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  1. Hi everyone, I wanted to share a pretty major milestone with the KOTOR community. Over the last 24 hours, I have successfully reverse engineered and reconstructed the original KOTOR Tool into a working Visual Studio 2010 project, with source code files restored, curated, repaired, and brought back into a buildable structure. I worked through the decompiled output manually, repairing broken VB.NET syntax, restoring missing line continuations, correcting project references, fixing startup and application path issues, and rebuilding the project into something that can now run inside Visual Studio again. Source Files I also used ChatGPT heavily throughout the process as a coding assistant, helping identify broken patterns, repair old VB.NET structures, and accelerate the reconstruction process. The actual curation, testing, correction, and project decisions were done manually by me. This was done in roughly a 24-hour period. For anyone who remembers how important KOTOR Tool was to the original modding scene, this feels like a serious preservation milestone. The goal here is not to take anything away from the original creator or the work that came before. Quite the opposite: this is about preserving an important part of KOTOR modding history and making sure the tool can still be studied, repaired, and potentially modernised. At this stage, I am treating this as a restoration and preservation project. I am not making any promises about releases yet, because there may be legal, licensing, and attribution questions that need to be handled properly and respectfully. Visual Studio 2010 Compile But technically speaking, the milestone is real: - KOTOR Tool has been reconstructed into a Visual Studio 2010-compatible source project - The source files have been manually curated and repaired - The project now runs again from source - The restoration was completed in approximately 24 hours - AI-assisted coding helped accelerate the repair process, but the reconstruction was manually supervised and tested KoTOR Tool running in visual studio 2010 debug. I know this tool means a lot to many people here, so I wanted to share the progress with the community and open the door to discussion. For those who used KOTOR Tool back in the day: What parts of the tool do you think are most important to preserve? What would you want to see documented, stabilised, or modernised first? LordVaderCW There is still much to do with this project. But, after a decade and a half, it is now open to the modding community. I will in due course, make the source available on GitHub. Fred built this in DotNet Visual Basic, on Net 1.1; its now running on 2.5; I intend to get it to atleast dotnet 3.5+ and also plan to make a C# version, or as close it as possible. I almost got sued by Lucasfilm, for trying to make SWKoTOR:III on ModDB. (yea im that guy!) in the days of Unreals UDK (with a little bit of ResourceHacker). I believe with the right minds in the KoTOR community, we can **FINALLY** begin efforts to PRESERVE, RESTORE, and even maybe uplift these Sacred Games, which have become Holocrons of our Heritage. May the Force be with you. LordVaderCW. #StopKillingGames Originally Posted on Reddit: You will find all updates i make to this project over on reddit. When i have a suitable application ready to release, in traditional style, if there are no Objections from the community, i will upload it here, to deadlystream.
    3 points
  2. Besides being not able to spell, it's a 2DA edit that was literally already done 20+ years ago. So new for zoomers I guess? But muh Nexus pennies!
    3 points
  3. VERSION 1.0.3.3 INBOUND. Update: I am currently working through the visual design of Version 1.0.3.3 - I have introduced a theme system for KoTOR Tool, replaced icons, and buttons. This version will be adding major visual enhancements, with custom themes via INI settings. The theme will be using a DarkSaber.ini theme file. stay tuned.
    3 points
  4. IMHO, it's in poor taste to advertise your mod here when it's hosted on another site. If you think your mod is worthy of being shared widely, why not upload it here?
    2 points
  5. VERSION 1.0.3.1 HAS BEEN RELEASED. I am pleased to announce that the first full GitHub source dump is available. Version 1.0.3.1 (2026) for KoTOR Tool is now available, with a compiled release available in the releases section of the GitHub Repo. https://github.com/LordVaderCW/KoTOR_Tool https://github.com/LordVaderCW/KoTOR_Tool/releases/download/Release/KotOR.Tool.v.1.0.3.1.rar MODIFIED MIT PRESERVATION LICENCE. Modified MIT / Source-Available Preservation Licence KoTOR Tool Restoration Project Copyright (c) 2026 LordVaderCW Original KoTOR Tool created by Fred Tetra. This restoration project exists to preserve, repair, maintain, and modernise the original KoTOR Tool source code for educational, archival, and modding purposes. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to view, study, build, compile, test, and use the Software for personal, educational, archival, preservation, and lawful modding purposes, subject to the conditions below. 1. Respect for the Original Author The original KoTOR Tool was created by Fred Tetra. Any copy, fork, mirror, modification, distribution, documentation, or public reference to this restoration project must preserve clear credit to Fred Tetra as the original creator of KoTOR Tool. No person may falsely claim original authorship of KoTOR Tool, nor remove reasonable attribution to Fred Tetra or to the restoration work performed by LordVaderCW. 