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Modding Tools

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  1. NeoERF - A Simple Modern ERF Extractor & Editor

    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....

    9 downloads

       (0 reviews)

    0 comments

    Updated

  2. NeoTLK - A Simple Modern TLK Editor

    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.

    8 downloads

       (0 reviews)

    0 comments

    Updated

  3. Neo2DA - A 2DA Editor

    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.

    46 downloads

       (0 reviews)

    5 comments

    Updated

  4. NeoSSF - A Simple Modern SSF Editor

    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.

    12 downloads

       (0 reviews)

    0 comments

    Updated

  5. KOTORganizer MO2 Plugin

    ## 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.

    176 downloads

       (1 review)

    0 comments

    Updated

  6. KotorBlender for Blender 3.6 and 4.2

    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.

    4,107 downloads

       (4 reviews)

    1 comment

    Updated

  7. Kotor AutoTranslate Tool

    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:
     

    959 downloads

       (4 reviews)

    2 comments

    Updated

  8. SaberMaker for KotOR and TSL

    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!

    227 downloads

       (1 review)

    1 comment

    Updated

  9. Texture Conflict Checker

    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

    110 downloads

       (1 review)

    0 comments

    Updated

  10. Colour Code Executable Patcher for SWKotOR2

    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
     

    60 downloads

       (0 reviews)

    0 comments

    Updated

  11. Holocron Toolset

    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
     

    3,496 downloads

       (11 reviews)

    20 comments

    Updated

  12. KotOR SaveGame Editor

    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
     
    -----------------
    Credits
    -----------------
    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.
    -----------------
    Before Using KSE
    -----------------

    ---------------
    Intro to KSE
    ---------------

    -------------
    Using KSE
    -------------

    ---------------------------------------------
    Override Folder: Subdirectories NOT supported
    ---------------------------------------------

    -----------------------------
    Notes About Feats and Powers
    -----------------------------

    -------------------------
    Reminder: No Safety Net!
    -------------------------

    -----------------------------------------------
    Notes regarding Class-changing/Adding/Removing
    -----------------------------------------------

    --------------------------------
    Notes regarding changing levels
    --------------------------------

    -------------------------------
    Notes about changing equipment
    -------------------------------

    ===============
    Known Bugs
    ===============
    No saves found (You have Steam KotOR 2 and use cloud saves)
    -----------------------------------------------------------
    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.

    300,656 downloads

       (24 reviews)

    15 comments

    Updated

  13. SotOR Save Editor

    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.
     

    945 downloads

       (0 reviews)

    0 comments

    Updated

  14. HoloPatcher

    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.
     

    19,418 downloads

       (3 reviews)

    7 comments

    Updated

  15. Lightweight GUI Patcher

    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

    131 downloads

       (1 review)

    0 comments

    Updated

  16. KotOR II Switch modding framework

    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.

    493 downloads

       (0 reviews)

    0 comments

    Updated

  17. knsscomp

    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.
     

    83 downloads

       (0 reviews)

    1 comment

    Updated

  18. 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

    58,348 downloads

       (12 reviews)

    2 comments

    Submitted

  19. KotOR Scripting Tool - 2021

    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.
     

    3,606 downloads

       (6 reviews)

    2 comments

    Updated

  20. reone toolkit

    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

    795 downloads

       (2 reviews)

    0 comments

    Updated

  21. K-GFF

    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.

    4,836 downloads

       (1 review)

    1 comment

    Updated

  22. 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 👍

    4,857 downloads

       (2 reviews)

    3 comments

    Updated

  23. DLG Editor

    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.

    5,245 downloads

       (4 reviews)

