58 files
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KOTOR Dialog Editor
By lachjames
This is a visual dialog editor for KOTOR and TSL. It's currently in alpha, so if you're planning to use it for your mods just be aware that there might be (i.e. will be) bugs.
COMPATIBILITY
I am unaware of any compatibility issues with the DLGs created by this editor, but that doesn't mean there aren't any because this is an early alpha release. Please let me know if you experience any issues.
INSTALLATION STEPS
1. Download the ZIP file, and unzip it into a folder (it doesn't create one on its own - I hate it when zips do that ).
2. Copy your "dialog.tlk" into the folder alongside the file "app.exe" - I included the "dialog.tlk" file for KOTOR (as "kotor.tlk"), and for TSL (as "tsl.tlk"), but if you're using any mods which edit "dialog.tlk" for the game you're working on (e.g. using TSLRCM), you'll need to replace it with your own copy. You can find the "dialog.tlk" file in the same folder as the base executable for your KOTOR/TSL installation. If it's for KOTOR 1, rename the copy of "dialog.tlk" you put into your app folder to "kotor.tlk". If it's for TSL, rename your "dialog.tlk" to "tsl.tlk". Don't change the name of dialog.tlk inside your actual KOTOR/TSL installation, as that will break the game. Only change the name of the version you copied into the KotOR Dialog Editor install directory (alongside "app.exe").
34 Run "app.exe"
UNINSTALLATION
Delete all the downloaded files.
USAGE INSTRUCTIONS
General Usage
- Create a new dialog file (for KOTOR 1) by pressing the "New" button, or open an existing DLG file using "Open"
- Save dialog files using the "Save" button (there's no auto-save, nor does ctrl-s work - I'll make it work eventually)
- Once you open a dialog file, you'll see some panels:
- The top-left panel contains the "actions" list, which is a set of actions you can currently take.
- The bottom-left panel contains "link" information when you select a response which is linked to the current response.
- The top-middle panel contains NPC dialog (entries)
- The bottom-middle panel contains player dialog (replies)
- The right panel contains metadata for the selected response (strref, text, script, etc.)
Some Important Terminology
To understand what the actions do, you'll need to know the following terminology (some of which I made up, so please read this even if you're a pro):
- Response: A line of dialog, spoken either by an NPC or the player (I sometimes call this a "node" too)
- Entry: A line of NPC dialog
- Reply: A line of player dialog
- Start: A possible entry point for the dialog (always points to an entry, never a reply)
- Link: Responses are linked to one another through "links"
- Metadata: The general dialog data (things like the script that should run when the dialog ends, etc,.)
- Selected response: The response which is highlighted in orange - this is preserved when navigating (until you select something else)
- Current response: The response you last navigated into.
- Copied response: The response you last selected "Copy Selected Node" on.
Actions:
The panel in the top-left corner contains a list of actions you can perform to edit your dialog. I'll try to describe the actions as well as I can here, but honestly the best way to learn the software is just to try it out:
- Back To Start: Go back to the start of the dialog you're currently in
- New Response: Create a new response (either an entry or a reply, depending on context)
- Unlink Response: Removes the link between the selected response and the current response
- Copy Selected: Sets the selected response as the copied response
- Paste Into Start: If you have an entry as your copied response, and have selected a start response, it makes the start response point to the copied response
- Paste As Link (Link): Adds a link from the current response to the copied response
- Move Selected Up/Down: Moves the selected response up or down (respectively) by one level in the dialog evaluation order (for player dialog, this changes the order of the dialog lines they can choose from; for NPCs, the first line in the evaluation order whose "Active" script is either blank or returns TRUE is selected as the NPC's line)
- Step Back/Forward: Move back/forwards in your dialog history (so you can easily go in/out of replies without restarting the dialog)
FAQ
I did x and it crashed/broke my DLG/set my PC on fire
Yeah, this is alpha software and I need some people to test it out. Please let me know what broke the software so I can fix it.
I'm clicking responses but nothing's happening
You need to select responses for both the player (the bottom screen) and the NPCs they're talking to (the top screen). If this info doesn't fix your problem, let me know so I can look into it.
I can navigate through the dialog, but how do I edit things?
You left click on dialog lines to navigate through them, or right click on them to "select" them. Once a line is selected, you can edit it in the window to the right, edit the link between it and the current dialog node on the bottom-left panel, or copy it to another node by navigating to that node and pressing "Paste Into Current (Link)".
