Modding Tools

44 files

  1. 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.

    132,500 downloads

       (23 reviews)

    1 comment

    Updated

  2. 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

    30,892 downloads

       (10 reviews)

    1 comment

    Submitted

  3. KotOR Scripting Tool

    About Kotor Scripting Tool
     
    Kotor Scripting Tool is my attempt at a scripting interface for nwnnsscomp.exe.
     
    The tool has many useful features to try and make the scripting process a lot easier. Hope you all like
     
    Features include:
    Compile & Decompile Scripts
    Syntax highlighting
    AutoComplete Suggestions (Beta)
    Tabbed Text Editor
    Advanced Find & Replace
    Browsable nwscript function list
    Browsable nwscript constants list
     
    Future things I would like to include are full decompile capability, and Autocomplete for functions and constants.
     
    I am using Fred Tetra's version of nwnnsscomp.exe therefor it should be compatible with both kotor & tsl. Just a note I have only tried Kotor atm. If you have tsl installed it shoould work though.
     
    Installation
    Exe Installer
    If you download the installer just browse to your download folder and run the setup file. *Note* The installer will also associate .nss & .ncs files with Kotor Scripting Tool.
     
    Z-Zip Archive
    Download and extract the file below. Once extracted navigate to the directory and run Kotor Scripting Tool.exe
     
    BTW to uncompress the files you will need an application that can uncompress 7-Zip files.
     
    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].
     
    Current Release [Manual Install]
    KotOR Scripting Tool v 0.4.0 7-Zip [Download Here]
     
    Older Releases [Manual Install]
    Kotor Scripting Tool v0.1.3.1 7-Zip [Download Here]

    1,781 downloads

       (4 reviews)

    1 comment

    Updated

  4. TSL Patcher, TLKEd, and Accessories

    Inside this download, you will find several VERY useful tools. Almost all of these were made by stoffe originally and the only alteration I made was to make sure TSL Patcher did NOT check for the presence of the dialog.tlk file to verify the path you're installing the mod to. This was done to allow installing mods to the Workshop folders.

    Of note in this package are three files:
    1. ReadMe, really.pdf - A read-me file that really should be read if you want to understand how to do something with the TSL Patcher.
    2. nwnnsscomp.exe - A modified script compiler that TSL Patcher uses to substitute tokens (such as .2da row pieces) in source scripts (.nss files) and then compile the scripts.
    3. nwscript.nss - As far as I'm aware, the nwscript.nss file from KotOR 2, required by nwnnsscomp.exe to compile scripts.

    Below are the original release thread descriptions for stoffe's work and I honestly don't think I could put it better than she already did years ago.

    TLK Ed:




    TSL Patcher (along with ChangeEdit):




    A few quick "how to" examples:
    Insert new branches into DLG files.
    ( http://web.archive.org/web/20150911133933/http://www.lucasforums.com/showpost.php?p=2135535&postcount=177 )
     
    Install a New Player Appearance mod.
    ( http://web.archive.org/web/20150929073207/http://www.lucasforums.com/showpost.php?p=2168405&postcount=201 )

    Troubleshooting:
    Q: I get a RichEdit line insertion error when trying to install mods. What's wrong?


    A: It seems a few people have odd versions of the RichEdit DLL files installed in their system that doesn't play nice with the colored text box component TSLPatcher uses. To work around this you could try to replace the RichEd DLL files with versions that should work. Extract the two DLL files from this archive and put them in your Windows\Windows32 folder. Move existing files with those names to a safe location first so you can restore them if this causes other problems! Do not overwrite them!

    Alternatively, if you don't want to mess with your DLL files, you could force TSLPatcher to use a plain text box for status messages rather than the colored/formatted one. To do this, use Notepad to open the changes.ini file found inside the tslpatchdata folder that came with the mod you wish to install. Under the [settings] section, change the value of the key PlaintextLog from 0 to 1. Q: I'm not seeing any Install Mod button, and the text field in the TSLPatcher window seems to extend behind the window boundraries.


    A: This odd problem some people experience seems to be tied to what screen resolution and pixel density is being used in your monitor settings, but I have been unable to replicate it or figure out exactly what's going on. As a workaround you can "click" on the Install button by using it's quick keyboard command. Pressing the [ALT] keys on your keyboard should start the installation process. Q: When trying to install a mod it complains that it's not a valid installation location. What's wrong?


    A: Make sure you are selecting the folder the game is installed in, not the override folder, when the TSLPatcher asks you where to install the mod. Q: When trying to install a mod it complains that access was denied to the dialog.tlk file.


    A: Make sure that your dialog.tlk file is not write protected. This file is found in the same folder as the swkotor.exe binary. To check if it's write protected and undo it, right-click on the file, pick Properties in the context menu and uncheck the write protected checkbox.

    Original update history (ordered newest change first):


     

    3,468 downloads

       (5 reviews)

    1 comment

    Updated

  5. Knights of the Old Republic Character Generator

    A program to generate a character at random to play with in Kotor 1 and Kotor 2

    960 downloads

       (3 reviews)

    0 comments

    Updated

  6. MDLOps

    -----------------------------------------------------------------
    -->--
    -----------------------------------------------------------------
     
    -------------------------
    -->--
    -------------------------

     
     
    -----------------
    -->--
    -----------------
    This script is released under the GPL, see the included
    GPL.txt.
     