2. Source Availability and Approved Modifications The source code is made publicly available for transparency, education, preservation, and community review. You may make private modifications for personal study, testing, research, or local use. Public distribution of modified versions, altered binaries, patched releases, fork-branded builds, or derivative versions of the Software is not permitted unless the modification has been submitted to and approved through the Official GitHub Repository: https://github.com/LordVaderCW/KoTOR_Tool Approved modifications should be submitted by pull request, issue discussion, or another method accepted by the repository maintainer. This condition is intended to protect users from unsafe, misleading, broken, malicious, or unauthorised builds being circulated as official or semi-official versions of KoTOR Tool. 3. Official Repository The Official GitHub Repository for this restoration project is: https://github.com/LordVaderCW/KoTOR_Tool Only releases, source archives, binaries, and documentation distributed from the Official GitHub Repository, or from release channels expressly authorised by the maintainer, should be considered official. You may link to the Official GitHub Repository. You may not present an unauthorised fork, mirror, binary, or modified version as an official release. 4. Non-Commercial Use The Software may not be sold, rented, leased, sublicensed, monetised, bundled for commercial gain, included in paid software packages, or otherwise used for commercial purposes without prior written permission from the maintainer. This restriction does not prevent voluntary donations. Donations are welcome but not required. Donations do not purchase ownership, control, exclusive rights, commercial rights, or authority over the Software. 5. Third-Party Intellectual Property This project is an unofficial preservation and restoration project. Users are solely responsible for ensuring their use of the Software is lawful in their jurisdiction. 6. Permitted Uses Subject to the restrictions in this licence, you may: - Download and view the source code. - Build the Software for personal use. - Study the restored source for educational purposes. - Use the Software for lawful Knights of the Old Republic modding. - Submit improvements to the Official GitHub Repository. - Share links to the Official GitHub Repository. - Preserve copies for archival or research purposes, provided this licence and all attribution notices remain intact. 7. Prohibited Uses You may not: - Sell the Software or modified versions of it. - Commercially exploit the Software. - Distribute unauthorised modified builds. - Remove attribution to Fred Tetra or LordVaderCW. - Use the Software to distribute or infringe third-party copyrighted assets. - Misrepresent unofficial builds as official releases. - Use the Software in malware, spyware, harmful tooling, or deceptive software packages. - Re-license the Software under terms that remove these restrictions. - Use the name KoTOR Tool, Fred Tetra, LordVaderCW, or the Official GitHub Repository in a misleading endorsement claim. 8. Contributions By submitting code, documentation, patches, fixes, issues, pull requests, or other contributions to the Official GitHub Repository, you agree that your contribution may be incorporated into the project under this licence. You confirm that you have the right to submit your contribution and that it does not knowingly infringe the rights of any third party. The maintainer may accept, reject, modify, or remove contributions at their discretion in order to preserve the stability, legality, and integrity of the project. All contributors will be credited in the applications about section. 9. No Warranty THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, TITLE, NON-INFRINGEMENT, COMPATIBILITY, SECURITY, OR ERROR-FREE OPERATION. USE OF THE SOFTWARE IS ENTIRELY AT YOUR OWN RISK. 10. Limitation of Liability IN NO EVENT SHALL THE AUTHORS, COPYRIGHT HOLDERS, RESTORATION MAINTAINERS, OR CONTRIBUTORS BE LIABLE FOR ANY CLAIM, DAMAGES, LOSS, LIABILITY, DATA LOSS, SYSTEM DAMAGE, LEGAL ISSUE, INTELLECTUAL PROPERTY DISPUTE, OR OTHER CONSEQUENCE ARISING FROM, OUT OF, OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 11. Preservation of Notices All copies or substantial portions of the Software must include: - This licence. - The attribution to Fred Tetra as original creator. - The attribution to LordVaderCW for restoration and source repair. - A reference to the Official GitHub Repository. 12. Termination Any rights granted under this licence terminate automatically if you violate its terms. Upon termination, you must stop distributing, using, or presenting any unauthorised modified version of the Software and remove any misleading or infringing copies under your control. 13. Maintainer Contact and Permissions Requests for commercial use, authorised distribution, special permission, or release approval should be made through the Official GitHub Repository: https://github.com/LordVaderCW/KoTOR_Tool or via the Official DeadlySteam Forum page https://deadlystream.com/topic/12194-kotor-tool-reborn/ or via the Official Reddit Thread https://www.reddit.com/r/kotor/comments/1sw3jeq/fred_tetras_kotor_tool_successfully_reconstructed/ End of Licence.
