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Found 7 results

  1. Version v1

    176 downloads

    This is a mod for Knights of the Old Republic*. It adds two items to the game: a Med Scanner and Droid Diagnostic. While they both do the same thing, the droid diagnostic is only for droids, and the med scanner is only for organic meatbags-- errr, I mean people. When the item is used, it will display how many vitality points the character is down. It will also display how many points would be restored by various means available to the character. This is, of course, based on the character's current stats. The info will be in your Feedback log. * I don't have The Sith Lords & have no idea if this mod would work in it. Also, while I believe this is compatible with K1R, I'm not absolutely certain of it (I have K1R installed & have had no issues between it & my mod).
  2. Version v1.0b

    561 downloads

    This mod adds an item to inventory which you can equip, then use (like an energy shield). Once that's done, you navigate a dialog-driven menu (computer interface) to select a head, body, or combination and it applies disguise effects. This will work for the main PC and all the usual party member suspects (though it doesn't specifically support Trask, so he may do odd things under some circumstances). There are 4 versions. Any of them should be compatible with everything, though if you've got mods installed that drastically change the order of appearance.2da, everything will point to the wrong things, and if you have content ADDED to appearance.2da, it won't know about that content without some alterations. (Contact me) The 4 versions that are here now are: KK_Dsg_Band_v1_0b_K1R_and_KK_PC.7z - Direct custom content support for K1R and my custom female PC KK_Dsg_Band_v1_0b_K1R.7z - Direct support for K1R, but not my custom PC KK_Dsg_Band_v1_0b_KK_PC.7z - Direct support for my custom PC, but not for K1R KK_Dsg_Band_v1_0b_BASE.7z - No custom content support (though it still works fine for base-game content) Pick your version, run the installer, enjoy. The patcher will make additions to globalcat.2da, spells.2da, igearstore001.utm (Igear's shop, Taris undercity), and tar03_selven031.utc (Selven's character template, Taris lower city apartments). It should only append to these using intelligent functions from TSL patcher, and not overwrite or break anything (plus it makes backups). Everything else is new, unique files from me, so if they conflict with anything at all, it's very very strange. (really shouldn't possibly happen). As the above files probably suggest, you can loot one from Selven, buy another from Igear, and if two isn't enough, just use the console: "giveitem kk_i_arm_dsg.uti" (no quotes) for as many as you want. There's a large readme.txt in the archive, and of course, any other questions, comments, concerns, yadda may be directed to me, and I'll be happy to address them. ^-^
  3. File Name: Box's Flamethrower Mod File Submitter: Box File Submitted: 12 May 2016 File Category: Mods TSLRCM Compatible: Yes This is a very quick and dirty mod. It adds a flamethrower weapon for meatbags. It uses Mira's wrist launcher animation. Some dude on the forums asked for it, then I was bored and decided to just go for it. To install, you need TSLPatcher, standard procedure. To get the weapon, you need to cheat. Use the console command `giveitem box_flame. It's worth 1000 credits if you want to play fair and deduct that from your inventory. You'll need fuel as well. You can craft fuel at med stations. There are a few side effects. Whomever equips the flamethrower will be able to shoot rockets, there's nothing I can do about that. Also the flamethrower fuel icons look like rockets, that I could probably fix if anyone cares. Also, with regard to the screenshots, the mod does not include the funny hat. That was something else I was testing. Click here to download this file
  4. Box

