th3w1zard1

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Posts posted by th3w1zard1


  1. Please see the official GitHub repo to get support and find updates: https://github.com/OldRepublicDevs/NCSDecomp

     

    NCSDecomp - Turn Your Compiled KOTOR Scripts Back Into Readable Code!

    Ever wanted to see what's inside those compiled .ncs script files from KOTOR? Or maybe you found a mod with scripts you want to understand or modify? NCSDecomp can take those compiled script files and turn them back into readable source code that you can actually understand and edit!

    What does it do?

    Simply put, NCSDecomp converts compiled KOTOR scripts (.ncs files) back into source code (.nss files). It's like having a translator that converts the game's internal script format back into human-readable code. Works with both KOTOR 1 and KOTOR 2!

    How to use:

    There are two ways to use NCSDecomp - a simple graphical program (GUI) or command-line tools. Most users will want the GUI version!

    Option 1: The Easy Way (GUI - Recommended!)

    1. Download the NCSDecomp folder
    2. Double-click NCSDecomp.exe (Windows) or NCSDecomp.app (Mac)
    3. That's it! No Java installation needed - everything is included!

    Once it opens:

    • Drag and drop any .ncs file onto the window to decompile it
    • Or use File → Open to browse for files
    • The decompiled code will appear with syntax highlighting (color-coded keywords, functions, etc.)
    • You can edit the code right there if you want
    • Press Ctrl+S (or Cmd+S on Mac) to save your changes
    • Open multiple files at once - each gets its own tab

    The program supports both KOTOR 1 and 2 (configurable in the settings) and attempts to unify most nwnnsscomp.exe variants, but has mainly been tested with kotorscript and ktool's variants.

    Option 2: Command Line (For Advanced Users)

    If you prefer using the command line or want to automate tasks:

    Windows:

    .\NCSDecompCLI.exe -i "script.ncs" -o "script.nss" --k2

    Mac/Linux:

    ./NCSDecompCLI -i "script.ncs" -o "script.nss" --k2

    This reads script.ncs and creates script.nss with the decompiled code. Use --k1 for KOTOR 1 scripts, or --k2 for KOTOR 2 scripts.

    Decompile an entire folder:

    .\NCSDecompCLI.exe -i "scripts_folder" -r --k2 -O "output_folder"

    This processes all .ncs files in the folder (including subfolders) and saves the results to your output folder.

    Features:

    • Works with both KOTOR 1 and KOTOR 2/TSL scripts
    • Beautiful graphical interface with syntax highlighting
    • Edit decompiled scripts and compile them back
    • Round-trip verification - see if your edited code compiles correctly
    • Batch process entire folders of scripts at once
    • View bytecode if you're curious about the low-level details
    • Self-contained - no Java installation needed!
    • Cross-platform - works on Windows, Mac, and Linux

    What can you do with it?

    • Decompile .ncs files to see the original source code
    • Understand how game scripts work
    • Edit scripts and recompile them for mods
    • Analyze scripts from your favorite mods
    • Batch process entire script folders quickly

    Troubleshooting:

    "Error: nwscript file not found"

    • Make sure you haven't deleted or moved the tools folder that came with the download
    • The program should find everything automatically, but if you get this error, check that the tools folder is in the same directory as the executable

    "Program won't start" (Windows)

    • Windows might be blocking it. Right-click NCSDecomp.exe → Properties → Check "Unblock" → Apply
    • Try running as Administrator if you get permission errors

    "Program won't start" (Mac)

    • You may need to allow the app in System Preferences → Security & Privacy
    • Right-click the app and select "Open" the first time

    "Program won't start" (Linux)

    • Make sure the executable has permission to run:
    • Make sure the executable has permission to run:
      chmod +x NCSDecompCLI/NCSDecompCLI

       

    For more help:

    • Run .\NCSDecompCLI.exe --help (Windows) or ./NCSDecompCLI --help (Mac/Linux) to see all available options
    • Check the included README files for detailed documentation

    Source code and more info:

    https://github.com/bolabaden
    https://bolabaden.org

    Credits:

    Original Developers (The Foundation):

    • JdNoa - Created the original script decompiler engine
    • Dashus - Created the original GUI

    These developers did the hard foundational work that made this tool possible. The original DeNCS was an internal tool used by TSLRP (The Sith Lords Restoration Project) and was released to the public "as is" with no warranty.

