Modding Tools
64 files
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tga2tpc
By ndix UR
tga2tpc
Author: ndix UR
Release: Sep 2020
Version: 4.0.0
Convert TGA images to TPC format for use in KotOR and TSL.
TPC files contain the information from a TXI file (so the TXI file is no longer needed when a TPC file is used), and can be uncompressed or compressed with either DXT1 or DXT5.
Advanced features like animation and cubemap layering are initiated by the presence of specific TXI directives like cube 1 and proceduretype cycle.
For some reason, the game really wants normal maps to be in TPC format. This will let you create and use full 32-bit color normal maps without having to make them into simple height maps by using indexed color.
The tool is free, open source, and cross-platform. Code is available at https://github.com/ndixUR/tga2tpc
The app is written in javascript, built on Electron using three.js, jquery, bootstrap. It includes a ported version of the AMD/GPUOpen Compressonator image compression library.
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How do I set it up?
Windows: unzip the package, run tga2tpc.exe
Mac: unzip the package, move tga2tpc.app to /Applications, run it
* This is not a signed application, so you have to do whatever is required to run non-MAS applications on your MacOS version.
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How do I use it?
Drag files in and hit start. There shouldn't be much more to it than that. Using power-of-2 sized textures is always required for optimal quality, TXI information is optional, and the settings are pretty much self-explanatory. The nature of TPC alpha blending is not necessarily intuitive so you may need to seek information to use it properly.
Compressor settings:
Super Fast - the lowest quality setting, uses the pre-4.0.0 image compressor that includes the 'compression failure' error for long conversion queues Fast - Bare bones setting Normal - Runs two profiles and selects the best result, adaptive color weighting Slow - Deeper refinement of the color palette for each 4x4 pixel block Ultra - 3D refinement of the color palette for each 4x4 pixel block How Automatic encoding mode selects encoding for each texture in the queue:
24bpp TGA = DXT1 32bpp TGA = DXT5 8bpp TGA = 8bpp uncompressed isbumpmap1 or compresstexture 0 in TXI data = 24 or 32bpp uncompressed ============================================================
Features
Create cubemaps Create animated textures Automatic compression selection based on trends from the vanilla game High quality DXT1/5 compression engine using custom ported version of AMD/GPUOpen Compressonator Multi-core image compression on systems with 4 or more cores Horizontal/Vertical flip, for those pesky wrongly oriented TGA files Bicubic downsampling for mipmaps (precomputed lower detail versions of the texture, part of the TPC format) Control texture alpha blending setting (part of TPC format), can be loaded from TXI file comments of the form: "# alphablending 0.67"
Known Issues
Cannot create uncompressed animated textures. Super Fast compressor has a memory leak issue, leading to errors for long conversion queues Using 4:1 and wider size ratios for individual frames of animated textures seem to crash the game. 2:1 is fine, 1:4 is fine, etc. Only for converting from TGA to TPC. For TPC to TGA, use Kotor Tool, xoreos-tools, tpcview, etc. Progress bar doesn't update as often as you might want. The package size is large. This is the cost of easy cross-platform GUI support. All electron applications are large like this. You are likely to have problems trying to read TGAs from folders containing markup entities/encoded characters (like ') ============================================================
Thanks
DarthParametric for inciting the creation of this tool, and doing the testing.
DrMcCoy and all the contributors to xoreos, whose TPC decoding implementation provided the basis for the TPC library herein.
bead-v for moral support.
2,676 downloads
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Rakata ModInstaller
By Synchro
Easily manage, install, and revert loose-file mods.
Features:
Opens a mod as the zip, 7z or rar it downloaded as, or as a folder you already unpacked. No unpacking first. Works out which files are actually game content. Readmes, screenshots and packaging are left behind, and a mod shipping alternate versions of the same file asks you to pick one. Every install is recorded and can be taken back later. Uninstall leaves a file alone if something has changed it since, so it will not step on a patcher mod's work or on a later mod's. Finds duplicates already sitting in your Override. A name capitalised two ways, or one texture shipped as both a TPC and a TGA. Only one of each is ever loaded, and the game picks it arbitrarily. Shows what every layer of the game holds for a given file, so you can see a loose file quietly shadowing a copy inside a module archive. Finds your installation on its own. Steam, GOG and retail, on Windows, Linux and macOS, for both KotOR 1 and KotOR 2.
If you play on Linux or a Steam Deck, this fixes something quiet
Mod builds are ordered lists, and later mods are meant to overwrite parts of earlier ones. On Windows that happens by itself, because the filesystem does not care whether a file is called `Appearance.2da` or `appearance.2da`. On Linux it does care. Both files end up in Override, the game loads whichever one it reaches first, and the overwrite prompt the build guide told you to expect never appears. Your install order silently did not happen.
This installs by name with a common lowercase filename, so the overwrite you meant is the one you get.
What it does not do (yet)
TSLPatcher mods. Those do not copy files into place. They merge rows into 2DA files that are already there, add entries to the talk table and write inside module archives. This recognises them and says so instead of half-installing them. Keep using HoloPatcher for those. (for now)
Tested against
The loose-file mods from the community build lists, and a full modded install.
Additionally tested on Linux by @Leilukin and on macOS by @FTD Thanks for your help testing!
Requirements
The window fits a 1280x800 screen, so it works on a Steam Deck without too much squeezing.
On Windows: Windows 10+ 64-bit
On macOS: macOS 10.12+ for Intel Macs and 11.0+ for Apple Silicon Macs
On Linux: Any recent Linux distro with glibc 2.35+
About Rakata
Rakata is a clean-room Rust workspace for reading, writing and validating KotOR game data, written from scratch against notes taken from the engine rather than from anybody else's code. This installer is one tool built on top of it. It is free and open-source under GPL-3.0, and the source along with the format documentation is at https://codeberg.org/Synchro/rakata
LLM Disclosure
This project made use of an LLM during development, in the following capacities:
Brainstorming: exploring possible approaches and design directions Decompilation assistance: help interpreting reverse-engineered code Code comments: refining and clarifying existing comments Skeletons and fixes: generating initial code scaffolding and minor fixes. All LLM-assisted output was modified and reviewed by a human before being committed.
