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Fallen Guardian

Latest Posts

Page: 20 of 22
Posted in: Scripting Question
 Fallen Guardian
01-15-2011, 6:58 PM
#4
Thanks both of you....  [Read More]
Posted in: Scripting Question
 Fallen Guardian
01-15-2011, 3:27 PM
#1
So I have an on enter script and I want NPCs to spawn only after you have been assigned a certain quest. It works well as to the NPCs don't spawn. But when I get the quest and the global boolean is set to true they still do not spawn. Here is the scr...  [Read More]
Posted in: Changing the Models of Armors in Kotor 1
 Fallen Guardian
01-15-2011, 12:19 PM
#3
All right. Thanks. I'll keep trying and let you know....  [Read More]
Posted in: Changing the Models of Armors in Kotor 1
 Fallen Guardian
01-15-2011, 10:31 AM
#1
So I was trying to get Republic Armor in Kotor 1 without replacing any of the original models. There is a mod out there that does give you it but changes all the Heavy Combat suit models. I've edited the UTI and everything works well except the model...  [Read More]
Posted in: Two scripting questions
 Fallen Guardian
01-09-2011, 5:28 PM
#7
Yeah they both die. And it is the right file name....  [Read More]
Posted in: Two scripting questions
 Fallen Guardian
01-09-2011, 3:53 PM
#4
Thanks both of you. I actually got this out of the Brother hood of shadow source scripts. It's for kotor 1. For some reason the Conversation still won't start though....  [Read More]
Posted in: Two scripting questions
 Fallen Guardian
01-09-2011, 12:39 PM
#1
So my first script I need is for two NPCs to die on the death of another NPC. I found a script and it works fine except it only kills off one of the NPCs. Here is the script. void main() { object oNPC=GetObjectByTag("n_merc01"); object oNP...  [Read More]
Posted in: Empty Force Cages
 Fallen Guardian
01-09-2011, 12:33 PM
#5
I tried. It's not a model per say. It is force_cage2 but in it's name line it has written in. I tried to do that to the K1 but it didn't work....  [Read More]
Posted in: Empty Force Cages
 Fallen Guardian
01-09-2011, 12:33 AM
#3
Sorry I meant K1. From what I can tell there is one in the Republic Embassy on Manaan but I can't find that one in the placeables file either....  [Read More]
Posted in: Empty Force Cages
 Fallen Guardian
01-08-2011, 7:02 PM
#1
So I was looking through the placeables list and I can't find a turned off force cages. I can find a force cage with the shield up and just the shield of the force cage but not one that is off. Is there on or are they modeled in?...  [Read More]
Posted in: Waypoints
 Fallen Guardian
01-08-2011, 6:49 PM
#1
For K1 I'm trying to make NPCs walk waypoints. Yes I have looked at the tutorials and I am confused because they still stand still. I was just wondering if anyone could help....  [Read More]
Posted in: Model Question
 Fallen Guardian
01-04-2011, 6:44 PM
#3
Thanks. (man I feel stupid.)...  [Read More]
Posted in: Model Question
 Fallen Guardian
01-04-2011, 6:31 PM
#1
Well I was going to try my hand at modeling today but when I go into kotor tool in the kotor 1 section to extract the model I am looking for all it offers me is to either extract player or party models. Where are the rest of the models?...  [Read More]
Posted in: Force Cages
 Fallen Guardian
01-03-2011, 11:10 PM
#4
Thanks both of you....  [Read More]
Posted in: Force Cages
 Fallen Guardian
01-03-2011, 10:23 PM
#1
All right so I have three questions about force cages. 1. How do you get people inside them? (I tried but the NPC spawned outside of it) 2. How do you make the Force Cages sound like they are on? 3. How do you make it impossible to enter the forc...  [Read More]
Posted in: Custom Head Problem
 Fallen Guardian
01-03-2011, 8:36 PM
#3
Thanks jonathan7. You're a life saver....  [Read More]
Posted in: Custom Head Problem
 Fallen Guardian
01-03-2011, 8:04 PM
#1
So I was creating a custom head and everything works fine except that the skin is just the same as the original but the tga I put in the override and specified in all the .2da files has a beard and is named properly. For some reason my print screen k...  [Read More]
Posted in: Triggers and existing Modules
 Fallen Guardian
12-27-2010, 12:20 PM
#1
So I was reading up on how to set triggers in Darth333's tutorial when I read that you had to edit the GIT file to put the trigger in the module. Is there anyway around editing the GIT and just putting it in the override or something?...  [Read More]
Posted in: Random Walking
 Fallen Guardian
12-24-2010, 10:53 PM
#6
Thanks DarthStoney, but I followed your instructions and they just stood there instead of walking around. Can anyone help? Or do I have to make waypoints for each individual NPC?...  [Read More]
Posted in: Dantooine Tension
 Fallen Guardian
01-15-2011, 1:46 PM
#18
As an update I am now polishing and finishing up the first quest. I finally sorted out some scripting issues so it shouldn't be much longer for the first quest to be done....  [Read More]
Posted in: Dantooine Tension
 Fallen Guardian
01-09-2011, 5:30 PM
#17
Thanks. That is just the shadowing. I took PMHA04 and gave him a beard....  [Read More]
Posted in: Dantooine Tension
 Fallen Guardian
01-09-2011, 12:48 AM
#15
A new character joins the midst and I am fine tuning some parts of the mod. http://i52.tinypic.com/e05w0o.jpg Marcus Rekuli is the security chief and prison guard for the Pacis Oddo...  [Read More]
Posted in: [TSL] New Planet: Cathalan
 Fallen Guardian
01-16-2011, 8:49 PM
#59
Oh. Thanks for clearing that up....  [Read More]
Posted in: [TSL] New Planet: Cathalan
 Fallen Guardian
01-16-2011, 8:25 PM
#57
Really great but one question: How come all the people are orange?...  [Read More]
Posted in: Doctor-Hal's WIPs
 Fallen Guardian
01-11-2011, 11:12 PM
#66
Great mod....  [Read More]
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