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		<title>LucasForums - Holowan Laboratories</title>
		<link>http://www.lucasforums.com/</link>
		<description>This is your forum for questions related to modifying the PC versions of both KotOR and TSL. No official tools have been released, so it is up to the community.</description>
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		<lastBuildDate>Thu, 23 May 2013 05:49:11 GMT</lastBuildDate>
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			<title>LucasForums - Holowan Laboratories</title>
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			<title>Making a force power impossible to earn</title>
			<link>http://www.lucasforums.com/showthread.php?t=212275&amp;goto=newpost</link>
			<pubDate>Tue, 21 May 2013 18:16:31 GMT</pubDate>
			<description><![CDATA[Well the title pretty much says it all. I know how to make a custom force power that not too bad but I was wondering how would I make it the force power unattainable. I want it to be impossible for the player to earn it but it can still be givin the them (yes it's for TSL) through dialog. 
...]]></description>
			<content:encoded><![CDATA[<div>Well the title pretty much says it all. I know how to make a custom force power that not too bad but I was wondering how would I make it the force power unattainable. I want it to be impossible for the player to earn it but it can still be givin the them (yes it's for TSL) through dialog.<br />
<br />
Thanks-Supreme Kotor</div>

]]></content:encoded>
			<category domain="http://www.lucasforums.com/forumdisplay.php?f=324">Holowan Laboratories</category>
			<dc:creator>supreme kotor</dc:creator>
			<guid isPermaLink="true">http://www.lucasforums.com/showthread.php?t=212275</guid>
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			<title><![CDATA[[KotOR 2] Influence with Custom Party Members]]></title>
			<link>http://www.lucasforums.com/showthread.php?t=212267&amp;goto=newpost</link>
			<pubDate>Sun, 19 May 2013 18:29:32 GMT</pubDate>
			<description><![CDATA[Basically, if I were to add a custom companion, how would I go about making it so that every time the PC gained or lost influence with the companion, it would say the companion's name and that influence was gained or lost? As it stands now, if I call the constant of the NPC the companion replaced,...]]></description>
			<content:encoded><![CDATA[<div>Basically, if I were to add a custom companion, how would I go about making it so that every time the PC gained or lost influence with the companion, it would say the companion's name and that influence was gained or lost? As it stands now, if I call the constant of the NPC the companion replaced, it'll show the replaced companion's name (So if my companion replaces GOTO, it will say GOTO lost influence).</div>

]]></content:encoded>
			<category domain="http://www.lucasforums.com/forumdisplay.php?f=324">Holowan Laboratories</category>
			<dc:creator>Fallen Guardian</dc:creator>
			<guid isPermaLink="true">http://www.lucasforums.com/showthread.php?t=212267</guid>
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			<title>Two Needed Scripts</title>
			<link>http://www.lucasforums.com/showthread.php?t=212266&amp;goto=newpost</link>
			<pubDate>Sun, 19 May 2013 18:02:12 GMT</pubDate>
			<description><![CDATA[Can anyone provide me with two scripts? 
 
I need the first one to find an NPC and then make him go into stealth mode indefinitely upon him spawning. 
 
The second one needs to take that NPC out of stealth mode whenever it's fired which will be dialog. 
 
Thanks for any help in advance.]]></description>
			<content:encoded><![CDATA[<div>Can anyone provide me with two scripts?<br />
<br />
I need the first one to find an NPC and then make him go into stealth mode indefinitely upon him spawning.<br />
<br />
The second one needs to take that NPC out of stealth mode whenever it's fired which will be dialog.<br />
<br />
Thanks for any help in advance.</div>

]]></content:encoded>
			<category domain="http://www.lucasforums.com/forumdisplay.php?f=324">Holowan Laboratories</category>
			<dc:creator>harIII</dc:creator>
			<guid isPermaLink="true">http://www.lucasforums.com/showthread.php?t=212266</guid>
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			<title><![CDATA[[Tutorial] Different colored eyes: My Solution]]></title>
			<link>http://www.lucasforums.com/showthread.php?t=212263&amp;goto=newpost</link>
			<pubDate>Sun, 19 May 2013 04:04:12 GMT</pubDate>
			<description>TSL ONLY 
 
Well lately I have seen multiple threads on how to make diffrent colored eyes in ways such as modeling...This is not to put any of thoose threads down im just not the kind of person who likes going into GMax just to change a eye color... 
 