    2 points
  6. Just a little update. Im working through the Visual Basic Winforms, they appear to be heavily fragmented, or backwards compiled. not in the 2010 era of nested code / vb designer files / resx. so im building a script rapidly edit the files for me. This a utility im writing in python to speed up the process. The first build works okay, a few glitches in the win forms, but i was able to make early fixes to them, adding .resx files where they can be added. ALOT of work is going to be put in this toolkit. But the master will always be Mr. Fred Tetra. No one knows if he is even alive anymore, but whoever he is, and whereever he came from, that brain, deserves the highest recognition in the KoTOR Universe. Forever. In addition to this tool, that is built on specifically Python 3.13, after a couple of iterations, and hella debugging, trial and error, it now seems to be working flawlessly with repairing the Designer files and fixing the decomp mangling. for example, python script which ive built, while running visual studio (very important!) gives us outputs like this. ========================================================================================== [CMD] C:\Users\USER\AppData\Local\Programs\Python\Python313\python.exe "P:\GAME TOOLS\Modding\KoTOR Tool\Source\VbRepair\kt_stage1.py" --code "P:/GAME TOOLS/Modding/KoTOR Tool/Source/kotor_tool/frmBasicHelp.vb" --designer "P:\GAME TOOLS\Modding\KoTOR Tool\Source\kotor_tool\frmBasicHelp.Designer.vb" --apply KOTOR Tool Designer Repair - Stage 1 ==================================================================================================== Mode : APPLY Code file : P:\GAME TOOLS\Modding\KoTOR Tool\Source\kotor_tool\frmBasicHelp.vb Designer file : P:\GAME TOOLS\Modding\KoTOR Tool\Source\kotor_tool\frmBasicHelp.Designer.vb Summary ------- Controls found : 3 Designer declarations added : 3 Event bindings found : 0 Event bindings inserted : 0 Property wrappers removed : 3 Backing fields removed : 3 Code changed : True Designer changed : True File Size / Line Count ---------------------- Code lines : 83 -> 20 (-63) Designer lines : 69 -> 68 (-1) Code bytes : 2799 -> 467 (-2332) Designer bytes : 5666 -> 5625 (-41) Controls Discovered ------------------- - Button1 As Global.System.Windows.Forms.Button | property lines 22-34 - TextBox1 As Global.System.Windows.Forms.TextBox | property lines 39-51 - Label1 As Global.System.Windows.Forms.Label | property lines 56-68 Property Wrappers Removed ------------------------- - Button1: lines 22-34, removed with header from line 18 - TextBox1: lines 39-51, removed with header from line 35 - Label1: lines 56-68, removed with header from line 52 Backing Fields Removed ---------------------- - _Label1 As Label: lines 20-21, removed with header from line 18 - _Button1 As Button: lines 24-25, removed with header from line 22 - _TextBox1 As TextBox: lines 28-29, removed with header from line 26 Orphaned AccessedThroughProperty Attributes Removed --------------------------------------------------- None Designer Declarations Inserted ------------------------------ - Friend WithEvents Button1 As Global.System.Windows.Forms.Button - Friend WithEvents TextBox1 As Global.System.Windows.Forms.TextBox - Friend WithEvents Label1 As Global.System.Windows.Forms.Label Designer Declarations Already Present / Skipped ----------------------------------------------- None Event Bindings Discovered ------------------------- None Event Bindings Inserted ----------------------- None Event Bindings Already Present / Skipped ---------------------------------------- None Designer Alias Declarations Removed ----------------------------------- - Line 25: removed alias 'button' for Me.Button1 - Line 31: removed alias 'textBox' for Me.TextBox1 - Line 37: removed alias 'textBox2' for Me.TextBox1 - Line 43: removed alias 'label' for Me.Label1 Designer Alias Property Rewrites -------------------------------- - button. -> Me.Button1. : 1 replacements - textBox. -> Me.TextBox1. : 1 replacements - textBox2. -> Me.TextBox1. : 1 replacements - label. -> Me.Label1. : 1 replacements Malformed Designer Output Repairs --------------------------------- None Local Declaration Renames ------------------------- None InitializeComponent Value Local Inlines --------------------------------------- - Line 25: removed temporary declaration 'localPoint' and cached New Global.System.Drawing.Point(171, 344) - Line 26: inlined 'localPoint' into assignment - Line 30: removed temporary reassignment 'localPoint' and cached New Global.System.Drawing.Point(8, 40) - Line 31: inlined 'localPoint' into assignment - Line 35: removed temporary declaration 'localSize' and cached New Global.System.Drawing.Size(400, 296) - Line 36: inlined 'localSize' into assignment - Line 40: removed temporary reassignment 'localPoint' and cached New Global.System.Drawing.Point(158, 😎 - Line 41: inlined 'localPoint' into assignment - Line 46: removed temporary reassignment 'localSize' and cached New Global.System.Drawing.Size(5, 13) - Line 47: inlined 'localSize' into assignment - Line 48: removed temporary reassignment 'localSize' and cached New Global.System.Drawing.Size(416, 381) - Line 49: inlined 'localSize' into assignment VB Safety Fixes --------------- - Renamed local 'size' declarations to 'localSize': 1 - Renamed local 'point' declarations to 'localPoint': 1 - Renamed local 'resourceManager' declarations to 'resources': 1 - Removed InitializeComponent temporary Size/Point value lines: 6 - Inlined InitializeComponent temporary Size/Point value usages: 6 - Designer declarations inserted at line 54: 3 Warnings -------- None Apply complete. Files were updated. [OK] Process finished successfully. Exit code: 0 and basically what this does, is it takes the mangled visual designer code, for example, lets take frmBWMEditor.vb Is exactly what you will get if you try to decomp and just load it up in visual studio. Good for debugging and runtime, its like Jabba the Hutt shat on you for designer updates. so we grab our python tool We select our frmBWMEditor.vb file (it populates the designer one with the force) If you want to check with non-destructive, we do a DRY RUN to the Dagoba System, Various output information given, we love data!! Controls auto remove the property wrapper. then it will move the relevent code to the designer etc. Rebindings etc as you can see this is the method of how we fix the galaxy. one scottish obikenobi at a time. 