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.
 

Fallen Guardian

Latest Threads

Page: 3 of 4
Posted in: Backup Module Files
 Fallen Guardian
03-01-2011, 9:25 PM
#1
I need help desperately. This is the part of modding that I fear I may have messed up. I used triggers which means I had to replace a module file, but apparently my backup got overwrote by my modded one. So now I can't fix what I was going to. Can an...  [Read More]
Posted in: Alien Voice Overs
 Fallen Guardian
03-01-2011, 7:06 PM
#1
How come some voice overs do not have lip snyc files? If there are, can someone tell me how to activate them and if not can someone tell me how to make them?...  [Read More]
Posted in: Item Placing
 Fallen Guardian
02-27-2011, 5:35 PM
#1
How do you find the X,Y,Z coordinates in Kotor 1 and Kotor 2 to place something on top of a table or somewhere you normally can't get to, like behind a bar....  [Read More]
Posted in: Custom Items Reskinning
 Fallen Guardian
02-17-2011, 11:02 PM
#1
How do you give a mask such as the vacuum mask a custom skin and icon without overwriting anything?...  [Read More]
Posted in: Spawning Party Memebers
 Fallen Guardian
02-13-2011, 2:28 PM
#1
I was wondering what the script is for spawning party members like with what was done in Defender's wrist console. I couldn't find a link that worked to that so I thought I'd just settle for the script. Does anyone know?...  [Read More]
Posted in: Module Textures
 Fallen Guardian
02-06-2011, 5:25 PM
#1
I'm trying to reskin a module for Kotor 1. Specifically the Bek Base but I can't find the textures in the kotor tool. Can anyone help?...  [Read More]
Posted in: Kotor 1 Ship Questions
 Fallen Guardian
02-06-2011, 4:19 PM
#1
So I want to add a ship to an area are the ones you see on Taris and on Manann models or placeables?...  [Read More]
Posted in: Party Member Scripts
 Fallen Guardian
02-06-2011, 10:42 AM
#1
So I wanted to have a conditional script where you could only have a node of dialogue occur if a certain Party Member was in your party. I tried using the source and compiling and it either ignored it because it was an add on or found some syntax err...  [Read More]
Posted in: Republic Mod Armor Change
 Fallen Guardian
01-27-2011, 8:38 PM
#1
Well I was playing Kotor and I decided to change something that always bothered me. That was the Republic Mod Armor in no way resembled regular Republic Armor. So I decided to reskin the armor. http://i51.tinypic.com/6enp5i.jpg http://i56.tinypic.c...  [Read More]
Posted in: Kotor 1 Texture Problem
 Fallen Guardian
01-21-2011, 9:03 PM
#1
So I come back yet again and my Texture still won't work. I have tried everything the only way it works is if I change my appearance.2da entry to N_Mandalorian for that what was originally embedded in the model. But then it makes the N_Mandalorian Te...  [Read More]
Posted in: Custom Models
 Fallen Guardian
01-20-2011, 1:08 AM
#1
Is it possible to create a new model type for an armor. So say for example you could make PMBZL as a new armor model or do I have to replace an existing one?...  [Read More]
Posted in: Re-Skin problem
 Fallen Guardian
01-16-2011, 11:06 PM
#1
So I was fooling around with a skin in Kotor 1 and trying to get Shem's skin on the helmet-less Mandalorian armor model and it worked fine until I tried to put it on a custom head. Then it just ends up being all shiny and black instead of the actual...  [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, 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, 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
01-08-2011, 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, 6:31 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, 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, 8:04 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: Making Shiny Textures
 Fallen Guardian
12-23-2010, 1:22 PM
#1
All right. So here is an easy one. How do you make a texture so the armor is shiny in game?...  [Read More]
Posted in: Random Walking
 Fallen Guardian
12-23-2010, 12:23 PM
#1
How do I get a NPC to walk randomly around a module?...  [Read More]
Posted in: Trigger Question
 Fallen Guardian
12-21-2010, 4:50 PM
#1
All right. So I need a dialog to start as soon as you get close to a group of NPC's. How do I do that?...  [Read More]
Posted in: Dantooine Tension
 Fallen Guardian
12-20-2010, 1:16 AM
#1
It is the Jedi Civil war and your PC has just arrived on Dantooine. You meet a man in the courtyard of the Jedi Enclave who is part of the group called the Pacis Oddo. This group is a militia like force that keeps peace when the Jedi cannot. This mod...  [Read More]
Page: 3 of 4