    Box's Flamethrower Mod

    Version 0.0.4

    82 downloads

    This is a very quick and dirty mod. It adds a flamethrower weapon for meatbags. It uses Mira's wrist launcher animation. Some dude on the forums asked for it, then I was bored and decided to just go for it. To install, you need TSLPatcher, standard procedure. To get the weapon, you need to cheat. Use the console command `giveitem box_flame. It's worth 1000 credits if you want to play fair and deduct that from your inventory. You'll need fuel as well. You can craft fuel at med stations. There are a few side effects. Whomever equips the flamethrower will be able to shoot rockets, there's nothing I can do about that. Also the flamethrower fuel icons look like rockets, that I could probably fix if anyone cares. Also, with regard to the screenshots, the mod does not include the funny hat. That was something else I was testing.
  5. File Name: KK's Disguise Armband File Submitter: Antonia File Submitted: 05 Feb 2016 File Category: Mods K1R Compatible: Yes This mod adds an item to inventory which you can equip, then use (like an energy shield). Once that's done, you navigate a dialog-driven menu (computer interface) to select a head, body, or combination and it applies disguise effects. This will work for the main PC and all the usual party member suspects (though it doesn't specifically support Trask, so he may do odd things under some circumstances). There are 4 versions. Any of them should be compatible with everything, though if you've got mods installed that drastically change the order of appearance.2da, everything will point to the wrong things, and if you have content ADDED to appearance.2da, it won't know about that content without some alterations. (Contact me) The 4 versions that are here now are: KK_Dsg_Band_v1_0b_K1R_and_KK_PC.7z - Direct custom content support for K1R and my custom female PC KK_Dsg_Band_v1_0b_K1R.7z - Direct support for K1R, but not my custom PC KK_Dsg_Band_v1_0b_KK_PC.7z - Direct support for my custom PC, but not for K1R KK_Dsg_Band_v1_0b_BASE.7z - No custom content support (though it still works fine for base-game content) Pick your version, run the installer, enjoy. The patcher will make additions to globalcat.2da, spells.2da, igearstore001.utm (Igear's shop, Taris undercity), and tar03_selven031.utc (Selven's character template, Taris lower city apartments). It should only append to these using intelligent functions from TSL patcher, and not overwrite or break anything (plus it makes backups). Everything else is new, unique files from me, so if they conflict with anything at all, it's very very strange. (really shouldn't possibly happen). As the above files probably suggest, you can loot one from Selven, buy another from Igear, and if two isn't enough, just use the console: "giveitem kk_i_arm_dsg.uti" (no quotes) for as many as you want. There's a large readme.txt in the archive, and of course, any other questions, comments, concerns, yadda may be directed to me, and I'll be happy to address them. ^-^ Click here to download this file
  6. Med Scanner / Droid Diagnostic View File This is a mod for Knights of the Old Republic*. It adds two items to the game: a Med Scanner and Droid Diagnostic. While they both do the same thing, the droid diagnostic is only for droids, and the med scanner is only for organic meatbags-- errr, I mean people. When the item is used, it will display how many vitality points the character is down. It will also display how many points would be restored by various means available to the character. This is, of course, based on the character's current stats. The info will be in your Feedback log. * I don't have The Sith Lords & have no idea if this mod would work in it. Also, while I believe this is compatible with K1R, I'm not absolutely certain of it (I have K1R installed & have had no issues between it & my mod). Submitter Crab Nebulous Submitted 01/25/2016 Category Mods K1R Compatible  
  7. One of the things I would like to do for a mod I'm working on is have non-droid units use special weapons like the flamethrower and carbonite emitter. The first problem with this, as far as I can see, is that when it comes to targeting enemies human characters use force powers in the spot where droids use item spells. So I've created a flamethrower item that can be equipped by both humans and droids but only one of them can use it to target enemies. There are some ways around this. I looked at a mod that implemented a flamethrower for human characters. Instead of targeting an enemy, the flamethrower would targeting the user like an energy shield. Then the script that resolves the spell finds an enemy near the user to fire the flamethrower. This is pretty clever, but I don't like it as a solution because you can't choose who to target. So I had another idea. I would simply create a force power called "Use Item". The power would activate a script that would find the item equipped on the armband and then activate it. This is where I'm having some trouble. I've created the following script and hooked up everything so it runs, but it doesn't activate the item. //:: k_sup_useitem // Custom script by Box // This is a script for using a custom weapon from a spell // This could be considerably more tricky #include "k_inc_debug" void main() { object oItem; // The item to use int nInventorySlot; // The inventory slot where we're keeping the item event evItem; // Event for activating item? object oTarget; // Item target location lTarget; // Item target location // Get the item we're trying to activate // This seems pretty simple so I imagine it works nInventorySlot = INVENTORY_SLOT_LEFTARM; oItem = GetItemInSlot(nInventorySlot, OBJECT_SELF); // Activate the item obtained // Not sure exactly what is going on here with "events" oTarget = GetSpellTargetObject(); lTarget = GetSpellTargetLocation(); evItem = EventActivateItem(oItem, lTarget, oTarget); // I'm guessing this is what we need to run next // If the last block returned an event for activating an item, this should perform the event and activate the item, right? SignalEvent(OBJECT_SELF, evItem); } I've never written a script like this using "events" before. I just found functions in the documentation that seemed like they would do what I wanted. Unfortunately while I can verify that the script is called, it doesn't actually activate the item. I don't know if there are only certain items that can be activated. Most consumable items seem similar in their .uti files with a property that determines what spell is cast when the item is used. I was assuming that an event activating an item would work similarly, but I can't even get this to activate a regular energy shield. On the other hand, I've considered a completely different approach. Instead of trying to activate the item from a script, I would instead just determine the identity of the item equipped and then perform the effect of the item right in this script. There's a problem with that though. I've been using weapons and energy shields with a cooldown effect, so instead of having 5-10 uses before disappearing, they have unlimited uses but can only but have to wait 60 seconds before being used again. If I bypass actually activating the item with this script, then I need to figure out a way to implement a cooldown system. I have no experience doing anything like that. I assume it would probably involve global variables and heartbeat scripts but I don't know where to start. So that's my situation. I think it's a pretty interesting problem and it would be really cool if we could figure it out. What do you guys think? Does anyone know how in-script item activation or cooldowns work? Or maybe you guys have a different way of looking at this problem.