'hellothere' we get a pleasant warning before we untangle the mess. GOD I LOVE PYTHON. Dont forget to click YES TO ALL. Sometimes, it might forget an import or two, if it does, just add it manually. cant be lazy like a huttese prince at everything. we then get this form returned back to us. now i did just have to make a fix as i was writing this, so we can do this. InitializeComponent Decimal Value Local Inlines ----------------------------------------------- - Line 70: removed Decimal declaration 'num' and cached New Decimal(New Integer() {1000, 0, 0, 0}) - Line 71: inlined Decimal temporary 'num' into assignment - Line 72: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, Integer.MinValue}) - Line 73: inlined Decimal temporary 'num' into assignment - Line 80: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, 0}) - Line 81: inlined Decimal temporary 'num' into assignment - Line 82: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, Integer.MinValue}) - Line 83: inlined Decimal temporary 'num' into assignment - Line 90: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, 0}) - Line 91: inlined Decimal temporary 'num' into assignment - Line 92: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, Integer.MinValue}) - Line 93: inlined Decimal temporary 'num' into assignment - Line 100: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, 0}) - Line 101: inlined Decimal temporary 'num' into assignment - Line 102: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, Integer.MinValue}) - Line 103: inlined Decimal temporary 'num' into assignment - Line 110: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, 0}) - Line 111: inlined Decimal temporary 'num' into assignment - Line 112: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, Integer.MinValue}) - Line 113: inlined Decimal temporary 'num' into assignment - Line 120: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, 0}) - Line 121: inlined Decimal temporary 'num' into assignment - Line 122: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, Integer.MinValue}) - Line 123: inlined Decimal temporary 'num' into assignment - Line 130: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, 0}) - Line 131: inlined Decimal temporary 'num' into assignment - Line 132: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, Integer.MinValue}) - Line 133: inlined Decimal temporary 'num' into assignment - Line 140: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, 0}) - Line 141: inlined Decimal temporary 'num' into assignment - Line 142: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, Integer.MinValue}) - Line 143: inlined Decimal temporary 'num' into assignment - Line 150: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, 0}) - Line 151: inlined Decimal temporary 'num' into assignment - Line 152: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, Integer.MinValue}) - Line 153: inlined Decimal temporary 'num' into assignment - Line 160: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, 0}) - Line 161: inlined Decimal temporary 'num' into assignment - Line 162: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, Integer.MinValue}) - Line 163: inlined Decimal temporary 'num' into assignment - Line 170: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, 0}) - Line 171: inlined Decimal temporary 'num' into assignment - Line 172: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, Integer.MinValue}) - Line 173: inlined Decimal temporary 'num' into assignment - Line 180: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, 0}) - Line 181: inlined Decimal temporary 'num' into assignment - Line 182: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, Integer.MinValue}) - Line 183: inlined Decimal temporary 'num' into assignment - Line 190: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, 0}) - Line 191: inlined Decimal temporary 'num' into assignment - Line 192: removed Decimal reassignment 'num' and cached New Decimal(New Integer() {1000, 0, 0, Integer.MinValue}) - Line 193: inlined Decimal temporary 'num' into assignment InitializeComponent Value Local Inlines --------------------------------------- None VB Safety Fixes --------------- - Removed InitializeComponent Decimal temporary value lines: 26 - Inlined InitializeComponent Decimal temporary value usages: 26 Warnings -------- None Apply complete. Files were updated. [OK] Process finished successfully. Exit code: 0 and of course, the about box, is still there. More updates soon. definitely today. or in a few hours. keep tuned.
    2 points
  7. Version 1.0.0

    21 downloads

    A Mod for Star Wars Knights of The Old Republic II Author: N-DReW25 1.0.0 Release Date: 26.04.2026 Installation: Please install The Sith Lords Restored Content Mod 1.8.6 FIRST, no exceptions. It is highly advised to install the KOTOR 2 Community Patch before this mod, this is optional. Click on the HoloPatcher.exe, pick your desired appearance restoration, click install, and sit back and watch the installer do its magic. Repeat this process until all, or only the appearances you want, of the appearances are installed. Description: The Sith Lords Restored Content Mod (TSLRCM) restores cut content, obviously, but what you may or may not know is that it also restores cut appearances such as Saedhe's and Hussef's cut appearances - both of whom use generic appearances in the vanilla game. But TSLRCM doesn't restore ALL of the cut appearances, my Kotor II Restored Content Plus mod did have options to restore these cut appearances but with more and more install options being added I decided to take these restored appearances and make them their standalone mod. Thus far, this mod restores: * The appearance of the Harbinger's Captain which had a unique head. * The appearance of Ralon which used Jorran's body model. * The male and female Fat Commoner variants which were mostly unused from the first game * The Smuggler variants which were used quite frequently in the first game on NPCs like Holdan. * The first Rodian variant which was bugged in the first game causing it to render as the second variant (fixed in K1CP). * The male Twi'lek variants with special Twi'lek outfits which were used quite frequently in the first game on NPCs like Larrim. * The green female Twi'lek head from the first game has been added to replace Ramana's head whilst Ramana's original head has been added as a brand new appearance for Jonra Far. Known Bugs: This mod shouldn't have any bugs but if you find any please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Dashus: For kickstarting the Kotor restoration efforts with TSLRP! Zbyl2 and the TSLRCM Team: For creating TSLRCM in the first place! Bioware: For such an amazing first game! Obsidian: For such an amazing sequel and for keeping the cut content in the files! Fred Tetra: For Kotor Tool! th3w1zard1: For maintaining the HoloPatcher! Everyone who downloads the mod! 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.
    2 points
  8. Aye. It's been a nice trip down memory lane as it were with everyone contributing in surprisingly-chronological order for the most part. Mind you, with remembering how much progress was made, I'm actually thinking I could take some time soon (around birthday and school stuff) and finish up the missing bits for an actual SG release. Might be a few things left on the cutting room floor, but it'd be what it'd be with time as it is. I think I'm looking forward to this.