The navigation seems to work, but I can't see the actual dialog text
Make sure you have the correct "dialog.tlk" file in the same folder as "app.exe". If this doesn't solve the problem, please let me know so I can look into it.
Cool app. Ugly, though...
Yeah, I'm working on it, and I'm open to suggestions for making the UI cleaner/better/easier to use.
DLGEdit's faster to use/better in some other way
This isn't meant to be a replacement for DLGEdit - DLGEdit's power comes from the ease at which you can change an existing DLG into exactly what you want. Although this tool can do that too, it's designed for easily/naturally building DLGs from scratch rather than doing minor edits in existing DLGs, while having to actually run the dialog in KOTOR/TSL as little as possible (to avoid the time it takes to load the games and get to the conversation).
FUTURE FEATURES
- Flow chart view
- Animation selection
- More testing, bug fixes, etc.
KNOWN ISSUES
- If you create a link from node A to node B, and node A already has a link to node B, the dialog editor doesn't know which one you want to select when you right click and does weird things (e.g. always selecting the bottom-most copy, even when you right click on another copy). Will fix this asap.
INCLUSION IN OTHER MODS
Anyone who wants to use this in their mod is free to do so, with appropriate attribution.
CREDITS
This mod is created by me (lachjames). Thanks to Thor110 for helping me test it out.
Thanks to the Xoreos team for allowing us to include xoreos-tools with this mod. We use the gff2xml and xml2gff tools from xoreos-tools to read and write the DLG files. Xoreos-tools is licensed under the terms of the GNU General Public License v3; more information can be found here.
999 downloads
0 comments
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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)
1,125 downloads
0 comments
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KotOR II Switch modding framework
By DrSnuggly
For full details, usage instructions, and bug reports — please use the GitHub project associated with this file.
This project is a group of tools to make modding the Nintendo Switch version of Star Wars: Knights of the Old Republic II (aka. KotOR II) easier, less confusing, and less cumbersome.
With these tools, we can now finally enjoy mods like The Sith Lords: Restored Content Mod (and others) on Nintendo Switch!
These scripts are by no means necessary, but they will help prevent common issues that can occur, especially when dealing with Aspyr's odd file structure in their port, the port's built-in .tpc override files, and the localized folder structure on the Nintendo Switch.
Based on and inspired by jacqylfrost's work! Appreciate your insight as I worked through this.
NOTE: these modding tools will ONLY work for modded Nintendo Switches.
395 downloads
- tslrcm mod
- modding
- (and 3 more)
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KotOR PathFinder
By ChevChelios
-- 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.
663 downloads
0 comments
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KotOR SaveGame Editor
By Fair Strides
KotOR Savegame Editor is a Perl/Tk application used in the editing of
Star Wars: Knights of the Old Republic savegame files.
The following fields are currently editable:
- Savegame name
- Player name
- NPC Name
- Appearance (player and party)
- Portrait (player and party)
- Attributes
- Skill Ranks
- Equipment (player and party)***
- Feats (add/remove)**
- Powers (add/remove)**
- Cheats Used flag
- Hit Points (current and max*)
- Force Points (current and max*)
- Experience Points (player and party)
- Good/Evil rating
- Credits
- Time played
- Class (see notes below)**
- Levels
- Current Party
- NPCs
- Global Booleans
- Global Numerics
- Gender
- Min1HP
- Inventory**
- Influence (TSL only)
- Chemicals (TSL only)
- Components (TSL only)
- Quests
*=Note: Max Hit Points and Max Force Points, while editable appear to be calculated
at the time the savegame is loaded. Therefore while these fields are editable, the
game will change the values back to what it calculates as correct. It is therefore
better to change your Wis/Cha and Con to affect your MFP and MHP.
** Not supported on Xbox Saves, will cause "Damaged Savegame" message.
*** See special section for detailed instructions
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Credits
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tk102 for originally creating the KSE.
Pazuzu156 for reporting the issue with the Cloud saves, as well as helping fix it and setting up a mirror for and creating the auto-updater.
Chev Chelios for much discussion of how Steam worked, as well as creating the INI-Generation tool, KPF.
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Before Using KSE
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Intro to KSE
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Using KSE
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Override Folder: Subdirectories NOT supported
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Notes About Feats and Powers
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Reminder: No Safety Net!
