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Modding Tools

65 files

  1. 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...).

    882 downloads

       (1 review)

    0 comments

    Updated

  2. Bioware TGA to DDS Converter

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

    1,157 downloads

       (4 reviews)

    0 comments

    Updated

  3. 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    originally made by Richard O'Doherty-Gregg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)

    1,226 downloads

       (1 review)

    0 comments

    Updated

  4. 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

    583 downloads

       (4 reviews)

    0 comments

    Updated

  5. KotOR SaveGame Editor

    KotOR Savegame Editor is a Perl/Tk application used in the editing of
    Star Wars: Knights of the Old Republic savegame files.
     
    The following fields are currently editable:
    - Savegame name
    - Player name
    - NPC Name
    - Appearance (player and party)
    - Portrait (player and party)
    - Attributes
    - Skill Ranks
    - Equipment (player and party)***
    - Feats (add/remove)**
    - Powers (add/remove)**
    - Cheats Used flag
    - Hit Points (current and max*)
    - Force Points (current and max*)
    - Experience Points (player and party)
    - Good/Evil rating
    - Credits
    - Time played
    - Class (see notes below)**
    - Levels
    - Current Party
    - NPCs
    - Global Booleans
    - Global Numerics
    - Gender
    - Min1HP
    - Inventory**
    - Influence (TSL only)
    - Chemicals (TSL only)
    - Components (TSL only)
    - Quests
     
    *=Note: Max Hit Points and Max Force Points, while editable appear to be calculated
    at the time the savegame is loaded. Therefore while these fields are editable, the
    game will change the values back to what it calculates as correct. It is therefore
    better to change your Wis/Cha and Con to affect your MFP and MHP.
     
    ** Not supported on Xbox Saves, will cause "Damaged Savegame" message.
     
    *** See special section for detailed instructions
     
    -----------------
    Credits
    -----------------
    tk102 for originally creating the KSE.
    Pazuzu156 for reporting the issue with the Cloud saves, as well as helping fix it and setting up a mirror for and creating the auto-updater.
    Chev Chelios for much discussion of how Steam worked, as well as creating the INI-Generation tool, KPF.
    -----------------
    Before Using KSE
    -----------------

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

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

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

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

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

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

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

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

    ===============
    Known Bugs
    ===============
    No saves found (You have Steam KotOR 2 and use cloud saves)
    -----------------------------------------------------------
    Go to your KotOR 2 folder and make a folder called "saves".
    Inventory Hiccup
    ------------------
    If an item is added to your inventory and it has the same Tag as another item, KSE
    will generate an error.
     
    Getting Stuck During Vision Sequence (KotOR1)
    ----------------------------------------------
    Symptom: After leaving the Endar Spire or Leaving Taris, you run into a sequence
    where you should be seeing a "dream" cutscene but instead you're locked up in a
    room with a "CutStart" object that doesn't do anything.
     
    Cause: You have NOT placed the modified .dlg files into your override directory
    and you have changed your character to a Jedi/Minion/Droid class or you have
    changed your Gender to something other than Male or Female.
     
    Fix: Download the KSE Fixed Cutscene Files (available from http://www.pcgamemods.com/8800 )
    and place the .dlg files into your Override folder.
    ==============================================
     
    After changing appearance to look like (an NPC), the real NPC has no head!
    ---------------------------------------------------------------
    Symptom: You change appearance to look like one of your party NPCs and all is well
    until you attempt to enter a new area with that NPC. Then the NPC loses its head!
     
    Cause: SW:KotOR doesn't like two unique characters appearing together.
     
    Fix: From T7Nowhere's post on Holowan Labs--

    ===============================================================
     
    Equipment Section
    ------------------
    Due to an unknown bug, the Equipment branch might become unusable.
     
    The only fix is to restart KSE.
    ==================
    Please report bugs to zxcvbnm6012@yahoo.com
     
    11/7/13 - In addition, please report bugs to tristongoucher@gmail.com Thank you. - Fair Strides.

    306,550 downloads

       (25 reviews)

    15 comments

    Updated

  6. ERFEdit

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

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

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

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

    6,906 downloads

       (3 reviews)

    0 comments

    Updated

  7. 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!

    570 downloads

       (3 reviews)

    0 comments

    Submitted

  8. Maps for KotOR Tool

    Maps for KotOR Tool

    626 downloads

       (0 reviews)

    0 comments

    Updated

  9. 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...

    560 downloads

       (1 review)

    0 comments

    Updated

  10. DLL Files for Fair Stride's Tools

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

    1,429 downloads

       (2 reviews)

    0 comments

    Updated

  11. 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.