6 downloads
- modding tool
- installer
- (and 3 more)
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NeoERF - A Simple Modern ERF Extractor & Editor
By Vriff
ERF-family game support
NeoERF supports legacy ResRef/type-keyed archives and the filename/hash-keyed Dragon Age containers:
KotOR/KotOR II and Jade Empire ERF/RIM/MOD-family archives remain the default behavior. Jade Empire has several resource-type names that differ from KotOR for the same numeric type IDs. NeoERF keeps KotOR names as the default and adds a Jade Empire profile for listing, extraction, deletion, and authoring: View > Resource Profile. Use the Jade Empire profile when working with Jade Empire archives so resources such as .itm, .cre, .mat, .mab, .ndb, .xwb, .xsb, .bip, .ttc, and .sac are rendered and authored with the names used by the Jade Empire engine.
Neverwinter Nights and Neverwinter Nights: Enhanced Edition use the NWN resource-name profile with ERF V1.0 containers such as .erf, .mod, .hak, and .nwm.
Neverwinter Nights 2 uses the NWN2 profile with ERF V1.1 32-byte ResRefs. Existing NWN2 .mod and .hak archives preserve V1.1 on save; newly created archives use V1.1 when --game nwn2 is selected. The NWN2 profile includes .trx terrain resources.
The Witcher 1 .mod archives use the Witcher resource profile while keeping the ERF V1.0 container layout.
Dragon Age: Origins ERF V2.0 archives use UTF-16LE filenames in the table of contents instead of ResRef/type keys. This includes DAO files with .erf and .rim extensions when the on-disk header is ERF V2.0. Add/extract/delete operations address these resources by full leaf filename, for example 2da_base.gda.
Dragon Age: Origins ERF V2.2 archives use the same UTF-16LE filename key shape plus archive flags and packed/unpacked TOC sizes. Unencrypted compressed payloads using scheme 1 (BioWare zlib wrapper byte plus raw DEFLATE) and scheme 7 (headerless raw DEFLATE) are readable/extractable. Saving a compressed V2.2 archive recompresses inserted/replaced resources and preserves scheme 1 vs scheme 7. --type DAO22/ERF22 creates compressed V2.2; --type DAO22U/ERF22U creates uncompressed V2.2.
Dragon Age II ERF V3.0 archives use FNV name/type hashes and optional string-table names. This includes DA2 .erf, .rim, .rimp, .crf, and GPU .rim containers. Compressed scheme-1 and scheme-7 payloads are decompressed on extraction and are rewritten as uncompressed V3.0 payloads; stripped-name entries are exposed through their hashes such as: hash_905e15b30a2028fb.dds.
TSLPatcher/HoloPatcher resource packages
For KotOR/KotOR II ERF V1 and RIM V1 archives, NeoERF can compare a clean archive with a modified archive and create a complete stock-compatible [InstallList] package:
New resources are emitted as InstallN; changed resources are emitted as ReplaceN, with each payload extracted beside changes.ini. The GUI exposes the same workflow under Export > Export TSLPatcher/HoloPatcher Resource Package....
36 downloads
(0 reviews)0 comments
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NeoTLK - A Simple Modern TLK Editor
By Vriff
Supported TLK families and text encodings
NeoTLK opens, edits, and saves these native TLK families without converting the file to another layout:
Classic BioWare TLK V3.0 files, including dense StrRef tables with classic sound metadata.
Jade Empire TLK V4.0 files, whose compact records use numeric sound IDs.
Dragon Age GFF V4.0 / TLK V0.2 files, whose string IDs are sparse and whose records contain text rather than classic TLK sound/language metadata.
All text is normalized to UTF-8 while it is being edited. Classic V3.0 files are decoded per entry as UTF-8, Windows-1252, or Windows-1250, including mixed-encoding tables encountered in the field. On save, NeoTLK writes each classic entry back using its detected original encoding. An edit containing a character that cannot be represented by that entry's original Windows code page is rejected rather than silently replaced or corrupted.
For Dragon Age V0.2 files, NeoTLK preserves sparse string IDs and the native GFF-backed TLK structure. Language and sound controls that are not represented by that format are disabled. Adding a record prompts for its string ID, and deleting one does not renumber the remaining records.
The open dialog accepts both .tlk and uppercase .TLK filenames.
Tabular import/export
neotlk-cli supports CSV, TSV, XML, and JSON export/import for TLK entries. CSV and TSV are table-style interchange paths and carry StorageFormat, LanguageId, and per-entry TextEncoding metadata alongside the text and sound fields. JSON and XML are complete semantic documents: they retain the native TLK family, language where applicable, sparse StrRefs, flags, text encoding, and all sound metadata supported by that family. XML uses <tlk storageFormat="..." language="..."> with complete <string ...> children.
CSV/TSV imports merge rows by StrRef into the current/native table, while XML/JSON imports replace the complete semantic document. Structured XML/JSON export is never filtered, because a partial file could be mistaken for a complete importable TLK. Use CSV or TSV to export the currently visible filtered rows. A Dragon Age GFF-backed TLK can be imported into an already-open native Dragon Age TLK, preserving its backing structure, but NeoTLK will not synthesize that native GFF structure from a standalone interchange document.
The GUI provides matching Import and Export menus, filter/search terms, and copy/paste of entry text or pasted table rows.
TSLPatcher/HoloPatcher output
NeoTLK can generate a tslpatchdata package directly from the active in-memory TLK and a clean original baseline. In the GUI, use:
Export -> Export TSLPatcher Package...
Export -> Export HoloPatcher Package...
The stock TSLPatcher mode is append-only. New entries after the original TLK count are written to append.tlk, and changes.ini receives matching StrRefN=N entries in [TLKList]. Existing-entry edits, deletions, language changes, and truncation are rejected because stock TSLPatcher cannot merge those operations safely.
