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Showing content with the highest reputation on 04/27/2022 in Files

  1. 1 point

    Version 3.3.7a

    253,614 downloads

    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.
  2. 1 point

    Version 1.0.0

    27,200 downloads

    The main purpose of this mod is to fix many of the party models that have uvw errors. Some of these errors may be too small to see in-game, but most become glaring when using some of the HD texture mods here on this site. The only HD texture that I have included here, is for Bastila Shan's head model (P_BastilaH04) which is now 2048x2048 pixels. I have tried to remain true to her original look. The models that I have fixed, and are included, are: default clothes models for Bastila Shan Canderous Ordo Carth Onasi Jolee Bindo Juhani Mission Vao HK-47's whole body model head models for Bastila and Carth HD head texture for Bastila head texture for Jolee (to fix the mustache) two additional clothes textures for Carth Each of these character's files can be used separately, so that the user has the option of mixing and matching with other mods. Many of the screenshots are animated with before/after scenes that flip every 7 seconds. There are included text files with much more detail as to what has been fixed in each. There are also a few files included that other modders can use for helping their own texture mods (some uvw maps and a few Photoshop psd files with multiple layers already separated).
  3. 1 point

    Version 1.4

    33,909 downloads

    This mod makes some alterations to the arena in the Taris Upper City cantina. The primary change is the removal of the original low quality crowd sprites. In the vanilla game these are VFX nodes. It appears that Bioware's original intention was for these to be animated, but that was likely disabled due to performance issues on the Xbox. Subsequently, most of the sprites are lacking arms. Another issue is the scaling. The sprites are completely out of scale with the rest of the game world, appearing to be about half the height of an average human. This was possibly an attempt to skew the perspective, an attempt to make the arena look bigger than it actually is. The original sprites have been completely removed in favour of better quality crowd sprites ported from The Old Republic. Additionally, the bays housing the crowd have been resized in order to fit proper human-sized figures. To comply with recent local ordinance changes, transparisteel safety screens have been fitted for the crowd’s protection. Other minor changes include some texture swaps on the roof section and a dummy door model to hide some unsightly fog on the original. Additionally, players participating in duels should now correctly face their opponent, and give an alignment-specific emote when they are announced. Opponents will now politely wait until their name is announced before giving their little fist pump. After some complaints by their union about a lack of proper medical services, defeated opponents are now healed back to full health post-match rather than being left to limp around. The view screens in the cantina have been upgraded to have a dynamic display of the current arena rankings. These will change as the player progresses up the ranks. The placeable computer screens have all had their positions adjusted so that they properly contact the walls they are supposed to be mounted to, and to align them with one another. Ajuur the Hutt’s dialogue has also had some minor surgery performed on it, to better deal with player and party positioning. Carth should now properly face Ajuur and the player during his relevant interjections, and won't be replying from across the room. N.B. - Because alterations are made to the module's GIT file, the mod requires a save before entering the Upper City cantina for the first time. It is thus best suited for a new game. If you load a save after having entered, none of the screens will line up properly with the computer placeables. Known Issues: If you initiate a conversation with Ajuur while the party is standing in the corner with the medpac bin, you will likely see them jump out of frame as they are moved to their now scripted fixed positions directly in front of the Hutt. That's an unfortunate consequence of the way it was handled, but the camera angle should mask the transition from pretty much anywhere else. Acknowledgements Thanks to @bead-v for MDLEdit Thanks to @ndix UR for TGA2TPC Special thanks to @JCarter426 for helping with some scripting, particularly extended troubleshooting of the Ajuur party positioning script Thanks to @Salk for alerting me to the TSLPatcher problem with v1.0 Thanks to @A Future Pilot for pointing me to the fixed version of TSLPatcher Thanks to @Publicola for informing me about the ability to click through announcement animations Some screenshots feature @Sithspecter's High Quality Blasters The video features @ndix UR's KOTOR High Resolution Menus Crowd and glass textures ported from The Old Republic MMO
  4. 1 point

    Version v1.0.2210.16738

    52,053 downloads

    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
  5. 1 point

    Version 1.0.0

    409 downloads

    I made this for my current playthrough to have a robe I wouldn't be embarassed to be caught wearing that also doesn't look too evil. It features: A wool mid layer, providing thermoregulation for the Jedi who wears the same clothes in every climate A bandolier to ensure your belongings aren't eaten by Cannoks Boots with lots of buckles for when you want to woo a Sith, but still in plausibly deniable Jedi colors Be "the wave of the future" in fashion and drop the files into your override folder.
  6. 1 point

    Version 1.0.0

    161 downloads

    INFO ================ This mod adds three new armbands into the game: The insanity device. Using this item will cause all NPCs in the module you are in to attack each other and the player. The antagonist device. Using this item will cause all the NPCs in the module you are in to attack the player exclusively. The pacify device. Using this item will cause all the NPCs in the module to become the best of friends. To get this item you can either use the giveitem cheat code (crt_insdev, crt_antdev, crt_pacdev) or you can buy them from Larrim, that annoying merchant in the Taris apartment who tries to sell you energy shields. INSTALLATION ================ To install the mod, extract the files from the ZIP and run the TSLPatcher.exe file. If you want to keep the items but remove them from the shop, simply remove the larrim.utm file from your override after installing the mod. COMPATIBILITY ================ No known issues. REDISTRIBUTION ================ If you want this mod hosted on another site, please contact me first. Feel free to use whatever parts from this mod you want into your own, larger mod. CREDIT ================ Made by Cortisol using the Holocron Toolset. Inspired by this reddit post.
  7. 1 point

    Version 1.0.0

    316 downloads

    A simple armband utility mod that I made for my own use when testing K1CP, because I was constantly annoyed at party members lagging behind and preventing me from transitioning to the next module. When activated it jumps the other two party members to the current party leader (i.e. whoever is using the armband). I figured other people might have a use for it as well. Installation: Run INSTALL.exe to install the mod. Add dp_ptyhrd_arm to your inventory via console or KSE. Equip to one of your armband inventory slots and activate by selecting it in the utility item slot in the UI (as you would a shield or adrenal). Credits: Icon taken from The Old Republic (and sloppily upscaled).