    324 downloads

       (3 reviews)

    0 comments

    Updated

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

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

    1,274 downloads

       (1 review)

    0 comments

    Updated

  13. 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...

    750 downloads

       (2 reviews)

    0 comments

    Updated

  14. 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

    59,162 downloads

       (12 reviews)

    2 comments

    Submitted

  15. KotOR Scripting Tool - 2021

    About Kotor Scripting Tool
     
    Kotor Scripting Tool is my attempt at a scripting interface for nwnnsscomp.exe.
    I originally designed this tool to aid me in my scripting efforts back in the day. My desire was to create a scripting tool with some of the creature comforts that today's coders have come to expect. The core features that were important for me were the ability to have NWScript function name Auto Completion and Syntax Highlighting. If anyone is interested in helping to extend its functionality be sure to check out the link to the GItHub repo below.
    Anyways that's enough rambling for now!
    Happy Modding!
     
    Features include:
    Compile .nss Scripts
    Syntax highlighting
    AutoComplete Suggestions (Beta)
    Tabbed Text Editor
    Advanced Find & Replace
    Browsable nwscript function list
    Browsable nwscript constants list
     
    Zip Archive
    Download and extract the zip file. Once extracted navigate to the directory and run Kotor Scripting Tool.exe
     
    This program was compiled in C# with version 4.0 of the .NET Framework if you do not already have it downloaded you will need to download it [here].
     
    The source code has been released on my GitHub account https://github.com/KobaltBlu/KotOR-Scripting-Tool.
     

    3,705 downloads

       (6 reviews)

    2 comments

    Updated

  • File Reviews

      • I would say this is essential for those who wants to make sure KOTOR runs well on current day rig. I wish something like this exists for KOTOR 2 as well, Aspyr did a great job fixing alot of its compatibility issue but other issues like graphics issue, widescreen UI being super squished, captions/subtitles font being too small on higher resolution and the unintuitive controller UI, I like how OP just straight up ported the XBOX UI to the game, I believe that is something KOTOR 2 could use.

        Anyway, thank you for your effort RaymanGT, this is a great mod.

         

      • Working perfectly!!! 🔥

        swkotor 2026-11-07 18-05-02_8.png

      • No words can do this or any model in this "High Poly" series justice, so I'll simply say: This is next-level. Full stop. I've deployed the entire series you have in my current KOTOR mod build and it looks.......WOW!!!!🔥🔥

      • I cannot thank you enough for the sheer quality and convenience of this mod.

        Patch after patch, mod after mod, hack after hack, just to get this mess of an old game to look decent on modern displays and hardware. Then one mad lad comes and makes a single gift basket of a patch for it that turns an incredibly tedious and frustratingly long process into a 5 second click-and-play experience. Hell, I'm so used to stuff just not working when trying to mod or fix this game so I expected issues with this, but your patch just does literally everything I need. And it works... omg it actually works lol finally something of this scale actually works without causing any problems in this god forsaken mishmash of game coding.

        One small issue I've noticed on 4k resolutions anyway is that selecting small font option does not show the names of selected targets. Could you fix that in the next update? It works fine with regular font but I'd prefer small. Also maybe you could make the regular Xbox hud useable without a controller?

        5/5, Sincerest thanks 

      • A must have for a dark side character. Simon Templeman's voice fits perfectly.

      • A must-have for KOTOR 2, full stop. Like others have said here, this mod is expertly built and integrated into the base game/TSLRCM framework and polishes the end of the game, wrapping up that escape and giving the entire crew a proper closure to their journey. This one is a lock for all my future TSL mod builds.  10/10. 

        • Influence Gained 1
      • Another great mod by WildKarrde that has earned a permanent spot in my personal mod build. Bao-Dur is one of the most underrated characters in TSL, so I have always been bothered by how vanilla TSL has Bao-Dur disappear throughout the end-game without explanation for what happaned to him, and the lack of even cut content to be able to restore to fix that. I am thrilled that there is finally an endgame story mod that gives Bao-Dur the love he deserves.

        Spoiler

        I especially appreciate that the mod lets Bao-Dur live. Even though Chris Avellone said that Bao-Dur was supposed to die in the endgame, I honestly never liked the idea of Bao-Dur dying, because consider his story revolves around his trauma and guilt over Malachot V, I believe he deserves a chance to live and heal after the events of TSL, which I would find much more satisfying than killing Bao-Dur off.  In my honest opinion, Bao-Dur's death would serve no story purpose other than explaining his disappearance in the endgame, so I am seriously glad to see a story mod meant for giving Bao-Dur more closure in the endgame avoids killing him off.