    ----------------
    -->--
    ----------------
    MUCH MUCH MUCH thanks to Torlack for his NWN MDL info!
    Without his info this script could not exist!
     
    Thanks to my testers:
    T7nowhere
    Svosh
    Seprithro
    ChAiNz.2da
     
    Thanks to all at Holowan Laboratories for your input
    and support
     
    file browser dialog added by tk102
     
    AABB, animations, lights and emitters, and speed-up by JDNoa
     
    Calculations of vertex and face normals by VP and Fair Strides

    1.0 version by ndix UR, thanks to bead-v for inspiring many of the added
    features, figuring out a number of critical format algorithms, and sharing
    the journey
     
    -----------------------
    -->--
    -----------------------

    This is a Perl script for converting
    Star Wars Knights of the Old Republic (kotor 1 for short)
    AND Star Wars Knights of the Old Republic, The Sith Lords (kotor 2 for short)
    binary models to ascii and back again.
     
    Binary models are converted to an ascii format compatible
    with NeverWinter Nights.

    It can also do some other operations on models,
    like renaming textures and replacing meshes.
     
    ------------------
    -->--
    ------------------
    -Automatic detection of binary model version
    -Automatic detection of model type
    -node types supported:
    -trimesh
    -danglymesh
    -lightsaber
    -skin
    -emitter
    -light
    -reference
    -dummy
    -model properties supported:
    -diffuse
    -ambient
    -shadow
    -render
    -alpha
    -self illumination
    -many, many more
    -supports compile/decompile pwk/dwk/wok walkmesh files
    along with their associated models
    -when reading in a binary model a text file is created
    that lists all the textures the model uses.
    -replacer function lets you replace 1 tri-mesh in a binary
    model with another tri-mesh from an ascii model
    -renamer function lets you rename textures in a binary
    model

    read the tutorials "KotOR_Tutorial.txt" and "Quick_tutorial.txt"
    for an explanation of how to get your models into kotor
     
    ----------------------------
    -->--
    ----------------------------

     
     
    -------------------
    -->--
    -------------------

     
     
    -------------------------------------------
    -->--
    -------------------------------------------

     
     
    --------------------------------------
    -->--
    --------------------------------------

     
     
    ----------------------------------
    -->--
    ----------------------------------
    This script may only be hosted from sites that do not claim
    ownership of files they host. In other words, any site that
    claims "All files submitted to this site become property of
    the site owner" can not host this script.
     
    You are free to host this script from your website as long
    as the distribution contains only the files listed below.
     
    You are free to submit this script to any public download
    site as long as the distribution contains all the files
    listed below.
     
    GPL.txt
    icon.bmp
    KotOR Tutorial.txt
    mdlops.exe
    mdlops.pl
    MDLOpsM.pm
    Quick_tutorial.txt
    readme_mdlops_1-0.txt
    replacer_tutorial.txt
     
    I also ask that if you do host or submit this script to a
    site send me an e-mail to let me know. My e-mail address
    is at the top of this file.

    1,984 downloads

       (5 reviews)

    0 comments

    Updated

  7. ERFEdit

    DISCLAIMER: I did not make ERFEdit originally. I did however receive the source code from Stoffe via PM at Lucas Forums, after telling her about a severe issue that needed to be fixed. I have fixed the issue and am now releasing the updated version of the tool.
     
    ERF/RIM Edit
    Version: v0.5
    Released: 2006-05-18
    Updated: 2007-03-11
    Updated_FS: 2017-03-19
     

    What is this?
    -------------
    This is a simple Packer/Unpacker/Browser for the ERF/MOD/SAV/HAK/RIM format files used by the bioware engine games Neverwinter Nights and Knights of the Old Republic. The resource type list is updated to handle some types of files used by the KotOR games that were not used by Neverwinter Nights.
     
    It is capable of creating new files or modify existing ones, as well as extract any resources found within the file. A simple search feature makes it easier to locate resources in the list within large ERF format files.
     
    The Description field is currently not shown or editable since it is not used with the KotOR games.
     

    User Interface shortcuts
    ------------------------
    You may drag and drop files into the list to add them instead of using the "Insert" button, or you may drag selected files from the list to the Desktop or a Windows Explorer window to extract them rather than use the "Extract" button. Selected files in the list can be deleted with the hotkeys Backspace and DEL in addition to using the Remove button.
     
    When dragging many or large files from the ERF/RIM file to the desktop (or a Windows Explorer window), keep the mouse button pressed until the progress bar has reached 100%, then drag the files to where you want them and let go. Hopefully I'll be able to fix this quirky behavior in the future.
     

    IMPORTANT!
    ----------
    New files/resources added to an ERF file are not actually added until you Save the file. Do not move, rename or delete any files you have added before you save the open ERF/RIM file, or the resource will not be added upon save.
     
    Resources in the list with an asterisk (*) following the ResRef are newly added and not yet saved into the file. These files cannot be extracted until the ERF file has been saved.

    2,337 downloads

       (2 reviews)

    0 comments

    Updated

  8. KotORBlender

    KotORBlender 1.01 for Blender
     

    1,041 downloads

       (4 reviews)

    0 comments

    Updated

  9. KotOR Toolset

    You see before you the culmination of eight months of effort, or there about.
     