    2 points
  9. Todays Update: ill be doing some more work on this today. NetFramework Upgrade. I now have this working in Visual Studio 2022, and i have upgraded the NetFramework to run from 4.0 which will benefit the KotOR Tool massively. again im going to be focusing heavily on finishing the GUI Phase. Standardised Theme of titled DarkSaber. Once this phase is complete with the Designer Files, i will then begin to start updating the forms themselves, repositioning some elements, Community Feedback would be wonderful, with how you want it to look and feel. Any feature requests you can add them into the this forum. You can request anything. I will do my best to work it in, if i can. if it will work, and if the community desires it most. The most requested features will be the highest priority in terms of community feedback. Feature Plans. I will also create a built in TGA viewer with BMP and PNG conversion, Texture Upscaler, and Normal Map Generator, i am also considering adding in python support. Now i specifically use Python 3.13. installed into my system path. i can create some automation scripts to do that for end users who are not technical and just want to mod., but i think python support will be a massive boost to the tools power and complexity, as the KSE Editor was a good tool also. shout out to the dev who made that one. May the Force Be With You. LordVaderCW
    1 point
  10. Thanks for the response! im still churning through the visual updates to the GUI and it is TEDIOUS! like ive been slapped with SpaceDung from the Biffs Saxaphone. im about 40 percent through the Visual GUI updates to the color scheme. I want to get that out of the way for V1.0.3.3 before i commit it to the github repo. looking through the source, Fred seemed to have other features that he was working on inside, as there are various forms and windows, that ive not quite seen yet actually used. I had a moment where i was sat thinking, what could i do with my time on this earth. something that could be done, on the back of the #StopKillingGames movement, and KoTOR was a big part of my childhood, and im 32 now. I wanted to do this long ago, but with the LLM scene. Its not like you can just copy and paste code in and out, it still require tedious micro management, positioning, updating, code arrangment, code clean up. I have PLENTY of time to give to this project. I have also noticed, that there were plans to introduce Registration and Licence Keys for the tool.
    1 point
  11. You don't want to leave the vanilla script. That kills him. You need to replace that script with your own that does all the stuff the vanilla script does and then modifies it to get the result you want. Yes, to add static cameras you will need to edit the module's GIT. Which means that they won't take effect in a saved game (unless you extract the save and edit its module GIT). Alternatively, you can create an animated camera, which is a motion track stored in a model that the game can attach a camera to. Any time you see a cutscene with a camera panning or the like, that's an anicam. But you can also use it for simple position switches where you just jump the camera to different points as needed. This would require the use of Blender or 3DS Max and their appropriate I/O scripts.
    1 point
  12. I do believe the Wookieepedia article is referring to the TLK text instead of voiced audio. There was no dialogue and there was no audio but the text lines are still present in the dialog.tlk as DP has already said. That being said, I got some more text lines from the TLK you may be interested in. There is no dialogue files or audio files but the text shown here are from the dialog.tlk (do note that I'm merely guessing who says what here). If you use the StrRef search function and type in any of those numbers you will be able to find the text I quoted. As you can see, the latter half of Telos went through an entire rewrite early on where the original version had you return to Citadel Station after the Military Base, report Czerka's crimes on the surface to Grenn, go to the Ithorian place to get the location of the Polar region, get attacked by Czerka again, fight your way to the TSF Station to contact Opelle, and finally leave on yet another Shuttle to go to the Polar Region. Do note that Opelle's character IS in the 202TEL module, she's just out of sight. Using camera hacks, teleporting into the inaccessible areas, or using Holocron Toolset like I am, you can see a Republic Officer down below who we can assume is the NPC the player would've spoken to had Opelle been used in the game. Of course, this NPC might've been a placeholder for either Carth or Cede, or a placeholder until a proper cutscene area could be made (like how Tobin has his ship in 402DXN for that one cutscene) and since this content was cut really early this NPC was simply forgotten and left behind.
    1 point
  13. Yeah, the ultimate price was this resort villa at a paradise beach for you and the party members to hang around with. All members would hang around a certain spot. Just doing nothing much really, just like on the Ebon Hawk. Like having a sparring match with the hand maiden on the beach, having Hanharr kick a beach ball out in the ocean... Visas and Mira sun bathing at the pool... Atton hanging in the sofa, Boa Dur working on the tv set... dumb things like that. One other crazy idea was you could play the "pod" races from the game on your console in front of the tv. It would just load one of the races via a script... If that's even possible The corridor that goes up was the "loading/ spawn point", it would then transfer you back to the Hangar Bay at the ramp of the Barracuda. Walkmeshes can't cross each other, not even when you're higher up. It blocks you off like a wall. Don't think I ever got the waves to behave properly, it was one of the many emitter tests areas I made. We just lobbed this extra level in for fun. The whole mod was setup to be just a bit of fun and giggles. Very not in line with the theme of the game. Me and GloveMaster had many wild big modding plans... Ah, the fun times of being younger and having loads of free time.