    Current Maintainer:

    • th3w1zard1 - Complete rewrite and modernization

    This version represents a near-complete rewrite and modernization of the original DeNCS tool. While based on the original developers' foundational work, the current version has been extensively revamped with a new GUI, modernized codebase, cross-platform support, and many new features. The core decompilation concepts from the original work remain, but the implementation has been significantly rewritten for modern development practices.

    License:

    This software is provided under the Business Source License 1.1 (BSL 1.1). See LICENSE.txt in the download for full license information.

    Enjoy decompiling! 🎮
     

     

     

    NCSDecomp-v1.0.2-Windows.zip

    • Like 3
    • Thanks 2

  2. I've been doing heavy development on a new version of the Holocron Toolset. This is a comprehensive and significant refactor and partial rewrite.

    Version v4.0.0 is now available for beta testing. Anyone wishing to try it may run one of the commands below depending on your OS, which will always launch the latest version retroactively:

    **Windows (PowerShell)**
    ```pwsh
    powershell -ExecutionPolicy ByPass -c "irm https://astral.sh/uv/install.ps1 | iex"; uvx holocrontoolset
    ```

    **Linux / macOS (bash/zsh)**
    ```bash
    curl -LsSf https://astral.sh/uv/install.sh | sh && uvx holocrontoolset
    ```c

    Please post bugs in the kotor toolset's official discord: https://discord.gg/34QZKtThkU. Here you will also find our announcements, be able to post suggestions to recommend new features, and stay up to date with announcements.

    Source code as always will be available on <https://github.com/th3w1zard1/PyKotor>. Bugs may be posted here as well.

    If you prefer KOTOR tool or other options for comprehensive parsers and editors I suppose you may ignore this post completely and enjoy your day as normal. Otherwise suggestions, feature requests, and bug reports are appreciated to be able to further improvement of these modding tools for all. Thanks.

    • Like 1
    • Light Side Points 2

  3. Obligatory mention of https://github.com/LaurieWired/GhidraMCP

    Regardless of how much skill one may have with reverse engineering, ghidra, familiarity with assembly, etc, the model context protocol server’s tools can just breeze through most tasks exponentially faster than a human using human-in-loop NLP

    Follow instructions to setup, attach to `swkotor.exe` and start prompting.

     

    Edit: use cautiously, obviously. Has saved me countless hours personally.

    * A note about Kotor 1 Steam: While this reverse engineering effort targeted the GoG release of KotOR 1, the Steam version has MANY similarities; often times having identical memory addresses for most functions. Any Patch made for the GoG version can be pretty reasonably ported to Steam with a little bit of effort.

     

    Might be worth creating func signatures that work for both versions, and potentially include the second game, for more universal targeting (rather than absolute hardcoded memory addresses).

    Though it’s interesting to know the first game differs slightly between gog and steam. I wonder why that would ever be? It’s not like steam version has any api integration (steam_api.dll)


  4. On 8/12/2025 at 9:26 AM, Orest said:

    There is problem occured when this tool finished, so I replaced old elements to new ones with additional "_UKRAINIAN" (because I chosed to translate into ukrainian). But then I saw that this tool made maybe identical elements that differ in the number of “additional words, for ecxample "tat_m18ab_UKRAINIAN.rim ; tat_m18ab_UKRAINIAN_UKRAINIAN.rim ;  tat_m18ab_UKRAINIAN_UKRAINIAN_UKRAINIAN.rim" and so on. So I have a question - what I must to do and how to rename this elements without repeats? Help me, please!