    This is a PUBLIC BETA of a new KotOR Toolset, whose central focus is as a level-editor. This means that the tool's main job is to edit levels, and to go along with this, I've built editors for most of the games' file types: UTC, UTD, UTE, UTM, UTP, UTS, UTT, UTW, ARE, IFO, GIT, and NSS.
     
    The Toolset cannot do the following things yet: UTI files, DLG files, anything beyond extracting models, no texture support whatsoever (no viewing, no extracting, nothing), and no support for walkmeshes of any kind (.wok, .dwk, and .pwk).
     
    This Toolset should be intuitive and easy to use, or at least that is my sincere hope. I've taken great pains to label mostly everything in layman's terms and also to explain things whenever I can. Most people wouldn't know the amount of effort and time I've put into this project, but it's all I can do to hope that people find it useful, easy to use, and most of all, helpful to new modders.
     
    The documentation is rather sparse at the moment, but I hope that I (or any volunteers...) can expand on things later on, as well as continuing development.
     
    Lastly, this is a PUBLIC BETA!!! I am expecting bugs and errors, so please by all means report them.
     
    Credits:
    Bioware -- For their NWN documentation PDFs on most of the file formats, which I referenced heavily (and ripped off some screencaps of in the read-me. )
     
    tk102 -- For creating the programming libraries I've used to create this Toolset. Otherwise, I'd have been lost in a lot of backtracking...
     
    Sithspecter, LiliArch, 90SK, Malkior, Dastardly, Logan23, Rece, and Canderis -- Support, advice, and more than a few talks asking for opinions on how something looked, or how best to design this or that piece. Also, most of them helped out in a Private Beta earlier this month.
     
    Sithspecter -- Icons used in the Area View. He just couldn't stand those colored circles I'd been using...
     
    Logan23 -- Initial testing and advice from the perspective of a heavy user.
     
    If there's anyone I forgot, please mention it and I will correct this issue.
     
    Permissions:
    You are allowed to use this program for any use, so long as it isn't illegal and is not for profit. In addition, if you were to produce a mod using this tool, I'd greatly appreciate a mention in the read-me.
     
    You ARE NOT allowed to re-upload this program anywhere without my express permission. If I want it up somewhere, I will upload it there myself, thank you very much.

    916 downloads

       (9 reviews)

    0 comments

    Submitted

  10. 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.

    1,867 downloads

       (3 reviews)

    0 comments

    Updated

  11. KOTOR/TSL HeadFixer

    ============================================================
    A KNIGHTS OF THE OLD REPUBLIC TOOL
    ============================================================
     
    KoTOR and TSL HeadFixer
     
    ============================================================
     
    Author: VarsityPuppet
    Release: 12/39/2015
    Build: 1.0
     
    ============================================================
     
    Description:
     
    This program, written in Java, will allow you to perform the hex editing technique I demonstrated in the tutorial for hex editing heads to work in Knights of the Old Republic 1 and 2. It's not the most efficient execution of editing that code, but I'll be damned if it doesn't work like a charm!
     
    ============================================================
     
    Installation:
     
    You do need the latest Java Runtime Environment in order for this to run.
     

    JRE can be downloaded at:
    http://www.oracle.com/technetwork/java/javase/downloads/index.html
     
    Other than that, just double click the jar file and you're set.
     
     
     
    If I get around to it, I'll write a version for Windows/Mac/Linux maybe
     
    ===========================================================
     
    Using HeadFixer:
     

    Make sure you compile your head with mdlops6.
    You'll be using that generated binary .mdl file in this application.
     

    Click the Browse button to load a binary .mdl file.
     

    NOTE: v 1.0 will read ANY file that has a .mdl extension. If it can't find the hex code that it needs to perform the patch, then it won't work. On the off chance that it does work and the .mdl is not a head model, bad things could happen. Will not read ascii models either.
     
     
     
    Once the .mdl file is loaded, press the fix model button. It may appear that the application has frozen for a bit, but everything will be okay.
     
     
     
    It will generate a new file with the [original_name]fixed.mdl
     
     
     
    That's pretty much it. Couple your new .mdl with the .mdx and throw it in the override.
     
     
     
    ============================================================
     
    Thanks:
     
    miro42 and settoken for introducing that whole concept of making new heads
    Chrono Trigger hacking which taught me the concept of hex pointers
    Java for being easy to program with
    The LucasForums and DeadlySTream Community for just being awesome and still loving KotOR & TSL even with TOR out.
     
    ======================================

    218 downloads

       (3 reviews)

    0 comments

    Submitted

  12. MDLedit

    MDLedit is a (de)compiler for KOTOR and KOTOR2 model files.
     
    Which version should I download?
    There are two packages on the download page. They differ in whether the program uses Visual Styles or not. The difference is purely visual, they are completely equivalent in terms of functionality. The version in the mdledit_v0.0.0xp.zip package will work on Windows XP or newer as well as on MacOS through Wine, but it will look like crap. The version in the mdledit_v0.0.0.zip package will look better, but will only work on Windows Vista and up.
     
    How do I set it up?
    Open the .zip archive, extract the .exe and run it. If you want MDLedit to keep track of your option between sessions, create a blank mdledit.ini file in the same folder as your .exe.
     