The HoloPatcher mode also supports edits to existing StrRefs. Those entries are written to replace.tlk, with ReplaceFile0=replace.tlk in [TLKList] and an accompanying [replace.tlk] map from destination StrRef to replacement-file index. This replacement extension is HoloPatcher-specific; a package containing replace.tlk is not compatible with the original TSLPatcher executable. Appended entries still use the stock-compatible append.tlk path.
32 downloads
(0 reviews)0 comments
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Neo2DA - A 2DA Editor
By Vriff
A new 2DA Editor with a few modern improvements:
Import/Export from csv/tsv Creation of TSLPatcher/HoloPatcher data Filtering Copy/Paste Dark mode Add columns, not just rows.78 downloads
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NeoSSF - A Simple Modern SSF Editor
By Vriff
NeoSSF opens and saves the three SSF layouts currently used by the supported games: - KotOR / KotOR II `SSF V1.1` StrRef-only tables. - Neverwinter Nights / NWN EE `SSF V1.0` sound ResRef + StrRef tables with 16-byte sound ResRefs. - Neverwinter Nights 2 /NWN2 EE `SSF V1.1` sound ResRef + StrRef tables with 32-byte sound ResRefs. Loading a TLK is optional. Without a TLK, StrRefs remain editable as numbers and NWN/NWN2 direct `SoundFile` ResRefs remain visible and editable. Loading a TLK only fills the preview text/sound columns.27 downloads
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KOTORganizer MO2 Plugin
By J
## Quick Setup 1. Download the Latest Archive version of **Mod Organizer 2 Beta 2.5.3** from the MO2 Discord and extract it somewhere with plenty of free space. 2. Download the **KOTORganizer plugin** and extract it into your MO2 folder. 3. Launch MO2 and complete the first-time setup: * Choose **KOTOR** or **KOTOR 2** as the game. * Choose **portable instance**. * Login to your nexus account, in the settings. 4. Open the **Sync** tab on the right side of MO2. 5. Click **Refresh** to pull the latest mod build instructions. 6. Click **Download All** and wait for the downloads to finish. * Some downloads will open in your browser and require you to click the download button manually. 7. Once all downloads are finished, click **Refresh** again to validate the files. * If any files are missing or mismatched, download them again. 8. When all files are validated, click **Sync** to install the mod list. * This may take some time. * The process is complete when the patcher window shows the final error and warning count. 9. Click **Run** to start the game. NOTE: The following are not included and will need to be patched/installed manually: - Widescreen Patches for KOTOR - 4GB patches for both games - 3C-FD Patcher for KOTOR2 - Upscaled Movies for KOTOR and KOTOR2 KOTORganizer MO2 Plugin
KOTORganizer extends Mod Organizer 2 for both STAR WARS Knights of the Old Republic and STAR WARS Knights of the Old Republic II: The Sith Lords.
Why Mod Organizer 2?
Mod Organizer 2 already provides a stable foundation for mod management across many games. Extending it for Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II: The Sith Lords gives KOTOR modding access to MO2’s biggest strength: the virtual file system.
With MO2, the game sees modded files as if they are in the game directory, while the real game folder stays untouched. This keeps the base install closer to vanilla, makes mods easier to enable or disable, and gives better visibility into how files overlap or conflict.
MO2 does have a learning curve, but for advanced KOTOR/KOTOR2 builds, the extra structure is worth it.
Who Is This For?
This plugin is mainly intended for larger KOTOR/KOTOR2 mod builds, repeatable installs, and users who want better insight into file conflicts.
An auto downloader and installer is included to easily deply the Mod Builds from https://kotor.neocities.org/
If you only install a few simple loose-file mods, this may be more tool than you need. If you are building a large mod list with many TSLPatcher mods, texture overrides, and compatibility concerns, MO2 provides a much cleaner workflow.
Installing
Mod Organizer 2.5.3 Beta is required. The current unreleased beta builds include features that KOTOR support depends on.
A beta build can be acquired from the Mod Organizer 2 Discord in the dev-build channel. Development has been more active recently, so an official release should be available soon.
Once you download and extract MO2, download and extract KOTORganizer to the MO2 directory. Launch ModOrganizer.exe and you can verify the plugin is loaded by opening the Info tab on the right.
The sync tab can download and install the mod builds from https://kotor.neocities.org/
Texture Management
KOTOR uses several texture-related file types, including .tpc, .tga, .dds, and .txi. MO2 normally only detects exact filename conflicts, but KOTOR has additional texture priority rules that can cause problems even when the extensions differ.
The texture management tab helps bridge that gap. It detects conflicts across supported texture formats and highlights them by severity. The highest-severity conflicts are cases that may cause hard crashes in-game. Lower-severity warnings include cases where a .tpc takes priority over a .tga or .dds unexpectedly.
An Auto Fix button is included to resolve supported texture conflicts based on the current MO2 mod priority order.
TSLPatcher Management
Many KOTOR mods use TSLPatcher-style installers instead of simple loose-file installs. The patcher tab lists enabled mods that contain a tslpatchdata folder and can consolidate their patched output into a single MO2-managed mod.
Double-clicking a patcher mod shows more detail, including:
the changes.ini parsed human-readable install actions detected conflicting patch actions the latest install log A test tab is also available for simulating or testing a single mod install before running the full patcher process.
When the patcher process is run, enabled patcher-style mods are processed in priority order and consolidated into a [PATCHER FILES] mod in MO2’s left panel.
Automatic Mod Deployment
The sync tab is designed to help download, validate, and install mod builds that follow the instructions from the KOTOR Mod Builds site.
The Refresh button pulls the latest instruction set and checks for missing files. Download All starts downloading missing mods in sequence.
Nexus Mods downloads require logging in with a Nexus account inside MO2. Deadly Stream mods can be downloaded automatically when supported. Mods from other sources open in an Edge browser window, where the user only needs to click the download button. The browser window closes automatically after the download completes.