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Notes regarding Class-changing/Adding/Removing
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Notes regarding changing levels
--------------------------------
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Notes about changing equipment
-------------------------------
===============
Known Bugs
===============
No saves found (You have Steam KotOR 2 and use cloud saves)
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Go to your KotOR 2 folder and make a folder called "saves".
Inventory Hiccup
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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.
278,888 downloads
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KotOR Scripting Tool - 2021
By Blue
About Kotor Scripting Tool
Kotor Scripting Tool is my attempt at a scripting interface for nwnnsscomp.exe.
I originally designed this tool to aid me in my scripting efforts back in the day. My desire was to create a scripting tool with some of the creature comforts that today's coders have come to expect. The core features that were important for me were the ability to have NWScript function name Auto Completion and Syntax Highlighting. If anyone is interested in helping to extend its functionality be sure to check out the link to the GItHub repo below.
Anyways that's enough rambling for now!
Happy Modding!
Features include:
Compile .nss Scripts
Syntax highlighting
AutoComplete Suggestions (Beta)
Tabbed Text Editor
Advanced Find & Replace
Browsable nwscript function list
Browsable nwscript constants list
Zip Archive
Download and extract the zip file. Once extracted navigate to the directory and run Kotor Scripting Tool.exe
This program was compiled in C# with version 4.0 of the .NET Framework if you do not already have it downloaded you will need to download it [here].
The source code has been released on my GitHub account https://github.com/KobaltBlu/KotOR-Scripting-Tool.
3,372 downloads
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KotOR Stuff
By ApanLoon
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.
356 downloads
0 comments
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KOTOR TOOL
THIS PROGRAM IS MADE BY FRED TETRA I TAKE NO CREDIT FOR THIS PROGRAM,
i also have some of the map files from the site if any one has more pm or email me, ill upload them here.
here is the original readme for this program.
Kotor Tool v1.0.2210.16738 (2006-1-19 12:38)
About this program...
I originally wrote this tool so I could experiment with 2DA files and scripts.
Through feature suggestions, it has grown quite a bit into what many tell me
is a pretty handy utility.
Thanks to all of those who have taken the time to make those suggestions and put
up with the occasional bug that creeps in at 2:00 in the morning!
-----------------------------------------------------------------------------------------------
Requirements...
I should (and will!) mention in the readme file that you need to have
the Microsoft .NET Framework 1.1 installed.
You can get it at:
http://download.microsoft.com/download/a/a/c/aac39226-8825-44ce-90e3-bf8203e74006/dotnetfx.exe
-----------------------------------------------------------------------------------------------
Contact info...
fredtetra@hotmail.com
-----------------------------------------------------------------------------------------------
Quick start instructions...
Unzip the kotor_tool.exe, ImageTools.dll files and the Maps folder to a directory.
The first time you run the program, it will attempt to
detect where you have installed KotOR and configure
some of the directory paths it needs to work. It will
then bring up the path management screen so you can verify them.
To work with BIF files:
Expand the BIFs item on the tree view.
You can:
- Select any *.bif file from the tree view, then click
Extact to extract every file in it to a directory
- Select any file in a bif, then click Extact to extract
it to a directory
- Select any file in a bif, then click Hex View to see
it in Hex/ANSI/Unicode
- Double-click on any 2da file to bring up the editor for it.
You can then edit the values and write the file to a directory.
(Most likely the override folder in yout KotOR folder)
Clicking on the column header in the editor grid will sort it
based on the values in that column. Repeated clicking will
change the sort direction.
- You can also open the 2da v2.b file editor from the File menu
for editing. NOTE: You do not have to open the chitin.key file first.
- 2DA editing features:
* Add line to end, delete any line, right click
to insert new line. Be careful with those last two!
* You can renumber the row labels from the right-click menu
* Undo all changes
* Reset sort to "as opened" mode (press F5 or use menu
* Import and export your 2da files in XML format
- Double click on any nss/vis/txi file to bring up the editor for it.
You can then edit the text and write the file to a directory.
- To extract a .mdl (Model) file, double click on it; the model will be
extracted and converted, along with any required TGA-format textures.
NOTE: You must have CChargin's Extract0-5 program installed in the
same directory as Kotor Tool.
To work with RIM files:
Expand the RIMs item on the tree view.
