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  1. 1 point

    Version 1.0.0

    38 downloads

    New Force Sight mechanics, including stat bonuses and a higher-tier Force Sight power. Also turns Force Sight on permanently when controlling Visas. SUMMARY: In the game, Visas can teach you Force Sight which allows you to see the alignment of characters around you, occasionally through some obstacles. It's a cool RP thing but not really something you use often. This mod aims to improve Force Sight by giving it new bonuses and mechanics, including the addition of a higher-tier Improved Force Sight power which can boost your defense, making it useful in combat. In the spirit of my "skills affect Force Power" mods, the effects of Force Sight are linked to your Awareness skill. High awareness Jedi Seer build? In addition to the usual effects, Force Sight now grants a bonus to Awareness. While in vanilla this is only useful for detecting mines (through the Force?) and maybe skill checks if you time it right, this mod is intended to synergize with my other mod True Sith Assassins & Awareness Restoration which makes the Awareness skill necessary for detecting Sith Assassins and avoiding sneak attacks. When using that mod, the Awareness bonus becomes very useful in areas with Sith Assassins, especially on the final planet. After learning Force Sight from Visas, you can upgrade the power to Improved Force Sight, which gives a higher Awareness bonus and also boosts your Defense depending on your base Awareness rank. My thought is that an advanced Jedi could take advantage of this power in battle, using Force Sight to better perceive their enemies' movements. The degree to which they can do this is tied to their inherent skill in perceiving the world. Think of it like an alternative, temporary kind of Battle Precognition that you can get through Visas if you don't have Handmaiden (or fall out of her graces). This mod will also make it so that Force Sight is on permanently while controlling Visas. In vanilla, it's only turned on in first-person view. She will come with the Improved Force Sight power and can spend FP to temporarily get the stat bonuses. In order for the changes to Visas to take place, this mod must be installed before your first encounter with her. DETAILS: In addition to the normal effects, Force Sight now grants a +4 bonus to Awareness. The power still costs 15 FPs. Improved Force Sight grants a +8 bonus to Awareness and +1 Defense for every 3 points in the base Awareness skll rank (not including bonuses from items, attributes, or effects, including from this power). This power costs 20 FPs. This means that with 18 points in Awareness, you'll gain a +6 Defense bonus, equivalent to Force Armor. By the end-game it's feasible to have 30 points spent in Awareness, translating to a +10 Defense bonus. The duration of both powers are extended by 1 second for every 2 points in your base Awareness rank. Due to how the mod works, Force Sight will be visible when leveling up, but you won’t be able to select it and still must learn it from Visas. Improved Force Sight will be selectable after you learn Force Sight as long as you’re level 12 or higher. INSTALLATION: To install, run TSLPatcher.exe. If an edited file already exists in your override folder, an unaltered copy will be placed in the "backup" folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk. UNINSTALLATION: To uninstall, remove the following files from override: - spells.2da - effecticon.2da - p_visas.utc - m_imp_forcesight.ncs - m_spn_visas.ncs - ip_forcesight2.tga Replace dialog.tlk in the main game folder (outside override) with the unaltered versiion in the backup folder. If any other files were created inside the backup folder, move them to override. COMPATIBILITY: Compatible with Visas Marr: Sith Assassin. May conflict with mods that edit Visas. Compatible with and intended to compliment True Sith Assassins & Awareness Restoration. Should be compatible with anything else as long as it uses a patcher and doesn't edit the Force Sight script. PERMISSIONS: Please don’t reupload without my permission. CREDITS: offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Holocron Toolset - Cortisol
  2. 1 point

