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Showing content with the highest reputation since 04/26/2019 in all areas

  1. 8 points

    Version 1.0


    This mod adjusts the way the player acquires Jedi robes during their training on Dantooine. There are two parts, which can be installed individually or together: Apprentice Robes: The player will be equipped with Apprentice Robes as soon as they begin their training (in the montage). The Apprentice Robes look like brown Jedi Robes, but have the stats of Basic Clothing, so this is merely an aesthetic change. These robes have no prerequisites and can be worn by all humanoids in the party, regardless of Jedi class. Early Jedi Robes: Master Zhar will reward the player with Jedi Robes once they have chosen their Jedi class and constructed their lightsaber (i.e. as soon as they have the prerequisite to equip robes). Originally, he only granted them after all the trials were completed. The early access will allow you to wear robes in combat during the final trial.
  2. 5 points
    This turned out better than I expected: The video shows a test for an animated Malachor skybox and surprisingly it actually looks good. What you see are basically three layers: A skybox that has only terrain. A second skybox that shows the closest clouds including the "ceiling" and rotates around its axis. And a cylinder that has the distant clouds and rotates slower than the close clouds. And the video also shows my new lightning animation. The skybox is still not done though. I want to have more cloud contrast (all attempts for that were unsuccessful so far) which should also help with distinguishing the two cloud layers, the terrain color is not quite right and it needs to be lowered a bit as well. And then there are the lightning strikes coming directly from mountains that I need to move somewhere else. Oh and there's a rendering error where part of the terrain is cut off for some reason. Also not quite sure about the animation speed. I might have to make that faster. I might work on another skybox first though just to get a fresh perspective on Malachor afterwards.
  3. 4 points

    Version 1.0.0


    [K1] Sith Armor - Freelook Filter Mod This mod made readjustments to freelook effect of Sith Armor when used by the party members -particularly on Taris- to made it look like they see things from Sith trooper/armored soldier POV - or closer to what I can imagine of. ------------------------------------------------------------------------------------------------------------------- There's always room for an improvement so - critiques, comments, suggestions, questions and feedbacks for the next update are much appreciated - PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: run the installer [TSLPatcher.exe] and then hit the [Install Mod ->] button Uninstallation: run the Uninstall option from the installation menu Compatibility: will be compatible with mostly anything - except any that alters the same 2DA entries Suggestion: this mod can be finely paired with Arctrooper209's "Sith Armory" with no particular install order and which I strongly suggest to have this work in conjunction with them This mod will have direct effect anytime and anywhere it had been installed This mod is play-tested with KotOR 1 Restoration/K1R installed and is compatible with them Redistribution: if you wish to redistribute the mod or release a mod/project that is based on this mod implementation you won't have to ask for permission; though all I ask is a simple appreciation to my work on the modulation value that's being core of this mod - it takes some time and effort on getting this all to work Credits: LucasArts and BioWare for developing one of the best RPGs I've ever played! DarthParametric for past-present knowledge which allows me to create customs and for all the outstanding creation that I am a fan of JCarter426 for all his work that I look up too - I learned a lot from his mod setup and been practicing a lot using their method Fred Tetra for the 'amazing' KotOR Tool stoffe and Fair Strides for the most useful TSLPatcher and ERFEdit Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - I can't make it without you! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout - to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development on Discord > r/kotor - thanks! The place is so much fun! :jarjar: -eb
  4. 2 points