    1 point
  14. I suppose it's time to throw in my contributions and experience with Scrapyard Games. I got the files way back, though I'm pretty sure it was far after 2012. I think I got them around 2018 or afterwards, so they were already old by then. The scripts were indeed a bit of a mess, but were coherent, and I really appreciated the notes that were left behind on things that were planned, worked on, and not finished. My areas of knowledge were mainly scripting and level building (not the modelling, collisions, or texturing), so I explored each of the areas and noted the issues I'd need to address and things I could add. Most were minor tweaks here and there. Most of my work was in scripting for the arena battles, including randomized spawn locations around the arena's 8 cells around the central area, randomized enemy loading (and building several varieties of enemies to spawn in this list), and tweaking the balance to be challenging at higher levels. Especially given the power that players can wield from modded items. Eventually, I'd shared these updates with SH and we managed to wrangle Quanon back around for a spell to re-do the Scrapyard Games levels now that there'd been a few new advancements in tools that made a lot of area work pop more, along with better guides for lightmaps. After a few iterations, back-and-forths, and tweaking, we managed to get some solid re-built levels together. I think there were still some minor things I'd wanted tweaked, but I got sidetracked and then too much time had passed. I believe one of the last things I'd wanted to finish up was trying to get the level maps to line up with the player's direction and movements like the normal levels do, though the settings in the level files were archaic in this spot for me. Come to think of it, I never did check the work that was to get the party to Scrapyard Games, though I recall the idea was a projector or holocron of coordinates that would get onto the Ebon Hawk while on Nar Shaddaa... Whoops. 😅It's been a few years, but I believe I still have all of the files from our last round of level work. The installer would have been the last step.
    1 point
  15. Well Aqualaris was reused in the Edge of Darkness mod by @90SK which I did some upscales for as well. I would suggest limiting the posts to Scrapyard Games stuff moving forward though as that's what the work (and the original post) is primarily about. If folks are interested in the other materials that @Quanonwas kind enough to offer, I am sure folks will make their own threads (or Discords) to discuss them in greater detail.
    1 point
  16. No need to worry, it doesn’t affect the module at all. And Gonk is an NPC, not a placeable. It spawns via a script that fires once Sasha is spawned (or through a dialogue option with her, if loaded on a save where she’s already present). It should be quite compatible.
    1 point
  17. Version 1.0

    4,955 downloads

    This archive (both files combined) contains roughly 130 different save points throughout the entire game. savegames for TSL: The Sith Lords for PC UN-modded saves, so it should work for everyone's game LS Male Guardian / WeaponsMaster I understand that it may not have critical save points (this was near February 2006, so I can't remember exactly what's in the archive).. but it may help some of you out
    1 point
  18. It would seem they are not, at least indirectly. All non-cosmetical changes are retained, as well as optional retextures for HK-50 and HK-51. Also you'll still be able to paint him back and forth, but he will lose his visual upgraides each time you choose to paint him in his original style (he'll revert to his "not repaired" version of skin). They can coexist just fine if you decide not to repaint HK.
    1 point
  19. Great idea! Now we'll need a copmatibility patch for DP's TOR-style HK.
    1 point
  20. Version 1.0

    6,601 downloads

    This archive (both files combined) contains roughly 130 different save points throughout the entire game. savegames for TSL: The Sith Lords for PC UN-modded saves, so it should work for everyone's game LS Male Guardian / WeaponsMaster I understand that it may not have critical save points (this was near February 2006, so I can't remember exactly what's in the archive).. but it may help some of you out
    1 point
  21. Update on V.1.0.3.3: 29.04.26 - Alot of this Designer code source is really scrambled, and hard to read at a glance. The Designer.VB are formatted in such an old way that i have had to painstakingly restructure each one. Now, as challenging as it is, i am almost at the end of that Phase. Each designer file is being rewritten so that it complies with CodeDom inside VisualStudio so for later GitHub dumps, anyone who wants to add things or make things, will be able to do so, for reference im using my old version of my MSDN 2010 Ultimate, to ensure maximum compatibility. Fred wrote quite a LOT of code. and i am doing everything i can to preserve as much of his original code where possible, and where it works. but most of the UI screens have now been given That dark blueishgreen and gold theming. Disclosure. I am using AI to assist which is speeding up the process massively, but it is not perfect. and AI DOES and WILL make mistakes, and will often argue with you on LONG code files. Note: For anyone who wants to make stuff for the tool using AI. I will not object, i will encourage it providing it is documented. This is why these tools exist, to make our dev headaches less. or more. depending on how the mood of the LLM feels. for me this is a vibe and an experiment. Will post update again when V.1.0.3.3 source has been dumped and release of V.1.0.3.3 has been packaged. LordVaderCW. GUI UPDATES TO KOTOR TOOL by LordVaderCW. current progress at the moment. I will dump this progress to GitHub under Branch v.1.0.3.3 Here im showing the updates ive made to the Graphical Interface to the KoTOR Tool. NEW ICON PRELOADER THING MAIN APPLICATION ABOUT 2DA EDITOR DIALOG EDITOR, Not perfect, but will tweak further in next branch series of updates. TEXT EDITOR ERF BUILDER. PROJECT MANAGER, still a little bit broken, but will fix later. The Module Editor, I need to create new images etc for the buttons. tidy up some things. Not complete yet. Global Variable Editor. This one i think is kinda complete on the GUI aspect. for V.1.0.3.3 it will do. Door Walkmesh Editor thing. SSF Editor. This one is pretty much visually complete in terms of updating GUI. Search GUI. Few Tweeks needed. but almost done. MapInfo Viewer Options Window. (Needs tweeks to the tickbox colors, oversight) Path Manager. Autodetection works for steam copies. that was added into v1.0.3.1 as an immediate thing. (no more need for the registry key.) This is the current progress at the moment. Which is what im at. at the moment. Updates are live at: https://github.com/LordVaderCW/KoTOR_Tool/tree/v1.0.3.3
    0 points
  22. Holy moly... I love the idea. If you can make all existing features actually work reliably and make it less prone to crashes I'll sing praises of you for at least next decade. \o/ I'm looking forward to see your progress.