    How do I use it?
    The program comes with a help documentation window accessible from the About menu, read that to learn how to use it. If something is not mentioned there please let me know in the relevant thread (link to be added) and I will explain the functionality and add the explanation to the help window for the next version.
     
    MDLedit was designed to be used with KOTORmax and the new version of KotORBlender by ndix UR. Using the ascii model files that it produces with NWmax will cause data to be ignored in the best case and a crash in the worst.
     
    The program crashed/froze/reported a weird error!
    Describe your issue in the relevant thread and I will look into it. Attaching a .zip archive with the files that MDLedit was processing when the problem appeared is also very welcome.
     
    Thanks
    A big thank you goes out to ndix UR, without whom MDLedit would have maybe half the functionality it has now.
    I would also like to thank the testers, who also made a lot of great suggestions that made MDLedit that much better:
    – DarthParametric
    – JCarter426
    – Quanon
    – VarsityPuppet
    – FairStrides
     
    The program was built on the knowledge about the MDL format, which is the result of the work of many modders, including CChargin, Magnusll, JdNoa, ndix UR, DarthSapiens, VarsityPuppet, FairStrides, and others! Thank you for your efforts!
     
    Lastly I'd like to thank the KOTOR modding community, which makes taking the time to make such a tool worth it.

    809 downloads

       (9 reviews)

    0 comments

    Updated

  13. RGB-BGR Converter

    This conversion tool is simply a converter between the standard hexadecimal RGB colour format and the decimal BGR color format.
     
    This BGR format is used in the Fog settings and the Tweak Colour field used in the UTD structs in a .git file (though, the tweak colour might be useable in all of the Type structs...).

    554 downloads

       (1 review)

    0 comments

    Updated

  14. DLL Files for Fair Stride's Tools

    These are the three DLL files my tools use, and rather than re-packaging them each time, I'm making them available here. To use them with my tools, you will have to have them in the same folder as the tool, OR follow these instructions:

    754 downloads

       (2 reviews)

    0 comments

    Updated

  15. Modder's Resource: Cubemap Pack

    Hey guys, so i made up a bunch (50) of kotor/tsl cubemaps for you guys to use, one of them (CM_PulseGlow) is animated.
    The usual disclaimers and stuff apply.
    Happy Modding!

    329 downloads

       (3 reviews)

    0 comments

    Submitted

  16. KOTOR Font Tool (NWN Font Maker)

    I take no credit/responsibility for this tool. you will need to generate and rename files for a complete font-set.
     
    link to original nwn page
     
    originally made by Richard O'Doherty-Gregg
     
    Original Readme:
    I felt that uploading this here is appropriate, seeing as the original nwvault is down (where this file was originally uploaded)

    411 downloads

       (1 review)

    0 comments

    Updated

  17. Bioware TGA to DDS Converter

    This is the orignal tool made by bioware to create a kotor-compatible dds, please see the .doc for instructions. (it wasn't mentioned there but the TGA must be square, and a power of 2 (256x256,512x512,1024x1024,2048x2048 etc.) in resolution)
    NOTE: this tool is one way only, tga>dds it doesn't do the reverse. FORUM DISCUSSION HERE

    671 downloads

       (4 reviews)

    0 comments

    Updated

  18. 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.

    1,302 downloads

       (1 review)

    0 comments

    Updated

  19. KAurora

    Created by MagnusII, and uploaded with permission.
     
    Welcome to the KAuroraEditor. This tool will allow you to perform some operations on the resource files used by the Kotor games.
     
    Please do not disassemble, reverse engineer, copy, distribute etc. the program. The source code will be released with a later version along with the necessary license.
     
    ---------------------------------------------------------------------
    Disclaimer
     
    WARNING: this program comes with no warranty whatsoever. Use it at your own risk.
     
    This is an Alpha. It will have several bugs and problems. It has been preliminary tested on a few walkmeshes and models from Kotor I. I've used Gmax 1.2 and NWMax 0.7 to work with the exported ascii walkmeshes. Notice that the NWMax 0.7 AABB tree building algorithm is bugged and can enter into an infinite loop; I had to comment out the code to be able to work on some of the more complex walkmeshes. The program does not need the AABB data from NWMax anyway; it rebuilds its own AABB tree.
     
    ---------------------------------------------------------------------
    Installation
     
    You must have Microsoft .NET Framework 2.0 installed.
     
    You must have DirectX 9.0 SDK Update April 2005 or later installed. The redist will be enough.
    Note that if you have installed the latest DirectX update without having already installed the .NET Framework, some of the necessary libraries may be missing. If that is the case, install the Framework and then install a newer update. If you're already at the latest level, install the whole SDK.
     
    Once you have the prerequisites, just run the executable. Nothing else is required.
     
    ---------------------------------------------------------------------
    Using the program
     
    At present, the program has three main functions: it will allow you to extract most of the resources packed in the game files, to export and import the walkmesh (.WOK) files, and to load,render, and import the model (.MDL) files with the option of rendering the textures and the lightmaps.
     
    When you run the program, a window with a tree structure will appear, having the two main nodes "Kotor I" and "Kotor II".
    You can add the games' resources to the main nodes by simply selecting one of them, and then clicking on one of the menu items under "File". A window will appear; just select the appropriate file or directory and the relative tree will be built under the chosen node.
    To export a resource, simply double-click on its node and another window will appear. Click on the "Save As..." button to export the resource.
     