    Yeah the tool will rename any file and simply add a suffix referring to the language at the end. <original file name>_<language>.ext. So when you run it twice you will receive <original file name (which now has _<language> in it)_<language>.ext

    This is not the most polished tool in the world. You'll need to rename them to the original file name.
    if you're on Windows I recommend https://www.advancedrenamer.com/

     


  5. @TrappedDean the relevant logs from your post (not fully complete)
     

    [2024-09-14 20:40:26] [Error] 
    Name: Movie-Style Rakatan Holograms
    Instruction #1: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\[K1]_Movie-Style_Rakatan_Holograms_v*.7z]
    [2024-09-14 20:40:26] [Error] 
    Name: Dark-Side Ending Cutscene Enhancement
    Instruction #1: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\[K1]_Dark_Side_Ending_Cutscene_Enhancement_v*.7z]
    [2024-09-14 20:40:26] [Error] 
    Name: Elder Droid Unique VO
    Instruction #1: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\[K1]_Legends_-_Elder_Droids_Unique_VO_v*.7z]
    [2024-09-14 20:40:26] [Error] 
    Name: Ajunta Pall's Swords Revamped
    Instruction #1: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\Ajunta*s Swords.7z]
    [2024-09-14 20:40:26] [Error] 
    Name: Ajunta Pall's Blade
    Instruction #1: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\[K1]_Legends_Ajunta_Pall's_Blade_v*.7z]
    [2024-09-14 20:40:26] [Error] 
    Name: JC's Mandalorian Armor
    Instruction #1: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\JC's Mandalorian Armor for K1 v*.zip]
    [2024-09-14 20:40:26] [Error] 
    Name: Weapon Base Stats Rebalance
    Instruction #1: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\Weapon Base Stats Re-balance K1.rar]
    [2024-09-14 20:40:26] [Error] 
    Name: Gaffi Stick Improvement
    Instruction #1: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\Gaffi Stick Improvement.zip]
    [2024-09-14 20:40:26] [Error] 
    Name: Quarterstaff Replacement Pack
    Instruction #1: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\QSRPK1.7z]
    [2024-09-14 20:40:26] [Error] 
    Name: Dantooine Training Lightsabers
    Instruction #1: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\DantTrainingLS*.zip]
    [2024-09-14 20:40:26] [Error] 
    Name: Logical Datapads
    Instruction #1: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\Logical Datapads.7z]
    [2024-09-14 20:40:26] [Error] 
    Name: Realistic Visual Effects
    Instruction #1: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\visual_effects_k1.7z]
    [2024-09-14 20:40:26] [Error] 
    Name: NPC Alignment Fix
    Instruction #1: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\NPC_Alignment_Fix*.rar]
    [2024-09-14 20:40:26] [Error] 
    Name: Carth Onasi and Male PC Romance
    Instruction #1: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\Carth Onasi and Male PC Romance.7z]
    [2024-09-14 20:40:26] [Error] 
    Name: JC's Romance Enhancement: Pan-Galactic Flirting for K1
    Instruction #1: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\JC's Romance Enhancement - Pan-Galactic Flirting for K1 v*.zip]
    [2024-09-14 20:40:26] [Error] 
    Name: JC's Romance Enhancement: Biromantic Bastila for K1
    Instruction #1: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\JC's Romance Enhancement - Biromantic Bastila v*.zip]
    [2024-09-14 20:40:26] [Error] 
    Name: Ultimate Character Overhaul Patches
    Instruction #1: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\JC's Minor Fixes - Compatibility Patch*.rar]
    [2024-09-14 20:40:26] [Error] 
    Name: Ultimate Character Overhaul Patches
    Instruction #3: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\KOTOR 1 Community Patch - Compatibility Patch*.rar]
    [2024-09-14 20:40:26] [Error] 
    Name: Ultimate Character Overhaul Patches
    Instruction #5: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\Republic Soldier's New Shade - Compatibility Patch*.rar]
    [2024-09-14 20:40:26] [Error] 
    Name: Ultimate Character Overhaul Patches
    Instruction #7: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\Miscellaneous Compatibility Patches*.rar]
    [2024-09-14 20:40:26] [Error] 
    Name: Ultimate Character Overhaul Patches
    Instruction #11: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\Better Twi'lek Male Heads - Compatibility Patch*.rar]
    [2024-09-14 20:40:26] [Error] 
    Name: Ultimate Character Overhaul Patches
    Instruction #13: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\JC's Mandalorian Armor - Compatibility Patch*.rar]
    [2024-09-14 20:40:26] [Error] Some components failed to validate. Check the output/console window for details.
    If you are seeing this as an end user you most likely need to whitelist KOTORModSync and HoloPatcher in your antivirus, or download the missing mods.