    Version 1.0


    I noticed two issues regarding the Zhug attack in TSLRCM: Some of the appearances were wrong, so they were all clones of Azanti Zhug. More importantly, all the Zhugs were spawned as hostile. This would cause the cutscene to break if the AI for one of the party members spotted a Zhug and attacked. This had the unfortunate consequence of removing the choice to add a third party member to team up with Atton and Bao-Dur. This mod fixes both of those things. This mod requires TSLRCM version 1.8.5. It may not be compatible with earlier or later versions. Only 1.8.5 has been tested.
  5. 2 points
    I always liked how Luke was dressed in Return of the Jedi, I think it might fit well for a Grey Jedi kind of playthrough. For those who played Jedi Knight : Jedi Academy, Toshi made a really nice model of that particular outfit. Here's the one I mean, as it is in EA's Battlefront 2. Someone else made a thread about it a while ago and had the original modder's approval. I figured with the new rules and modding tools, this might be a good time to make a new request for it.
  6. 2 points
    So I'm working on a reflection for LME, should I make it a blog post? Or should I record footage of LME and talk about things? If you are not interested in LME at all, would you still give imput on which format you think would be better? Originally, I thought of doing a video and I started righting a script for it, but it's quickly devolved into a blog-like written article, so now I'm reconsidering what to do.
  7. 2 points
    Ah - so a mod has been submitted, and I hope it can be approved/released on time [May 4th] on that special day! Even though it wasn't -either sooner or later- it'll be OK, lol. Anyway, nothing fancy about the mod, here's a teaser of it: P.S. before guessing too far; it has nothing to do with making the [Taris UCN] area darker - so keep the expectations low. 😛 Update: it has been officially released! Many thanks to Admins/Mods for the approval - and May the 4th be with y'all!
  8. 2 points

    Version 1.1


    Very Nice! Load Screens for KotOR 1.1 by ajdrenter Description: This is a complete set of replacement load screens for high resolution UI scaled configurations. It includes compatibility patches for Jorak Uln's reskins, jc2's "Lehon Mandalorian Expansion", and Silveredge9's "Brotherhood of Shadow: Solomon's Revenge". So far there is a 16x9 version and 4x3 version. This mod requires a high resolution user interface mod such as "KotOR High Resolution Menus" by ndix UR. I also recommend "HD MENUS AND UI Assets" by JackInTheBox, who's mod provided the template for this mod. Installation: Just drag and drop from your desired folders to your override. FOLDER LIST kotor - All base game load screens jorak - Screens for Jorak Uln's reskins jc2mando - Load screen for jc2's "Lehon Mandalorian Expansion" bos - All screens for Silveredge9's "Brotherhood of Shadow: Solomon's Revenge" Credits: JackInTheBox for the base load screen texture which I used to do this whole mod. Thanks! Thanks to the whole community for such a wonderful wealth of content over the years. Usage: You may use this mod for any non commercial use and without contacting me as long as you give me credit for my assets. If you use assets belonging to JackInTheBox you must obtain consent from him either through his release documents or personal contact.
  9. 2 points
    I'm still alive: Not very impressive, I know but at least it's something^^ The models for Malachor are done as is the terrain pretty much. The clouds are still the same placeholders as before but with a different sun position which makes them look even worse. Next up is finishing the sky and then tune the terrain color. But I like where this is going already.
  10. 1 point

