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Mandalore_The_Great

Latest Posts

Page: 2 of 5
Posted in: New NPC-No Sound When Talking
 Mandalore_The_Great
01-06-2009, 8:18 PM
#11
well, do you at least have any ideas on the expansion of this very simple mod?...  [Read More]
Posted in: New NPC-No Sound When Talking
 Mandalore_The_Great
01-06-2009, 8:10 PM
#9
oh.. well, I made three NPCs(the rodian and two of his "thug" Mandalorians), and a module using Woorwill's hut. You try to talk to him, but he's not very chatty. You refuse to leave, so he gets annoyed and he and his thugs attack you... ob...  [Read More]
Posted in: New NPC-No Sound When Talking
 Mandalore_The_Great
01-05-2009, 9:22 PM
#7
in DLGEditor, it's Voiceover ID, I think. At least that's where I'm putting it. I'll try that then Canderis' since I have it in there already any ideas on how I can expand my mod? this was a very small job, just taking kas_m23ab and putting a few NPC...  [Read More]
Posted in: New NPC-No Sound When Talking
 Mandalore_The_Great
01-05-2009, 9:10 PM
#4
and where would the file for the sounds be? Edit: wait, found it. Never mind. How do I apply it? Edit2: wait, never mind, found that, too. Now I'm going to have two thugs with him. Now I don't know what to do to continue my mod lol....  [Read More]
Posted in: New NPC-No Sound When Talking
 Mandalore_The_Great
01-05-2009, 8:45 PM
#1
I've made a Rodian NPC, named Terosa(ya, I know, leave me alone), and when making the *.uti file I set the sound set to the one for Rodians. Now, I've tested talking to him, but when he talks, there's no sound. Any ideas? I'm not entirely sure what t...  [Read More]
Posted in: OT music in KotOR
 Mandalore_The_Great
01-05-2009, 7:35 PM
#3
So my idea for replacing K1 music with Battle for Middle Earth 2 rise of the Witch King is out the window now? Aww......  [Read More]
Posted in: Drewton's Skins
 Mandalore_The_Great
01-04-2009, 8:27 PM
#19
Lol, Drug, you saw my thing on Ergonomic Cat's thread? Sounds very good. I'll defenitely DL once you release it...  [Read More]
Posted in: K1 source scripts
 Mandalore_The_Great
01-01-2009, 8:35 PM
#4
can you be specific in what type of script it is? if it's not in scripts.bif, it probably doesn't exist you could always just skim through nwscript.nss...  [Read More]
Posted in: Melee droids in a different way
 Mandalore_The_Great
12-28-2008, 9:15 PM
#6
huh.... to be honest, I haven't delved into this stuff much. Might wanna seek out some of the well-known modders, like tk102, stoffe and all them... Edit: Oops, sorry RH. didn't mean to be rude FYI but volunteering others for something is rude, and...  [Read More]
Posted in: Melee droids in a different way
 Mandalore_The_Great
12-28-2008, 8:13 PM
#4
did you put the name of the dialogue in the conversation slot in the NPC's .utc file?...  [Read More]
Posted in: Melee droids in a different way
 Mandalore_The_Great
12-28-2008, 6:57 PM
#2
Then, I think, I can write scripts that, based on the choice selected, put different hidden items in his slots? That's easy, go to the "frequently used script functions" thread in the scripting tutorials page. it shows you how to add the it...  [Read More]
Posted in: Adding Force Powers to NPCs
 Mandalore_The_Great
12-28-2008, 6:45 PM
#2
I'm pretty sure they just cycle through the force powers they have. If you don't care about the NPCs prior powers, you could edit their .utc and remove their other force powers in hope that they use the power more....  [Read More]
Posted in: Free For All Script
 Mandalore_The_Great
12-23-2008, 4:06 PM
#23
oh well... try making one of the NPCs friendly, thereby attacking him, then when he dies, make it so they go insane, and maybe they'll attack each other since they were already engaged in a fight...  [Read More]
Posted in: Free For All Script
 Mandalore_The_Great
12-22-2008, 5:30 PM
#19
mobfight.nss(3): Error: Syntax Error at "string constant" mobfight.nss(4): Error: Syntax Error at "string constant" mobfight.nss(5): Error: Syntax Error at "string constant" might've been because you forgot to put a } a...  [Read More]
Posted in: Free For All Script
 Mandalore_The_Great
12-22-2008, 1:15 AM
#14
what I meant is make a script that looks like this: void main() { ChangeToStandardFaction(oNPC0"ryloth_exslum1", STANDARD_FACTION_HOSTILE_1); ChangeToStandardFaction(oNPC1"ryloth_exslum2", STANDARD_FACTION_HOSTILE_1); ChangeToStan...  [Read More]
Posted in: Free For All Script
 Mandalore_The_Great
12-21-2008, 10:00 PM
#10
Brain blast?? sounds kinda shaky... but it could work. Nice job, Canderis. 10/10 for idea, -2 for ^...  [Read More]
Posted in: Free For All Script
 Mandalore_The_Great
12-21-2008, 9:38 PM
#8
try, instead of (oNPC.. //bla-bla-bla, try oNPC1..//bla-bla-bla That works with spawning more than one item @TriggerGod- I knew what he meant I just thought maybe HOSTILE_2 would be different from HOSTILE_1 Anyway, you could try making it so they...  [Read More]
Posted in: Free For All Script
 Mandalore_The_Great
12-21-2008, 8:21 PM
#2
all you gotta do is put this script function in: ChangeToStandardFaction(oNPC*, STANDARD_FACTION_HOSTILE_1); put this a few times with the name of the NPCs at the place where I put the * it might be HOSTILE_2... not sure though...  [Read More]
ya, no chance of adding party member slots... If you need help in scripting, I'm here along with everybody else and the scripting tuts.. I would recommend this one (http://http://www.lucasforums.com/showthread.php?t=143412) and this one (http://http:...  [Read More]
I have never heard of that idea myself... might wanna make a few PMs around with the moderators and high-level scripters... seems like an excellent idea. If I might ask, is your mod already being made? cause this sounds really good...  [Read More]
I knew that, but saying module building and newly modeled models sounds kinda the same to me, but I think I could see a difference if I cared that badly Edit:so what have we finished? How far are we?...  [Read More]
OK... I'm just saying sounds the same....  [Read More]
what's the difference?...  [Read More]
Are we still doing this Of course. We just need someone to make the modules for Eana Nol. Then I think we're good. That way we can start on making new NPCs and stuff...  [Read More]
Alright. I've finally gotten around to finishing a new armor. It's called the Prototype Light Battle Armor. It has plenty of good stats(but not too many). It will be g_a_class4031 It's blue and black/gray to go with the light-sided concept. 20 creds,...  [Read More]
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