    Version 1.0.3

    35 downloads

    Adds sneak attacks and PC Awareness checks to Sith Assassins. SUMMARY: From the in-game description of the Awareness skill: “Awareness governs the ability of a character to spot objects or enemies hidden by Stealth…” If you're like me, with all the Sith Assassins in the game you might have assumed your Awareness played some role in detecting them. Well, I'm here to tell you that Sith Assassins never actually use Stealth, and you've probably never rolled an Awareness check against an enemy in either games. It's all a lie, and you're entitled to compensation. In reality, NPC stealth is an illusion scripted by the game, and your stats play no role in detecting hidden NPCs. Sith Assassins don't have any points in Stealth, and on top of that, they can't even perform sneak attacks. Some assassins! This mod does the following things: - Restores PC Awareness vs Stealth checks on Sith Assassins - Gives all Sith Assassins the ability to perform sneak attacks - Adds stealth behavior to the Sith Assassins on Malachor (in vanilla they just wait around uncloaked) This will not only make Awareness a more useful skill but also turn Sith Assassins into more deadly enemies. You will not see them at all until you make a successful Awareness check or until after they've already hit you with a sneak attack. Remember that sneak attacks can happen outside of stealth too, so don't let them flank you! This mod may make some parts of the game significantly more challenging, but hopefully also more dynamic and interesting. All stats and feats are granted based on PC level so it should be fairly balanced, but I welcome any feedback. DETAILS: This mod is accomplished through custom scripts which take advantage of the unused Invisibility effect and emulate the engine-level PC Stealth vs NPC Awareness checks. NPC Stealth was never fully implemented so it is pretty broken and just putting the NPCs in actual Stealth Mode gives erratic and unwanted results. While in line of sight of a stealthed Sith Assassin, each of your party members will periodically make an Awareness check against the NPC's Stealth. This is made to be as close as possible to the game’s calculation, accounting for distance, field of view, and whether you're running or in combat. However, the checks occur more frequently than with NPC Awareness (every 6s vs every 20s). If a check succeeds, the enemy will become visible/targetable and will not get to perform a sneak attack (unless they're behind you or you’re stunned). All Sith Assassins in the game are given points into the Stealth skill and a Sneak Attack feat. For balance these are granted on spawn according to the scaled level of the NPC and the Sith Assassin class progression. Sith Assassins are given a Stealth skill equal to their level (with a minimum of 5). INSTALLATION: Please read compatibility notes before installing. To install, run TSLPatcher.exe. Unaltered copies of any edited files will be placed in the "backup" folder in the location of TSLPatcher.exe. UNINSTALLATION: 1. Remove the following files from override: - sith_ass.utc - sith_ass_403.utc - sith_ass_404.utc - sith_ass_405.utc - sith_ass_406.utc - sithassassin.utc - m_dmg_sithass.ncs - m_htb_sithass.ncs - m_spn_sithass.ncs - m_spn_sithass2.ncs - m_spn_sithass3.ncs - m_spn_sithass4.ncs - m_sithspwn_152.ncs - m_sith_user.ncs 2. Remove 151HAR.mod, 152HAR.mod, 903MAL.mod, 905MAL.mod, and 906MAL.mod from the Modules folder. 3. Move any .mod files from the backup folder into the Modules folder. 4. If any other files were created inside the backup folder, move them to override. COMPATIBILITY & OTHER NOTES: Technically compatible with Peragus Sith Troops to Sith Assassins by Hassat Hunter, but the Sith Assassins added by that mod will not be affected by my mod. Might make a patch in the future. Fully compatible with Sith Assassins -- With Lightsabers by Shem. However, my mod must be installed AFTER Sith Assassins with Lightsabers by Lewok2007, which combines the previous two mods. Be aware that this mod already increases the damage output of Sith Assassins by giving them sneak attacks, so giving them lightsabers on top of it might make for a tough time. Up to you. Should be fully compatible with mods that edit the default creature scripts, like Improved AI by Stoffe. Partially compatible with Trayus Rank Reform, but my mod must be installed after and will overwrite most of the female Sith Assassins added by that mod. The Sith Assassins on Dxun retain vanilla stealth behavior to avoid breaking cutscenes but are still granted Sneak Attack. CREDITS: offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher - stoffe, Fair Strides Holocron Toolset - Cortisol
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  4. 1 point
    I have some limited experience messing with the Sublevel room models, but I also am not familiar with the Coruscant mod at all. To my knowledge, you should be able to drag PapaZinos mdl, mdx, and wok for those rooms, rename them to 952cor variants matching the number that mod uses for the rooms, and that should give you an idea of what's working and what not. I've never changed what textures a model calls for so no clue on that front. The best thing I can tell you is to play around with it and see what happens. Walkmeshes might be your issue. Can potentially use the same from the Coruscant mod. Lightmaps I would try one, then the other, and see what if anything changes. Layouts might also need to be Coruscant's but again I;m not familiar with that mod's room layout so not sure. In case it's relevant, here's a map of the sublevel rooms
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  7. 1 point

