force power automatically once a character reaches a certain level? For feats, there is a column in the feats.2da to allow you to select a level, but you don't see that in the spells.2da. This is for K1. - 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: 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: 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
11-27-2008, 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: 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: 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: 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: 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: 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
11-02-2008, 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: 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
10-28-2008, 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
10-07-2008, 4:05 AM
#1
Hello everyone, I just finished playing KOTOR2 in August, and after replaying it once again, I decided to take up modding myself. My question is, how do you make it so that you can create lightsaber upgrade crystals on a workbench? I have no troubl...  [Read More]
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