Tools needed: 
Gimp or Photoshop (I use Gimp)...</description>
			<content:encoded><![CDATA[<div><font color="Red"><font size="7"><font face="Arial Black">TSL ONLY</font></font></font><br />
<br />
Well lately I have seen multiple threads on how to make diffrent colored eyes in ways such as modeling...This is not to put any of thoose threads down im just not the kind of person who likes going into GMax just to change a eye color...<br />
<br />
Tools needed:<br />
Gimp or Photoshop (I use Gimp)<br />
KotorTool<br />
KotOR TSL<br />
Preperation:<br />
1)Make a new folder im going to name mine &quot;Diffrent eyes&quot; without the quotes<br />
2)Open KotorTool---Kotor2---ERF's---swpc_tex_tpa.erf---Letter &quot;P&quot;<br />
3)Choose a PC head that you like (Males are easier) double click and save it in the folder we just made.<br />
4)Close the &quot;P&quot; section and open the &quot;N&quot; section<br />
5)Scroll down and save the head &quot;N_SionH.tpc&quot; (Will save as TGA)<br />
6)Close KotorTool<br />
<br />
The reskin: Im just going to paint and your proboly going to cry at my artist skills but you will get the point.<br />
1)Open up the extracted Sion and PC head.<br />
2)Using the free select select this area. Now for a realistic skin tone switch to your PC head and use the eyedroper to take thier skin tone.<br />
3)Go back to your Sion head and use the select by color tool to select most of the face you can just click in randomish spots you want to end with something like this. This leaves enough of the origional head so we still know what were working with.<br />
<div class="alt2" style="margin:10px; margin-top:5px; border: 1px inset;">
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	</div> 
</div><br />
<br />
4)Now zoom in on the left eye and touch up around it so you end up with something like this:<br />
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	</div> 
</div><br />
<br />
5)Now select the 2 eyes and set thier brightness and contrast both to 127 this will completly white them out something like this: <br />
<div class="alt2" style="margin:10px; margin-top:5px; border: 1px inset;">
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		<div class="spoiler" style="display: none;"><img src="https://imageshack.us/scaled/large/829/eyesbz.jpg" border="0" alt="" /></div>
		
	</div> 
</div><br />
<br />
6)Make a large circle in the eye and color it all black then make a smaller circle within the black and color it whatever color you want the eye to be.<br />
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	</div> 
</div><br />
<br />
7)Im not going to finish with the skin because theres other tutorials for that i just did the bare minimum for diffrent eyes and heres an ingame screen<br />
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	</div> 
</div><br />
<br />
This head could then be used on anyone in the game effectivly giving two diffrent colored eyes without modeling.<br />
<br />
<br />
Enjoy-Supreme Kotor</div>

]]></content:encoded>
			<category domain="http://www.lucasforums.com/forumdisplay.php?f=324">Holowan Laboratories</category>
			<dc:creator>supreme kotor</dc:creator>
			<guid isPermaLink="true">http://www.lucasforums.com/showthread.php?t=212263</guid>
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			<title>Khoonda Lost Room (1.4) Compatible with Restored Content Mod 1.8.2?</title>
			<link>http://www.lucasforums.com/showthread.php?t=212262&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 16:50:22 GMT</pubDate>
			<description><![CDATA[Is it compatible with it? 
I'm talking about the Khoona Lost Room Mod I got from here 
http://knightsoftheoldrepublic.filefront.com/file/Khoonda_Lost_Room;117733]]></description>
			<content:encoded><![CDATA[<div>Is it compatible with it?<br />
I'm talking about the Khoona Lost Room Mod I got from here<br />
<a href="http://knightsoftheoldrepublic.filefront.com/file/Khoonda_Lost_Room;117733" target="_blank">http://knightsoftheoldrepublic.filef...st_Room;117733</a></div>