    2 comments

    Updated

  24. KOTOR Dialog Editor

    This is a visual dialog editor for KOTOR and TSL. It's currently in alpha, so if you're planning to use it for your mods just be aware that there might be (i.e. will be) bugs.
    COMPATIBILITY
    I am unaware of any compatibility issues with the DLGs created by this editor, but that doesn't mean there aren't any because this is an early alpha release. Please let me know if you experience any issues.
    INSTALLATION STEPS
    1. Download the ZIP file, and unzip it into a folder (it doesn't create one on its own - I hate it when zips do that ).
    2. Copy your "dialog.tlk" into the folder alongside the file "app.exe" - I included the "dialog.tlk" file for KOTOR (as "kotor.tlk"), and for TSL (as "tsl.tlk"), but if you're using any mods which edit "dialog.tlk" for the game you're working on (e.g. using TSLRCM), you'll need to replace it with your own copy. You can find the "dialog.tlk" file in the same folder as the base executable for your KOTOR/TSL installation. If it's for KOTOR 1, rename the copy of "dialog.tlk" you put into your app folder to "kotor.tlk". If it's for TSL, rename your "dialog.tlk" to "tsl.tlk". Don't change the name of dialog.tlk inside your actual KOTOR/TSL installation, as that will break the game. Only change the name of the version you copied into the KotOR Dialog Editor install directory (alongside "app.exe").
    34 Run "app.exe"
    UNINSTALLATION
    Delete all the downloaded files.
    USAGE INSTRUCTIONS
    General Usage
     - Create a new dialog file (for KOTOR 1) by pressing the "New" button, or open an existing DLG file using "Open"
     - Save dialog files using the "Save" button (there's no auto-save, nor does ctrl-s work - I'll make it work eventually)
     - Once you open a dialog file, you'll see some panels:
         - The top-left panel contains the "actions" list, which is a set of actions you can currently take.
         - The bottom-left panel contains "link" information when you select a response which is linked to the current response.
         - The top-middle panel contains NPC dialog (entries)
         - The bottom-middle panel contains player dialog (replies)
         - The right panel contains metadata for the selected response (strref, text, script, etc.)
    Some Important Terminology
    To understand what the actions do, you'll need to know the following terminology (some of which I made up, so please read this even if you're a pro):
     - Response: A line of dialog, spoken either by an NPC or the player (I sometimes call this a "node" too)
     - Entry: A line of NPC dialog
     - Reply: A line of player dialog
     - Start: A possible entry point for the dialog (always points to an entry, never a reply)
     - Link: Responses are linked to one another through "links"
     - Metadata: The general dialog data (things like the script that should run when the dialog ends, etc,.)
     - Selected response: The response which is highlighted in orange - this is preserved when navigating (until you select something else)
     - Current response: The response you last navigated into.
     - Copied response: The response you last selected "Copy Selected Node" on.
    Actions:
    The panel in the top-left corner contains a list of actions you can perform to edit your dialog. I'll try to describe the actions as well as I can here, but honestly the best way to learn the software is just to try it out:
     - Back To Start: Go back to the start of the dialog you're currently in
     - New Response: Create a new response (either an entry or a reply, depending on context)
     - Unlink Response: Removes the link between the selected response and the current response
     - Copy Selected: Sets the selected response as the copied response
     - Paste Into Start: If you have an entry as your copied response, and have selected a start response, it makes the start response point to the copied response
     - Paste As Link (Link): Adds a link from the current response to the copied response
     - Move Selected Up/Down: Moves the selected response up or down (respectively) by one level in the dialog evaluation order (for player dialog, this changes the order of the dialog lines they can choose from; for NPCs, the first line in the evaluation order whose "Active" script is either blank or returns TRUE is selected as the NPC's line)
     - Step Back/Forward: Move back/forwards in your dialog history (so you can easily go in/out of replies without restarting the dialog)
    FAQ
    I did x and it crashed/broke my DLG/set my PC on fire
    Yeah, this is alpha software and I need some people to test it out. Please let me know what broke the software so I can fix it.
    I'm clicking responses but nothing's happening
    You need to select responses for both the player (the bottom screen) and the NPCs they're talking to (the top screen). If this info doesn't fix your problem, let me know so I can look into it.
    I can navigate through the dialog, but how do I edit things?
    You left click on dialog lines to navigate through them, or right click on them to "select" them. Once a line is selected, you can edit it in the window to the right, edit the link between it and the current dialog node on the bottom-left panel, or copy it to another node by navigating to that node and pressing "Paste Into Current (Link)".
    The navigation seems to work, but I can't see the actual dialog text
    Make sure you have the correct "dialog.tlk" file in the same folder as "app.exe". If this doesn't solve the problem, please let me know so I can look into it.
    Cool app. Ugly, though...
    Yeah, I'm working on it, and I'm open to suggestions for making the UI cleaner/better/easier to use.
    DLGEdit's faster to use/better in some other way
    This isn't meant to be a replacement for DLGEdit - DLGEdit's power comes from the ease at which you can change an existing DLG into exactly what you want. Although this tool can do that too, it's designed for easily/naturally building DLGs from scratch rather than doing minor edits in existing DLGs, while having to actually run the dialog in KOTOR/TSL as little as possible (to avoid the time it takes to load the games and get to the conversation).
    FUTURE FEATURES
     - Flow chart view
     - Animation selection
     - More testing, bug fixes, etc.
    KNOWN ISSUES
     - If you create a link from node A to node B, and node A already has a link to node B, the dialog editor doesn't know which one you want to select when you right click and does weird things (e.g. always selecting the bottom-most copy, even when you right click on another copy). Will fix this asap.
    INCLUSION IN OTHER MODS
    Anyone who wants to use this in their mod is free to do so, with appropriate attribution.
    CREDITS
    This mod is created by me (lachjames). Thanks to Thor110 for helping me test it out.
    Thanks to the Xoreos team for allowing us to include xoreos-tools with this mod. We use the gff2xml and xml2gff tools from xoreos-tools to read and write the DLG files. Xoreos-tools is licensed under the terms of the GNU General Public License v3; more information can be found here.