    Version BETA


    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.
  11. 1 point

    Version 1.19.0


    N-DReW's K1 Gameplay Improvement Demo A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0 Release Date: 03.7.2016 1.18.0 Release Date: 20.04.2019 Installation: 1) Make sure you install my mod first before any other 2) Simply place the ALL the files within the "For Override" Folder into your Star Wars Knights of The Old Republic override folder 3) Then place ALL the files within the "For modules" Folder into your Star Wars Knights of The Old Republic modules folder 4) Make sure you place all the VO audio in "For Streamwaves" into your Star Wars Knights of The Old Republic streamwaves folder 5) Then place the "dialog.tlk" into the Star Wars Knights of The Old Republic folder and overwrite the one currently in there This is not necessary though if you want the soldier uniforms in High Quality simply open the "Optional" folder and copy ALL the files within "HD Soldier textures" and place then in your override folder Description: N-DReW's Gameplay Improvement is an upcoming mod project that plans to cover the whole game by improving certain features in the game including NPC's, Party Members, Merchant Loot, Custom and Restored Content, Items, dialogue and much more. Future updates may yield content including small side quests! Please be aware this is only a DEMO and is incomplete but it does *plan* to span across the entire game and add new content! 1.18.0 Added TSL Droids Kebla Yurt's desk has been removed and Kebla herself is now inside her poorly hidden cashier space at the back of the shop Modified Taris Pedestrian Dialogue Sith Soldier dialogue is now skippable Restored a Gurney line Shuma the Hutt on Dantooine is now a Pazaak Player Added ROR training montage music into the Dantooine Training Scene Reworked Nemo's dialogue to be "better" Added ROR Jedi Council theme during the Jedi Council intro Replaced the generic Bounty Hunter on a date in Davik's Estate with a Zeltron Bounty Hunter Added an actual male Twi'lek slave to Davik's estate Improved the Arm with Datapad and Twilek corpse textures. Improved Saul's interrogation T3's confusing puzzle on the Leviathan is now easier Added the option to overload the power conductor in the Leviathan prison barracks Added Sith Commandos Restored Ebon Hawk Sith Boarding lines Zelka now returns to a terminal after you talk about the Republic Soldiers Sith Technician Combat Suit is now obtainable Leviathan Differentiated Dialogue by Revanator added Removed files associated with the Crystal Cave meaning in a fresh 1.18.0 game the cave should be vanilla Komad Fortuna now appears on Kashyyyk with his unique appearance For previous updates please check the update log Main Features: Trask is now a lore friendly Jedi Twi'lek (No more Trask Tutorial) NPCs overhauled throughout all areas the mod covers NPC Loot Drops overhauled Merchant loot overhauled (Merchants now have lore friendly loot worth buying) Item stats overhauled Party Member and player stats overhauled Movie Style Dark Side Transitions Realistic Visual Effects "Blasters Reloaded" style balance Ported TSL Items Various Cameos and custom created characters that are seen throughout the journey New items Known Bugs: *Trask's Jedi Dialogue may have spelling errors and/or punctuation errors...please report these *The Republic Helmet might clip through some heads (Won't crash or anything but just weird)...Currently unfixable *Some Endar Spire textures in the optional blue reskin may be red still. Will be fixed soon. Incompatibilities: Will be incompatible with anything that uses .mod files (So yes k1R and K1 NPC overhaul aren't compatible), appearance.2da, baseitems.2da, classes.2da, classpowergain.2da, featgain.2da, and regeneration.2da If you want to know if a certain mod is incompatible with my mod please PM me on Deadlystream Upcoming Features: Option to skip the tutorial Improving the Trask Jedi content the Other Parts of the Game Bug fixes on Taris Possible Larrim/ Merchant sidequest Possible Selkath Merchant Possible