]]></content:encoded>
			<category domain="http://www.lucasforums.com/forumdisplay.php?f=324">Holowan Laboratories</category>
			<dc:creator>Col_Zechs</dc:creator>
			<guid isPermaLink="true">http://www.lucasforums.com/showthread.php?t=212262</guid>
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			<title>3 Problems (Lighting, Scripting, and UTC File; I think...)</title>
			<link>http://www.lucasforums.com/showthread.php?t=212261&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 13:31:58 GMT</pubDate>
			<description>Hey everyone, I know it’s been a while but I’m not back. Anyways I am having great difficulty in three problems, both of them baffle my mind. 
 
The first one is a graphics issue. I’m not sure if it’s my graphics card since it is a miserable excuse for a graphics card, the embedded intel graphics....</description>
			<content:encoded><![CDATA[<div>Hey everyone, I know it’s been a while but I’m not back. Anyways I am having great difficulty in three problems, both of them baffle my mind.<br />
<br />
The first one is a graphics issue. I’m not sure if it’s my graphics card since it is a miserable excuse for a graphics card, the embedded intel graphics. I’m guessing it has something to do with the lighting of the module, though I’m not sure. There are strange and mysterious lines of a model of some sort criss cross throughout the area of the Dantooine Jedi Enclave. It seems that if I’m looking in the direction away from the sun, I see them. If I look towards the sun, they disappear; really quite bizarre. The only thing outside of module editing that I did to it was nothing; no reskinning, no hex editing, I only added pre-existing object to the area. Is this a problem that I can fix on my end or is it just a graphics issue due to my most luxurious graphics card and can be resolved by getting a better one.<br />
<br />
Sorry, forgot to include the screenshot.<br />
<div class="alt2" style="margin:10px; margin-top:5px; border: 1px inset;">
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	</div> 
</div><br />
<br />
The second problem is spawning characters, though not just any characters, but your companions. I want to be able to spawn a companion, not in their original utc file settings but will all the benefits of their weapons you currently have them wield, whatever armor / robe they are equipped with, and their stats after having been leveled up along the way. How do I spawn my companions as BioWare has spawned them whenever you entered the Ebon Hawk?<br />
<br />
<font size="1"><font color="Red">And finally the third problem, I cannot get a companion to equip her clothing. It’s one thing when you’re at the bar seeing a girl in her underwear but it makes far less sense when she’s battling the Sith Empire in nothing but her panties. When I go to equip her clothing, it just has the Clothing (literally clothing, not armor, nor robes) outlined in red and says that she, Selestia, fails to meet the requirements to wear that clothing. This isn’t the first time that I’ve seen this problem and seems to be unique to female companions alone, perhaps it is because I’m a dude? IDK. Regardless there’s a time and place for everything, and it’s time to finally figure out how to put her clothes back on… I have no idea what’s going on, but here is a list of all the important information in her utc file. <br />
<br />
BASIC TAB – Tag (selestia), Race (Human), Phenotype (Normal), Gender (Female), Body Bag (default)<br />
ADVANCED TAB – ResRef (selestia), No Permenent Death (checked), Subrace (none), <br />
FEATS - (Armor Proficiency: Light, Armor Proficiency: Medium, Flurry, Implant Level 1, Improved Power Attack)</font></font><br />
<br />
This... ahhh... is really embarassing. I... errr... had the subrace set to none but KOTOR wouldn't save it even though I click save. The game thought my cute piece of tail side kick was a Wookiee, awwwkwwward...<br />
<br />
<br />
Any ideas anyone?</div>