    ---------------------------------------------------------------------
    Walkmeshes
     
    The Walkmesh menu lets you load and save a Kotor walkmesh file, and it also gives the possibility of visually editing the room adjacency values.
    To load a walkmesh from a node, you must first select a node with the appropriate resource (i.e. a .WOK file). Once it is selected, simply click on the "Load From Selected Node" menu item and the walkmesh will be loaded in memory. You can also load a walkmesh from an ascii or binary file, without the need to build the tree first. Also, if you load a model file with a walkmesh in it, the walkmesh will be autoloaded.
    Once a walkmesh is loaded in memory, you can export it either in ascii or binary format by selecting the appropriate menu items. You can also clear the memory; the export items will be disabled.
     
    The "Render" option will open a DirectX window with a top-view rendering of the walkmesh, along with a drawing of the first perimetric line in the walkmesh. Edges hilighted in red are those with a room adjacency value different from "-1"; this means they are those edges which, once crossed, will bring you into another room. The room to which they lead is expressed as a zero-based index of the room list which you can find into the .ARE file of the area to which the walkmesh belongs.
     
    Some walkmesh files have several perimeters in them. If that is the case, hitting the up and down arrow keys will let you cycle through all the perimetric lines belonging to the walkmesh.
    Once you can see the perimeter you want, you can double-click on the edges [best results by trying to hit the edge center]; a window will appear, detailing the edge number along with its current adjacency value. You can change the value by choosing "Apply"; if the value is anything else than "-1", the edge will be hilighted in red.
     
    The "Refactor" option is mostly needed when you need to export a binary .WOK of a room having a displacement in the .lyt file, and you didn't load the walkmesh directly from the .WOK. Simply enter the coordinates you find in the .lyt file and hit refactor; the walkmesh will be translated to its new position.
    The initial coordinates you find when you open the refactor window represent the position of the walkmesh node.
     
    You don't need to refactor if:
     
    A) you loaded the walkmesh directly from the .WOK file, or from a file exported using the .WOK as the original source (the walkmesh is already expressed in absolute coordinates in the .WOK)
    you loaded a .mdl file, it had a walkmesh in it, and the position of the model in its .lyt file is (0, 0, 0). The walkmesh gets auto-translated to its absolute position based on the rest of the model nodes
     
    You *DO* need to refactor if:
    A) you loaded a .mdl file which had a walkmesh in it, and the model is translated according to the .lyt file.
     
     
     
    ---------------------------------------------------------------------
    Models
     
    At the moment, many of the model export and import functions are incomplete. The ascii export is disabled. They will be added in a future release.
    The binary export and ascii import are currently limited to models containing nodes of type: dummy, trimesh, walkmesh, and light. Lights will be imported in binaries without crashing the game, but I'm not sure they work properly. Only the first walkmesh in a model will be used for .WOK generation; second and subsequent ones will be ignored (and you shouldn't have them in the first place, anyway, as the game only uses 1 walkmesh/room).
     
    Select either Kotor I or II model format before loading the node.
     
    To load a model from a node, simply select the node in the tree. To load it from a binary file, you must have the respective .mdx in the same directory. Export is pretty obvious. Just one thing: if you reuse an existing file, the game overwrites the existing one WITHOUT DELETING IT first. So if the new file is shorter than the old one, your new file will have spurious extra bytes at the end. Bottom line: either change the name, or delete the old one before re-exporting.
     
    Select wether you want to visualize textures, lightmaps, or both before rendering the model. REMEMBER TO LOAD THE ERF FILES IN THE TEXTUREPACK DIRECTORY if you want to render textures, and the chitin.key if you want lightmaps; otherwise the program won't be able to find them.
     
    You can somewhat navigate the model with the arrow keys and the "u" and "d" keys. This will move the camera in fixed increments. It is not possible to rotate the camera at the moment. If nothing is shown on the screen, try to hit "u" a few times to rise the camera higher and get an increased field of view. The program tries to center the initial camera placement, but sometimes this works suboptimally and the model is off center.
     
    Right now only trimesh type nodes are rendered. This means no animations, no skinmeshes, no danglymeshes, no sabers, no lights, no emitters and no references. Sorry. On the plus side, area models do look cool in the rendering window.
     
     
     
    ---------------------------------------------------------------------
    Layouts
     
    Load a .lyt file from a node. You can now render all the rooms in the lyt at once. Selecting which one to render will be added in a future release (will be useful f.e. to keep the skybox from being included, since skyboxes are huge compared to everything else and they mess up the image proportions).
     
     
     
    ---------------------------------------------------------------------
    So, how do I export, modify, and import a walkmesh anyway?
     
    A simple procedure:
     
    - load the chitin.key file. All the walkmesh resources are in "models.bif"
    - select the one you want to change and load it. Take a note of which edges are red, and which values they have
    - export to ascii
    - load the ascii model using GMax with NWMax
    - modify it as needed, then export it back into ascii format
    - load the modified ascii with the editor. You'll see that no edge is hilighted anymore, as the adjacency info has been lost
    - use the render window to select the edges you took note of in the second step, and give them their old values back
    - export to binary, *using the same name as the original resource*, and put it into the override directory
     
    ---------------------------------------------------------------------
    What if I'm creating an area from scratch and I need a walkmesh?
     