        I also love the salute Bao-Dur gives the Exile when the Exile leaves Telos for Malachor, which perfectly captures the Bao-Dur and the Exile's relationship as comrades during both the Mandalorian Wars and the present day events of TSL.

         

        Edited by Leilukin
        • Like 1
      • Truly an incredible mod that makes a permanent spot in my personal mod build for how much it improves the ending, and how well-made the mod is. While TSLRCM did the best it could in restoring cut content to the end-game, there is still room for improvement for the ending, and TSL Expanded Ending proves that.

        Spoiler

        I appreciate that TSL Expanded Ending gives the player more choices, such as the option if they want to destroy Malachor or not regardless of the player's alignment, if they want to find Revan or not, choosing to stay on Malachor if the player doesn't destroy it, etc. The mod also restores Handmaiden/Visas' ending conversation about wanting to follow the player even if the player chooses to destroy Malachor.

         

        • Light Side Points 1
      • Nice to see the Handmaiden's braids beneath her hood! Thanks for creating this mod!

        • Influence Gained 1
      • Tested this out. This really does look like Nihilus has no face at all, thus making Nihilus look like what Avellone intended like you said! Good job!

        Edited by DarthErdan
        • Like 1
      • Another seamless and great addition that I will keep in my load order.

        Edited by vault13deathclaw
      • An absolute must mod!

        For years I thought it so frustrating that Bao-dur's disappearance was unexplained. I thought it strange that he would abandon the exile after everything they went through. Later I learned of the supposed fate of Bao-dur - running out into a mine?! - seriously!

        Now with this mod it ties so much of the story together. It's as if Bao-dur stays behind on Telos to defend it. After all, in a conversation with the handmaiden she does make reference to Atris believing Bao-dur was the key to help Telos. And if you have the extended ending mod it reinforces the idea of the exile - aka Meetra - leaving those she cares about behind to strengthen the Republic for the war to come as she goes in search of Revan.

        I really enjoyed this mod. Very well done WildKarrde for creating this mod. It was a much needed edition to a classic game. Definitely a gold star! Keep up the good work!💫

      • Your mod is the prime example of how the Restoration mod should be alongside the Sleheyron mod! 10/10

        • Influence Gained 1
      • Whoever made this mod is a godsend! It fixes almost everything that needs fixing for modern systems in 2026 for KOTOR 1, including issues for AMD users like me. It has saved me so many nerve cells. So now I can finally play with Soft Shadows and Frame Buffer Effects, except the Grass — sometimes for grass to work properly you need to restart your game. In my opinion this is the best KOTOR mod right now, no exaggeration.

        Edited by Caim
        • Like 1
      • I'm just happy that I can finally play the game on PC with real, native, proper controller support. The fact that TSL received that massive update which added native controller support but the original KOTOR was left with mouse/keyboard years later (which was ridiculous) is finally resolved with this. 


  • File Comments

    • Hello there! Don't worry, I didn't take it that way at all. Actually, that's a pretty good idea. It's not exactly the same thing, but yesterday I created a Steam collection for all of them. And n ow that you mention it, I might do something similar here as well. I could even make a preview image showing every deck side by side to make it easier for people to pick
    • Thanks, good timing. I tried HoloPatcher 2.0 (macOS arm64) on a clean copy of the game: it installs and uninstalls this mod cleanly, and the uninstall also restores the lips archives. Its compiler builds all seven scripts to match the tested bytecode (two only drop an unreachable jump), so the argument-order issue is fixed and there is nothing left to file.
    • Understandable, that fork of PyKotOR you used is broken in many ways anyway. I've been working on fixing it on my personal fork, and recently published HoloPatcher 2.0: https://github.com/vrifftech/HoloPatcher/releases/tag/2.0.0 The compiler is much better than it's state in 2.3.12. We will be pushing it to the OpenKotOR repos when I finish fixing Holocron Toolset to work with the new PyKotOR
    • Thanks Vriff, that's fair and useful. I'll repackage it as a standard HoloPatcher mod and drop the custom installer. The compiler change was a workaround for an engine-call argument-ordering issue I hit in PyKotor 2.3.12; I'll write it up as an issue rather than ship a patched copy.
    • If I can offer some constructive criticism as a maintainer of PyKotOR and HoloPatcher, this way of trying to distribute your mod is not maintainable and very much works against you if you want your mod to be used. Utilizing HoloPatcher in the manner it was intended to be used and not packaging modified pykotor scripts with custom AI installers maximizes compatibility, reduces the chance of harm, and enables users an easy and known manner to install mods.
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