Black Market Merchant More items Restoration of Sith Base Dialogue Replace More Module music Properly Implement Bith Items If you have any suggestions for future idea's please give me a PM on Deadlystream and give me a detailed description of what you want and it may be considered (Don't be shy). If you would like to help the mod out I will accept whatever help I can especially if you can script or make textures! Permissions: You can NOT edit, upload to other websites or claim as your own without permission from me. Thanks: Bioware for such an amazing game Obsidian for the second game and its assets Fred Tetra for Kotor Tool FairStrides for trying to help me with ERF Edit VO Talent: Zhaboka- Kaah Ohtok Credits: Bith Musician items/HK Melee Mod- Khrizby Dark Side Reimagined Mod- darksidebirdie Jedi from the Start scripts- darthbdaman M200 Intervention Sniper model- Skateordie808 Realistic Visual Effects Mod- Shem Various textures- 90SK K1 Enchantment Pack assests- SpaceAlex Wookiee, Echani, Combat Suit skins- redrob41 Dark Jedi Robe texture- Ankh MedHypo mod- Rtas Vadum Sith Commander Skin- Dak Drexl Scout/Scoundrel uniforms- jonathan7 & FoolInTheWave Brotherhood of Shadow Assests- Silveredge9 Female republic soldier skin and the HD republic soldier skins- Dark Hope Republic Helmet- SithSpector Revenge of Revan Assests- Logan423, RedRobe41 Various Textures- Whyp JC2, TheRealDarthRevan- Scripting aid Sith Stalker- Qui-Gon Glenn, Dak Drexl, redrob41, Marius Fett, Varsity Puppet and j7 JC's Heads Modders Resource- JCarter426 Seikan's Armors of the Old Republic Textures- Seikan Leviathan Differentiated Dialogue- Revanator This mod contains ported content from Kotor 2 Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  12. 1 point
    In an attempt to save this mod... here are some REAL instructions It's actually very easy so don't freak out Let me start by saying, the file that he calls "Part 10" is actually named "TELOS Extract Manually". Yes, the one without all caps is part 10 1) First up, you will need a program that the author clearly believes everyone should know about for some reason... I certainly hadn't heard about it until now Called XnView. Download it from here https://www.xnview.com/en/ We won't use it 'til the later steps, we're just getting this out of the way now. Don't worry, it's less steps now than the initial instructions make it seem. I assume thats for an older version 2) Download all RARs from here 3) Extract the two RARs called "EXTRACT MANUALLY" and "TELOS Extract Manually" (this second one is "part10") and manually copy or move all their contents into KotOR II's "Override" folder Yes, we're doing part 10 out of order. It's easier for us this way as these are the only two folders out of the bunch that we can handle like this. This is only because the author obviously forgot to add it in the initial upload 4) Now, Extract the contents of parts 1 through to part 11 (with part 10 missing obviously as we've already done that) INTO A SINGLE FOLDER! What I mean by that is, don't just make a folder with the folders inside for "TELOS Part 1", "TELOS Part 2" etc. All the contents from each RAR need to be in the same single folder. Note: For some reason, when doing this, there was a file or two that needed to be overwritten. I'm assuming this due to some sort of update the author made 5) Now we're moving on to the XnView stuff. Open any one of the extracted files i this new folder we've made with XnView For me, it opened full screen for some reason so if that happens for you, just press escape. You should now see all the files in the folder in a viewing window within XnView 6) Select all the files by pressing Ctrl+A 7) With all files selected, go to Tools > Batch Convert 8 ) Set the output folder to KotOR II's "Override" folder and press "Convert" on the bottom right of the window DONE. Enjoy! Avs
  13. 1 point
    Yup, that's already finished and will be my next release. It's a simple fix and won't touch actual gui-files (haven't figured them out yet), so textlines still cover the view a bit. 😁
  14. 1 point