    you are simply missing some archives. ensure you downloaded everything and you set the Mod Directory correctly.  It seems a lot of your missing archives are compatibility-patch-related. Those are usually part of Ultimate Character Overhaul. Check that download page again and ensure you have the compatibility patches you need downloaded. If you aren't sure, just literally download anything and everything you see on these mod pages and let ModSync figure it out.

    Broadly, when you are using ModSync, you should start by unchecking everything. Check one thing at a time only after verifying manually that you have the archive downloaded with the correct name. You can do a few at a time and press 'validate' so it'll be obvious which mods are having the issue.

    Generally, it is not recommended to blindly install everything, while modsync makes it easier it is still important to determine if you actually want the functionality a certain mod is offering... in many cases you may not need/want it. ModSync fully supports picking and choosing the mods you want to install within the list, providing full modularity.

     


  6. On 8/9/2024 at 12:41 AM, Sith Holocron said:

    So I have the ZIP version but I now get this error. Suggestions?

     

    Error.png

    That messagebox should be impossible. There are pre-validators that run before an installation even starts to prevent issues such as that.

    Given that instruction #2 is attempting to move

    <<modDirectory>>/tslrcm_*/*

     straight into the game folder, my best guess is you have a folder named 'tslrcm_something' that's empty in your mod directory. If your log files say 'newSourcePath' or something in the exception that would confirm. So the solution would be to cleanup any folders in your `mod directory` and ensure you have permission. Try running the built-in permission fixer tool. Alternatively, try running modsync as root, or as admin on windows (or vice versa if the error occurred with escalated privileges).

    If that doesn't work you're looking at several bypass solutions:

    The easiest would be to first install with the EXE, then run the install exactly as you did, and press the X in the upper right when the error pops up. Doing so should abort the install while still in the installation loop, which IIRC should then consider tslrcm an installed component. If by some chance you don't get the same error again (which again should be impossible: the installer is made to reproduce the same results every time), there are no functional game changes or stipulations caused by unzipping over prior tslrcm installs, since the EXE installer is just a glorified unzipper itself.

    The other slightly more involved workaround would be modify the instructions.

    1. Click TSLRCM on the lefthand side of the app.

    2. Click 'raw edit' tab.

    3. Delete everything that is below the following:

    [[thisMod]]
    Guid = "d2bf7bbb-4757-4418-96bf-a9772a36a262"
    Name = "The Sith Lords Restored Content Mod 2022"
    Author = "zbyl2, DarthStoney, Hassat Hunter & VarsityPuppet"
    Category = "Essential"
    Description = "The whole reason why you would mod KOTOR 2, the legendary mod that includes bugfixes, restored content, and altered scenes to return the game to what it was meant to be. This mod isn't just essential--it's mandatory."
    Directions = "Executable. Recall that M4-78 is incompatible with this build; do not use it alongside TSLRCM! Remember also that the Workshop version of this or any other mod is NOT to be used!"
    IsSelected = true
    Language = ["All"]
    ModLink = ["https://deadlystream.com/files/file/578-tsl-restored-content-mod/", "https://drive.google.com/drive/folders/156EqzmEESrxksm1f0cPl2tMUf-AOUt8Y?usp=sharing"]
    [[thisMod.Instructions]]
    Action = "Extract"
    Overwrite = true
    Source = ["<<modDirectory>>/tslrcm_*.zip"]

    instruction #2 is the move action. So it, and everything under it will be deleted, leaving you with a singular 'extract'.

    Why is it this convoluted/necessary and why is it not easy to skip a mod?

    The whole point of the app is to guarantee that any user using the same options as another user are guaranteed to aggregate the exact same installation. ModSync uses identifiers to determine what's installed, to determine what all can and can't be installed, and it also affects the install order. If you were to deselect tslrcm, all the mods that rely on it would no longer be triggered.

