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Silveredge9

Latest Posts

Page: 8 of 12
Posted in: Wierd Problem concerning Module Reskining
 Silveredge9
11-09-2007, 9:18 PM
#1
I've been experimenting with module reskining... whilst following this tutorial (http://www.lucasforums.com/showthread.php?t=175101) I've got to the point where I've created a copy of the module that I would reskin, whilst leaving the original intac...  [Read More]
Posted in: [WIP] Jedi Legacy - A New Storyline Mod
 Silveredge9
11-07-2007, 7:23 PM
#14
It's possible to do things without using the KTool Module Editor, and without being set back due to the restrictions brought up by which maps are and arn't available. It just takes a little longer to get the hang of. I've never used the Module Edito...  [Read More]
Posted in: Scripting a specific battle animation
 Silveredge9
11-04-2007, 10:01 AM
#3
Thanks, it did help. :P...  [Read More]
Posted in: Scripting a specific battle animation
 Silveredge9
11-03-2007, 3:19 PM
#1
I'm trying to script an NPC attacking another using a specific battle animation. Which in this case would be the Melee Power Attack animation. I picked up the script below through searching in existing threads. Though I'm not exactly sure how to te...  [Read More]
Posted in: [K1] ActionPauseConversation Function
 Silveredge9
10-29-2007, 8:31 AM
#5
Yes,I understand. I added an ActionWait(); of around 5ish seconds to allow time for the NPC's to perform their scripted actions within the paused dialogue timeframe, and it worked. :P Thanks for the explanation. :)...  [Read More]
Posted in: [K1] ActionPauseConversation Function
 Silveredge9
10-28-2007, 8:40 PM
#3
The script is firing as the characters perform the scripted actions, it's just that the dialogue it's coupled with is skippable. :P...  [Read More]
Posted in: [K1] ActionPauseConversation Function
 Silveredge9
10-28-2007, 7:55 PM
#1
I've been experimenting with the ActionPauseConversation function in order to make it possible to skip certain nodes, whilst not being able to skip others. At the certain dialogue part that I want to make unskippable, NPC's are equipped with lightsa...  [Read More]
Posted in: Module Editing Question
 Silveredge9
10-24-2007, 6:22 PM
#1
Just wondering with what's already established/discovered in the area of Module Editing within the community, is it possible or not to edit an existing module? Why I'm asking is I wish to somehow remove the broken sandcrawer from the Tattoine desert...  [Read More]
Posted in: [WIP] K1 - Darth Malak Skin Pack
 Silveredge9
11-02-2007, 6:56 AM
#30
I haven't really had that much time to work on it really, I've been at Univercity, and in my free time I've been working on some other things. The project isn't dead though, I'll finish it someday. Pretty much like I did with the Ajunta Pall reskin....  [Read More]
Posted in: [WIP] K1 - Darth Malak Skin Pack
 Silveredge9
10-14-2007, 6:43 AM
#22
Malak had those tattoos when he was a Jedi; so based on that Silveredge should leave them on. If Silveredge had some good modeling skills, I would suggest to have him try to remove the mouth piece and import the Jedi Malak head. AVol is the only per...  [Read More]
Posted in: [WIP] K1 - Darth Malak Skin Pack
 Silveredge9
10-13-2007, 8:54 PM
#18
I'd agree with you except that only the robes are pixellated. The head doesn't seem to be. Then again his initial screenshot seems to be fine so who knows? I have no idea why it's pixillated when displayed in Gmax. Not that it matters anyway, as it d...  [Read More]
Posted in: [WIP] K1 - Darth Malak Skin Pack
 Silveredge9
10-12-2007, 5:53 AM
#7
Really good reskin. Waiting to see more screenshots :D but Light Side Malak skin is superb. Is it posible to set it as a PC skin? I'll probably include an item that when equipped, changes your appearance. And here's another teaser image of the Jed...  [Read More]
Posted in: [WIP] K1 - Darth Malak Skin Pack
 Silveredge9
10-11-2007, 1:07 PM
#1