    1,128 downloads

       (0 reviews)

    0 comments

    Updated

  25. K2Console - A Console For KOTOR 2

    DESCRIPTION
    This is a little tool that mimics the visible console from K1, in TSL. It's written in Python (I've attached the source code below).
    IMPORTANT NOTES
     - The tool does not work in fullscreen mode (for now). I'd like to fix this in the future, but for now it only works in windowed mode.
     - The tool doesn't connect to TSL at all - it's completely separate. This means that (for example) if you open the console in TSL with tilde, and then alt-tab out of TSL and press tilde again, K2Console will detect this but TSL itself won't (meaning K2Console and TSL will be out of sync).
     - If you get out of sync and/or want to start the program again, you can type "xxxxx" (five x's in a row) into the console while it's open, which will close the program. Then just run the file "k2console.exe" and it'll start up again. No need to restart TSL (but make sure the TSL console is closed when you start K2Console, or you'll still be out of sync).
     - This program works by reading your keyboard inputs and storing them to memory, which is also one way a keylogger might work - so your anti-virus might identify it as such. This code does not connect to the internet at all (you can verify this for yourself if you like). I haven't included the source with the program package to avoid cluttering your TSL installation, but I included it as a separate download below.
    INSTALLATION
    Unzip all three files into the same folder as swkotor2.exe (i.e. C:\SteamLibrary\steamapps\common\Knights of the Old Republic II\, or wherever your TSL installation is located).
    UNINSTALLATION
    Delete the three files "k2console.exe", "console.bat", and "steam_console.bat".
    INITIALIZATION
    If you use Steam: Instead of starting your game through Steam, you can start it by running the file "steam_console.bat", located in your TSL install folder.
    Otherwise: Start the game by running "console.bat", again located in your TSL install folder.
    USAGE
     - Whenever you press ` to open the console in TSL, the mimic console should pop up too. I tried my best to exactly match the behavior of the TSL console (e.g. when it keeps text vs clears it), but if you find any discrepancies please let me know so I can fix them.
     - If I did my job, you shouldn't really be able to tell that the console's not built into TSL, so just use it as normal (with the ability to see what you wrote!)
     - To close the program (not TSL, just the console), type "xxxxx" (5 x's in a row) into the open console (this won't work if the console's not visible). Alternatively, you can close the command line that opens when you run the .bat file.
    INCLUSION IN OTHER MODS
    I'm not sure why you'd want to include this in other mods, but if you want to, you're welcome to do so with appropriate attribution.
    CREDITS
    Thanks to Thor110 for the idea for this tool, and for helping out with testing and ideas (as well as taking the screenshot for me).
    k2console.py

    730 downloads

       (0 reviews)

    1 comment

    Updated


  • File Comments

    • If you like restored content, you can still get the Restored content mod for K1CP after K1CP itself, Sleheyron works with both of these. There are also several standalone mods compatible with the 3 of them, that restore big parts of K1R (the restoration mod you mentioned), such as the Manaan Pazaak Tournament (sorry for "advertising" my own stuff lol but just trying to help). Just fyi, the kotor 1 restoration mod isn't being worked on anymore (more or less finished but still) and has some i
    • Sorry this mod is too big to be uninstalled unfortunately. You'll need to restart your installation if you chose the wrong version. Although if you don't have too many placeables, you can keep the version with the holograms. If you don't know how many placeables you have, you can look for the "placeables.2da" file in the Override folder in your game installation and send it to me via Deadlystream (PM, not here preferably) so I can check for you.
    • Hi there! Sorry, didn't mean to ignore this message. I'll edit the front page to mark Chaser's order also works. Compatibility-making is not my strong suit.   Really, really glad you enjoyed the mod story though!!
    • One last question, by accident I installed the regular version of the mod instead of the one with compatibility version (no holograms) despite installing quite a few other mods. Can I install the compatibility version (no holograms) on top of the regular one to overwrite the original one's effect sans any harm or should I reinstall the game and start my mod install from the beginning?
    • Is there any other way I could download this? Not sure if it is a problem on my end or on the hosting side, but the download got corrupter three times already and honestly downloading a 15,5 GB file 350 kB/s only for it to get corrupted after 8 hours is not ideal. I have seen a mention about a google Drive, but not currently in use. Any plans to uppload it somewhere else (NexusMods comes to mind, but I have no idea how it works there from the modders side). Anyway, thanks!
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