    Version 1.2

    4,935 downloads

    Replacement Texture for Lightning on Malachor V 1.2 READ ME FIRST! Here's my third small mod. MOD AUTHOR: Sith Holocron ORIGINAL RELEASE: 14 MAR 2013 UPDATED RELEASE: 29 FEB 2016 GAMES: Star Wars Knights of the Old Republic 2: The Sith Lords Description: Did the low resolution lighting ever irritate you when walking along Malachor V's surface? Me too! Once again, I've decided to do something about it. The new texture uses captures from a real lighting strike. Constructive criticism is welcome. About The Update: When the mod was originally released, Darth Sapiens requested a version that has a flare on the cloud the lightning would be emanating from. I made him a version like that as a thank you for his helping the original version. I think it should be available to everyone – so now’s your turn to try it out. PERSONAL NOTE (18 JAN 2025) I decided to make a video today that would show the difference between the "vanilla" lightning in game to the two versions in my mod. That's when I noticed a different version that was in my own Override folder which is a part of Kexikus' HQ Skyboxes II mod. In the spirit of fairness, I thought I should include Kexikus' version as well. My conclusion? Kexikus' version is the superior lightning and I recommend their version over mine. Hopefully, you've seen this personal note before downloading mine. Anyway, here's that video: Installation: There are two versions of the lightning now: the original version and the publicly-unreleased-until-now “flare” version. Both versions have their own folder. Choose your version's folder and put the 2 files inside it into your Override folder. The "Original" version has a choice of DDS or TGA. In that particular case, choose either one you wish. Uninstall: Take them out again. Known Bugs: None known at this time. Thank You Section: Zbyl2: For the original testing of this mod. Darth_Sapiens: For creating an alpha channel that made the black background transparent. Kexikus: For pointing out transparency issues in the "Original Version" Darth Parametric: For adding in the missing alpha for the "Original Version", correcting dimensions to power of 4 (2048x2048), and including a DDS version for optimal compression! Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it however you like, but if you're going to post it up somewhere, or make a derivative mod, or use it in another mod, please put a line in the read-me, mentioning me. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop - with the exception of Hassat Hunter who has my permission to do so.
  8. 1 point
    I was hoping to get some feedback on a model tweak I am working on and figured I may as well start a WIP thread. (At the very least I am a work-in-progress as a modder😁) First up (and so far only) my take on the female mandalorian. Let me just preface this by saying I have no idea what I am doing. This is the first time I am trying anything like this. In my first attempt I narrowed the shoulders of the model which caused weapons to float alongside the hands, and really mangled the offhand when trying to hold a melee weapon. Since I have no idea how to fix this I ended up just keeping the shoulders the same width and tried to create the illusion of narrower shoulders. Any tips, suggestions or critiques would be appreciated. Thanks.
  9. 1 point
    Why don't you copy the mesh over to one of the female armor models and then use the sculpt tools to fit the armor around the existing model mesh? You can then delete the original mesh and the model will use the female animations. I think you're better off starting with a female model and trying to make it more masculine/androgynous than using the male model/animations and trying to make it look feminine. The proportions will just look awkward.
  10. 1 point