    Version 1.0.0


    This mod provides a work-around for the problem with the grass on Dantooine where it becomes extremely glitchy. If you suffer from this problem then you can use this mod as an alternative to disabling grass whilst you play through Dantooine. What it does is make sure 'fast grass' is turned on for all graphical presets. After installing this mod the grass will be shorter and lower detail, but it will be much more bearable than disabling grass completely. Just install and keep it in your override folder and grass shouldn't be a problem again. You should start a new game before installing however.
  15. 1 point
  16. 1 point
    Mm, I'll keep it in mind. I went with brown just because that's what you get from Zhar later, but some variety wouldn't be bad. I'll see about adding it as an optional thing. It does, although the animations for the montage won't be great (same issue it has with all cutscene animations). I intend to fix them eventually, but not sure when I'll get to it. With Cloaked Jedi Robes installed, it'll have the appearance of whatever you choose for the brown robe variant.
  17. 1 point
    Yeah, with TSLRCM from the workshop you have to point the mod's patcher to its folder, in your case: Program Files (x86)\Steam\steamapps\workshop\content\208580\485537937
  18. 1 point
    I think this is the best skybox you have ever created, Kexikus. So astonishing that will make me look at all those other ones being sad that they won't all be as beautifully animated as this one.
  19. 1 point
    Time for the semi-annual bump and request for progress updates.
  20. 1 point
    Since we are probably getting close to content-lock for v1.8, I figured I'd post an update of where K1CP is currently at in terms of added content. Some of these additions are from existing mods, but many have been created specifically for K1CP. CHANGELOG v1.8 - TBA 2019 Additions Added a fix to the skin weights of the male player head PMHC01 Added a fix for the commoner Asian male head comm_a_m to restore eye animation Added a fix for clipping collars on female Class 7 (PFBF) and Class 9 (PFBH) armours Added a fix for the credits incorrectly scaling during the Dark Side ending Added a number of model fixes for the Endar Spire to address various geometry issues Added a fix for a stray blaster appearing in the middle of a hallway in the Sith Base on Taris Added a fix for missing lightmaps in the entrance of the Taris Upper City cantina Added a fix for the positioning of the Council on Dantooine to prevent floating Added a fix for the hanging ivy on the walls of the Dantooine enclave landing pad Added a fix for an inaccessible container in The One's compound Added higher poly replacements for the placeable human "sitters" (cantina Pazaak players/drinkers) Added a fix for some female non-dancer Twi'leks wearing armour instead of plain clothes Added a fix for some female non-dancer Twi'leks in default stripper garb instead of plain clothes Added a fix for Helena wearing Jedi robes instead of regular clothes Added a fix for Carth prematurely complaining about being out of the loop Added a workaround/partial fix for the post-Leviathan escape stealth bug Added a fix for Dak respawning in the Korriban cantina Replaced broken injection-based Manaan DLGs in previous release with JC's pre-patched ones (TSLPatcher can't delete nodes) Added a fix for Jedi being visible in the back of a Malak cutscene on Deck 1 of the Star Forge Added a fix for a droid with the wrong soundset in the Taris Upper Sewers Added several fixes to the Dantooine training montage Added a fix for the player freezing during the pre-swoop race scene when racing for the Hidden Beks Added a fix for Carth not facing Kandon when interjecting during the pre-swoop race dialogue Added a fix for one of Canderous' goons in the Undercity having the wrong soundset Added a fix for Sand People disguises not working after the player used the rapid transit system or loaded from a save while disguised Added a fix for certain NPC soundsets with wrong or missing sounds Added new soundset for Trandoshans, ported from TSL Added a fix for the exit in the Sith Base on Taris having the wrong label Added a fix for Bastila not showing the fourth vision (K1R's fix) Added a fix for the Twi'lek Czerka Liaison Officers on Kashyyyk not resuming their patrols after dialogue Adjusted the post-Leviathan scene so the player is forced to talk to HK and therefore doesn't miss his content there Added missing landing gear and ramp to the Ebon Hawk in the Leviathan hangar Added more triggers for the second Xor encounter because he would refuse to show unless the player used the rapid transit system Incorporated some of JC's Minor Fixes Added a fix for two female Jedi background NPCs in the Dantooine enclave that would stop walking after being talked to Fixed some bugs in the Dead Settler quest Changed Casus Sandral's appearance from a generic corpse to something more suitable Added a fix for an NPC in the Leviathan bridge cutscenes that had some deformation issues Added improved commoner clothes textures (variants 01 and 07) ported from TSL Added a fix for Calo's Rodian prey in the Taris Undercity Apartments not properly drawing their weapons Added a fix for one of the Sith female NPCs on the Leviathan bridge having a drawn blaster during a cutscene Added an interjection for Carth in the pre-swoop race scene for the Beks to match his one in the Vulkar version Added a creature-based replacement for the corpse in the Dantooine Murder Mystery quest for improved visual quality Added/edited scripts in the Dantooine Murder Mystery quest to have Handon appear injured and for NPCs to exit when appropriate, plus removed some extraneous fades to black Added melee proficiency and/or weapons for some Duros on Dantooine that were lacking them Added a fix for the blade of Bacca's sword not being properly removed from the player's inventory when giving it to Freyyr in the Lower Shadowlands Switched the appearance for guards in the Sith Academy on Korriban to Sith Soldiers rather than Sith Officers Increased the walking speed of the diving suit on Manaan and the space suit on the Leviathan Added JC's Dense Aliens Added a fix for War Droid racetex variants having their blaster texture overridden by the body texture by swapping out integrated blaster mesh for external reference Added a fix for a non-functional trigger script for the Sharina conversation on Tatooine Since it is a bit lengthy to post directly here, you can check out the current Tier organisation/breakdown here (still subject to change). And you can see the full array of mods with attributions here.
  21. 1 point
    For reference. K1 Heads K2 Heads
  22. 1 point
    Good work, I would just like to point out one thing: "It's about the lines that reference that Kreia was there during Exiles trial, and more important that she was the one who asked for her/him to be exiled. Which doesn't fit at all, because she was presumed dead since Mandalorian Wars by the Jedi Order at that time, and becouse of that she couldn't have asked that of the Jedi Council when (as we see in dialogue between them near the end) they weren't even aware that she survived! This seems to be a remnant of some old plot version that was abandoned during the production." There are several scenes in the game, and I believe dialogue as well, starting the first time you visit the Polar Academy, where it is implied or stated that Kreia could 'erase' herself from peoples' perceptions if she didn't want them to know she was there, with some people not noticing her, or expressing surprise when she showed up, despite her being next to you the whole time. It's also heavily implied during the cut scene when she is spying on Disciple, and I believe outright stated when she confronts the Jedi Masters on Dantooine - all of whom are shocked to see her, even though she was with you for at least some of your meetings. Given that, it's perfectly plausible that she quietly manipulated the council way back when, without them knowing, and it would fit her character. In any case it's a minor note and since you can install individual components, doesn't affect the quality of the mod. 5 stars.
  23. 1 point

