Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

VarsityPuppet

Latest Posts

Page: 11 of 16
Posted in: Creating a new/different module entry point
 VarsityPuppet
01-03-2010, 12:44 AM
#4
It's definitely not the script... that controls spawn-in things... I tried adding a function to jump to a waypoint in there, but it didn't work for whatever reason. I'll try the module.ifo one though....  [Read More]
Posted in: Creating a new/different module entry point
 VarsityPuppet
01-02-2010, 10:38 PM
#1
I've been working on my Malachor Ending Mod... Everything's going okay for now, BUT I need to know how to edit or assign entry points for modules.. or at least emulate it. Here's what I want to do: On Malachor V, you generally spawn just outside th...  [Read More]
Posted in: Vanir's TSL Tweak v2.0 (Patcher version)
 VarsityPuppet
12-28-2009, 1:33 PM
#4
Wait, so has that script been working vanir?...  [Read More]
Posted in: Player & Party Underwear
 VarsityPuppet
12-23-2009, 11:32 PM
#7
Pure magic redrob! This is wonderful!...  [Read More]
Posted in: The flying thing on Dantooine
 VarsityPuppet
12-23-2009, 11:00 PM
#5
That's impossible, in the Aurora/Odyssey engine creatures are always stuck on the walkmesh, it does not support Z-axis movement for this object type. The best you can do it to fake it either by having the walkmesh above the visible ground model, givi...  [Read More]
Posted in: The flying thing on Dantooine
 VarsityPuppet
12-23-2009, 1:36 PM
#3
Curses! Well, at least it answers my question. I suppose it's time for me to learn exactly how waypoints work... woe is me. But as for characters responding to Z coordinates, I've gotten it to work before. anyways, thanks Stoney!...  [Read More]
Posted in: The flying thing on Dantooine
 VarsityPuppet
12-23-2009, 12:15 PM
#1
Okay, so you've all been to Dantooine and seen that giant crazy flying manta ray haven't you? It's called a Brith and IMO, it's always been awesome. Anyways, I've been thinking about adding one to another modules (say... Telos, Dxun? Do any of you...  [Read More]
No "technically" about it, I'm afraid - that's very definitely still porting and against the rules here and at KotORFiles. Oh yeah, I know. Porting is porting. I guess I just used "technically" because most people think of model...  [Read More]
If you're taking textures from K2 and putting them into kotor1, I think that's technically still porting... even if they're override. Otherwise, if you're just duping items, that should be fine....  [Read More]
Posted in: More workbenches
 VarsityPuppet
12-20-2009, 10:14 PM
#2
I can't wait to try this out vanir! Your tabletop RPG tweak was pretty awesome, and this sounds equally so...  [Read More]
Posted in: Trayus Rank Reformation Mod
 VarsityPuppet
12-23-2009, 12:56 PM
#12
A way to sort that is to save and reload, It'll reload where you where before the glitch happened. ;) I had it saved.. but then I deleted it... Anyways, if there are no found problems with this, I think it's fair to say this goes up to Kotorfiles...  [Read More]
Posted in: Trayus Rank Reformation Mod
 VarsityPuppet
12-19-2009, 10:17 PM
#10
I didn't mean it like that, but okay. Oh sorry, I misunderstood. Dang... i wish I could replicate that....  [Read More]
Posted in: Trayus Rank Reformation Mod
 VarsityPuppet
12-19-2009, 7:17 PM
#7
I can't wait to test the power of the super knockdown. The Super knockdown incident was a fluke, not a power.... ... though that does give me an idea.. hehehe...  [Read More]
Posted in: Trayus Rank Reformation Mod
 VarsityPuppet
12-19-2009, 12:02 AM
#1
I'm on streak... seriously! Here's another tweak for you all. This one started awhile ago though.. I was technically finished about a month and a half ago. Some weird script happenings stopped it from being released so I had to uncomplexify it so it...  [Read More]
