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eidospsogos

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Page: 5 of 17
you can remove the cheat used stamp by opening two files in the savegame folder with the .gff editor from bioware and changing the value listed by cheat_used from 1 to 0. :) no big deal. the two files you'll want to alter are savenfo and PARTYTABLE...  [Read More]
like i said though, if you are using an existing skin for a template you do not have to worry about wandering out of bounds. it is very obvious where the hands, legs and arms are in these files. but you can do more than merely change the color. unle...  [Read More]
go to this thread to download a program that will allow you to open the .bif's and .rim's in kotor: http://www.lucasforums.com/showthread.php?s=&threadid=121572 if you look under the .bif files, you will see a directory called data\ templates.b...  [Read More]
actually i think fred's tool is a damn good editing tool. and i have been able to alter items as well. and oddly enough here is what i have PERSONALLY found. when i made adjustements to items in baseitems.2da, it made the changes to all items, even...  [Read More]
Posted in: Removing Item Restrictions...?
 eidospsogos
01-25-2004, 4:26 AM
#43
okay, who knows what initially makes the thing upgradable.....but i can tell you that if you had any sort of bonus given to an armor, you could simply add the branch UpgradeType =(either 20 or 21, as these are the numbers for the upgrade items for am...  [Read More]
Posted in: Removing Item Restrictions...?
 eidospsogos
01-25-2004, 3:57 AM
#42
yeah i saw that. i was trying to figure out how they also related back to the other fields in the branch. you know how the upgrade type manages to relate back to the propertyname, which relates to subtype back to costtable and ends at costvalue. so...  [Read More]
Posted in: Removing Item Restrictions...?
 eidospsogos
01-25-2004, 2:46 AM
#40
okay, i have discovered an extra branch in certain branches of the properties list for items that are upgradable. it simply says UpgradeType= ___ and falls underneath the subtype branch. i have, as of yet, been unable to figure out how this logicall...  [Read More]
Posted in: Removing Item Restrictions...?
 eidospsogos
01-25-2004, 2:16 AM
#39
if the length of the blade is decided by a script it would probably be easier to find the variable that contorls the length of his blade and apply it to a normal saber. but with the amount of people complaining about the shortened saber length i wo...  [Read More]
Posted in: Removing Item Restrictions...?
 eidospsogos
01-24-2004, 10:45 PM
#33
what exactly are you referring to? there has not been a problem posed in the thread that has not had some solution or another....  [Read More]
Posted in: Removing Item Restrictions...?
 eidospsogos
01-24-2004, 8:41 PM
#31
i think stolen will only cause the item to be able to be taken off a corpse. so chances are if you left the item with a stolen value, you could find it on a dark jedi. :) that is the only thing i could think of that that would do. as for the identi...  [Read More]
Posted in: Removing Item Restrictions...?
 eidospsogos
01-24-2004, 8:04 PM
#29
glad i could be of help. no thanks are necessary. :)...  [Read More]
Posted in: Removing Item Restrictions...?
 eidospsogos
01-24-2004, 7:56 PM
#26
if you study the diferences between the two items other than the missing properties list for malak's saber, you'll notice several things. malak's saber is missing the stolen property. as it is set to 0 and not 1. second you will see that the generic...  [Read More]
Posted in: Removing Item Restrictions...?
 eidospsogos
01-24-2004, 1:45 PM
#14
:) actually not really. i spent all last night adding things to exar kun's armor. figured with who he was he deserved a little better. you'll want to add a user-defined structure to the properties list directory. then you will want to COPY existing...  [Read More]
Posted in: Removing Item Restrictions...?
 eidospsogos
01-24-2004, 2:04 AM
#9
found the dex bonus in there, is the defense bonus titled another way....? any idea what it may be called? [Edit] i'm thinking it's baseac.....but am unsure....  [Read More]
Posted in: Removing Item Restrictions...?
 eidospsogos
01-24-2004, 1:53 AM
#7
okay one more quick question. where are basic armor stats such as defense bonus and max dex bonus stored. i see the armor propertname = 1. but there is no corresponding reference file listed for armor in the itempropdef.2da. so how exactly are basic...  [Read More]
Posted in: Removing Item Restrictions...?
 eidospsogos
01-24-2004, 1:04 AM
#3
you truly are the most helpful person i have yet to meet on these forums. :)...  [Read More]
Posted in: Removing Item Restrictions...?
 eidospsogos
01-24-2004, 12:35 AM
#1
i think the title is pretty self-explanatory. but if not i was wondering if it was possible to remove alignment restrictions for items such as the star forge robes etc. if so does anyone know how?...  [Read More]
Posted in: Random Turret/Fighter game removal mod
 eidospsogos
01-25-2004, 12:51 AM
#5
yeah it can get pretty annoying. i like to be able to choose my mini-games. pazaak was great in my opinion, though most people disagree. as was swoop racing. to me the turret game just adds to the star wars feel of the game. i mean it's not likely...  [Read More]
Posted in: Random Turret/Fighter game removal mod
 eidospsogos
01-24-2004, 11:12 PM
#3
:) how funny. this fighter turret mini-game has been hands-down the easiest mini-game ever put into an rpg. you can just start shooting before the screen even comes all the way up and clear out half, if not over half of the fighters before the game e...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 eidospsogos
01-25-2004, 4:03 AM
#293
hey fred here's a thought. i have recently run across a rather SERIOUS limitation in the .gff editor. it can NOT copy a value from one .gff to another. i know your program is designed to work with the bioware .gff editor, but what are the chances you...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 eidospsogos
01-22-2004, 11:30 PM
#39
you people can blame LA all you want for the modding difficulty. but modding has not been discouraged or shut down on any other LA game until KotOR. i remember downloading mods for LA games as far back as Dark Forces. and ravebn HAS released toolsets...  [Read More]
Posted in: Cause of the Ewoks
 eidospsogos
01-24-2004, 8:19 PM
#54
uh, besides all the whacked out Ewok stuff going on around here, since when are tusken raiders two feet tall. last time i checked sand people were just about the same height as human beings. now jawas are two feet tall. but jawas are not tusken raide...  [Read More]
Posted in: Saber Hilts
 eidospsogos
01-25-2004, 4:12 AM
#24
there are some large differences between the q3a engine as it was originally used in arena, and the version of it used in JO and JA. first of all dealing with skeletal info. and much more model info had to be accounted for since you didn't have to wo...  [Read More]
Posted in: Saber Hilts
 eidospsogos
01-24-2004, 11:21 PM
#19
no, the jedi knight series or any other 3d FPS game is not MEANT to be modded. nowhere on the box or in the games advertising does it state new moddable game. HOWEVER, they are easier to mod, because when the comapny that released the game saw how b...  [Read More]
Posted in: Saber Hilts
 eidospsogos
01-24-2004, 6:55 PM
#15
i noticed this last night myself. but it's not really that difficult to get around. just keep the .uti you want to copy a property from open as a reference. then in the item you are wanting to edit, add a new sub-tree the usual way. then simply copy...  [Read More]
Page: 5 of 17