Downloads can still fail. Servers can be slow, unavailable, or inconsistent, and some files may need to be retried manually.
Once all files are validated through Refresh, the Sync button becomes available. Sync extracts the downloaded files, runs the multi-patcher, and applies supported texture conflict fixes. When the patcher summary appears with the number of errors and warnings, the process is complete.
Manual Mod Installing
KOTOR mods are often packed inconsistently. The plugin includes a KOTOR-specific mod data checker that recognizes common archive layouts and can fix many of them automatically.
This is especially useful for loose-file mods and patcher-style archives that would otherwise require manual cleanup before MO2 can install them correctly.
Steam Workshop Warning
If the game is installed through Steam and Workshop content is detected, the plugin warns the user.
The intended workflow is MO2-managed content, not a mixed MO2 plus Steam Workshop setup. Mixing both can make conflicts harder to understand and can lead to unexpected file priority issues.
Save Support
The plugin integrates the game’s saves folder into MO2. Save entries can show timestamps, basic metadata, and screenshot previews.
Profile-specific saves can also be enabled through MO2 settings.
Limitations
This plugin is meant to reduce repetitive setup work, improve conflict visibility, and make large KOTOR/KOTOR2 builds easier to manage. It does not remove the need to read mod instructions.
Mods with unusual installers, custom compatibility patches, manual edit requirements, or unsupported archive layouts may still require manual review.
313 downloads
- modorganizer
- mo2
- (and 1 more)
(2 reviews)0 comments
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KotorBlender for Blender 3.6 and 4.2
By seedhartha
Blender addon for working with KotOR assets.
Features:
Import & export MDL models, including animations and walkmeshes Import & export LYT files Import & export PTH files Lightmap texture baking Area minimap rendering For installation and usage guides, see README in the GitHub repository.
4,208 downloads
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translate Kotor AutoTranslate Tool
By th3w1zard1
Translate an entire mod or KOTOR install to 80 languages using Google Translate!
This is a very powerful tool that can modify TLK strings and CExoLocStrings in GFFs in bulk quickly. Simply follow the prompts, point it to the GFF/TLK/Kotor directory/whatever and have it automatically translated to the language of your choice!
This tool can also create those bitmap 'font packs' that users have been using to play the game in non-released languages (Many thanks to Drazgar and DarthParametric for providing the insight into the TXI files). This means the in game text will show the correct characters when playing the game.
How to use:
Simply run the executable. It'll ask you many things. There are 3 actions you can do with this:
Set all dialog unskippable sets all dialog found in dlgs, at the chosen path, to unskippable. Includes every node. Not recommended lol
Translate Will translate All CExoLocStrings (localized strings) and TLK entries at the path to the language(s) of your choice
Create Fonts Will create fonts of the chosen languages to your current directory in a folder named after the language. Just drag and drop these files to your Override folder once it completes.
If you point PATH1 to a KOTOR install, it will ONLY patch the Override folder, the Modules folder, the rims folder (if exists), and the dialog.tlk file. This was a design choice to improve how long the patcher takes to finish. This includes any subfolders within the aforementioned folder names.
The patched files will be in the same directory as the original files with the appended language suffixed to the end of the file. For example, 'dialog_de.tlk'. You will need to rename them as their original filenames to activate them.
Supported filetypes/formats:
TalkTable files (TLK) Any GFF file (DLG, UTC, etc) TGA/TXI (non-translateable obviously) Any capsule (ERF, MOD, etc)
DBCS languages such as Japanese/Korean/Chinese are not currently supported.
This program is in beta. Please report any bugs you encounter.
Source code:
https://github.com/NickHugi/PyKotor/tree/master/Tools/BatchPatcher
Credit:
@Cortisol for creating the PyKotor library
@DarthParametric for extensive testing and feature recommendations.
@Drazgar for providing a ton of knowledge in regard to the TXI/TGA font packs
The project would not be possible without these awesome modders.
K1-translated dialog files:
997 downloads
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SaberMaker for KotOR and TSL
By lachjames
This is a simple Python utility that lets you create new lightsaber textures for KotOR and TSL. Note that (especially in KotOR) creating a new lightsaber colour requires more steps than this - a future project will make this a one-click process for users, but for now I'm releasing this as a standalone tool for mod developers.
Installation
You should have Python 3 installed. There are no other dependencies. Just download and unzip the zip archive from this page, and you should be good to go!
I'll be releasing a Windows .exe version at some point. If you're not comfortable using the Python script, either wait for that or ask me (or one of the many helpful people on DeadlyStream) to make your lightsaber textures for you.
Usage
Run the script editor.py using Python, with a command like
"python editor.py".
This will open up the editor. You can choose the glow and core colours for the saber texture, and then save it using one of the bottom two buttons. The texture will then be saved in the current directory.
Bugs
There might be some bugs, but it's a pretty simple script and it seems to work fine.
FAQ
The lightsaber looks dark in-game!
For a bright lightsaber, you should select a colour with both Saturation and Brightness parameters set to 100% (in the second tab in the colour picker). Then you can use the Hue slider to choose a colour.
Can I use this for my mod?
Sure, feel free to use the textures for your own mods! I'd appreciate it if you credit this tool for helping create the lightsaber textures.
Can I redistribute this program in its entirety (with or without attribution)?
Please don't redistribute this program elsewhere on the internet. I will keep it here, so you can point people to it.
How do I take this texture and put it straight in the game (not as part of a mod)?
I'm working (along with others on DeadlyStream) to make an "end-user version" of this tool, as part of a larger modding project. Stay tuned!
The lightsaber core looks weird!
You should probably leave the "Core" colour to its default value (pure white) to get lightsabers that look like the ones from the base game. But if you want to experiment, the option to change the core colour is there!
238 downloads
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Texture Conflict Checker
By J
Texture conflict checker for K1 and K2. Place in your game directory and open it. It will list all conflicting textures, in the override folder, and allow you to choose which version to keep. Unwanted textures are moved to a texture_duplicates folder and can be restored through the tool.