    Version 1.1

    1,109 downloads

    MOD AUTHOR: Sith Holocron ORIGINAL RELEASE: 22 NOV 2021 GAMES: Star Wars Knights of the Old Republic 2: The Sith Lords Description: ------------ Don’t you hate unfinished business? I sure do. So . . . I was looking over my mods and I realized I had things left to finish. One of the collections that I hadn’t released before I left the staff of DeadlyStream (again!) was a minor texture. These cover the major of the monitors you would see in the Docks section of Nar Shaddaa. One of the reasons that this wasn’t finished was an error on some of the models that had some lighting issues on them. However, ebmar made a quick fix and that seems to have done the trick. In keeping with my M.O., I’ve attached a video so you can see a before and after comparison before you decide to download. With the exception of the NAR_tek1 texture, none of these are animated. Installation: ------------- Place MDL and MDX into the Override folder. Put all included TGA and TXI files into your KotOR2 Override folder. Uninstallation: ------------- Take them out again. To take out specific textures, please refer to the pictures on the download page as they clearly show which ones are which. Known Bugs: ------------- None known at this time. Special Thanks: ------------- Thanks to @ebmar would create that model fix or these textures would’ve never seen the light of day. Thanks to @Jorak Uln for the frame that surrounds the monitor on texture NAR_tekX. I recycled portions of that framework on some of the other textures. Thanks to @N-DReW25 for doing some beta testing and providing helpful feedback towards this project. And thanks to @DarthParametric for attempting to try and walk me through some of the issues regarding that model. He wasn’t successful but he did give it the college try! Legal Disclaimer: ------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission.
  11. 1 point