]]></content:encoded>
			<category domain="http://www.lucasforums.com/forumdisplay.php?f=324">Holowan Laboratories</category>
			<dc:creator>harIII</dc:creator>
			<guid isPermaLink="true">http://www.lucasforums.com/showthread.php?t=212261</guid>
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			<title>Is this worthy of release?</title>
			<link>http://www.lucasforums.com/showthread.php?t=212248&amp;goto=newpost</link>
			<pubDate>Mon, 13 May 2013 04:04:24 GMT</pubDate>
			<description><![CDATA[I made this a while back and I'm getting back into TSL again. So I was wondering if you all think this head is worthy of release. I took the PMHH01 head and completely redid the skin.  
I was going for an older look. Unlike the rest of the heads that look early twenties fresh out of their training....]]></description>
			<content:encoded><![CDATA[<div>I made this a while back and I'm getting back into TSL again. So I was wondering if you all think this head is worthy of release. I took the PMHH01 head and completely redid the skin. <br />
I was going for an older look. Unlike the rest of the heads that look early twenties fresh out of their training. I mean come on, the exile is supposed to have lived a war and carry some great burden. That's gotta put some wrinkles on there.<br />
<br />
See below for how it turned out.<br />
<br />
<div class="alt2" style="margin:10px; margin-top:5px; border: 1px inset;">
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	</div> 
</div><br />
<br />
If you like it, I'll finish it up and release it. Let me know.<br />
<br />
-ZM-<br />
<br />
EDIT: BTW did anyone else notice that the tongue clips through the side of the mouth on that model? Really annoying. :(</div>

]]></content:encoded>
			<category domain="http://www.lucasforums.com/forumdisplay.php?f=324">Holowan Laboratories</category>
			<dc:creator>ZimmMaster</dc:creator>
			<guid isPermaLink="true">http://www.lucasforums.com/showthread.php?t=212248</guid>
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			<title>Help, I screwed up my head model</title>
			<link>http://www.lucasforums.com/showthread.php?t=212247&amp;goto=newpost</link>
			<pubDate>Sun, 12 May 2013 21:41:23 GMT</pubDate>
			<description><![CDATA[Image: http://cloud-2.steampowered.com/ugc/578989106804492882/620CAE0EAACC9CB62075AE16F1E9A96EC2F7B36E/  
 
While I'm happy that I managed to get the thing imported into the game at all, there . . . um . . . seems to be a problem with his head. To the best of my knowledge the glitched part of the...]]></description>
			<content:encoded><![CDATA[<div><img src="http://cloud-2.steampowered.com/ugc/578989106804492882/620CAE0EAACC9CB62075AE16F1E9A96EC2F7B36E/" border="0" alt="" /><br />
<br />
While I'm happy that I managed to get the thing imported into the game at all, there . . . um . . . seems to be a problem with his head. To the best of my knowledge the glitched part of the head isn't even the part I edited. Could a more experienced modder tell me which part of the process the problem is likely to be in, so I can un-explode his head?<br />
<br />
I followed <a href="http://lucasforums.com/showthread.php?t=193050" target="_blank">this tutorial</a>, if that helps any, and this is KOTOR 1 on a Windows 7 machine.</div>

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			<category domain="http://www.lucasforums.com/forumdisplay.php?f=324">Holowan Laboratories</category>
			<dc:creator>Hexiva</dc:creator>
			<guid isPermaLink="true">http://www.lucasforums.com/showthread.php?t=212247</guid>
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			<title><![CDATA[[WIP] MECK II]]></title>
			<link>http://www.lucasforums.com/showthread.php?t=212246&amp;goto=newpost</link>
			<pubDate>Sun, 12 May 2013 20:59:58 GMT</pubDate>
			<description>A long time ago, a long, long time ago, there was a set of mods that went under the title of MECK. This stood for Movie Episodes Conversion KotOR. I have decided to reboot this mantle as an entirely new set of mods that is a throwback to the originals. 
 
Right now, I have no specific big plots or...</description>
			<content:encoded><![CDATA[<div>A long time ago, a long, long time ago, there was a set of mods that went under the title of MECK. This stood for Movie Episodes Conversion KotOR. I have decided to reboot this mantle as an entirely new set of mods that is a throwback to the originals.<br />
<br />
Right now, I have no specific big plots or anything planned out. I'm simply going to model and texture stuff and then release it as it comes. This will encompass my work thus far on Boba Fett, Slave I, the Millennium Falcon, and the Gungan shield.<br />
<br />
I'm going to focus on characters for the most part, and Imperial characters for the time being. I'm working on the Scout Trooper now:<br />
<br />
<a href="http://s269.photobucket.com/user/Sithspecter/media/Scout.jpg.html" target="_blank"><img src="http://i269.photobucket.com/albums/jj73/Sithspecter/Scout.jpg" border="0" alt="" /></a><br />
<br />
Quality help is welcome, especially if you are willing to remodel and texture characters on your own.</div>