    If you pin some error logs here I can hopefully fix the bug for you and the next unfortunate soul. I am unable to reproduce the issue on my machine so it very well could be platform-specific.


  7. On 7/31/2024 at 11:42 AM, Mayank90 said:

    hey please help these are the only errors i cant figure out


    [7/31/2024 10:06:30 PM] [Error] 
    [7/31/2024 10:06:30 PM] Exception: InvalidOperationException - Operation is not valid due to the current state of the object.
    [7/31/2024 10:06:30 PM] Stack trace:
       at SharpCompress.Common.SevenZip.ArchiveReader.ReadDatabase(IPasswordProvider pass)
       at SharpCompress.Archives.SevenZip.SevenZipArchive.LoadFactory(Stream stream)
       at SharpCompress.Archives.SevenZip.SevenZipArchive.LoadEntries(IEnumerable`1 volumes)
       at SharpCompress.Archives.AbstractArchive`2..ctor(ArchiveType type, SourceStream srcStream)
       at SharpCompress.Archives.SevenZip.SevenZipArchive.Open(Stream stream, ReaderOptions readerOptions)
       at KOTORModSync.Core.ComponentValidation.IsPathInArchive(String relativePath, String archivePath)
       at KOTORModSync.Core.ComponentValidation.IsSourcePathInArchives(String sourcePath, List`1 allArchives, Instruction instruction)
       at KOTORModSync.Core.ComponentValidation.VerifyExtractPaths()

    [7/31/2024 10:06:30 PM] [Error] Some components failed to validate. Check the output/console window for details.
    If you are seeing this as an end user you most likely need to whitelist KOTORModSync and HoloPatcher in your antivirus, or download the missing mods.

    It's failing to pre-validate that the file in the archive being installed indeed exists in the archive. My guess is the archive you downloaded is corrupted/incorrect. Try running again with 'verbose' mode enabled, see if the logs have any more useful information.

    On 7/21/2024 at 11:12 PM, Natharus87 said:

    Hey, looks like Senni Vek Restoration was updated and no longer works with the installer. Getting this error "Issue: Failed to find 'Senni Vek Restoration\Senni Vek Restoration\For Override\tat_senni.utc' in any archives!"

    this is now fixed

    On 7/19/2024 at 3:47 PM, Sith Holocron said:

    Hello @th3w1zard1.  First time user of KOTORModSync here.

    I've had a few issues that I've mostly been able to resolve on my own but one final one seems to remain.  KOTORModSync isn't recognizing TSLRCM correctly.

    At first I thought it may be something as simple as a missing underscore in the file name or the EXE file not being in a ZIP file but those attempted workarounds haven't succeeded.  Would you helping an old man figure out what he's doing wrong? Hopefully the attached picture may give you a clue.

    KOTORModSyncError.png

    I was given permission to reupload as a .zip. You need to use the ZIP version of TSLRCM, The EXE version is NOT compatible.

    You can find a link in the app itself, click on 'tslrcm' at the left side and the link is at the top of the Summary tab.

     


  8. On 5/15/2024 at 9:47 AM, Constructour said:

    Hey th3w1zard1, I'm having some issues successfully completing the Pre-install Validation step without errors because the tool cannot find two mods, specifically Scoundrel DS Underwear Fix.7z and Bastila Shan (clothing) HD.rar.

    I've downloaded all of the mods from the Mod Build page, and they are all on the dowloaded mods directory I have pointed the tool to. However, it still cannot detect that the Scoundrel DS Underwear mod is there. I am not sure that the Bastila Shan HD mod is part of the build, as well.