- Select any *.rim file from the tree view, then click
Extact to extract every file in it to a directory
- Select any file in a rim, then click Extact to extract
it to a directory
- Double-click on almost any file in a rim to launch the GFFEditor,
assuming you have installed it in the kotor_tool directory
- Control-Double-click on almost any file in a rim to launch text editor
with a syntax-colored version of the GFF file's contents
- Shift-Double-click on almost any file in a rim to launch text editor
with a plain-text version of the GFF file's contents.
To work with ERF files:
Expand the ERFs item on the tree view.
- Select any file in a rim, then click Extact to extract
it to a directory
- Double-click on almost any file in a rim to launch the editor for it.
- TPC files now can be viewed with the built-in image viewer. You can also
save the files in TGA format from the viewer.
- If you like using the keyboard to navigate the treeview, you can use the
spacebar to open the Image Viewer with a TPC file selected.
- If the Image Viewer is open, moving up and down the list of TPC files
with the arrow keys will show each image in turn. Note: some files cannot
yet be viewed.
- To view tpc files in an external app, hold down the Shift key while
double-clicking. You need tpc2tga and an image viewer. (see below)
- Some tpc files have a format that is not yet understood. Attempting
to view one of these files may either show a strange image or
crash the program.
Notes:
* You can specify whether or not you want to automatically convert extracted .tpc files to TGA format
from the Tools | Options... menu. This is only used with the external tpc2tga program.
* If you also want to be able to view the .tpc files using an external program
you must install a TGA file viewer and specify the path to it in the Path Manager.
You can download a free TGA viewer at http://www.creabit.com/viewer/
* You can specify whether or not you want the BIF tree built at
program startup or not from the Tools | Options... menu.
If you leave the checkbox unchecked, the BIF portion of the
tree view will only be built when you attempt to expand it.
Want to unlock all of the movies and music in KotOR II:TSL?
In your swkotor2.ini, set the following:
[Game Options]
UnlockedPlanetSongs=1023
[Movies Shown]
Movie10=0
Movie 9=0
Movie 8=0
Movie 7=31
Movie 6=255
Movie 5=255
Movie 4=255
Movie 3=255
Movie 2=255
Movie 1=255
Movie 0=255
55,431 downloads
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KotOR Toolset
By Fair Strides
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.
2,065 downloads
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0 comments
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KotorBlender for Blender 3.6 and 4.2
By seedhartha
Blender addon for working with KotOR assets.
Features:
Import & export MDL models, including animations and walkmeshes Import & export LYT files Import & export PTH files Lightmap texture baking Area minimap rendering For installation and usage guides, see README in the GitHub repository.
3,343 downloads
0 comments
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KOTORmax
By bead-v
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.
1,434 downloads
0 comments
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Language Converter for DLG/UTI/UTC/MOD Files
By TK102
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.
859 downloads
0 comments
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gui Lightweight GUI Patcher
By th3w1zard1
A very simple CLI-based tool that'll take a folder of GUIs made for one resolution and patch them to work for another resolution. Please report any bugs.
Simply input the path to the GUI file (or folder of GUI files) and the output location, your desired resolution, and let it work.
GUI Resizer CLI Tool
Overview
This is a simple command-line interface (CLI) tool designed to adjust and scale GUI (Graphical User Interface) files based on different screen resolutions. The tool reads `.gui` files from the popular game Star Wars: Knights of the Old Republic and adjusts the layout to fit various resolutions and aspect ratios. It supports multiple resolutions and can handle batch processing of files.
Features
Multi-Resolution Support: The tool can adjust GUI files to fit several resolutions across different aspect ratios, such as 16:9, 16:10, 4:3, 5:4, 21:9, 3:2, and 1:1. Batch Processing: You can process multiple GUI files at once, making it easy to adjust a whole directory of files. Logging: Outputs logs to track the processing of files, including which resolutions were processed and where the output files are saved. Cross-Platform: Works on Windows, Linux, and macOS with Python 3.8+. Usage
Basic Command
To run the tool, use the following command:
python3 gui_resizer.py --input <input-path> --output <output-path> --resolution <resolution> Parameters
--input: The path to the `.gui` file(s) you want to process. You can specify a single file or a directory containing multiple `.gui` files.
--output: The directory where the processed files will be saved.