I began working on this pack a while ago, and today I figured I'd revisit it for a few hours. This skin pack so far will include the following... - Improved Dark Side Head. - 'Zombie' style Darth Malak. - Light Side Malak. Here is a preview of the...  [Read More]
Posted in: Brotherhood of Shadow - Expansion Pack
 Silveredge9
11-07-2007, 8:41 AM
#219
The banter problem has already being fixed, the files will be available in the next patch....  [Read More]
Posted in: Brotherhood of Shadow - Expansion Pack
 Silveredge9
11-06-2007, 10:36 AM
#216
The Torture scene wasn't fixed as of the latest patch. It's much more difficult then what it may seem. The dialogue bug where Matilda would speak Bastila's lines in just normal dialogue was fixed....  [Read More]
Posted in: Brotherhood of Shadow - Expansion Pack
 Silveredge9
10-31-2007, 1:53 PM
#206
An update to my earlier post. I've been testing here and there with possible solutions. I made a few alterations to that part of the dialogue (Nothing anybody would notice, just a few tweaks behind the scenes), and when I replay the section (I did it...  [Read More]
Posted in: Brotherhood of Shadow - Expansion Pack
 Silveredge9
10-31-2007, 1:22 PM
#204
I had a holy crap moment earlier when I managed to replicate the bug where the dialogue is cut and the Shadow force jumps at you. :P Hopefully I can keep replicating it until I find the true fix. Which I will. Then I get can get the fixed released...  [Read More]
Posted in: Brotherhood of Shadow - Expansion Pack
 Silveredge9
10-28-2007, 10:58 AM
#200
No, the Shadow guy isn't meant to die. Something is causing the dialogue to be interrupted. And that's what I'm trying to find out....  [Read More]
Posted in: Brotherhood of Shadow - Expansion Pack
 Silveredge9
10-28-2007, 9:34 AM
#198
Very good mod, I really like and appreciate the work that went into it. Unfortunately, I have run into 2 problems/bugs, one game breaking. 1. A white square on the Galaxy Map (the mod is working on a clean version of KOTOR, I didn't want it to mix w...  [Read More]
Posted in: Brotherhood of Shadow - Expansion Pack
 Silveredge9
10-24-2007, 1:59 PM
#193
Your having appearance.2DA problems. What other mods do you have installed? One solution right now is to delete the current appearance.2DA from your override folder and to reinstall the mod....  [Read More]
Posted in: Brotherhood of Shadow - Expansion Pack
 Silveredge9
10-24-2007, 7:37 AM
#191
I have one problem, maybe it's already answered but i'll post it again. I create a new game, i finished tatooine, manaan and i went to korriban after. I saw drix but i can't move around him. I had to go back to tatooine to kill the guy then return t...  [Read More]
Posted in: Brotherhood of Shadow - Expansion Pack
 Silveredge9
10-23-2007, 9:29 AM
#188
Im running a mac, and can't use the "install.exe". Is there any way i can install it without the install exe? Or the tsl patcher? I don't have any mods in. Download the Mod itself, then copy all the files in the Tsl Patcher Folder located w...  [Read More]
Posted in: Brotherhood of Shadow - Expansion Pack
 Silveredge9
10-13-2007, 8:58 PM
#165
The appearance for the Bastila NPC in that scene is already set to 'Party_NPC_Bastila', so technically it shouldn't change in the first place. If that's what you mean't? Or are you suggesting that I could try creating a new row in appearance.2DA wit...  [Read More]
Posted in: Brotherhood of Shadow - Expansion Pack
 Silveredge9
10-12-2007, 7:23 PM
#160
One thing to keep in mind Silveredge9, there is a similar mod for people who had problems with Helena not showing up, which allowed you to spawn Helena in the Cantina via dialogue with an NPC in the cantina. Simply spawning Helena, and talking with...  [Read More]
Posted in: Brotherhood of Shadow - Expansion Pack
 Silveredge9
10-12-2007, 5:56 AM
#156
I'm going to be working on the Helena bug this weekend. I'm going to see if I can manually spawn her in the custom spawn script. What would be a big help, would be if somebody could send me a save from just before the Bastilla's mother quest begins....  [Read More]
Page: 8 of 12