    - create the area in GMax, including the walkmesh. Try to keep the walkmesh object as child of the root node (this is the default, so you shouldn't have problems on this)
    - export everything to an ascii file using NWMax scripts
    - import the ascii in the editor
    - choose refactor, insert the .lyt displacement coordinates, hit the button
    - manually insert edges adjacency if you need them (I trust you know which edges lead to which rooms in the area you just made....)
    - export to a binary .WOK file as above
     
    ---------------------------------------------------------------------
    I want to create an area!
     
    Do everything as above, and also binary export the model to produce the mdl and mdx files. Note that if your area is new (i.e. you're not "overwriting" an existing area and recycling its other files) you will also need at a minimum:
    - the .lyt file (just look at another one, figuring it out is pretty easy)
    - the .vis file (as above)
    - you'll need to build a .MOD file containing the .ARE, .GIT and .IFO and put it INTO THE MODULES directory (NOT the override one....). Of course the values in these files should be changed to reflect your new area (e.g. the room struct should contain a list of your new models...)
    - put the value "16777215" in the sun diffuse and sun ambient fields in the .ARE file. This will give you a nice white sun. Otherwise, without lights and lightmaps, you'll find yourself in the "absolute pitch black night which doesn't render textures"
    - when you apply a texture to the mesh, use only UV mapping types which do not change the number of verts (i.e. planar). If the number of tverts is different from the number of verts (you can check it pretty easily by looking at the ascii file exported from NWMax), your texture will be messed up. This is because having tverts verts needs additional processing which will be added in a future release

    398 downloads

       (1 review)

    0 comments

    Updated

  20. KOTORmax

    KOTORmax is a plugin for 3ds Max and Gmax that allows importing and exporting of ascii model files for KOTOR and KOTOR2. KOTORmax is directly extended from NWmax by Joco.
     
    How do I set it up?
    Open the .zip archive, the instructions are in the readme file.
     
    How do I use it?
    Check for tutorials in the Tutorials Section. A lot of the basic functionality is exactly the same as with NWmax, so most of the tutorials should help you with using KOTORmax. As for the new functionality, it is now up to the community to create new tutorials for it.
     
    KOTORmax was designed to be used with MDLedit and the new version of MDLOps by ndix UR. Using the ascii model files that it produces with an older version of MDLOps will cause data to be ignored in the best case and a crash in the worst.
     
    What's different from NWmax?
    – Support for all known properties of the Odyssey MDL Format. All NWN functionality that is irrelevant for the KOTOR games removed.
    – Ambient texture (lightmap) import/export. Experimentally also vertex colors as well as texture0 and texture1 UV coordinate import/export.
    – Support for bezier animation controllers.
    – Lightsaber mesh object.
    – New Anim Editor, Key Ops, Constraint Editor, Visibility Editor, Roomlink Editor and improved Anim Mapper.
    – LYT and VIS file Import and Export.
    – Game smoothing preview.
    – Sanity check now adapated to KOTOR models.
    ... and much more!
     

    Max crashed/froze/reported a weird error!
    Describe your issue in the relevant thread (link to be added) and I will look into it. Please explain in detail exactly what you were doing when the error occurred. Also include any relevant files in your post.
     
    Thanks
    A big thank you goes out to ndix UR, without whom KOTORmax wouldn't even exist. A big thanks also to Joco for allowing me to build on NWmax and release it as KOTORmax.
    I would also like to thank the testers, both for their patience when I was dealing with very persistent bugs and for all the suggestions that helped make KOTORmax what it is now:
    – DarthParametric
    – JCarter426
    – Quanon
    – VarsityPuppet
     
    Lastly I'd like to thank the KOTOR modding community, which makes taking the time to make such a tool worth it.

    558 downloads

       (5 reviews)

    0 comments

    Submitted

  21. GLIntercept: Freecam in Kotor

    Ever want to have freecam in Kotor? Now you can.
     
    This program is a free and open-source OpenGL function call interceptor providing a replacement wrapper (opengl32.dll) that exports all OpenGL entry points. When an OpenGL call is made, the GLIntercept wrapper processes it before passing the call onto the real OpenGL system.
     
    In plain English this means that using this program you can enable free-cam and wire-frame in KOTOR or KOTOR 2.
     
    This upload includes several preset camera speeds for ease of installation.
     
    A full tutorial on how to use this program will be available at https://www.youtube.com/c/xuul
     
    =====Installation=======
     
    1) Install GLIntercept via GLIntercept_1_3_3.exe
    2) Go to the folder where GLIntercept is installed
    3) Copy the OpenGL32.dll to the Kotor Directory
    4) Copy gliConfig_FreeCam.ini to the Kotor Directory
    5) Rename "gliConfig_FreeCam.ini" to "gliConfig.ini"
    6) Open a Camera Speed Preset folder
    7) Copy the config to "[install Directory]\GLIntercept_1_3_3\Plugins\GLFreeCam"
     
    =====Controls=======
     
    Press CTRL+SHIFT+C when in game to toggle freecam
    Press CTRL+SHIFT+W when in game to toggle wireframe
     
    O to reset Camera tilt
    P to reset Camera position
     
    If using a preset use the arrow keys to move the camera.
     