    0 points
  23. This is super nice to have. Though there's one tiny thing that bugs me: "Explain something to me." A very curt line that I believe lines up very well with Atton's character, especially before you know anything about him (or change his mind on a few things.) It's a scene I always come back to when thinking of Atton's character. Maybe it could change depending on the player's gender or influence with Atton at the time? Because "I don't understand something. Maybe you can explain it to me," reads a lot more like he's trying to keep respectful.
    0 points
  24. Version 1.0.0

    776 downloads

    Experience the Male Revan, with the voice of Jeff Bennett who portrayed him SW:TOR, while retaining his lighthearted nature from KOTOR and authoritative persona from SW:TOR. Introducing as my first mod: SW:TOR Revan Voice Mod! I definitely know this is one of the mods people have been waiting for. Rino Romano, the original voice of Revan, did a fantastic job in the game. But have you ever asked yourself or wanted your character to sound like SW:TOR’s version that’s voiced by Jeff Bennett? (Who’s also the voice of Kyle Katarn). Well with the power from Elevenlabs & Play.ht, now you can! In the first Knights of the Old Republic (KOTOR) game, Revan is the central figure whose story filled with secrets and epic adventures captivated players across the galaxy. A true force to be reckoned with, Revan was a formidable Jedi Knight, renowned for his exceptional skills and leadership. However, destiny took an unexpected turn when Revan fell to the dark side, becoming a Sith Lord of great power and influence. This profound transformation led to Revan's pivotal role in shaping most of the Old Republic universe. With this mod, you have the chance to embody a slightly younger version of Revan's voice that preserves the character's essence from both KOTOR and SW:TOR. Experience Male Revan, with the voice of Jeff Bennett while retaining the balance of lighthearted comedic nature and commanding authority, reflecting the revered figure Revan we know and love!!! Happy 20th Anniversary to KOTOR and May the Force be with you! All Voice Lines Installation (READ VERY IMPORTANT): Download the zip file and open it. Select all of the .wav files and put them inside the streamsounds folder in KOTOR directory. (DO NOT PLACE THEM IN OVERRIDE) (DO NOT PUT THE OPTIONAL FOLDER INSIDE STREAMSOUNDS. See step 3.) If you do not wish to use the optional sounds then skip to step 6. (OPTIONAL) If you WANT the optional files then continue but open the optional folder. There are three folders: Security Failure, Critical Hit, and Mine Placement. You may only have ONE security failure file in the streamsounds folder. (OPTIONAL) Choose one of the security failure options. The folder will tell you what he’ll say. Place *only one* of the .wav files inside the streamsounds folder. (OPTIONAL) If you want to use the other critical hit and mine placement or just one of them then place the .wav file in streamsounds. If it says a file exists with that name or to overwrite then just hit ok or replace. Paste the backup folder into your streamsounds folder and you’re all set! Uninstall: Use the backup folder I provided and copy all the files inside the backup folder and paste them into your streamsounds folder. Other Information: Your character will no longer make sound when getting hit and dying in combat. I have intentionally removed these lines as the OG voice does not fit with Jeff’s voice. If you’ve played KOTOR 2 then this likely won’t bother you! However, this may be solved in a future version. Compatibility: I doubt it will affect anything important that doesn’t mess with player male files in streamsounds. Recommended Mods: Jedi Knight Revan Stylized Portrait created by Tinman888 This Mod is not supported by LucasArts, Electronic Arts, the Old Republic, or Bioware. Do not contact them for support of this mod. LucasArts is a trademark of Lucasfilm Ltd.