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			<category domain="http://www.lucasforums.com/forumdisplay.php?f=324">Holowan Laboratories</category>
			<dc:creator>Sithspecter</dc:creator>
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			<title>Darth Dementous (1.4) and Danika Recruit mod problem</title>
			<link>http://www.lucasforums.com/showthread.php?t=212242&amp;goto=newpost</link>
			<pubDate>Sat, 11 May 2013 21:54:51 GMT</pubDate>
			<description><![CDATA[I'm having trouble finishing Nar Shaddaa due to these recruitment mods I have never used before this go around in the game. Hanharr is in my party on the ebon hawk after destroying Goto's Yacht and after Hanharr says I'll take you to Zez the Jedi all that happens is three jedis show up for me to...]]></description>
			<content:encoded><![CDATA[<div>I'm having trouble finishing Nar Shaddaa due to these recruitment mods I have never used before this go around in the game. Hanharr is in my party on the ebon hawk after destroying Goto's Yacht and after Hanharr says I'll take you to Zez the Jedi all that happens is three jedis show up for me to fight. Please help? Here is where I got the mods. <a href="http://knightsoftheoldrepublic.filefront.com/file/Darth_Dementous;72372x#1067166" target="_blank">http://knightsoftheoldrepublic.filef...72372x#1067166</a><br />
<a href="http://knightsoftheoldrepublic.filefront.com/file/Darth_DementousDanika_Dialog_Patch;73461" target="_blank">http://knightsoftheoldrepublic.filef...og_Patch;73461</a><br />
<a href="http://knightsoftheoldrepublic.filefront.com/file/Danika;72904" target="_blank">http://knightsoftheoldrepublic.filef...e/Danika;72904</a></div>

]]></content:encoded>
			<category domain="http://www.lucasforums.com/forumdisplay.php?f=324">Holowan Laboratories</category>
			<dc:creator>Col_Zechs</dc:creator>
			<guid isPermaLink="true">http://www.lucasforums.com/showthread.php?t=212242</guid>
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			<title>To a 3ds max user.</title>
			<link>http://www.lucasforums.com/showthread.php?t=212239&amp;goto=newpost</link>
			<pubDate>Sat, 11 May 2013 01:40:13 GMT</pubDate>
			<description><![CDATA[Well I'm here to call in a favor to one of you 3ds max users. Would any of you like to get me the GWing in .obj file format? You'll be my best friend. And if you wanted to be my very best friend ever could you get me one of the misc. sith fighters too please?  
 
Thanks-Supreme Kotor]]></description>
			<content:encoded><![CDATA[<div>Well I'm here to call in a favor to one of you 3ds max users. Would any of you like to get me the GWing in .obj file format? You'll be my best friend. And if you wanted to be my very best friend ever could you get me one of the misc. sith fighters too please? <br />
<br />
Thanks-Supreme Kotor</div>

]]></content:encoded>
			<category domain="http://www.lucasforums.com/forumdisplay.php?f=324">Holowan Laboratories</category>
			<dc:creator>supreme kotor</dc:creator>
			<guid isPermaLink="true">http://www.lucasforums.com/showthread.php?t=212239</guid>
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			<title>I appear to have found something.</title>
			<link>http://www.lucasforums.com/showthread.php?t=212234&amp;goto=newpost</link>
			<pubDate>Thu, 09 May 2013 20:44:57 GMT</pubDate>
			<description><![CDATA[Well modders your either going to love me, or think im retarded. Today I was looking for the Telos model of the area right before you enter the military base. (Why? I was going to extract the landing pad for my own area. Don't get your hopes up though im no Quanon at modeling). So I extracted a few...]]></description>
			<content:encoded><![CDATA[<div>Well modders your either going to love me, or think im retarded. Today I was looking for the Telos model of the area right before you enter the military base. (Why? I was going to extract the landing pad for my own area. Don't get your hopes up though im no Quanon at modeling). So I extracted a few files that looked as if they could be it, none of them were it. I did find something far more interseting forgive me if im wrong but there appears to be a AREA never used in TSL? I mean if this really isn't used that great right? Well now that ive built some anticipation here it is: <a href="http://img96.imageshack.us/img96/6972/dwm2013050913292515.png" target="_blank">Picture. :)</a> Want to laugh at me? Tell me it is used in game? Let me know.<br />
<br />
-Supreme Kotor</div>

