Modding Tools

56 files

  1. Language Converter for DLG/UTI/UTC/MOD Files

    From its original thread on Lucasforums:
     
    DLG/UTI/UTC/MOD Language Converter 1.0
    Icon by svösh!
     
    PURPOSE
     
    This utility allows mods made in other languages to have their strings displayed correctly in-game. Localized strings in mods contain one or more language identifier that is used by the game engine. If mod does have right language identifier for your game, you will not see any the text displayed from dialogs, item descriptions, etc.
     
    You can use this utility to add language identifiers to mod files.
     
    Supported file types: .utc, .uti, .dlg, .mod
     
    HOW TO USE
     
    DLGConv v1.0 is now GUI and its use will hopefully appear obvious. However for the sake of this readme, here are the steps.
     
    1. Add files to the list that you want to modify using the Add Files button.
    2. Choose the language(s) you wish to support by selecting the appropriate checkboxes.
    3. Select an output path.
    4. Click the Convert button.

    731 downloads

       (2 reviews)

    0 comments

    Updated

  2. 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...).

    715 downloads

       (1 review)

    0 comments

    Updated

  3. SithCodec

    Introduction
    The audio files of Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II – The Sith Lords (KOTOR) contain extra headers of what seem to be superfluous data that obfuscate access to the original audio outside of the video games. Most audio software will refuse to open the files, or interpret the extra bytes as audio data, leading to glitches. It has also been observed anecdotally that files lacking an appropriate header may fail to playback in certain releases of the games.
    SithCodec is an application that can automatically detect and remove an extraneous header from a KOTOR audio file, or alternatively prepend a KOTOR header to a standard audio file and allow for the introduction of new audio content to these games.
    Running SithCodec
    SithCodec requires Windows (32-bit or 64-bit). Make sure to extract SithCodec to a folder where you have read & write permission. The code is not signed (because code signing costs an extortionate amount of money) so your firewall may warn you about running an unrecognized application. Commands
    Commands in SithCodec are executed by combining keywords into certain command sequences that the application recognizes. Input may be passed as command-line arguments when SithCodec is launched, or entered manually through a command- line interface if the application is launched without any command-line arguments.
    Keywords may be entered in short form (dash followed by a single letter) or long form (double dash followed by a full word).
    SithCodec keywords are not case sensitive, but—depending on your operating system—other data that you input may be, such as the names of files.
    Help Screen
    Entering -h or --help will display the help screen, showing a list of all keywords and their function.
    -d, --decode decode audio -e, --encode encode audio -f, --format set output audio format -m, --music streammusic format -s, --sfx streamsounds format -v, --vo streamwaves/streamvoice format -a, --all all files -l, --list list files & formats -i, --in input path -o, --out output path -h, --help display this menu -c, --commands display list of commands -x, --examples display example commands -q, --quit exit application Commands Screen
    Entering -c or --commands will display a screen with the list of all valid commands.
    -d -i=[input path] -d -i=[input path] -o=[output path] -d -a -d -a -i=[input path] -d -a -o=[output path] -d -a -i=[input path] -o=[output path] -e -f -[format] -i=[input path] -e -f -[format] -i=[input path] -o=[output path] -e -a -f -[format] -e -a -f -[format] -i=[input path] -e -a -f -[format] -o=[output path] -e -a -f -[format] -i=[input path] -o=[output path] -l -l -i=[input path] -l -o=[output path] -l -i=[input path] -o=[output path] Examples Screen
    Entering -x or --examples will display some example commands.
    Encode all files in SFX format from the input path, to the output path:
    -e --all -f --sfx- -i=in_folder -o=out_folder  Decode a file, outputting to a new file:
    -d -i=oldfile.old -o=newfile.new Decode a file without specifying output, possibly overwriting the original:
    -d -i=file.wav List all files & formats in a given directory, printing to the console:
    -l -i=my_folder List all files & formats in the current directory, printing to a file:
    -l -o=file.txt Batch Files
    SithCodec comes with batch files that are set up with commands for some common operations.
    decode.bat
    This file will decode all files located in a folder called "in" (no matter what their format) and save the new files in a folder called "decoded".
    encode_music.bat
    This file will encode all files located in a folder called "in" and save the new files in a folder called "music".
    encode_sfx.bat
    This file will encode all files located in a folder called "in" and save the new files in a folder called "sfx".
    encode_vo.bat
    This file will encode all files located in a folder called "in" and save the new files in a folder called "vo".
    Copyright
    SithCodec is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
    SithCodec is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
    You should have received a copy of the GNU General Public License along with SithCodec. If not, see https://www.gnu.org/licenses/.
    All trademarks (including logos and icons) are used for identification purposes only and are the property of their respective owners.
    Star Wars and related items are trademarks and/or copyrights of Lucasfilm Ltd. SithCodec is not affiliated with or endorsed by Lucasfilm Ltd., their subsidiaries, associates, or employees, or any Star Wars license holder.
    Donations
    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.

