58 files
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SotOR Save Editor
By StarfishXeno
SotOR: Saves of the Old Republic
A new save editor for KotOR 1 and 2
Warning
SotOR is a pathway to many abilities some consider to be unnatural, and generally lacks sanity checks, potentially allowing you to break the save. Also there are bugs, probably.
It creates a zip with the previous version of the save in it's directory, but you may still want to back it up manually.
May or may not work with saves from non-English versions of the game. Use at your own risk.
Differences from KSE
Aims to provide the same features and more. Currently WIP. Runs natively on Windows, Linux and in the browser (experimental, using wasm). Mac version should work, but pre-built releases won't be available here. Uses a built-in game database, allowing it to work wihout the game installed. Still capable of loading provided game files for your modding needs. Provided releases assume KotOR 1 Community patch and KotOR2 TSLRCM. Support for the updated steam version of TSL, including workshop. Does NOT support xbox and switch saves. See "Contributing" section. Contributing
If you encounter a bug or have a suggestion, please open an issue on github.
I would like to add support for the console versions, but I don't own any of them. If you're willing to provide save files and help with testing, please open an issue.
Thanks
Thanks to KSE , NWN Wiki, KotOR.js and xoreos projects for providing references on where and how to get the required game data.
446 downloads
- saves
- save editor
- (and 1 more)
0 comments
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Texture Conflict Checker
By J
Texture conflict checker for K1 and K2. Place in your game directory and open it. It will list all conflicting textures, in the override folder, and allow you to choose which version to keep. Unwanted textures are moved to a texture_duplicates folder and can be restored through the tool.
Source: https://github.com/J0-o/kotormods/tree/main/Texture Conflict Checker
45 downloads
0 comments
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tga2tpc
By ndix UR
tga2tpc
Author: ndix UR
Release: Sep 2020
Version: 4.0.0
Convert TGA images to TPC format for use in KotOR and TSL.
TPC files contain the information from a TXI file (so the TXI file is no longer needed when a TPC file is used), and can be uncompressed or compressed with either DXT1 or DXT5.
Advanced features like animation and cubemap layering are initiated by the presence of specific TXI directives like cube 1 and proceduretype cycle.
For some reason, the game really wants normal maps to be in TPC format. This will let you create and use full 32-bit color normal maps without having to make them into simple height maps by using indexed color.
The tool is free, open source, and cross-platform. Code is available at https://github.com/ndixUR/tga2tpc
The app is written in javascript, built on Electron using three.js, jquery, bootstrap. It includes a ported version of the AMD/GPUOpen Compressonator image compression library.
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How do I set it up?
Windows: unzip the package, run tga2tpc.exe
Mac: unzip the package, move tga2tpc.app to /Applications, run it
* This is not a signed application, so you have to do whatever is required to run non-MAS applications on your MacOS version.
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How do I use it?
Drag files in and hit start. There shouldn't be much more to it than that. Using power-of-2 sized textures is always required for optimal quality, TXI information is optional, and the settings are pretty much self-explanatory. The nature of TPC alpha blending is not necessarily intuitive so you may need to seek information to use it properly.
Compressor settings:
Super Fast - the lowest quality setting, uses the pre-4.0.0 image compressor that includes the 'compression failure' error for long conversion queues Fast - Bare bones setting Normal - Runs two profiles and selects the best result, adaptive color weighting Slow - Deeper refinement of the color palette for each 4x4 pixel block Ultra - 3D refinement of the color palette for each 4x4 pixel block How Automatic encoding mode selects encoding for each texture in the queue:
24bpp TGA = DXT1 32bpp TGA = DXT5 8bpp TGA = 8bpp uncompressed isbumpmap1 or compresstexture 0 in TXI data = 24 or 32bpp uncompressed ============================================================
Features
Create cubemaps Create animated textures Automatic compression selection based on trends from the vanilla game High quality DXT1/5 compression engine using custom ported version of AMD/GPUOpen Compressonator Multi-core image compression on systems with 4 or more cores Horizontal/Vertical flip, for those pesky wrongly oriented TGA files Bicubic downsampling for mipmaps (precomputed lower detail versions of the texture, part of the TPC format) Control texture alpha blending setting (part of TPC format), can be loaded from TXI file comments of the form: "# alphablending 0.67"
Known Issues
Cannot create uncompressed animated textures. Super Fast compressor has a memory leak issue, leading to errors for long conversion queues Using 4:1 and wider size ratios for individual frames of animated textures seem to crash the game. 2:1 is fine, 1:4 is fine, etc. Only for converting from TGA to TPC. For TPC to TGA, use Kotor Tool, xoreos-tools, tpcview, etc. Progress bar doesn't update as often as you might want. The package size is large. This is the cost of easy cross-platform GUI support. All electron applications are large like this. You are likely to have problems trying to read TGAs from folders containing markup entities/encoded characters (like ') ============================================================
Thanks
DarthParametric for inciting the creation of this tool, and doing the testing.