]]></content:encoded>
			<category domain="http://www.lucasforums.com/forumdisplay.php?f=324">Holowan Laboratories</category>
			<dc:creator>supreme kotor</dc:creator>
			<guid isPermaLink="true">http://www.lucasforums.com/showthread.php?t=212234</guid>
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			<title>Kotor1 Robes</title>
			<link>http://www.lucasforums.com/showthread.php?t=212227&amp;goto=newpost</link>
			<pubDate>Wed, 08 May 2013 20:06:15 GMT</pubDate>
			<description><![CDATA[Hi, can someone send me this robes files, i can't download it in filefront. (anything, actually, seems that filefront isn't working) 
 
http://www.lucasforums.com/showthread.php?t=200388 
 
Thanks]]></description>
			<content:encoded><![CDATA[<div>Hi, can someone send me this robes files, i can't download it in filefront. (anything, actually, seems that filefront isn't working)<br />
<br />
<a href="http://www.lucasforums.com/showthread.php?t=200388" target="_blank">http://www.lucasforums.com/showthread.php?t=200388</a><br />
<br />
Thanks</div>

]]></content:encoded>
			<category domain="http://www.lucasforums.com/forumdisplay.php?f=324">Holowan Laboratories</category>
			<dc:creator>khayyin</dc:creator>
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			<title>Some Scripting Questions to Make you cry.</title>
			<link>http://www.lucasforums.com/showthread.php?t=212214&amp;goto=newpost</link>
			<pubDate>Mon, 06 May 2013 20:18:04 GMT</pubDate>
			<description>Hey all!  
 
Well first things first I am NOT expecting an answer to everyone of these questions that would just be stupid of me.. Now that thats out of the way I also know theres a script shack but I belive this might be a little long and might be more useful to modders here where it might be more...</description>
			<content:encoded><![CDATA[<div>Hey all! <br />
<br />
Well first things first I am NOT expecting an answer to everyone of these questions that would just be stupid of me.. Now that thats out of the way I also know theres a script shack but I belive this might be a little long and might be more useful to modders here where it might be more organized. Now onto where the questions came from: You can blame Fair Strides 2 :lol: (Im kidding don't blame him) for suggesting I look at the nwlexicon. Well I looked at it and I got interested so I started checking out the nwscript.nss and it gave me these questions. Now theres alot but im going to start asking some of them now. :)<br />
<br />
If im right this function will adjust the hit points of followers such as the ones mentioned in <a href="http://www.lucasforums.com/showthread.php?t=152677" target="_blank">this</a> thread right? <br />
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		<div class="spoiler" style="display: none;">// 590: adjusts a followers hit points, can specify the absolute value to set to<br />
// SWMG_AdjustFollowerHitPoints<br />
int SWMG_AdjustFollowerHitPoints(object oFollower, int nHP, int nAbsolute=0</div>
		
	</div> 
</div><br />
<br />
Same thread as linked above, this could set the followers hit points right?<br />
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		<div class="spoiler" style="display: none;">// 604: SWMG_SetFollowerHitPoints<br />
void SWMG_SetFollowerHitPoints(object oFollower, int nHP);<br />
</div>
		
	</div> 
</div><br />
Same thread as linked above this function should check if you have one of thoose followers by tag right?<br />
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		<div class="spoiler" style="display: none;">// 599: a bunch of Is functions for your pleasure<br />
// SWMG_IsFollower<br />
int SWMG_IsFollower(object oid=OBJECT_SELF);</div>
		