    690 downloads

       (6 reviews)

    0 comments

    Updated

  4. 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

    659 downloads

       (1 review)

    0 comments

    Updated

  5. JRLEdit - Journal Editing Tool

    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.
     
    Well, I'm back with another modding tool!
     
    This time, it's a graphical editor for the Quest Journal in KotOR 1 and 2. It came about as a result of my seeing a 2005 request for one when browsing tk102's old threads at LucasForums...
     
    I'd like to thank a few people up front:
     
    ZM90: Letting me code the tool while working on K1R.
    Varsity Puppet: Critique and banter concerning the tool.
    HarIII: Critique and banter concerning the tool.
    Malkior: The AMAZING icon he made for the tool!
     
    JRLEdit allows you to quickly and easily edit the .jrl files used by the KotOR games. This file controls the Player's quests, and so is often modded with large projects.
     
    With JRLEdit, you have the quests in an organized list, and can delete certain parts with the click of a mouse, or open up the interface when you click on a quest. The interface allows right-click editing of most fields, and will parse TLK String References automatically with the current game's dialog.tlk file.
     
    The only difference in saving is that files are a few KB bigger, due to the program adding in a local string to every StrRef section...

    648 downloads

       (2 reviews)

    0 comments

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  6. KotOR PathFinder

    -- SW: KotOR PathFinder - Readme
     
    -Buttons
     
    Export To KSE.ini : Create/Update a KSE 3.3.6 compliant *.ini file containing the games install path.
    Export To Registry : Export KotOR2 Steam path to registry.
    Undo Export : Undo changes made by "Export To Registry"/-2reg.
    +Steam+/+Disc+ : Change install type priority for "Export To KSE.ini" button, by default it's Steam.
     

    -CMDLine Switches
     
    "-2ini" : Export K1/K2 Paths to KSE.ini *
    "-2reg" : Export K2 Steam Install into registry to look like a disc install, for older kse versions. *
    "-undoreg" : Undo the registry changes made by -2reg or "Export To Registry" button. *
    "-pdisc" : Give Disc Installs priority for -2ini ( Steam installs have priority by default).
    "-logfile" : Enable logging to file.

    *(Using this switch no GUI is displayed, once all requested tasks are done the app will close)
     

    -- Thanks @
    LucasArts
    Bioware
    Obsidian
    Aspyr
    Fair Strides

    # Changelog
     
    - 0.5.0.0
    First public release.

    638 downloads

       (1 review)

    0 comments

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  7. Maps for KotOR Tool

    Maps for KotOR Tool

    572 downloads

       (0 reviews)

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  8. 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

    504 downloads

       (4 reviews)

    0 comments

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  9. 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!

    488 downloads

       (3 reviews)

    0 comments

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  10. End of Line Converter

    I recently discovered that KOTOR doesn't handle non-Windows EOLs. Issues can range from envmaps not working to the game crashing.
    This is a simple batch file that when dropped into your Override folder will convert the line endings on all of your .txi, .vis, and .lyt files.

    483 downloads

       (0 reviews)

    0 comments

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  11. GITEdit

    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.
     
    Description:
    ====================================================================================
    This tool is called GITEdit 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 editing the .git file used by these games to
    keep track of a level's objects. The .git file keeps lists of variouse objects which
    should be spawned every time the module is entered, without conditions.
     
    With GITEdit, you can change the following:
     
    -Cameras
    -Creatures
    -Doors
    -Encounters
    -Placeables
    -Sounds
    -Stores
    -Waypoints
     
    For the Encounters and Triggers, you can also:
     
    -Edit the shape of the object's "pressure plate"/"activation zone"
    -Edit the number of points that make up the shape
    -Edit the number of spawn points(Encounters only)
     
    How To Use GITEdit:
    ====================================================================================
    To begin using GITEdit, you first have to open a .git file.
     
    You can browse for one by using the File Tree in the lefthand-pane, or by using the button.
     
    In regards to the File Tree, you can browse for a .git file from either game,
    regardless of whether it's in a .mod or .rim or in the override folder.
     