    Version 4.0


    In an attempt to salvage some material from the now defunct SW:KotOR Upgrade project, I have decided to share this modification with the community. This file is meant to replace the original dialog.tlk that comes with the original game. It is meant to be used exclusively with the English version of the game. It is technically compatible with every other modification that alter this same file by patching it, provided this is installed first. Two versions are offered: one that includes only corrections and a revised one that includes most of the changes found in the PC Response Moderation modification by Kainzorus Prime. Enjoy!
  24. 1 point

    Version 1.00


    this is a t3m4 skin I have had in the works for a little while now, my usual rules apply, use this however you'd like bu give me credit and a PM, all the disclaimers and stuff apply. thanks obsidian and bioware, NO thanks Disney. ps. I used the dds format, please keep it in dds, it's way more efficient and I noticed next to no quality loss.
  25. 1 point
    Frequently Asked Questions What is the KotOR Toolset? The KotOR Toolset is the culmination of 8 months of work (started March 1st, 2015 and released the Public Beta December 25, 2015, with breaks in between) that started out as 15 minutes of planning. I hope that this toolset will one day replace KotOR Tool as the modding standard. What are the system requirements? That you have at least 500MB of RAM (I've seen it use up to 340MB myself) and at least one KotOR game installed on your computer. Beyond that, it's a pretty simple package: no 3D rendering, no texture-editing, and any necessary libraries are shipped with the tool. What makes it different from KotOR Tool? To be quite blunt about it, it's for newbs. Unlike KotOR Tool, the Toolset is centered around level-editing using a top-down display of the game's collision maps as the surface of the levels. The Toolset also has editors for almost every one of the games' formats (no models, textures, texture info, or path files), some of which were neglected or never done with KotOR Tool. Something else that's different is that the Toolset tries to teach you by explaining what most of the editable things in a file are, and giving examples of how it's used in-game. What inspired you to make this? Inspiration? I'd call it a prolonged bout of insanity! I was four days into a month-long break from modding and was going crazy, so over the span of 15 minutes, I thought of how I could render the collision maps and then use a bounding box to find the overall boundaries of the collision maps to get a good viewer for the levels. After that, everything just snowballed. With thanks from Malkior, I also was able to obtain a PDF manual on how to use the Neverwinter Nights 2 toolset, and drew inspiration from its layout and structure. What if my question isn't on here? Then I would ask that you PM me your question and I will do my best to add it here promptly.