    =====Limitations=======
     
    You can only "see" areas that are in the frontward line of site of current PC character.
     
    =====Disclaimer=======
     
    Presets and instructions compiled by Xuul.
     
    www.youtube.com/c/Xuul
     
    GLIntercept from version 1.0+ uses the MIT License :
     
    Copyright © 2014 Damian Trebilco
     
    Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
     
    The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
     
    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

    613 downloads

       (3 reviews)

    0 comments

    Updated

  22. tga2tpc

    tga2tpc
    ============================================================
    Author: ndix UR
    Release: January 2020
    Version: 2.1.0
    ============================================================
    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.
    ============================================================
    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.
    ============================================================
    How do I use it?
    Drag files in and hit start. There shouldn't be much more to it than that. Using square and/or power of 2 sized textures is a good idea (sometimes required), 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.
    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 DXT1/5 Compression available (requires 2^n texture size) 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. 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, etc. Progress bar doesn't update as often as you might want. Bicubic downsample is not fast. 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.

    434 downloads

       (3 reviews)

    0 comments

    Updated

  23. ModHex

    Description:
    ====================================================================================
    This tool is called ModHex and was created using Perl/TK. It is designed for
    Knights of the Old Republic and it's sequel, Knights of the Old Republic 2: The Sith Lords.
     
    This tool is designed for easily cloning a module/level in such a way that editing it
    will not interfere in any way, shape, or form with the original module/level.
     
    ModHex will:
     
    -Rename and hex-edit the .mdl and .mdx files
    -Rename the .vis, .lyt, .pth, .git, .are, and .ifo files
    -Rename the Textures and Lightmaps
    -Rename and allow you to edit the .wok files
    -Edit the model and module references in the .lyt, .vis, .are, and .ifo files
    -Allow manual editing of the .lyt and .vis files
    -Allow you to toggle the inclusion of the original module's/level's files, whether individually or by type
    -Allow packing of the files into a .mod module file
    -Allow packing of the .mdl and .mdx files into the .mod file
    -Allow you to view the module's/level's textures and lightmaps
    -Allow you to see what textures and lightmaps each .mdl uses
    -Allow you to edit the .are, .ifo, .git, and .pth in K-GFF, GITEditor*, and PTH Editor*
     
    *: For their respective files, of course.
     
    Vocabulary:
    ====================================================================================
     
    Game Mode: KotOR or KotOR 2
     
    Module Filename: Name of the module's file
     
    Module Reference: The 5-character (if Game Mode is KotOR) or 6-character
    (if Game Mode KotOR 2) piece of info used in the model names
     
    Moduel Prefix: The 3-character prefix in the beginning of most of the textures.
     
    Module Name: The name displayed in-game for the area.
     
    The Interface:
    ====================================================================================
    >>Upper-Left
    ====================================================================================
    When you open ModHex, there will be a series of buttons and the choice of Game Mode
    in the upper-left.
     
    The Game Mode is used to determine the length of the Module Reference for hex purposes.
     
    The first button is used to select either a .mod or .rim file to represent the module,
    and is the one you'll most often use, probably. It will have you select a .mod or .rim
    file, extract it's files to a folder named after the file, and then will proceed to load
    the level using that folder.
     
    The second and third buttons are the first button's function split into two.
     
    The fourth button allows you to initialize/edit your program paths. These paths can be used
    for editing the .are, .git, .ifo, and .pth files. When you click this button, a window will
    pop-up with five paths to set/edit:
     
    *K-GFF : The path to your GFF-Editor of choice, though most people use tk102's K-GFF
    *GITEdit : My tool for editing the .git files with a more friendly interface
    *PTH Editor : Bead-V's rather handy tool for editing the .pth files
    *KotOR : The path of your KotOR Installation
    *KotOR 2 : The path of your TSL Installation
     
    After you're done editing the paths, the Ok button will close the window.
     
    >>Hex-Edit Boxes
    ====================================================================================
    Going back to the main window, there are two box sections that take up the upper-center
    and upper-right of the window.
     
    The first one in the upper-center is where your Module info will be going when you load
    a module. the upper section will be the info from the loaded module and the lower four
    boxes contain the info that will be used for the hex-editing. Look to the vocabulary section
    for their uses.
     
    The first box has a limit of 16 characters.
    The second box has a limit of 5 characters for KotOR 1 and 6 characters for KotOR 2.
    The third box has a limi of 3 characters.
    The fourth box has a limit of 64 characters, but you *really* shouldn't need that many...
     
    The second one in the upper-right is for the actual hexing-process.
     
    The Extraction path is for setting the path for where ModHex extracts a level.
     
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING!
     
    DO NOT CHANGE THE EXTRACTION PATH IF YOU HAVE LOADED A MODULE AND INTEND TO HEX IT!!!
    FROM THE MOMENT YOU LOAD A MODULE/LEVEL, DO NOT CHANGE THAT PATH. IF YOU DO CHANGE THAT
    PATH, COPY THE MODULE/LEVEL'S FOLDER TO THAT CURRENT EXTRACTION PATH!!!
     
    WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING!
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
     
     
    Below the Extraction section are three checkboxes. These affect several things both during
    the extraction process and after the hex-editing process.
     
