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Fair Strides

Member Since 21 Dec 2011
Offline Last Active Yesterday, 03:53 PM

Posts I've Made

In Topic: How to show diacritical marks?

14 February 2018 - 05:08 PM

Most of the DLG Editors probably don't treat Unicode properly, I imagine. One that could potentially work is using TLKEd (found in the TSLPatcher download in the Modding Tools section of Downloads) to edit the dialog.tlk and dialogf.tlk file.


For that to work, you'd need to go into the DLG files, add each of their lines one-by-one into the dialog.tlk file, and then update the entries/replies in the dialog.tlk file to point to the entry in the dialog.tlk file. That would also make future translations/corrections easier if need be.

In Topic: TSLRCM 1.8.6 - A "what if" thread

13 February 2018 - 06:11 PM

@Sith Holocron: You know... I was going to do that mod. :) Then I saw a new mod released called "Train the Handmaiden", so I had assumed it did the Force Power training... Oops.

In Topic: RevanEditor: KotorTool for 2018

13 February 2018 - 05:57 PM

@VarsityPuppet: Oh, is this a race? I'd better hurry up and re-install my programming stuff if I want to get back to work...

In Topic: Download:KotOR 1 Restoration

13 February 2018 - 07:40 AM

Sir, I must inform you that you are posting in the download thread of a restoration mod for the KotOR game and not on the game's store page or another place where Steam is likely to see your message.


That being said, I can understand your anger and being upset, as it clearly shows a passion for the games and the dedication to put the time in to attempt to make them work.


I would also recommend that you go to GOG.com and look up their copy of KotOR 1 (and 2). These are basically pre-patched (I believe...) versions of the game that are copies of what you'd find as a 4-CD copy from an old game store.

In Topic: [WIP] (b1.1.0) KOTORPatcher - TSLPatcher-like app for Android

02 February 2018 - 05:55 PM

PorygonZRocks: I'm not sure if you know of me or not, but that knowledge would only help in giving you confidence in my offer. I have access to most of the file formats the KotOR games use and I recently just finished converting TSLPatcher from Pascal to Perl so I have the entire source code in two different langauges and can answer questions.


Had I even known this project existed (it likely got buried in all of the holiday and Episode 8 stuff), I would have been able to help out much sooner. Things like the .mod, .erf, and .sav files are all in the ERF format, while the .rim files are in the RIM format; both are similar, but have their tricks for writing the files. Also, with writing RIM files, you will never be able to get a 1:1 byte-to-byte ratio between the original game files and edited files... :|


I can be contacted on here via PM, on Discord (User name FairStrides, ID# 2148), or on Skype (though I'm rarely on that nowadays).


@peedeeboy: I realize that you guys are already past the fun of writing .2da files (yeah, the pointers part was fun, avoiding a 1:1 ratio and doing it the way Bioware did it), but I felt the need to correct you in that KotOR Tool does not do a 1:1 Pointer-to-Data ratio. It still uses a single pointer for each unique piece of data, with duplicate data being referenced by the original pointer. :)