    The output log from the Pre-Validation attempt:
    [5/15/2024 10:37:12 AM] [Note] - No mod chosen: Select your mod directory first.
    [5/15/2024 10:37:13 AM] Finding duplicate case-insensitive folders/files in the install destination...
    [5/15/2024 10:37:13 AM] Checking for duplicate components...
    [5/15/2024 10:37:13 AM] Ensuring both the mod directory and the install directory are writable...
    [5/15/2024 10:37:13 AM] Validating individual components, this might take a while...
    [5/15/2024 10:37:13 AM] [Error]
    Name: Male Scoundrel Underwear Fix
    Instruction #1: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\Scoundrel DS Underwear Fix.7z]
    [5/15/2024 10:37:13 AM] [Error]
    Name: Bastila Shan HD
    Instruction #1: 'Extract'
    Issue: Missing Required Archives: [<<modDirectory>>\Bastila Shan HD (clothing).rar]
    [5/15/2024 10:37:13 AM] [Error] Some components failed to validate. Check the output/console window for details.
    If you are seeing this as an end user you most likely need to whitelist KOTORModSync and HoloPatcher in your antivirus, or download the missing mods.

    Is the instruction file up to date, perhaps? And as these are the only two missing mods, could I install anyway and play  without them?z

    Thank you for your help.

    Edit for more info: Looking at the mod that the mod build calls for, I think the .toml is calling for the wrong mod. It's calling for Male Scoundrel Underwear Fix by Stellar Exile instead of Scoundrel Trousers by DarkBirdie.

    Edit for yet more info: I figured out how to use the the entries in the loaded .toml to find the missing mods and add them and I am now getting no errors. I also added the Scoundrel Trousers mod manually. Nonetheless, I believe there is a dysync between the KOTOR1_SPOILER_FREE.toml file and the current list on Neocities.

    Oops, you're 100% correct. I had the wrong scoundrel mod in there compared to neocities. Has been fixed on the main page.


  9. On 12/19/2022 at 8:17 PM, Leilukin said:

    TSLRCM doesn't package the 702KOR module into a .MOD file because it will break cutscenes, though no one is able to figure out why exactly does that happen. 401DXN is another module that TSLRCM doesn't package into a MOD file.

    I have made two mods (Darth Sion and Male Exile Mod and Lonna Vash Mod for TSLRCM) that affect the 702KOR and are installed by injecting or patching files in its _dlg.erf and _s.rim, and they work fine.

    What files are you trying to inject into the 702KOR module?

    Posting in case someone comes along with the same question...

    The reason they break cutscenes has been solved. It was not the game's fault, rather the tools modders have been using to pack .MOD's in the past.

    Creating the `702KOR.mod` with Holocron Toolset for instance makes the whole thing completely playable without issue. Presumably the same with 401DXN.


  10. EDIT: All of this is fixed.
    I won't have time to update the instructions and do tests but you can download the previous version it's looking for, just press this button on the DS page. v1.3.1 is what you want. Looks like @Ashton Scorpius updated their mod to use my latest update of HoloPatcher. From what I can tell no content changes were made.

    As for the dm_qrts yeah it looks like I accidentally used the archive from the full build. Both should be the same thing, since you aren't interacting with the archive outside of KOTORModSync there shouldn't be any spoilers but otherwise just try not to read the main DS page when downloading it.

    Sorry I couldn't provide a direct fix at the moment but I hope this at least gets your install going if you did want those two mods.

    image.png.5e947960fa022d8c6d65b219fcdd3fdf.png

    • Like 1

  11. @Guysabosssome mods have both a patch and the mod itself. Make sure you have everything it's telling you you need, the archive file names were up to date last I checked. Stuff like TSL Twilek heads also have compatibility patches for the UCO with similar names that you also need.

    if all of that sounds too daunting, just unselect the ones that are erroring. You should ideally only be selecting the ones you want anyway, it's unlikely you'll want every single mod in that list.


  12. There is an alien that drops off the Gizka on your ship when you arrive on Tatooine. Despite how annoying this is, the game doesn't give you an option to kill him. A simple dialog option that starts combat, and some extra dialog nodes from him to express disbelief/apologetic tone would be all this idea needs :)


  13. On 3/8/2024 at 6:16 PM, JediNxf7 said:

    i am having this issue 9 years later and it's enraging. what i don't understand is, I've finished this game before, with TSLRCM, and not had a broken game at malachor. i don't know why it's happening. I don't even get a cut scene - i get to thr fourth console,they claim the mass shadow generator is optional, but the "notes" log still says i have found the third and have one to go. 

    Are you running any other mods?