--resolution: The target resolution(s). Use the format `WIDTHxHEIGHT` (e.g., `1920x1080`). You can also specify `ALL` to process all common resolutions.
Example
To convert all `.gui` files in the directory `input_files/` to fit a 1920x1080 resolution and save them to the `output_files/` directory, run:
python3 gui_resizer.py --input input_files/ --output output_files/ --resolution 1920x1080 Logging
If logging is enabled, a log file named `output.log` will be created in the specified output directory. This file will contain details of the processing operations performed.
How It Works
1. Input Handling: The tool takes in `.gui` files or directories containing these files and reads them using the `pykotor` library.
2. Resolution Scaling: The tool scales the GUI elements based on the specified target resolution(s). It calculates scale factors based on the original dimensions of the GUI and applies these factors to resize elements accordingly.
3. Output Generation: The processed GUI files are then saved to the specified output directory, organized by resolution.
Credit:
Cortisol for PyKotor (90% of the code)
DarthParametric for testing and brainstorming the idea
77 downloads
0 comments
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0 comments
Updated
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MDLedit
By bead-v
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.
2,456 downloads
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MDLOps
By Fair Strides
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This script is released under the GPL, see the included
GPL.txt.
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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
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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.
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-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
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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.
3,805 downloads
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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!
536 downloads
0 comments
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ModHex
By Fair Strides
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
537 downloads
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Odyssey++
By JCarter426
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
358 downloads
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Quanon's Modeling Tutorial (Part 3)
By Quanon
Part of the...
From Sith Holocron: Only Part 3 of this tutorial was found at JumpStationZ. Hopefully, there's enough in here to be helpful to somebody.110 downloads
0 comments
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reone toolkit
By seedhartha
toolkit is a GUI application that can be used to preview, extract, edit and create KotOR and TSL resources. Part of reone engine project.
## Features
Extract BIF, RIM and ERF archives Create RIM, ERF or MOD archive from directory Preview and export almost every resource type, including 3D models, images and audio files Export TPC as TGA / TXI Export encoded WAV as regular WAV / MP3 Visually edit 2DA, GFF, TLK, LIP, SSF, NCS and plaintext files Decompile NCS to NSS-like pseudocode Compose LIP files from text and audio files https://github.com/seedhartha/reone/wiki/Tooling
619 downloads
- gui-application
- media-preview
- (and 2 more)
0 comments
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RGB-BGR Converter
By Fair Strides
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...).
799 downloads
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SaberMaker for KotOR and TSL
By lachjames
This is a simple Python utility that lets you create new lightsaber textures for KotOR and TSL. Note that (especially in KotOR) creating a new lightsaber colour requires more steps than this - a future project will make this a one-click process for users, but for now I'm releasing this as a standalone tool for mod developers.
Installation
You should have Python 3 installed. There are no other dependencies. Just download and unzip the zip archive from this page, and you should be good to go!
I'll be releasing a Windows .exe version at some point. If you're not comfortable using the Python script, either wait for that or ask me (or one of the many helpful people on DeadlyStream) to make your lightsaber textures for you.
Usage
Run the script editor.py using Python, with a command like
"python editor.py".
This will open up the editor. You can choose the glow and core colours for the saber texture, and then save it using one of the bottom two buttons. The texture will then be saved in the current directory.
Bugs
There might be some bugs, but it's a pretty simple script and it seems to work fine.
FAQ
The lightsaber looks dark in-game!
For a bright lightsaber, you should select a colour with both Saturation and Brightness parameters set to 100% (in the second tab in the colour picker). Then you can use the Hue slider to choose a colour.
Can I use this for my mod?
Sure, feel free to use the textures for your own mods! I'd appreciate it if you credit this tool for helping create the lightsaber textures.
Can I redistribute this program in its entirety (with or without attribution)?
Please don't redistribute this program elsewhere on the internet. I will keep it here, so you can point people to it.
How do I take this texture and put it straight in the game (not as part of a mod)?
I'm working (along with others on DeadlyStream) to make an "end-user version" of this tool, as part of a larger modding project. Stay tuned!
The lightsaber core looks weird!
You should probably leave the "Core" colour to its default value (pure white) to get lightsabers that look like the ones from the base game. But if you want to experiment, the option to change the core colour is there!
187 downloads
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SithCodec
By JCarter426
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.
1,051 downloads
0 comments
Updated