	</div> 
</div><br />
<br />
You could use this script to check if you were playing as HK-47 and such right?<br />
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		<div class="spoiler" style="display: none;">// 600: SWMG_IsPlayer<br />
int SWMG_IsPlayer(object oid=OBJECT_SELF);<br />
</div>
		
	</div> 
</div><br />
<br />
Could you use this script to do something such as: if there are less than 5 enimes left.. do XX (I know it would have to modified quite a bit)<br />
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		<div class="spoiler" style="display: none;">// 612: SWMG_GetEnemyCount<br />
int SWMG_GetEnemyCount();</div>
		
	</div> 
</div><br />
<br />
This would make the player unkillable correct?<br />
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		<div class="spoiler" style="display: none;">// 648: SWMG_SetPlayerInvincibility<br />
void SWMG_SetPlayerInvincibility(float fInvincibility);</div>
		
	</div> 
</div><br />
<br />
This would check if the player is invincible right? (I know you would have to add return true return false ect...)<br />
[HIDDEN]// 642: SWMG_GetPlayerInvincibility<br />
<br />
Easy one :) This should COMPLETLY clear the journal right?<br />
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	</div> 
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		<div class="spoiler" style="display: none;">// 672: DeleteJournalWorldAllEntries<br />
// Nuke's 'em all, user entered or otherwise.<br />
void DeleteJournalWorldAllEntries();<br />
</div>
		
	</div> 
</div><br />
<br />
And this should only delete one entry? (Could this be modified to delete most recent entry?)<br />
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	</div> 
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		<div class="spoiler" style="display: none;">// 674: DeleteJournalWorldEntryStrref<br />
// Deletes the world notice pertaining to the string ref<br />
void DeleteJournalWorldEntryStrref( int strref );<br />
</div>
		
	</div> 
</div><br />
<br />
Will this work on non-force users too? and if soo where would I attatch it?<br />
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		<div class="spoiler" style="display: none;">// 676: EffectTemporaryForcePoints<br />
//<br />
effect EffectPsychicStatic();</div>
		
	</div> 
</div><br />
<br />
Is it really possible to add pics along with journal entries?<br />
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		<div class="spoiler" style="display: none;">// 678: SetJournalQuestEntryPicture<br />
// Sets the picture for the quest entry on this object (creature)<br />
void SetJournalQuestEntryPicture(string szPlotID, object oObject, int nPictureIndex, int bAllPartyMemebers=TRUE, int bAllPlayers=FALSE);</div>
		
	</div> 
</div><br />
<br />
This is how the make Bastilla unselectable on Korriban right?<br />
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		<div class="spoiler" style="display: none;"><br />
// 708: SetNPCSelectability<br />
void SetNPCSelectability(int nNPC, int nSelectability);</div>
		
	</div> 
</div><br />
<br />
What even is this?<br />
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		<div class="spoiler" style="display: none;">// 735: Get the Category of tTalent.<br />
int GetCategoryFromTalent(talent tTalent);</div>
		
	</div> 
</div><br />
<br />
You could use this to force solo mode within a conversation correct? or to force them out of solo mode?<br />
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		<div class="spoiler" style="display: none;">// 753: SetSoloMode<br />
// Activates/Deactivates solo mode for the player's party.<br />
void SetSoloMode( int bActivate )</div>
		
	</div> 
</div><br />
<br />
This should force fake combat during dialog correct?<br />
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	</div> 
	<div style="padding: 6px;"> 
		<div class="smallfont" style="font-size: 9px;" onclick="return ST_ToggleHiddenBox(this);"><noscript>(hidden content - <b>requires Javascript to show</b>)</noscript></div>
		<div class="spoiler" style="display: none;">//RWT-OEI 01/16/04<br />
// 791: A function to put the character into a true combat state but the reason set to<br />
//      not real combat. This should help us control animations in cutscenes with a bit<br />
//      more precision. -- Not totally sure this is doing anything just yet. Seems<br />
//      the combat condition gets cleared shortly after anyway.<br />
//      If nEnable is 1, it enables fake combat mode. If 0, it disables it.<br />
//      WARNING: Whenever using this function to enable fake combat mode, you should<br />
//               have a matching call to it to disable it. (pass 0 for nEnable).<br />
void SetFakeCombatState( object oObject, int nEnable );</div>
		