    Additionally, you can use the two buttons located directly under the tree to add or remove
    custom paths to the File Tree. Upon adding a path, GITEdit will scan that path for .mods,
    .rims, and .git files and add them to the tree.
     
    When you open the window to add a Custom Path, you can add an identifying label for use in
    the File Tree and then the path itself, which you can use the "..." button to select.
     
    When you open a .git file, information about the file's size, save time, and contents
    will be added to the File Info box. Also, the contents of each type of object will be
    added to their respective sections in the pane on the lower-righthand side.
     
    Upon selecting an item, an interface appropriate to the type is created.
     
     
    Credits:
    ====================================================================================
    Varsity Puppet, Bead-V, ZM90 ~-~ Beta-Testing
    UltimateBear, VP ~-~ Advice on layout
    Vriff ~-~ Help with radians...

    468 downloads

       (1 review)

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  12. 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

    457 downloads

       (0 reviews)

    1 comment

    Updated

  13. JRL Merger by Stoffe

    Author: Stoffe
    (Original lucasforums post)
    I've put together a small utility that saves some time while combining the global.jrl files of different mods that use this file but don't come with a mod installer.

    It will currently take two global.jrl (Quest Journal) files and merge together any changes to existing Category fields in them, along with any new Category fields that have been added in either file. It will not handle any fields having been deleted from the standard global.jrl file, but I can't see any reason why anyone would want to do that. 

    It will also check the resulting merged file and warn you if multiple Categories have the same tag (which could happen if both mods use similar tags for new journal entries).

    You can get it here if you want it. Be warned that this is a test/beta version for now, it worked fine with a number of different modded global.jrl files I tested it with, but there may still be problems I haven't been able to spot yet. If you run into any problems using it please let me know so I can attempt to fix them.

    It will need an unaltered copy of global.jrl in addition to the two modded files that should be merged, to be used to compare against. This file can be extracted from the dialogs.bif file with KotorTool.
     
     

    395 downloads

       (0 reviews)

    0 comments

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  14. Odyssey++

    Overview
    Odyssey++ is a set of user-defined languages for Notepad++. Based on Fancy Colors – NWScript support in text editors, Odyssey++ has been updated for the Odyssey Engine games Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II – The Sith Lords. It seeks to replicate the basic features you’d expect from an integrated development environment, such as syntax highlighting and autocompletion, to make scripting for these games more convenient. When you write scripts using Odyssey++, the program will color-code everything you type and make suggestions based on terms specific to the NWScript language.
    Features
    Syntax Highlighting – Words are color-coded based on their role in the NWScript language. Data types, operators, functions, constants, labels, strings, and comments are assigned different colors. This makes it clearer how the parts of your code interact, making it clearer what your code is actually doing, and also helps you make sure you typed things correctly. Code Folding – Text contained within { braces } can be folded and unfolded again. This lets you hide clutter when reading your code and helps keep track of whether you’ve closed everything you’ve opened. { Autocompletion – As you type, you’ll get suggestions for functions, constants, and other terms in the NWScript language. If you choose one of these suggestions by hitting TAB or ENTER, the program will finish typing it for you. This will save you a few precious keystrokes and ensure you don’t misspell things. Parameter Hints – When you type a NWScript function, a window will pop up showing all of the function’s parameters, their default values, and a description of the function from the developer comments in nwscript.nss. File Association – Whenever you open or save a .nss file, Notepad++ will switch to one of Odyssey++’s user-defined languages. Games Supported
    Star Wars: Knights of the Old Republic
    Star Wars: Knights of the Old Republic II – The Sith Lords

    318 downloads

       (1 review)

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  15. 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

    318 downloads

       (1 review)

    0 comments

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  16. FindRefs GUI Utility

    From the thread on Lucasforums:
     
    FindRefs v4.4 6/23/2007
    A file search and extraction tool for KoTOR and TSL resources
     
    Icon by svösh!

    317 downloads

       (0 reviews)

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  17. KotOR Stuff

    KotOR Stuff provides several tiny command-line tools that each perform a small task. With scripting, these tools could be used to simplify batch processing or support other tools that perform more complex tasks.
     
    Currently three tools are included:
    bif - Extract assets from KeyTable/BIF repositories erf - Extract assets from ERF/MOD/SAV and HAK repositories tpc - Convert TPC files to PNG or PNG files to TPC. Use command line options to select which side of a cubemap, what frame of a cycle animation or which mip map to convert. Can also list TXI attributes if any are present.