    0 points
  25. Version 1.0

    15,790 downloads

    These are basically High Definition upscaled assets for the first Kotor title. I was inspired by the games original awful stoneage 800x600 artwork and NDIX's groundbreaking work. Mod does not touch every original GUI element, and as such is not yet feature complete. For one, most LOADING SCREENS are still missing HD versions. They will come eventually. My hope is people find these as pleasing of an improvement, as i did. Instructions, such as they are, are in the README. As, this is my first mod, any ideas, suggestion, criticism, repackaging improvemts are highly encouraged. The Mod has been created with 16:9 aspect ratios and 1080/1440p in mind. I shall do my best to fix any potential problems. REQUIRED MODS: Universal Widescreen (UniWS) Patcher - http://www.wsgf.org/article/universal-widescreen-uniws-patcher KotOR High Resolution Menus 1.3 ndix UR - https://deadlystream.com/files/file/1159-kotor-high-resolution-menus/ K1 Main Menu Widescreen Fix 1.1 By DarthParametric - https://deadlystream.com/files/file/1173-k1-main-menu-widescreen-fix/ Recommended MODS: HD NPC Portraits 1.1 by ndix UR OBVIOUSLY THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
    0 points
  26. Version 1.2

    103,596 downloads

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » KotOR 1 Restoration 1.2 Read-Me ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NAME: KotOR 1 Restoration 1.2 TYPE: Restoration VERSION: 1.2 SIZE - Unzipped: 145 Megabytes, Zipped: 47.2 Megabytes DATE RELEASED: May 31, 2016 KOTOR 1 RESTORATION FORUMS: http://deadlystream.com/forum/forum/31-kotor1-restoration-k1r/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » DESCRIPTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WARNING: IN ALMOST ALL CASES, IT IS RECOMMENDED TO INSTALL THE K1R RESTORATION BEFORE ANY OTHER MODS!!! THE ONLY EXCEPTION SO FAR IS KAINZORUS PRIME'S NPC OVERHAUL... The KotOR 1 Restoration Mod is an attempt to restore almost all the content that was cut from the game Star Wars: Knights of the Old Republic by BioWare Corp. Of course, these restorations will be within reason and things that were cut because they did not fit with the plot, and cannot be made to fit with the plot, will most definitley NOT be restored. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » INTEGRATED MODS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » RESTORED CONTENT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » BUG FIXES/CHANGE LOG FOR 1.2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ »» Original game: »» K1R Bugs: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » BUG FIXES/CHANGE LOG FOR 1.1 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There weren't too many bugs in KotOR 1, thus there is such a short list. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » INSTALLATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ An installation which involves the TSL Patcher has been made ready for your use and is the simplest and easiest way to carry out installation. Alternatively, a secondary installer has been made for convenience. It will not patch the files like the TSL Patcher will, but it should be less of a headache for most users. HOWEVER, IT WILL NEED TO BE INSTALLED BEFORE ANY OTHER MODS!!! Note: The K1R team is not responsible for any incompatibility issues that may arise from the use of this mod in conjunction with other mods. Also, in order to provide the best feedback for us we recommend that you play K1R with NO other mods installed. Note 2: If using the TSL Patcher AND your game is in English, before installing, copy the dialog.tlk file bundled with this package into the KotOR directory. This will give you the grammar and typo fixes to the vanilla text. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ »»»» TSL PATCHER INSTALLATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1) Double click K1R_1.2_Installer.exe found in the main directory of the unpacked folder. 2) Click the button labeled Install Mod. 3) Click yes to the box that'll pop up... if you wish to proceed with installation. 4) Watch as all the little file names and progress reports scroll by and wait until the installer is complete. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » BUG REPORTING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are 2 ways to report bugs: 1: Post your issues in the Bug Reporting Thread. 2: PM your issues to Fair Strides at Deadlystream. TO REPORT THROUGH PM 1) Go to DeadlyStream (http://deadlystream.com/) and search for the user Fair Strides ( http://deadlystream.com/forum/user/9107-fair-strides/ ) 2) Send a private message with as much detail as possible of what is occurring in your game. He will likely report back to you within a week. TO REPORT THROUGH THE BUG THREAD: 1) Go to the Bug Thread ( http://deadlystream.com/forum/topic/4457-k1r-12-impressions-and-bug-reports-read-me-first/ ) 2) Reply quoting and answering all of the questions as they apply to your issue. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » VOICE ACTOR ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Pazaak Tournament Mandalorians...Zhaboka Filters for Zaerdra's lines......Zhaboka Filters for sea floor lines......Zhaboka Thanks Zhaboka. You really brought life to the characters, and those parts would be pretty lame without you. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » CONTRIBUTORS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A BIG thanks to all of you! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » TEAM MEMBERS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - ZM90, Team Leader - Mandalore, Team Member - Jatku, Team Member - Fallen Guardian, Team Member - LDR, Team Member - Fair Strides, Team Member and main producer of the 1.1 update (and 1.2 update) - Malkior, Beta Tester - LiliArch, Beta Tester (though, putting them on a test is more like setting off a permacrete detonator in an apartment... ) - GrandmasterArcturus, 1.2 Beta-tester and LPer ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » SPECIAL THANKS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ To the tool creators of the community ~ Kotor Tool.....................A VERY special thanks to Fred Tetra ~ K-GFF GFF Editor/DLGEditor.....tk102 ~ Lipsynch Editor................JDNoa ~ DeNCS Script Decompiler........JDNoa ~ AniCAM.........................JDNoa ~ ERF Editor/TSLPatcher..........stoffe (and later Fair Strides) And a shoutout for SithRevan (RIP) for beginning the restoration crusade for KotOR 1. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » REDISTRIBUTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The K1R 1.2 OFFICIAL may NOT be redistributed in any way without the explicit permission of the K1R team and the proper credit given. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » LEGAL ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE CORP/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE AFOREMENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE AFOREMENTIONED COMPANIES OR THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
    0 points
  27. 1,941 downloads

    Original Review on Filefront: Shem graces us with another mod of his, this time with it being a reskin for Juhani. Although there are quite a few skins for her out there, this one catches my eye in how it turns her into something more human rather than trying to make her more Cathar-like, though she still has those Cathar eyes. In my opinion it is a vast improvement. No longer do I look at Juhani's face, shiver in disgust, and select the dialogue option to kill her as soon as possible! She looks much more like an actual person now, rather than a two-legged hairless cat. Although this mod doesn't change the dialogue at all with her, I find that it makes it far more enjoyable — without staring at her face and thinking, "WTF was up with the developers?" I can now fully appreciate what she has to say. (And even moreso by removing her clothes — Shem was gracious enough to include an underwear skin! XD) This mod uses no 2da files, so no worries about compatibility. I would recommend it to everyone, especially dark side players � maybe you'll have second thoughts about killing her at the grove now. My compliments to Shem on this! Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future. -Emperor Devon
    0 points
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