	</div> 
</div><br />
<br />
You could modify this to make you jump SUPER high while racing correct?<br />
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		<div class="spoiler" style="display: none;">// FAK - OEI 2/11/04<br />
// 804: SWMG_SetJumpSpeed -- the sets the 'jump speed' for the swoop<br />
//      bike races. Gravity will act upon this velocity.<br />
void SWMG_SetJumpSpeed(float fSpeed);</div>
		
	</div> 
</div><br />
<br />
You could put this on a trigger and it should stop them from proceeding untill stealthed or unstealthed correct? (you would have to add the stop part?)<br />
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		<div class="spoiler" style="display: none;">// 810<br />
// DJS-OEI 3/8/2004<br />
// Determines if the given creature is in Stealth mode or not.<br />
// 0 = Creature is not stealthed.<br />
// 1 = Creature is stealthed.<br />
// This function will return 0 for any non-creature.<br />
int IsStealthed( object oCreature );</div>
		
	</div> 
</div><br />
<br />
You could use this to make it so like X placeable will heal you every X seconds?(Would need to be modified)<br />
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	<div style="padding: 6px;"> 
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		<div class="spoiler" style="display: none;">// 813<br />
// RWT-OEI 03/19/04<br />
// Stores a Heal Target for the Healer AI script. Should probably<br />
// not be used outside of the Healer AI script.<br />
void SetHealTarget( object oidHealer, object oidTarget );</div>
		
	</div> 
</div><br />
<br />
I know in stoffe's tutorial it says not possible for first PC but wouldent something like this work? (With a puppet recruit script of course)<br />
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		<div class="spoiler" style="display: none;">// 836<br />
// RWT-OEI 07/17/04<br />
// This function adds a Puppet to the Puppet Table by<br />
// template.<br />
// Returns 1 if successful, 0 if there was an error<br />
// This does not spawn the puppet or anything. It just<br />
// adds it to the party table and makes it available for<br />
// use down the line. Exactly like AddAvailableNPCByTemplate<br />
int AddAvailablePUPByTemplate( int nPUP, string sTemplate );<br />
</div>
		
	</div> 
</div><br />
<br />
You could then use this script to add that^ puppet to the first PC right?<br />
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		<div class="spoiler" style="display: none;">// 840<br />
// RWT-OEI 07/18/04<br />
// This adds an existing puppet object to the party. The<br />
// puppet object must already exist via SpawnAvailablePUP<br />
// and must already be available via AddAvailablePUP*<br />
// functions.<br />
int AddPartyPuppet(int nPUP, object oidCreature)</div>
		
	</div> 
</div><br />
<br />
Well thats all for now again I do NOT expect an answer to all of these I also understand some of these may be leftover scripts that do nothing. :)<br />
<br />
Thanks-Supreme Kotor</div>

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			<dc:creator>supreme kotor</dc:creator>
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			<title>Healing Aurora</title>
			<link>http://www.lucasforums.com/showthread.php?t=212199&amp;goto=newpost</link>
			<pubDate>Fri, 03 May 2013 20:14:02 GMT</pubDate>
			<description><![CDATA[So basically I have a Kolto tank that you can walk into and I was wondering is there anyway (not through dialog more like a trigger?) to make it so when you walk into the tank you will heal. Now I do have an idea but I have no clue how to go about this. My idea was to "reverse" the effects of...]]></description>
			<content:encoded><![CDATA[<div>So basically I have a Kolto tank that you can walk into and I was wondering is there anyway (not through dialog more like a trigger?) to make it so when you walk into the tank you will heal. Now I do have an idea but I have no clue how to go about this. My idea was to &quot;reverse&quot; the effects of poison (heals you instead of hurts) and make that now &quot;poison&quot; get cast into the PC when he enters the tank. So my question(s): <br />
<br />
1. Is the even possible?<br />
<br />
2. How would I go about doing this?<br />
<br />
Thanks-Supreme Kotor</div>

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