Source: https://github.com/J0-o/kotormods/tree/main/Texture Conflict Checker
122 downloads
(1 review)0 comments
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Colour Code Executable Patcher for SWKotOR2
By Thor110
Relish in the fact that you can now make the dialog text and highlight text colours whatever you want them to be!
With just the press of a button this tool will update the hard coded values within the executable for you!
Limitations imposed upon the Aspyr version of the game are that the Red value for the dialog text must lie between 8 & 31.
But there is no issue when updating the legacy versions of the game, provided you use the editable executable as I don't support editing the executable that comes with LegacyPC Steam or the Disc version of the game as they are slightly different, but the editable executable is essentially identical.
I made this tool to automate updating the hard coded colour codes contained in the executable for SWKotOR2.
Requires .NET 8.0!
Just put it in the game folder, next to the swkotor2.exe file and it will detect which version of the game you have when you click patch.
It detects what version of the game you have by checking for certain files, check the source code if you want to know more.
I advise against patching all the colours at once, but I provided an option just in-case anyone wanted to do this.
I also suggest looking at my written documentation, some values such as text highlight effect one another and the various different versions of the game are all slightly different, it's also possible that I have things slightly wrong here and there, feel free to let me know if you find out more.
More information on patching the values manually can be found in my tutorials here : https://deadlystream.com/topic/6886-tutorial-kotor-modding-tutorial-series/
In Tutorial : "24 - [ADVANCED] - Hard Coded GUI Elements"
For Steam LegacyPC users and users of the original Disc version of the game, please use the editable executable which can be found here : https://deadlystream.com/files/file/1321-kotor-2-editable-executable/
I released a new version on GitHub, functionally it is practically identical, I just removed the "Patch All" option and made a slight improvement to the way it detects the version of the game, there's no real need for me to update the version here as it is just an improvement to the code for the program.
Source code for the tool can be found here : https://github.com/Thor110/HexColourSlider
Thor110
68 downloads
(0 reviews)0 comments
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Holocron Toolset
By Cortisol
This modding toolset is a work in progress and I carry no responsibility to any damage done to your game files or lost work that may occur. Some antiviruses will flag a false positive and prevent you from opening the application. If this happens you will need to configure your antivirus to allow the program to run.
Holocron Toolset is a collection of modding tools packaged in a single application aimed at streamlining modding development for KotOR/TSL, drawing inspiration from Kotor Tool and the NWN Aurora Toolset. There are editors available for nearly every file type used by the game. Also included with it is a 3D module editor and a "Map Builder" which the user can use to create new maps by rearranging existing models already used in the game.
Discord for suggestions + bug reports: https://discord.com/invite/3ME278a9tQ
If you are running Windows 7 or 8 and get a missing DLL error when opening the program you will need to download the Visual C++ Redist from Microsoft.
Toolset source
3,684 downloads
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KotOR SaveGame Editor
By Fair Strides
KotOR Savegame Editor is a Perl/Tk application used in the editing of
Star Wars: Knights of the Old Republic savegame files.
The following fields are currently editable:
- Savegame name
- Player name
- NPC Name
- Appearance (player and party)
- Portrait (player and party)
- Attributes
- Skill Ranks
- Equipment (player and party)***
- Feats (add/remove)**
- Powers (add/remove)**
- Cheats Used flag
- Hit Points (current and max*)
- Force Points (current and max*)
- Experience Points (player and party)
- Good/Evil rating
- Credits
- Time played
- Class (see notes below)**
- Levels
- Current Party
- NPCs
- Global Booleans
- Global Numerics
- Gender
- Min1HP
- Inventory**
- Influence (TSL only)
- Chemicals (TSL only)
- Components (TSL only)
- Quests
*=Note: Max Hit Points and Max Force Points, while editable appear to be calculated
at the time the savegame is loaded. Therefore while these fields are editable, the
game will change the values back to what it calculates as correct. It is therefore
better to change your Wis/Cha and Con to affect your MFP and MHP.
** Not supported on Xbox Saves, will cause "Damaged Savegame" message.
*** See special section for detailed instructions
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Credits
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tk102 for originally creating the KSE.
Pazuzu156 for reporting the issue with the Cloud saves, as well as helping fix it and setting up a mirror for and creating the auto-updater.
Chev Chelios for much discussion of how Steam worked, as well as creating the INI-Generation tool, KPF.
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Before Using KSE
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Intro to KSE
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Using KSE
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Override Folder: Subdirectories NOT supported
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Notes About Feats and Powers
-----------------------------
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Reminder: No Safety Net!
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Notes regarding Class-changing/Adding/Removing
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--------------------------------
Notes regarding changing levels
--------------------------------
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Notes about changing equipment
-------------------------------
===============
Known Bugs
===============
No saves found (You have Steam KotOR 2 and use cloud saves)
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Go to your KotOR 2 folder and make a folder called "saves".
Inventory Hiccup
------------------
If an item is added to your inventory and it has the same Tag as another item, KSE
will generate an error.
Getting Stuck During Vision Sequence (KotOR1)
----------------------------------------------
Symptom: After leaving the Endar Spire or Leaving Taris, you run into a sequence
where you should be seeing a "dream" cutscene but instead you're locked up in a
room with a "CutStart" object that doesn't do anything.
Cause: You have NOT placed the modified .dlg files into your override directory
and you have changed your character to a Jedi/Minion/Droid class or you have
changed your Gender to something other than Male or Female.
Fix: Download the KSE Fixed Cutscene Files (available from http://www.pcgamemods.com/8800 )
and place the .dlg files into your Override folder.
==============================================
After changing appearance to look like (an NPC), the real NPC has no head!
---------------------------------------------------------------
Symptom: You change appearance to look like one of your party NPCs and all is well
until you attempt to enter a new area with that NPC. Then the NPC loses its head!
Cause: SW:KotOR doesn't like two unique characters appearing together.
