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About This File

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. :P)

 

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... :P

 

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.


What's New in Version BETA

Released

  • 12/25/2015 ~=~ First release, Public Beta
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User Feedback

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ebmar

   2 of 2 members found this review helpful 2 / 2 members

It has the potential to be one of the most powerful KotOR-modding-tool for its versatility, if only it works without one major flaw. Currently it failed to save the module post editing -which luckily I made a backup earlier, just in case of-. But even then, having it paired with K-GFF does made my modding QoL improved! With the Toolset's friendly-and-easy-to-navigate UI and K-GFF effective-and-efficient worksheet, they get the jobs done quicker and precise than ever. Many thanks for creating and developing this tool, FS! :cheers:

In-app screenshot:

Spoiler

K_Toolset_SS.thumb.PNG.003c8b535cdee6bd68c239ad94888e72.PNG

 

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LoneWanderer

   0 of 1 member found this review helpful 0 / 1 member

A functional and easy-to-use tool that would be great for adding/editing elements in modules, if not for 2 major bugs:

  • Rarely adding a copy of an object, undoing a delete, or sometimes even just double-clicking on it can mess up X,Y-orientation of half the objects in the module and break/remove/move half the triggers. It's easy to miss when this happens to objects on the other side of the map. Usually you can return everything by clicking the 'Undo' button, but if you saved and closed the module, it is faster to repeat the work from scratch.
  • One time after saving an edited module in KotOR Toolset, it became corrupted: the module would not load in the game and would not open in the tool. Therefore, always have a backup copy of the module you are editing.

Because of these issues, I had to use KotOR Toolset to only view the objects, their coordinates and positions, and do all the actual editing in K-GFF. Still, KotOR Toolset greatly simplifies and speeds up the mod development process. It's a pity that this great tool can't be used to its full potential.

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1Leonard

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