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Everything posted by Fuse294
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Star Wars Episode VII Discussion
Fuse294 replied to Circa's topic in Star Wars Franchise Discussions
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I think it has something to do with if they have a "playerchoice.txt" file. NPC support can also play a role, if you're using console commands to change models then that's your issue, without an npc file you cannot change with the console.
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All I know is I spat my drink over my PC screen when I clicked the link, welcome!
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Star Wars Episode VII Discussion
Fuse294 replied to Circa's topic in Star Wars Franchise Discussions
URGH This whole thread is falling to the Dark Side. -
Star Wars Episode VII Discussion
Fuse294 replied to Circa's topic in Star Wars Franchise Discussions
Aww I missed the exploding tie bit because I went to the toilet when they were crashing.. -
To me that's the only thing I don't like, the KOTOR saber mechanics were crap.
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Star Wars Episode VII Discussion
Fuse294 replied to Circa's topic in Star Wars Franchise Discussions
The force and it's application comes easier to some than others, and each have areas they excel at. -
Star Wars Episode VII Discussion
Fuse294 replied to Circa's topic in Star Wars Franchise Discussions
Honestly I think their references to the trashed EU stuff were them giving something back...or at least trying. -
Star Wars Episode VII Discussion
Fuse294 replied to Circa's topic in Star Wars Franchise Discussions
Fear leads to Anger, Anger leads to Hate..Hate leads to Suffering. -
One issue with certain maps released by people can be that they haven't used area boundaries so the sound will be heard anywhere on the map, for a roleplayer it can be extremely bothersome hearing lightsabers clashing at normal volume from inside a building as if you're in the room with them.
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Star Wars Episode VII Discussion
Fuse294 replied to Circa's topic in Star Wars Franchise Discussions
Don't give into hate, that leads to the Dark Side! -
Spawn NPC with specific weapon
Fuse294 replied to Joshuawec's topic in Jedi Knight General Discussions
Just set their force abilities to 0 like so, I'll edit cerez post below to demonstrate: Any number for the powers between 0 and 3 will represent what level they will use the ability at with 0 being disabled, 1 being the weakest form and 3 the most powerful, they use them in the same way we would as the PC. As for saberstyle it works like this: 1 = Fast Style 2 = Medium 3 = Strong 4 = Desann 5 = Tavion 6 = Dual 7 = Staff You can group them up so you can have saberStyle 2 saberStyle 5 saberStyle 4 That npc will use Medium, Tavion and Desann against you. -
Star Wars Episode VII Discussion
Fuse294 replied to Circa's topic in Star Wars Franchise Discussions
^ This ^ -
I'd wondered what happened to the project, it went so quiet after the news announcement a few months back so it's nice to see it's still very much a thing.
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Star Wars Episode VII Discussion
Fuse294 replied to Circa's topic in Star Wars Franchise Discussions
This is exactly WHY I used the -
Spawn NPC with specific weapon
Fuse294 replied to Joshuawec's topic in Jedi Knight General Discussions
Cerez is correct, it's a simple thing to do just copy the original text and paste it directly below, changing anything you want along the way. Keep in mind that npcs WON'T change weapons if you plan to give the new npc more then one. Where it says weapon you can input: -
Star Wars Episode VII Discussion
Fuse294 replied to Circa's topic in Star Wars Franchise Discussions
For the sake of spoilers I'll use the tag, view at your own risk. -
Couldn't spawn NPC rocks? Spoilers for JK
Fuse294 replied to LucyTheAlien's topic in Jedi Knight Tech Support
They can be spawned but they float in the air as if inside the ceiling, at least as far as Vanilla game is concerned. -
Sadly I'm broke till the 18th so probably won't get to see it till either the 19th or the 20th, force willing.
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- 10 comments
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Ignore this, changed my mind
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SW JKA KotOR 2 Duels Multiplayer Map Pack
Fuse294 commented on JamyzGenius's file in Mixed Gametypes
An interesting pack, some of them leave the player feeling claustrophobic because they are small (low ceilings) and othere are very dark and hard to see in, the Citadel Station one isn't 100% accurate as the area outside the cantina is extended in the wrong direction, some places were inaccessible, the doorways were a tad small that a wookiee would hit his/her head (a human can only just get through) and some of the music files keep giving an error message about being 22k or something. Maybe shorter .map names too to save time typing it all out? Other than that a good job, would like to see more areas from KOTOR and KOTOR 2 that are near perfectly accurate.- 15 comments
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The final product (so to speak) http://s1148.photobucket.com/user/arcadia_prime/media/jamp%202015-04-29%2019-55-02-28_zpsedehuezh.png.html I'll try and find a way to fix the hair for the next update in a month or two, it's not an issue right now.
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The current version is looking alright now, while the hair on the face is a tiny issue it's only noticable when close up, the brightened skin tone/hair helps to mask it and it comes off as one due to the cleanup around the edges to avoid overspill on color.