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Darth Weasel

Latest Activity

Posted in: Question about Porting Rules
 Darth Weasel
11-21-2010, 10:13 PM
#3
I'm probably not going to port anything anyways, permission or no. Just exploring my options....  [Read More]
Posted in: Question about Porting Rules
 Darth Weasel
11-21-2010, 9:10 PM
#1
I know that Porting is illegal but if somehow someone managed to get permission from Lucas Arts would it be allowed for a mod? I know that permission would be nearly impossible to get, but I'm exploring my options for my TC mod and wanted to know if...  [Read More]
Posted in: Module Creation?
 Darth Weasel
08-20-2010, 7:38 PM
#3
Thanks....  [Read More]
Posted in: Module Creation?
 Darth Weasel
08-20-2010, 7:32 PM
#1
I'm working on creating some modules for my TC mod, but I'm having a little bit of trouble. I don't just want to retexture an existing module, I want to make one from scratch. I know it's possible but I have no idea how to do it. Could anyone help?...  [Read More]
Posted in: New Peragus Background
 Darth Weasel
08-19-2010, 3:14 AM
#3
It's my total conversion mod The First Contact. It's basically a sequel to Kotor 2. Check out it's thread if your curious about it. If you have any other questions about it not covered in the thread let me know....  [Read More]
Posted in: New Peragus Background
 Darth Weasel
08-19-2010, 2:49 AM
#1
I need a little help with making a new texture for the file EBO_Per.tga for a mod I'm working on. Instead of it being the planet Peragus, I'm hoping to set it up to look something more like Bao-Durs corpse floating in space. Maybe that's too much to...  [Read More]
Posted in: They did it for Baldur's Gate...
 Darth Weasel
08-19-2010, 4:06 PM
#15
in the first game, if you go dark side, it is viewed as a major decision. you either reject the lure of your former self, and the lure of bastila, or you succumb to those same temptations. in the second game, it's more of a passive thing; you can ki...  [Read More]
Posted in: Modding crew Team Weasel (Recruiting)
 Darth Weasel
04-28-2010, 9:54 PM
#4
Maybe you should also state what you your self can do Well I can do most things needed to make a mod. I can make modules, scripts, dialog, and a plot/idea. There are only 3 reasons I need a modding crew. 1. It seems that scripting is destined to be...  [Read More]
Posted in: Modding crew Team Weasel (Recruiting)
 Darth Weasel
04-27-2010, 9:18 PM
#1
Alright so I've been modding for myself for a long time, but I've just recently started modding for the community here. What I've found is that the more complex mods (Such as my TC mod for Kotor 2) require a lot of skill. The more I mod, the better I...  [Read More]
Posted in: NPC's won't die!
 Darth Weasel
04-27-2010, 8:53 PM
#3
Actually there is no "Other Problem." I just listed two attempted solutions for the same problem. Sorry for the confusion....  [Read More]
Posted in: NPC's won't die!
 Darth Weasel
04-24-2010, 6:44 PM
#1
I've been working on a mod for TSL, and I want some of the NPC's to die when your done talking to them. I also want a few of the NPC's to be dead when you enter the area. I've tried using scripting but that didn't work out to well. I've also tried so...  [Read More]
Posted in: Puppet mod
 Darth Weasel
08-19-2010, 2:37 AM
#15
Alright I know I said that this mod would be released soon but somethings came up. If it wouldn't be too much of a bother could someone send me a script to assign a puppet character to T3-M4? I'll make the neccesary changes to the script to make it w...  [Read More]
Posted in: Puppet mod
 Darth Weasel
04-19-2010, 8:08 PM
#14
Alright. I'm pleasantly suprised to say that this mod could very well be finished soon. There are only a few problems with scripting (as that is not my strong suit) but they are slowly being resolved....  [Read More]
Posted in: Puppet mod
 Darth Weasel
04-15-2010, 8:56 PM
#12
not a bad idea... I'll try it out....  [Read More]
Posted in: Puppet mod
 Darth Weasel
04-15-2010, 8:30 PM
#10
You can make an NPC follow the PC and function like a puppet though... What exactly do you mean like that? Like the Call of Aid mod where the NPC doesn't count as a puppet but still follows the main PC?...  [Read More]
Posted in: Puppet mod
 Darth Weasel
04-15-2010, 7:46 PM
#8
Yeah that's what I thought, but I was hoping that there may be a way around that without breaking the law. Maybe some intense scripting or something like that as I'm not really sure of scriptings limitations....  [Read More]
Posted in: Puppet mod
 Darth Weasel
04-14-2010, 6:48 PM
#6
Alright I tried what you said and I still got an error message. It said something about a bunch of the functions (Like switch for example) were invalid. Can anyone explain why this might be, maybe send me a script to assign this to Kreia? (Or if poss...  [Read More]
Posted in: Puppet mod
 Darth Weasel
04-12-2010, 7:01 PM
#5
Thats kind of strange, especially since I copied and pasted the script on, and yes I did extract the four .nss scripts....  [Read More]
Posted in: Puppet mod
 Darth Weasel
04-12-2010, 6:05 PM
#3
Uh yeah I did. In fact this is one of the scripts from that turtorial. Unfortuantly when I tried to compile it... nothing....  [Read More]
Posted in: Puppet mod
 Darth Weasel
04-10-2010, 9:35 PM
#1
I'm working on making a puppet mod for TSL, and currently I'm working on making the script that assigns it to a party member. Unfortuantly whenever I try to assign it to a party member, the script wont compile. Here's the script. void ST_GivePuppet(...  [Read More]
Posted in: Star Wars - Shadows of the Empire
 Darth Weasel
05-11-2010, 8:59 PM
#64
This mod looks amazing so far... Looking at this gets me inspired to continue with my TC seeing how far you've come since the beginning. The idea behind the mod is good, to be honest quite a while back before I started modding I was thinking about so...  [Read More]
Posted in: Brotherhood of Shadow: Solomon's Revenge
 Darth Weasel
08-20-2010, 12:23 AM
#670
This is hands down my favorite KotOR 1 Mod. I've played through it 3 times and still can't get over how awesome it is....  [Read More]