    Version 1.1.0

    9,179 downloads

    Full Description: The mysterious arrival of the Republic hammerhead warship is one of the most ambitious and engaging cutscenes in TSL. Unfortunately, ambitious cutscenes can be a harbinger for more than just a man with severe psoriasis -- players may experience issues ranging from cutscenes stuttering and looping, loading screens before and after loading a new module mid-cutscene, breaking animations, to game windows minimizing and skipping the cutscene entirely, permanent black screen, and even game crashes. Thus this mod's mission was twofold: 1) Provide a range of general improvements and fixes that everyone will benefit from regardless of cutscene performance, as well as 2) Create a more stable version of the cutscene that generally performs well on any device. I am happy to report that results have been exciting: 1) General improvements - Atton now always faces the correct direction when speaking to you - Kreia actually shows up meditating in the morgue when you hear her speak, rather than standing right behind Atton - Kreia no longer visibly stands behind Atton in certain earlier shots of him speaking - The Peragus mining facility asteroid is no longer right outside the Harbinger window before it actually enters the asteroid field 2) Performance improvements All in-game portions of the cutscene are now rendered in the same module -- your game will no longer be trying to load an entirely new module twice over, all while trying to play pre-rendered cutscenes. This means that your game's mid-cutscene workload has been drastically reduced, and so issues known to occur specifically with the Harbinger Arrival cutscene are much less frequent. I have also scripted in "guardrails" for many minor glitches that can occur mid-cutscene. Note that this is not a 100% guarantee players who were having issues before never will again; TSL is nearly old enough to be legally considered an adult in the US, and its pre-rendered scenes are just not optimized for many modern machines. However, this mod was tested on a non-gaming laptop now a few years old, with the game running from an external hard disk drive, on a modern operating system, in full-screen mode, with several different visual mods installed. This meant that attempting to run the original Harbinger cutscene 10 times translated to the cutscene failing to play without major issue 10 times. After switching to the new version, any types of issues, major or minor, were encountered less than 1 out of 10 times. Hopefully, even a potato from your local grocery store can now successfully play the Harbinger Arrival cutscene, so long as it can generally play most TSL cutscenes successfully. Harbinger Enhancement_compressed.mp4 For reference when it comes to performance, this footage was recorded on an old laptop, with the game running on a modern operating system from a hard disk drive, with multiple other programs running in the background, and the following mods installed that can be seen in the video: - Ultimate Peragus Models Repair 1.2 (responsible for restoring proper lighting to the Harbinger, showing the administration level proper behind Atton, and other model fixes) - Harbinger Bridge Repairs (responsible for fixing several geometry errors, two visible during cutscene) - KotOR 2 Remastered (AI Upscaled) Cutscenes 1.0.0 by Naelavok (responsible for the upscaled pre-rendered scenes) - TSL Backdrop Improvements by Kexikus (responsible for the much-improved skybox seen from both the catwalk and the Harbinger bridge) - Improved Peragus Asteroid Fields 1.2 by Vasilii Zaytsev (responsible for the static 3d asteroids surrounding Peragus II) - Peragus Large Monitor Adjustment by Sith Holocron (responsible for that excellent HD computer monitor before Atton) - Kotor 2 Unlimited Worlds Texture Mod (responsible for the nicer-looking textures throughout the level, from the catwalk to the asteroids) - Ultimate Character Overhaul REDUX (responsible for the HD character textures) TLDR: This mod 1) stabilizes the Harbinger cutscene so that your game is much less likely to experience issues 2) places Kreia in her usual meditation spot in the morgue for her dialogue, and 3) fixes a number of minor issues with the cutscene. Installation: Download and run the installer, or else follow manual installation instructions. For Steam installations of TSLRCM, direct the installer to "Steam\steamapps\workshop\content\208580\485537937", and not the main game folder with the executable. 7z files can be extracted with Archive Utility on macOS, or with programs like PeaZip for windows and Linux. The installer is a .exe file, which can be run natively on Windows, or with programs like Wine for macOS and Linux. For an existing game, use a save file before going to the asteroid exterior. Save files made any later will not be affected. Uninstallation: Take 104per.mod out of the provided backup folder and place it in your modules folder at the location you installed to, and select replace when prompted. Take a_con_atton_end.ncs out of the provided backup folder and place it in your override folder at the location you installed to, and select replace when prompted. You can safely delete 104per.lyt and 104per.vis from your override folder. The files 104pera.mdl/.mdx/.wok come from Ultimate Peragus Models Repair, you can keep or delete these at your discretion. Additional Tips For Improving Game Performance: If you are having trouble running pre-rendered scenes in general, you can try the following: -- Go into your graphics settings, and under advanced options, disable frame buffering. If that does not work, try lowering or disabling all options. If the pre-rendered cutscene plays afterwards, you can up your graphics settings afterwards for normal gameplay. -- Try running the game in windowed mode, rather than fullscreen. Close your game and open "swkotor2.ini", found in the same folder as your main game executable (for a Steam game, that's "Steam\steamapps\common\Knights of the Old Republic II"). Under both "Display Options" and "Graphics Options", change "FullScreen=1" to "FullScreen=0". Restart your game. -- Uninstall/disable any non-essential mods that may relate to the cutscene or the area it takes place in. Peragus in particular also suffers from memory overflow if you play the game too long in one sitting. This can cause dialogue to start skipping, or for issues with game cutscenes. This can usually be avoided by: -- Quitting and restarting the game once in a while: doing it once before heading out to the asteroid surface, and again right before attempting to leave the Harbinger engine deck (the third and final level with the spooky lights) is usually enough to avoid problems. -- Avoiding skipping dialogue yourself, which can sometimes lead to memory overflow. If you do skip a lot of dialogue, quitting and restarting the game will fix the issue. Compatibility: Users should expect full compatibility with any other mods, so long as they make no modifications to the scripting or dialogue of the Harbinger's Arrival cutscene. For instance, if you are installing N-DReW's Mini Mod Collection for TSL, be sure not to add the included 104atton.dlg or 104kreia.dlg to your override, or remove it if you already have, as that would create a major incompatibility. This mod is for players using TSLRCM version 1.8.3 or higher. You may view this mod's changes.ini inside the "tslpatchdata" folder for a complete list of every altered module element. Feel free to check out "KotOR 2 Remastered (AI Upscaled) Cutscenes" by Naelavok for higher-resolution cutscenes, if you have not already. There are some other great mods out there that improve the visual quality of the cutscene. "Peragus Large Monitor Adjustment" by Sith Holocron, "KotOR 2 Unlimited World Texture Mod" by facemeltingsolo, "TSL Backdrop Improvements by Kexikus", and "Ultimate Peragus Models Repair" by yours truly are all compatible with this mod. "A Darker Peragus REDUX" by Malkior and "... A Darker Peragus" by Canderis are also compatible. Acknowledgments: Big thanks to Cortisol for the Holocron Toolset and Fred Tetra for KotOR Tool for making file extraction, module editing, and .mod file building easy, Fair Strides for the DLG Editor, JdNoa and Dashus for simple script decompiling with DeNCS, Blue for the KotOR Scripting Tool, Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender, and to Stoffe and Fair Strides for easy .mod extraction with ERFEdit, and for making inter-mod compatibility infinitely more feasible with TSLPatcher. Have a bug to report? Please click on "Get Support" and give a detailed description of the issue you are experiencing. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.
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  13. 1 point