Fix: From T7Nowhere's post on Holowan Labs--
===============================================================
Equipment Section
------------------
Due to an unknown bug, the Equipment branch might become unusable.
The only fix is to restart KSE.
==================
Please report bugs to zxcvbnm6012@yahoo.com
11/7/13 - In addition, please report bugs to tristongoucher@gmail.com Thank you. - Fair Strides.
303,692 downloads
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SotOR Save Editor
By StarfishXeno
SotOR: Saves of the Old Republic
A new save editor for KotOR 1 and 2
Warning
SotOR is a pathway to many abilities some consider to be unnatural, and generally lacks sanity checks, potentially allowing you to break the save. Also there are bugs, probably.
It creates a zip with the previous version of the save in it's directory, but you may still want to back it up manually.
May or may not work with saves from non-English versions of the game. Use at your own risk.
Differences from KSE
Aims to provide the same features and more. Currently WIP. Runs natively on Windows, Linux and in the browser (experimental, using wasm). Mac version should work, but pre-built releases won't be available here. Uses a built-in game database, allowing it to work wihout the game installed. Still capable of loading provided game files for your modding needs. Provided releases assume KotOR 1 Community patch and KotOR2 TSLRCM. Support for the updated steam version of TSL, including workshop. Does NOT support xbox and switch saves. See "Contributing" section. Contributing
If you encounter a bug or have a suggestion, please open an issue on github.
I would like to add support for the console versions, but I don't own any of them. If you're willing to provide save files and help with testing, please open an issue.
Thanks
Thanks to KSE , NWN Wiki, KotOR.js and xoreos projects for providing references on where and how to get the required game data.
1,080 downloads
- saves
- save editor
- (and 1 more)
(0 reviews)0 comments
Updated
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mod installer HoloPatcher
By Cortisol
HoloPatcher is replacement for the old TSLPatcher tool. HoloPatcher offers an alternative that makes installing mods faster and is backwards compatible with any previous mods using TSLPatcher.
For more inforrmation see:
Installing mods with HoloPatcher Information for mod developers HoloPatcher is open sourc and can be found on GitHub.
20,060 downloads
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gui Lightweight GUI Patcher
By th3w1zard1
A very simple CLI-based tool that'll take a folder of GUIs made for one resolution and patch them to work for another resolution. Please report any bugs.
Simply input the path to the GUI file (or folder of GUI files) and the output location, your desired resolution, and let it work.
GUI Resizer CLI Tool
Overview
This is a simple command-line interface (CLI) tool designed to adjust and scale GUI (Graphical User Interface) files based on different screen resolutions. The tool reads `.gui` files from the popular game Star Wars: Knights of the Old Republic and adjusts the layout to fit various resolutions and aspect ratios. It supports multiple resolutions and can handle batch processing of files.
Features
Multi-Resolution Support: The tool can adjust GUI files to fit several resolutions across different aspect ratios, such as 16:9, 16:10, 4:3, 5:4, 21:9, 3:2, and 1:1. Batch Processing: You can process multiple GUI files at once, making it easy to adjust a whole directory of files. Logging: Outputs logs to track the processing of files, including which resolutions were processed and where the output files are saved. Cross-Platform: Works on Windows, Linux, and macOS with Python 3.8+. Usage
Basic Command
To run the tool, use the following command:
python3 gui_resizer.py --input <input-path> --output <output-path> --resolution <resolution> Parameters
--input: The path to the `.gui` file(s) you want to process. You can specify a single file or a directory containing multiple `.gui` files.
--output: The directory where the processed files will be saved.
--resolution: The target resolution(s). Use the format `WIDTHxHEIGHT` (e.g., `1920x1080`). You can also specify `ALL` to process all common resolutions.
Example
To convert all `.gui` files in the directory `input_files/` to fit a 1920x1080 resolution and save them to the `output_files/` directory, run:
python3 gui_resizer.py --input input_files/ --output output_files/ --resolution 1920x1080 Logging
If logging is enabled, a log file named `output.log` will be created in the specified output directory. This file will contain details of the processing operations performed.
How It Works
1. Input Handling: The tool takes in `.gui` files or directories containing these files and reads them using the `pykotor` library.
2. Resolution Scaling: The tool scales the GUI elements based on the specified target resolution(s). It calculates scale factors based on the original dimensions of the GUI and applies these factors to resize elements accordingly.
3. Output Generation: The processed GUI files are then saved to the specified output directory, organized by resolution.
Credit:
Cortisol for PyKotor (90% of the code)
DarthParametric for testing and brainstorming the idea
152 downloads
(1 review)0 comments
Updated
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KotOR II Switch modding framework
By DrSnuggly
For full details, usage instructions, and bug reports — please use the GitHub project associated with this file.
This project is a group of tools to make modding the Nintendo Switch version of Star Wars: Knights of the Old Republic II (aka. KotOR II) easier, less confusing, and less cumbersome.
With these tools, we can now finally enjoy mods like The Sith Lords: Restored Content Mod (and others) on Nintendo Switch!
These scripts are by no means necessary, but they will help prevent common issues that can occur, especially when dealing with Aspyr's odd file structure in their port, the port's built-in .tpc override files, and the localized folder structure on the Nintendo Switch.
Based on and inspired by jacqylfrost's work! Appreciate your insight as I worked through this.
NOTE: these modding tools will ONLY work for modded Nintendo Switches.
510 downloads
- tslrcm mod
- modding
- (and 3 more)
(0 reviews)0 comments
Updated
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script compiler knsscomp
By Cortisol
The knsscomp application is intended to be a cross-platform alternative to the various versions of nwnnsscomp that support compiling scripts for KotOR.
If you are using Windows, I would recommend sticking with nwnnsscomp as that is the far more tested and stable solution for compiling script files. That is unless you wish to aid in the development, then continually using knsscomp will help find out bugs and make it stabler program overall.
If you do encounter an issue with a compiled (such as the script not working the way intended in-game) and you have access to nwnnsscomp, then it is recommended to see if it works correctly if compiled with that program instead. If you believe the issue is with knsscomp itself, send the script file to Cortisol on Deadlystream or Discord and he will investigate.