    313 downloads

       (2 reviews)

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  18. Walkmesh Injector

    INSTALLATION
    You must have .NET Framework 4.0 installed in order for this tool to work. Once/If you do, simply extract the contents into a folder and load up the file. It'll also be a good idea to have KAurora on hand for exporting walkmeshes and binary models.
     
    USE
    The purpose of this program is to add a walkmesh node into a binary .mdl's file. It "injects", so to speak, the .wok data into the model. By doing this, you will enable the camera to be blocked when panning into a wall. Just make sure that the walkmesh fits the area model you are using. This *should* work for both K1 and TSL, I haven't tested TSL yet though.
     
    INSTRUCTIONS
    1. Load the .MDL file, it requires its .MDX counterpart
    2. Load the .WOK file that is used in conjuction with the mdl, if there is a .WOK file with the same name as the .MDL it will automatically load up
    3. Select the export directory OR leave it blank. Leaving it blank will export it to the same directory it is already in and add a "_new" suffix to the file name
    4. Choose [Add New Child] if the .MDL file doesn't have a walkmesh node in it already, if it does, scroll down the drop down box and select that instead. The old walkmesh node will be replaced with the new one
    5. The KotOR version is automatically determined from the file, check to see if is correct.
    6. Press inject and retrieve your new files to the place you exported it to
     
    REPORTING ERRORS
    If the program popups up with an error, check to see if your model is legit. If it is, post the error on the forums.
    If your module crashes on loadup or the camera isn't being blocked, go to the forums and give specific information to what you did. (K1 or TSL? Replaced a node or added? Used a custom export directory?)

    284 downloads

       (2 reviews)

    0 comments

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  19. CSLU Toolkit (No Online Licensing)

    Previous versions of the CSLU Toolkit could not be installed without an active licensing server. This was unavailable for almost two years. This program has been modified by myself and the original authors to allow for an installation without CSLU's servers being active.
    This program is required to create .phn files used for new .lip files.
     
    Instructions
    ------------
    1. Copy "CSLU Toolkit" folder to the following destination: "C:\Program Files (x86)\"
    2. Open command prompt as administrator!
    3. Change directory to "C:\Program Files (x86)\CSLU Toolkit" (command is: "CD C:\Program Files (x86)\CSLU Toolkit")
    4. Run setup.bat (command is "setup.bat")
     

    280 downloads

       (0 reviews)

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  20. WalkSwitch - Collision Map Editor

    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.
     
    INTRODUCTION:
    =======================================================
    Walkmesh Switcher is a KotOR\TSL modding tool
    designed to read, display, and edit binary
    walkmesh files(in .wok format).
     
    The program will count the number of faces in
    the walkmesh, parse the coordinates, and then
    draw each face according to the coloring of the
    face's walk type.
     
    In essence, this tool will read a binary .wok file (KotOR's collision map data file) and will draw the faces according to the type of surface they're identified with. These colors correspond to the NWMax plugin, for those familiar with KotOR modelling to relate a bit with the program.
     
    An example of a very good use of the tool is for reskinning one of the game's modules. Take the Rakata structures, for instance. Say someone wants to reskin them into a metal fortress, but they keep hearing sand crunch under their feet. With WalkSwitch, you could change the type to metal instead of sand, and the game would then play the proper sounds for the fortress.

    271 downloads

       (3 reviews)

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  21. [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.

    222 downloads

       (2 reviews)

    0 comments

    Submitted

  22. Adding Geometry Tutorial

    This isn't really a tool, but it's not a mod, media, or skin either. With a lot of finagling and a nice hex editor, you can add geometry to heads for KOTOR and TSL characters. At least back in my day (my last mod was either in 2011 or 2013), this was a constant thorn in the side of models, so hopefully this tutorial is irrelevant by now. If that's the case, then I've uploaded it hear for historical significance.
     
    Hope all is well.
     
    Ben

    181 downloads

       (1 review)

    0 comments

    Submitted

  23. GFF-Compare Utility

    From its thread on Lucasforums:
     
    This utility will compare two GFF files and output the differences found between them.
     
    There are two forms of syntax for this tool.
     
    Syntax 1: no parameters (or launched directly via Windows Explorer)
     
    This will call up a pair of Open File dialogs where you specify the two GFF files to compare. Then a Save As dialog will ask you where to save the output report.
     

    Syntax 2: gffcompare.exe "file1" "file2"
     
    This will compare file1 to file2 and send the output to STDOUT (which you can pipe or redirect).

    181 downloads

       (0 reviews)

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  24. 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.

    141 downloads

       (0 reviews)

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  25. 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!

    131 downloads

       (0 reviews)

    0 comments

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