Posted in: Varsity's Peragus Tweak V 1.00
 VarsityPuppet
12-23-2009, 11:26 PM
#20
So what's the easy way to fix this glitch without reinstalling things? Is there something i can yank? run to the backup folder and put g_tresgencorps004.utc back into 101PER_s.rim. It should solve it. Otherwise, a fixed version would install no pro...  [Read More]
Posted in: Varsity's Peragus Tweak V 1.00
 VarsityPuppet
12-22-2009, 12:18 PM
#18
It did, but only for a few of the modules. The others, notably 102 (I think?) and 103 still had them, and the corpses that were supposed to have loot did, while still performing your new script. I think that the morgue corpse would require a more s...  [Read More]
Posted in: Varsity's Peragus Tweak V 1.00
 VarsityPuppet
12-21-2009, 12:39 PM
#16
Well, it would seem that the first corpse that you come across - the one that's lying in the morgue - was also affected by your scripts, so that one's also experiencing the NPC-spawn-kill script. But, unlike a few of the other corpses, you're not ab...  [Read More]
Posted in: Varsity's Peragus Tweak V 1.00
 VarsityPuppet
12-21-2009, 12:07 AM
#13
I managed to fix the problem by extracting the original g_tresgencorp004.utp file and pointing the heartbeat script to your make_dead_miner.ncs file. Should be easy enough for you to fix or if you want I'll just send you the file. yeah, send me the...  [Read More]
Posted in: Varsity's Peragus Tweak V 1.00
 VarsityPuppet
12-20-2009, 9:40 PM
#11
I seem to have come across a problem - upon starting a new game with this mod freshly installed...I can't access the first corpse to get the Plasma Cutter, and initialize Kreia! D: AHA! I knew I'd messed up something! Oh ho ho! Describe the proble...  [Read More]
Posted in: Varsity's Peragus Tweak V 1.00
 VarsityPuppet
12-19-2009, 7:16 PM
#8
Excellent! :) Great mod, which I think greatly adds to Peragus; a level I have always liked TBH. Any plans to upload to KotOR Files? Yeah, I want some people to download it and test it out and see where we're at for functionality. Then, it goes to...  [Read More]
Posted in: Varsity's Peragus Tweak V 1.00
 VarsityPuppet
12-18-2009, 10:40 PM
#5
Sweet. How's the compatibility with the Pro-Perag-Harb patch? Install Prologue, Peragus and Harbinger Patch first.... then this one. and I kinda wondered the same... This is one of many mods that had me asking: why haven't this been done before...  [Read More]
Posted in: Varsity's Peragus Tweak V 1.00
 VarsityPuppet
12-18-2009, 1:51 AM
#1
VARSITY'S PERAGUS TWEAK V. 1.2 Click Me! (http://deadlystream.com/forum/files/file/8-peragus-tweak/) Screenies http://i.imagehost.org/0968/Coorta2.jpg http://i.imagehost.org/0881/miner.jpg http://i.imagehost.org/0905/SecuirtyRoom.jpg A quick overv...  [Read More]
Posted in: Improved Handmaidens?
 VarsityPuppet
12-01-2009, 3:05 PM
#17
VarsityPuppet, is it availale anywhere? Not yet... would you like it? I also have been working on echani versions of heads. If you want, I can reskin an existing TSL head so it's echani, and then consequently make a mod which turns the Handmaiden i...  [Read More]
Posted in: Improved Handmaidens?
 VarsityPuppet
12-01-2009, 12:39 AM
#15
The Handmaiden sisters already have an alternate head model which isn't used in the game. I made a mod restoring the sisters' heads. Since I can't model though, it's not perfect, but I'm sure if someone wanted to, they could pull it off. The big p...  [Read More]
Posted in: The guitar project (TSL, probably...)
 VarsityPuppet
11-25-2009, 12:15 PM
#4
I know it probably wouldn't be possible, but you should be able to equip the guitar and make the PC wear it like you would any guitar... also, since I have the chance, I'd like to make a hypothetical request. Now, wouldn't it be awesome to have on...  [Read More]
Page: 11 of 16