    "Pack module into .mod" -- Packs the newly-cloned module/level into a .mod archive/package
    for immediate use in-game.*
     
    "Pack models into .mod" -- Packs the .mdl, .mdx, .wok, and .tga files into the .mod to avoid
    cluttering the override folder.
     
    "Use files in Override" -- This is used during the module extraction process. If this is checked
    then ModHex will check the Override folder before taking a file from
    the .mod/.rim and the game's files.**
     
    *: Don't worry about the .rim extension. If this option is checked, ModHex will ensure there
    is a .mod file extension on the finished module's file.
     
    **: IF YOU ARE USING MODHEX ON A CUSTOM MODULE/LEVEL, THIS _MUST_ BE CHECKED!!!
     
    Now the last parts of the Interface.
     
    >>File Viewer
    ====================================================================================
    The file viewer allows you to view and interact with most of the files involved.
     
    The Models page allows you to view a list of models used directly by the module/level.
    When you click on a model, you will see the model's filesize, textures, and lightmaps
    in the panel on the right.
     
    The Walkmeshes page allows you to view and edit the .wok files. To do so, simply select
    a .wok file from the list and click the "Draw .WOK" button.
     
    To edit the walkmesh, click on a polygon (or hold the Control key and drag the mouse
    over several polygons) and then click the "See Face Types" to open another window.
    Click on the face type you want from the list and the selected faces will be changed.
    You can leave this window open for future edits.
     
    The Module Layout page allows you to edit the .lyt and .vis files manually, and also
    allows you to open the .are, .git, .ifo, and .pth files in there respective tools, should
    you have the paths entered.
     
    The Textures and Lightmaps pages both allow you to view those respective images.
     
    The Area Content page allows you to toggle whether a file is included in the cloned
    module's files. You can do this for individual files as well as by filetype.
     
    >>Status Bar
    ====================================================================================
    The last part of the interface is the status bar.
     
    On the bottom of the window, you will see a weird box kind of hiding. This is the
    Status bar and is used when extracting a module/level.
     
    It is designed to "pop up" on mouse-over and to "drop down" after the mouse leaves it.
     
    The update to ModHex will expand on it's use...
     
    Known Issues:
    ====================================================================================
    1. The PTH Editor doesn't support the commandline, so it won't open your .pth files.
    Instead, you'll have to open those yourself.
     
    2. Occasionally, the Module Prefix isn't set correctly.
     
    Contact Info:
    ====================================================================================
     
    You can contact me in four ways:
     
    1). My Skype: fairstrides2
    2). PM at Deadlystream: Fair Strides
    3). PM at Lucasforums: Fair Strides 2
    4). My Email: tristongoucher@gmail.com

    291 downloads

       (3 reviews)

    0 comments

    Updated

  24. TLK->Text Converter(Vice-Versa)

    Warning:
    You will need three dlls, which can be found here. These will have to be in the same folder as JRLEditor, OR you can follow the instructions in the DLL link. This will work for all of my tools.
     
    Warning Done.
     
    This simple set of commandline tools will allow you to convert a .tlk file to .txt, with some simple formatting, and back again, with ease.
     
    It will allow you to simply edit a dialog.tlk file with Notepad(or any other text program), which opens up options for copy-and-paste, replace, and finding certain info quickly.
     
    The tool has been confirmed to work with languages other than English, so no worries.

    583 downloads

       (1 review)

    0 comments

    Updated

  25. [K1/TSL] Modder's Resource - Holocrons

    This pack contains two major elements. First, images for use as icon files,
    depicting one (blue) Jedi holocron and one Sith holocron.
     
    Second, it contains two placeable files and accompanying textures, for one
    (blue) Jedi holocron and one Sith holocron, on pedestals.
     
    There are versions of these models for KotOR I and KotOR II.
     
    N.B.: This is not a mod. Placing these files in your Override folder
    on their own will have no effect on your game whatsoever.
     
    Permissions
    You may use and modify these files however you wish in any mod that you wish, with
    three conditions:
     
    First, you must credit me in the Readme file or other mod descriptions
    (i.e., TSLPatcher info.rtf, or the file description online) as the original author
    of these files.
     
    Second, you must include a copy of this readme file with any mod released containing
    any or all of these resources.
     
    Third, that you may not reupload these files, unaltered and on their own, to
    any website without my expressed, written permission. This does not mean you
    need my permission to include them in a mod, or to upload modified versions,
    I just don't want this modder's resource mirrored all over the web
    without my knowledge.
     
    Known Bugs/Issues
    - The Sith holocron pedestal has some UV map issues.
    Attempts to fix this only broke the holocron model itself.
     
    Credits and Thanks
    - Thanks to Quanon, VarsityPuppet, and Marius Fett for their help with the models;
    - thanks also to Zhaboka, Sith Holocron, newbiemodder, Fallen Guardian, Warlord664, Quanon, Marius Fett, Canderis, DarthAnsem, SithSpecter, Slstoev, CptPriceless, kyrie, and Fair Strides 2 for their feedback and comments on the mod these were made for as it progressed;
    - to Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion;
    - to Holowan Labs for remaining by far the best place to work on KotOR mods on the internet;
    - and to Obsidian, Bioware, and LucasArts, for making both KotOR games.

    145 downloads

       (2 reviews)

    0 comments

    Submitted