This compiler has the include scripts and nwscript data embedded within the program and so it is not necessary to bundle them in the app folder. You can, however, include nwscript with the knsscomp as a way of the program automatically determining what game version.
The optimize flag currently does nothing and is there as a placeholder for future versions to use.
86 downloads
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KOTOR TOOL
THIS PROGRAM IS MADE BY FRED TETRA I TAKE NO CREDIT FOR THIS PROGRAM,
i also have some of the map files from the site if any one has more pm or email me, ill upload them here.
here is the original readme for this program.
Kotor Tool v1.0.2210.16738 (2006-1-19 12:38)
About this program...
I originally wrote this tool so I could experiment with 2DA files and scripts.
Through feature suggestions, it has grown quite a bit into what many tell me
is a pretty handy utility.
Thanks to all of those who have taken the time to make those suggestions and put
up with the occasional bug that creeps in at 2:00 in the morning!
-----------------------------------------------------------------------------------------------
Requirements...
I should (and will!) mention in the readme file that you need to have
the Microsoft .NET Framework 1.1 installed.
You can get it at:
http://download.microsoft.com/download/a/a/c/aac39226-8825-44ce-90e3-bf8203e74006/dotnetfx.exe
-----------------------------------------------------------------------------------------------
Contact info...
fredtetra@hotmail.com
-----------------------------------------------------------------------------------------------
Quick start instructions...
Unzip the kotor_tool.exe, ImageTools.dll files and the Maps folder to a directory.
The first time you run the program, it will attempt to
detect where you have installed KotOR and configure
some of the directory paths it needs to work. It will
then bring up the path management screen so you can verify them.
To work with BIF files:
Expand the BIFs item on the tree view.
You can:
- Select any *.bif file from the tree view, then click
Extact to extract every file in it to a directory
- Select any file in a bif, then click Extact to extract
it to a directory
- Select any file in a bif, then click Hex View to see
it in Hex/ANSI/Unicode
- Double-click on any 2da file to bring up the editor for it.
You can then edit the values and write the file to a directory.
(Most likely the override folder in yout KotOR folder)
Clicking on the column header in the editor grid will sort it
based on the values in that column. Repeated clicking will
change the sort direction.
- You can also open the 2da v2.b file editor from the File menu
for editing. NOTE: You do not have to open the chitin.key file first.
- 2DA editing features:
* Add line to end, delete any line, right click
to insert new line. Be careful with those last two!
* You can renumber the row labels from the right-click menu
* Undo all changes
* Reset sort to "as opened" mode (press F5 or use menu
* Import and export your 2da files in XML format
- Double click on any nss/vis/txi file to bring up the editor for it.
You can then edit the text and write the file to a directory.
- To extract a .mdl (Model) file, double click on it; the model will be
extracted and converted, along with any required TGA-format textures.
NOTE: You must have CChargin's Extract0-5 program installed in the
same directory as Kotor Tool.
To work with RIM files:
Expand the RIMs item on the tree view.
- Select any *.rim file from the tree view, then click
Extact to extract every file in it to a directory
- Select any file in a rim, then click Extact to extract
it to a directory
- Double-click on almost any file in a rim to launch the GFFEditor,
assuming you have installed it in the kotor_tool directory
- Control-Double-click on almost any file in a rim to launch text editor
with a syntax-colored version of the GFF file's contents
- Shift-Double-click on almost any file in a rim to launch text editor
with a plain-text version of the GFF file's contents.
To work with ERF files:
Expand the ERFs item on the tree view.
- Select any file in a rim, then click Extact to extract
it to a directory
- Double-click on almost any file in a rim to launch the editor for it.
- TPC files now can be viewed with the built-in image viewer. You can also
save the files in TGA format from the viewer.
- If you like using the keyboard to navigate the treeview, you can use the
spacebar to open the Image Viewer with a TPC file selected.
- If the Image Viewer is open, moving up and down the list of TPC files
with the arrow keys will show each image in turn. Note: some files cannot
yet be viewed.
- To view tpc files in an external app, hold down the Shift key while
double-clicking. You need tpc2tga and an image viewer. (see below)
- Some tpc files have a format that is not yet understood. Attempting
to view one of these files may either show a strange image or
crash the program.
Notes:
* You can specify whether or not you want to automatically convert extracted .tpc files to TGA format
from the Tools | Options... menu. This is only used with the external tpc2tga program.
* If you also want to be able to view the .tpc files using an external program
you must install a TGA file viewer and specify the path to it in the Path Manager.
You can download a free TGA viewer at http://www.creabit.com/viewer/
* You can specify whether or not you want the BIF tree built at
program startup or not from the Tools | Options... menu.
If you leave the checkbox unchecked, the BIF portion of the
tree view will only be built when you attempt to expand it.
Want to unlock all of the movies and music in KotOR II:TSL?
In your swkotor2.ini, set the following:
[Game Options]
UnlockedPlanetSongs=1023
[Movies Shown]
Movie10=0
Movie 9=0
Movie 8=0
Movie 7=31
Movie 6=255
Movie 5=255
Movie 4=255
Movie 3=255
Movie 2=255
Movie 1=255
Movie 0=255
58,721 downloads
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KotOR Scripting Tool - 2021
By Blue
About Kotor Scripting Tool
Kotor Scripting Tool is my attempt at a scripting interface for nwnnsscomp.exe.
I originally designed this tool to aid me in my scripting efforts back in the day. My desire was to create a scripting tool with some of the creature comforts that today's coders have come to expect. The core features that were important for me were the ability to have NWScript function name Auto Completion and Syntax Highlighting. If anyone is interested in helping to extend its functionality be sure to check out the link to the GItHub repo below.
Anyways that's enough rambling for now!
Happy Modding!
