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TimBob12

Latest Threads

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Posted in: Trigger Function
 TimBob12
07-20-2011, 5:18 PM
#1
So I decided that it would be handy to be able to script triggers so I decided to write another function. Currently I have code that compiles but doesn't seem to do anything. Here is what I have: Example.nss #include "trigger" void mai...  [Read More]
Posted in: Object Radius
 TimBob12
05-22-2011, 2:26 PM
#1
Hi there, Is there any way to define a radius of an object through script as I had a look through NWScript.nss but couldn't find anything. All help and comments appreciated. TB12...  [Read More]
Posted in: Custom Lip Synching The Easy Way
 TimBob12
04-26-2011, 5:20 PM
#1
Lip Syncing (the easy way) This tutorial will show you how to make custom Lip Synching with custom Voice Overs without the need for complicated Mod Prefixes etc. I advise you read through the installation of the CSLU Toolkit below before visiting...  [Read More]
Posted in: Populate Function
 TimBob12
04-02-2011, 4:18 PM
#1
Discussion Thread - http://www.lucasforums.com/showthread.php?t=207029 Populate Function 2.81 - STABLE AND WORKING Available from same download link This Populate function allows you to get four co-ordinates and randomly spawn any number of NPCs....  [Read More]
Posted in: Populate Function
 TimBob12
04-02-2011, 4:18 PM
#1
Populate Function 2.81 - STABLE AND WORKING Available from same download link This Populate function allows you to get four co-ordinates and randomly spawn any number of NPCs. It was designed to ease the process of creating modules. All informatio...  [Read More]
Posted in: Include Files
 TimBob12
03-16-2011, 1:47 PM
#1
Hi there, I have created a new include file but whenever I try to use it just says unable to find include file. I have put the file in the same place as nwnscomp.exe. Here is my code: #include "populate" int main() { string first = &q...  [Read More]
Posted in: Scripting Help
 TimBob12
03-07-2011, 11:47 AM
#1
Hi there, I wanted to have a go at writing my own function that would allow me to more easily populate a module with NPCs since it can get a bit annoying typing in all the info everytime in the .git file. So I had a go and came up with this: #incl...  [Read More]
Posted in: Arrays?
 TimBob12
03-04-2011, 12:59 PM
#1
Hi there, Just a quick question I was just wondering whether the Kotor Scripting thing supports Arrays or not. Thanks TB12...  [Read More]
Posted in: A possibility?
 TimBob12
03-02-2011, 2:04 PM
#1
Hi there, I've want to know what others think of this. As many of you will have heard, there is a new PSP coming out codenamed the NGP. http://www.techradar.com/news/gaming/handhelds/sony-ngp-what-you-need-to-know-921111 I would like to underline...  [Read More]
Posted in: SWRC Map List Updater V2.6
 TimBob12
02-24-2011, 4:53 PM
#1
Hello, A while ago I created the SWRC Map List Updater V2.0. But I hated it. It was full of bugs and glitches and didn't support steam or custom install paths. You can download the original here: http://www.gamefront.com/files/15784479/Map_List_Upd...  [Read More]
Posted in: Conditional Scripts
 TimBob12
01-28-2011, 6:07 AM
#1
Script Condidionals Hello There, When I was making my Tatooine Job Office (http://www.lucasforums.com/showthread.php?t=206577) I wanted to find how to only make certain conversation options available after certain conditions had been met. Now I co...  [Read More]
Posted in: Waypoints
 TimBob12
02-09-2011, 11:50 AM
#1
Hello there, Ive been using some waypoints and everything has gone well so far. I have on question though. Is there a way to make an NPC pause at a waypoint before continuing to the next waypoint? Also if I pause one will I then have to pause them a...  [Read More]
Posted in: lip synching
 TimBob12
02-06-2011, 10:23 AM
#1