DrMcCoy and all the contributors to xoreos, whose TPC decoding implementation provided the basis for the TPC library herein.
bead-v for moral support.
2,137 downloads
0 comments
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TLK->Text Converter(Vice-Versa)
By Fair Strides
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.
1,178 downloads
0 comments
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tpcview
By ndix UR
View and export Odyssey Engine proprietary texture formats.
A lightweight, somewhat quick viewer for textures in TPC format, or the proprietary header DDS format used in Aurora and its descendants.
Also provides a capability to export to TGA, which is useful when you find images that won't convert via any other tool.
The viewer aspect is a bit of an afterthought, as for the longest time this was just where I tested my TPC=>TGA conversion code. However, over time, I found myself wanting a simple viewer that could preview a lot of images at once, so this happened.
The application is cross-platform, available for macOS and Windows.
The app is written in javascript, built on Electron using three.js.
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How do I set it up?
Windows: Download the '-installer' file, unzip the 7z package, run tgaview Setup <version>.exe
Mac: unzip the package, move tpcview.app to /Applications, run it
* This is not a signed application, so you have to do whatever is required to run non-MAS applications on your MacOS version.
The application provides file associations for TPC & DDS files. Hopefully the DDS association will not override any you may already have for non-proprietary DDS files.
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How do I use it?
Viewing
Drag files in. They should show up. The files you drag in fill the window in a list that generally resembles the file input order. They all show at once, so there's a moderate memory requirement around loading many files at once. For example, loading the 5210 TPC files from TSL takes 2.25G memory on my machine, your mileage will vary.
Mouse over images to get info about them in the window's title bar. Click images to toggle scaling the image to fit the window and viewing the information about them in the info panel at the bottom of the window.
Double click the background of the window to clear all loaded images.
Exporting
Use modifier keys while dragging in order to get Export as TGA functionality. A description of the export activity you are requesting shows up in the info panel at the bottom while you are dragging. Export will occur while the file is being loaded. You cannot export already open images without dragging them in again.
Files are exported into same directory as original TPC files being dragged, THEY WILL OVERWRITE EXISTING TGA FILES WITHOUT WARNING.
When a TPC file is exported to TGA, a TXI file will also be generated if the original TPC file contained such information.
When adding alpha blending value to TXI output, only non-1.0 values will be added (as 1.0 is considered default).
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Features
View TPC format 32bpp, 24bpp, and 8bpp compressed and uncompressed images View Aurora proprietary DDS format 32bpp and 24bpp compressed images Export to TGA Export TXI files containing the texture extension information from TPC files Export all detail levels (mipmaps) present in original image file (can help debugging image compressors) Add an alpha blending value from the TPC header into exported TXI file outputs, i.e. '# alphablending 0.67' File association for TPC and DDS formats with provided file type icons2,234 downloads
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TSL Patcher, TLKEd, and Accessories
By Fair Strides
Inside this download, you will find several VERY useful tools. Almost all of these were made by stoffe originally and the only alteration I made was to make sure TSL Patcher did NOT check for the presence of the dialog.tlk file to verify the path you're installing the mod to. This was done to allow installing mods to the Workshop folders.
Of note in this package are three files:
1. ReadMe, really.pdf - A read-me file that really should be read if you want to understand how to do something with the TSL Patcher.
2. nwnnsscomp.exe - A modified script compiler that TSL Patcher uses to substitute tokens (such as .2da row pieces) in source scripts (.nss files) and then compile the scripts.