    Version 1.0.0

    288 downloads

    This is both a mod in itself, and a resource for modders to use. It allows data from KotOR 1 to be imported into TSL. It is extensible, so modders can very easily map variable values from KotOR 1 to KotOR 2 without any scripting required. There are several reasons why it might be useful to allow TSL to load data from a KotOR 1 save. The obvious example of where this would be useful is at the start of TSL when talking to Atton for the first time (where the player's choices determine what the game believes happened in the first game). It would be better if the game were aware of this without asking the player directly. Ideally, this would be TSL itself reading a KotOR 1 save, but for several reasons this is not feasible. Modders might also want to create new content which bridges between KotOR 1 and KotOR 2. For example, a mod which extends the KotOR/TSL storyline might benefit from knowing decisions that the player made in both games. Alongside the app (app.exe) is a folder called "requirements". This contains a yaml file "revan.yaml", which is an example of how you can dynamically tell the save importer which variables to import from KotOR 1, what variables to assign them to, and how to map the variables across. You can optionally install the file "101atton.dlg", which will change the initial conversation with Atton to no longer ask the player for information about KotOR 1 (because the game already knows this information, since you imported the data directly from your KotOR 1 save). IMPORTANT NOTES - You need to have a KotOR save which is far enough into the game that the ending has been determined. A save during the final battle of the game should be sufficient for this. If you don't have such a save, the variable "G_FinalChoice" can be manually set it in the GUI interface to the appropriate value (0 for LS ending, 1 for DS ending). - You can set/change variables within the tool using the GUI. - The mod was tested with TSLRCM; I make no guarantees about whether it would work without it. COMPATIBILITY This mod is compatible with TSLRCM. This mod changes the script "k_kreia_spawn", and (optionally) the DLG 101atton.dlg, and therefore should be compatible with any mod that does not change either of these scripts (except for TSLRCM, whose changes are incorporated into our files). Please ensure you install TSLRCM before installing this mod. INSTALLATION Please ensure you install TSLRCM before installing this mod. To use this tool, please follow these instructions: 1. Extract the compressed files, and run the executable "app.exe". 2. If you want to automatically import data from a KotOR 1 save, press the button "Load from KotOR 1 save". This will open a file selection box; navigate to the KotOR 1 save you wish to load from (it should be a folder). Select the folder and press "Select Folder". You can also manually edit/change the values in the GUI to your liking. Pressing "Create without KotOR 1 save" resets all values to their defaults. 3. Once you've imported and/or set the values to your liking, press "Write Script". The tool will then generate a file "k_kreia_spawn.ncs" in the folder alongside "app.exe". 4. Copy the file "k_kreia_spawn.ncs" into your TSL overrides folder. If you want to include the Atton dialog changes as well, copy the DLG file "101atton.dlg" into the TSL overrides folder too. UNINSTALLATION Delete the files "k_kreia_spawn.ncs", and "101atton.dlg" (if you installed it), from your overrides folder. INCLUSION IN OTHER MODS Anyone who wants to use this in their mod is free to do so, with appropriate attribution. CREDITS This mod is created by me (lachjames), Thor110, and VarsityPuppet. Thanks for VarsityPuppet for the idea for this tool, and our discussions on its implementation. Thanks also to Thor110 for his great advice and assistance with editing the DLG files (which I've never done before as I'm new to KOTOR modding). Thanks to the Xoreos team for allowing us to include xoreos-tools with this mod. We use the unerf and gff2xml tools from xoreos-tools to read data from KotOR 1 saves. Xoreos-tools is licensed under the terms of the GNU General Public License v3; more information can be found here. Thanks also to Fred Tetra for creating the KotOR version of nwnnsscomp.exe, which is also used in this tool for compilation.