Features include:
Compile .nss Scripts
Syntax highlighting
AutoComplete Suggestions (Beta)
Tabbed Text Editor
Advanced Find & Replace
Browsable nwscript function list
Browsable nwscript constants list
Zip Archive
Download and extract the zip file. Once extracted navigate to the directory and run Kotor Scripting Tool.exe
This program was compiled in C# with version 4.0 of the .NET Framework if you do not already have it downloaded you will need to download it [here].
The source code has been released on my GitHub account https://github.com/KobaltBlu/KotOR-Scripting-Tool.
3,649 downloads
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reone toolkit
By seedhartha
toolkit is a GUI application that can be used to preview, extract, edit and create KotOR and TSL resources. Part of reone engine project.
## Features
Extract BIF, RIM and ERF archives Create RIM, ERF or MOD archive from directory Preview and export almost every resource type, including 3D models, images and audio files Export TPC as TGA / TXI Export encoded WAV as regular WAV / MP3 Visually edit 2DA, GFF, TLK, LIP, SSF, NCS and plaintext files Decompile NCS to NSS-like pseudocode Compose LIP files from text and audio files https://github.com/seedhartha/reone/wiki/Tooling
832 downloads
- gui-application
- media-preview
- (and 2 more)
(2 reviews)0 comments
Updated
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K-GFF
By TK102
From the original thread on Lucasforums:
K-GFF (GFF Editing Utility) v1.3.0 (Jan 8, 2008)
Yet another GFF Editor...
This one features some extra support for KotOR/TSL namely in the form of VECTOR and ORIENTATION fields. These field types, as you may recall, were not present when GFFEditor.exe was published on Bioware's web site. Consequently certain GFF files (eg.: .git, .ifo) would become corrupted by editing. K-GFF supports these fields, hence you will no longer need to use CamEdit if you edit a module's .git file. Support for StrRef fields (Field Type: 18) has also been added for Jade Empire modding as of v1.1.9.
Another enhnacement over GFFEditor is the support for multiple CEXOLOCSTRING substring editing. It is now feasible for instance to publish a .dlg file with localized strings that is readable in all languages.
Other little features include: rudimentary support for BINARY fields (you can import and export these fields to files to perform hex editing), Cut/Copy/Paste of nodes, optional TLK file integration so you can translate StringRefs if you choose.
4,950 downloads
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2DA Editor Alpha
Just a little 2DA Editor I've been working on for a few months. Has a few neat features that the Kotor Tool one doesn't have like:
- copying/pasting cells
- search/filter
- backup format in case of catastrophic file write failure
Credit to @JCarter426 for an awesome logo 👍
4,920 downloads
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DLG Editor
By Fair Strides
DLGEditor is a GUI based dialog viewer and editor for Star Wars: Knights of the
Old Republic and Star Wars: Knights of the Old Republic II: The Sith Lords.
The editor is divided into two panes. The upper pane contains the treeview
portrayal of the dialog with NPCs speaking in red (Entries) and PC replying in
blue (Replies). Upon highlighting the nodes of the tree, detail widgets appear
in the lower pane containing node-specific information which can be edited.
5,306 downloads
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File Reviews
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Worked great!
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The camera effect has always annoyed me so much, this makes running around the ship vastly better!
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It's a small change but the visions look so much better now!
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Worked great, no more running all over!
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1
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Really fun addition to the game, and no bugs encountered! Worked great combined with Easy Pazaak, as directed here I installed this first then added the file from EP to override. Definitely will include in future playthroughs!
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1
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I wish I'd known about this sooner! Such a great QOL tool that makes creating/editing such a breeze. Would've saved me soooo many hours if I had been using it prior (curse you broken Kotor tool! XD).
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diegodb 32
An mod that did the (a couple of years ago) impossible. He solved one of the most pertiment bugs for the K1 users, the enabling of Soft Shadows, Frame Buffer Effects and all the bugs in the metalic surfaces, reflections and all.
To me even the Standalone version of this mod is mandatory. Congratulations goes to the modder
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Darn shame this never got rated! The HQ Rodian mod is great, but this really makes them stand out!
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J 159
Restores/fixes the original effects!
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1
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Synchro 19
The best way to get KOTOR scaled up for modern resolutions. Works great on my superultrawide
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Always great to have more Czerka unity and diversity! It makes them the ummm "completely legitimate" enterprise the whole galaxy knows them as XD
One note though is that the female .mp3 sound/voice files need to be moved directly into the streamwaves folder rather than into streamwaves\m22aa (otherwise they will not activate/fire). -
Really love the looks of these! It really combines well with the Sith Heyorange's Sith Uniform Reformation mod to get maximum display of the SF logo! Also, because I know it will be (has been) asked, these go perfectly on the female models as well.
Just needs a placeable texture for the fallen troopers, otherwise we've got unknown troopers who have fallen in the field of battle. -
proximo 0
The KOTOR mod builds are probably the closest thing we'll ever get to a remaster, therefore I consider them a must-have when returning to KOTOR.
However, the modlists are huge, and installing them by hand (let alone without a mod manager) is very tedious - I wasn't even going to bother trying till I came across this plugin. Since Mod Organizer 2 is my mod manager of choice, this plugin was a no-brainer.
And man did it deliver: it downloads, installs and patches every mod on the list in a matter of minutes, kinda like Wabbajack. The "Kotor Dialogue Fixes" mod had an older pinned version that I had to download manually, but everything else ran flawlessly.
The widescreen/resolution mods need to be installed separately, since they involve modifying the .exe and whatnot. I'm running the new KOTOR Modern Restoration Patch which seemed to work better for me than the mod builds setup for widescreen.
I'm several hours in and everything looks great. This plugin must've been an incredible effort, and I can't recommend it enough.
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Jeff1742 2
It's an excellent mod - I really enjoyed the additional content although some of the dungeons can be a bit repetitive.
On the whole it's a very ambitious project and should be lauded for that, I enjoy the fact that it is developing on a constant basis.
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1
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They really could have tried blending in the tutorial a little(lot!) more naturally. This mod fixes that issue handily!
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