3. nwscript.nss - As far as I'm aware, the nwscript.nss file from KotOR 2, required by nwnnsscomp.exe to compile scripts.
Below are the original release thread descriptions for stoffe's work and I honestly don't think I could put it better than she already did years ago.
TLK Ed:
TSL Patcher (along with ChangeEdit):
A few quick "how to" examples:
Insert new branches into DLG files.
( http://web.archive.org/web/20150911133933/http://www.lucasforums.com/showpost.php?p=2135535&postcount=177 )
Install a New Player Appearance mod.
( http://web.archive.org/web/20150929073207/http://www.lucasforums.com/showpost.php?p=2168405&postcount=201 )
Troubleshooting:
Q: I get a RichEdit line insertion error when trying to install mods. What's wrong?
A: It seems a few people have odd versions of the RichEdit DLL files installed in their system that doesn't play nice with the colored text box component TSLPatcher uses. To work around this you could try to replace the RichEd DLL files with versions that should work. Extract the two DLL files from this archive and put them in your Windows\Windows32 folder. Move existing files with those names to a safe location first so you can restore them if this causes other problems! Do not overwrite them!
Alternatively, if you don't want to mess with your DLL files, you could force TSLPatcher to use a plain text box for status messages rather than the colored/formatted one. To do this, use Notepad to open the changes.ini file found inside the tslpatchdata folder that came with the mod you wish to install. Under the [settings] section, change the value of the key PlaintextLog from 0 to 1. Q: I'm not seeing any Install Mod button, and the text field in the TSLPatcher window seems to extend behind the window boundraries.
A: This odd problem some people experience seems to be tied to what screen resolution and pixel density is being used in your monitor settings, but I have been unable to replicate it or figure out exactly what's going on. As a workaround you can "click" on the Install button by using it's quick keyboard command. Pressing the [ALT] keys on your keyboard should start the installation process. Q: When trying to install a mod it complains that it's not a valid installation location. What's wrong?
A: Make sure you are selecting the folder the game is installed in, not the override folder, when the TSLPatcher asks you where to install the mod. Q: When trying to install a mod it complains that access was denied to the dialog.tlk file.
A: Make sure that your dialog.tlk file is not write protected. This file is found in the same folder as the swkotor.exe binary. To check if it's write protected and undo it, right-click on the file, pick Properties in the context menu and uncheck the write protected checkbox.
Original update history (ordered newest change first):
11,186 downloads
- TSLPatcher
- Patcher
- (and 3 more)
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Walkmesh Injector
By Dastardly
INSTALLATION
You must have .NET Framework 4.0 installed in order for this tool to work. Once/If you do, simply extract the contents into a folder and load up the file. It'll also be a good idea to have KAurora on hand for exporting walkmeshes and binary models.
USE
The purpose of this program is to add a walkmesh node into a binary .mdl's file. It "injects", so to speak, the .wok data into the model. By doing this, you will enable the camera to be blocked when panning into a wall. Just make sure that the walkmesh fits the area model you are using. This *should* work for both K1 and TSL, I haven't tested TSL yet though.
INSTRUCTIONS
1. Load the .MDL file, it requires its .MDX counterpart
2. Load the .WOK file that is used in conjuction with the mdl, if there is a .WOK file with the same name as the .MDL it will automatically load up
3. Select the export directory OR leave it blank. Leaving it blank will export it to the same directory it is already in and add a "_new" suffix to the file name
4. Choose [Add New Child] if the .MDL file doesn't have a walkmesh node in it already, if it does, scroll down the drop down box and select that instead. The old walkmesh node will be replaced with the new one
5. The KotOR version is automatically determined from the file, check to see if is correct.
6. Press inject and retrieve your new files to the place you exported it to
REPORTING ERRORS
If the program popups up with an error, check to see if your model is legit. If it is, post the error on the forums.
If your module crashes on loadup or the camera isn't being blocked, go to the forums and give specific information to what you did. (K1 or TSL? Replaced a node or added? Used a custom export directory?)
306 downloads
0 comments
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WalkSwitch - Collision Map Editor
By Fair Strides
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:
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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.
290 downloads
0 comments
Updated