Hi. This thread was here before but i didnt get a chance to read bead,vs second post. It was an answer i kind of needed. I think i remember the 010exit001,but if someone could ppost what the vo id and resref would be. Thanks....  [Read More]
Posted in: Conditional Scripts
 TimBob12
01-28-2011, 6:07 AM
#1
Script Condidionals Hello There, When I was making my Tatooine Job Office (http://www.lucasforums.com/showthread.php?t=206577) I wanted to find how to only make certain conversation options available after certain conditions had been met. Now I co...  [Read More]
Posted in: The Tatooine Job Office
 TimBob12
01-25-2011, 2:22 PM
#1
The Tatooine Job Office Hooray, after several months it is finally here, NOTE: Just wanted to say that the readme mentions about how if TSL Patcher mentions a skipped global.jrl file then they needed to use JRL Merger. It has now come to my attenti...  [Read More]
Posted in: Alpha Channels
 TimBob12
12-28-2010, 12:56 PM
#1
Hi there, I have been experimenting with Alpha Channels and Environment maps but everytime the bits I make black just come up transparent. I will post screenshot later Thanks TimBob12...  [Read More]
Posted in: HK Tron Reskin (and others)
 TimBob12
12-28-2010, 5:25 AM
#1
Hi there, This is a small back project Ive had going and I have decided to release it and turn it into a full skin pack. This is my first attempt at decent skinning. The coloured packs are proper skins not just colourisation jobs. And I hope to add m...  [Read More]
Posted in: Making custom weapons upgradeable
 TimBob12
12-13-2010, 11:10 AM
#1
Hi there, I have a couple of weapons that I want to be upgradeable and I have set proporties. But when I try and open them on a workbench they don't actually appear. I tried following the tutorial but that seems to be for creating a custom crystal w...  [Read More]
Posted in: Scripting Journal Entries
 TimBob12
12-09-2010, 1:19 PM
#1
Hi there, As many of you know I am currently working on my Tattooine Job Office, I have a corpse that I want to set a journal entry after examining. Normally this would not be a problem. I have done it with another corpse somewhere else in the mod....  [Read More]
Posted in: Weird Script Error
 TimBob12
11-19-2010, 12:38 PM
#1
Hi there, I am currently working on a script to make an NPC run towards and start a converstaion. Unfortunately I am getting an unexpected end of file error on the last line and I can't see the problem. Any help would be appreciated. Thanks. TimBob1...  [Read More]
Posted in: Spawning based on globals
 TimBob12
11-16-2010, 2:09 PM
#1
Hi there, I am currently working on a mod (http://www.lucasforums.com/showthread.php?t=205833) and am having a problem. I am trying to spawn a placeable and an NPC but I only want to spawn them if a global bool is set to true. Currently I have this...  [Read More]
Posted in: Save Game Help
 TimBob12
11-14-2010, 2:41 PM
#1
I've been testing various mods with my version of KOTOR 2 and somewhere I think the globals have got messed up. I went back to playing and am on Nar Shadaa. I have spoken to the Jedi Master and claimed my reward for Goto's destruction and headed back...  [Read More]
Posted in: 2DA editor
 TimBob12
11-09-2010, 1:32 PM
#1
Every time I try to copy a line from the any 2da file and paste it somewhere i get some unhandled exception that allows me to continue or quit. If i press continue then it doesn't paste. This is INCREDIBLY annoying so any help would be greatly apprec...  [Read More]
Posted in: Setting PC appearance [SOLVED]
 TimBob12
11-09-2010, 11:56 AM
#1
How do you change the appearance of the PC by editing Appearance.2da and is there a way to do this through script? Thanks :) TimBob12...  [Read More]
Posted in: Is this a good idea ???
 TimBob12
11-06-2010, 4:59 AM
#1
I am thinking of starting a thread that tracks who gets different numbers in the journal file and then releasing a single journal file that will be compatible with all mods. People could then link to this thread for people to download the latest jour...  [Read More]
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