  14. After spending 5 minutes on this issue (so take this with a grain of salt) I've determined there is no .MOD issue (at least with 702KOR). The issue you guys were experiencing is a bug in KOTOR Tool or ERFEdit or whatever tool you used to create the .mod.

    Using Holocron Toolset to create the .mod worked fine. I've tested the whole module with one of @Leilukin's light side saves, start->finish, no sequence breaks.

    Probably the same problem in 401DXN

    • Light Side Points 1

  15. Can you open a terminal and execute:

    find "~/Library/Application Support/Steam/steamapps/common/Knights of the Old Republic II/KOTOR2.app" > ~/tree_result_k2.txt && open ~/tree_result_k2.txt

    and post the results? This'll show me the long-awaited directory structure for the second game.

    For the first game:

    find "~/Library/Application Support/Steam/steamapps/common/swkotor/Knights of the Old Republic.app" > ~/tree_result_k1.txt && open ~/tree_result_k1.txt

     

    there's also the mac store version of the games, after someone comes along with that information, every known version will be supported.


  16. Thanks for providing the folderpath, I've put out several PSA's over this project's release asking for a user with the mac version to please share their directory structures to no avail until now.

    When you pointed an incorrect path, did any instructions actually run before it noticed the incorrect gamepath?


  17. 19 hours ago, Lazor said:

    TSLpatching don't work on my mac (M1), any mod that has TSLpatching step fails with error: [Error] FAILED Instruction #2 Action 'TSLPatcher', any ideas? Do I need to install Wine? According to your instructions it’s not needed.

    Please post your logs. Should be in the same directory as KOTORModSync.app. Might be inside the .app, i.e. /KOTORModSync.app/Contents/MacOS/logs

    TSLpatching in that documentation is used as a verb. The action itself is supported by multiple patchers. TSLPatcher as a noun is *not* compatible with mac/linux (without wine).

     

    Use the HoloPatcher option, cross-platform compatible without requiring wine, which should be default.

    image.png.f4669a6312a187ba07a8baa54317bdac.png

    Actually, the validators should be making it impossible to choose the 'tslpatcher' option in any non-windows env to begin with? I'll look into that later, but for now just make sure you use HoloPatcher.

    Given that you're on mac you might need to unquarantine kotormodsync/holopatcher. Check System Preferences -> Security to see if it flagged holopatcher for some reason. It's difficult to tell you the issue without the logs.

    What I can tell you is that I tested on Sonoma/Catalina last week, using copied windows/linux kotor installations. I don't own the Mac Store/Steam versions of kotor so I haven't been able to test those.


  18. Kotor AutoTranslate Tool


    Translate an entire mod or KOTOR install to 80 languages using Google Translate!

    This is a very powerful tool that can modify TLK strings and CExoLocStrings in GFFs in bulk quickly. Simply follow the prompts, point it to the GFF/TLK/Kotor directory/whatever and have it automatically translated to the language of your choice!

    This tool can also create those bitmap 'font packs' that users have been using to play the game in non-released languages (Many thanks to Drazgar and DarthParametric for providing the insight into the TXI files). This means the in game text will show the correct characters when playing the game.

    How to use:

    Simply run the executable. It'll ask you many things. There are 3 actions you can do with this:

    Set all dialog unskippable       sets all dialog found in dlgs, at the chosen path, to unskippable. Includes every node. Not recommended lol

    Translate                                     Will translate All CExoLocStrings (localized strings) and TLK entries at the path to the language(s) of your choice

    Create Fonts                               Will create fonts of the chosen languages to your current directory in a folder named after the language. Just drag and drop these files to your Override folder once it completes.

    If you point PATH1 to a KOTOR install, it will ONLY patch the Override folder, the Modules folder, the rims folder (if exists), and the dialog.tlk file. This was a design choice to improve how long the patcher takes to finish. This includes any subfolders within the aforementioned folder names.

    The patched files will be in the same directory as the original files with the appended language suffixed to the end of the file. For example, 'dialog_de.tlk'. You will need to rename them as their original filenames to activate them.

    Supported filetypes/formats:

    • TalkTable files (TLK)
    • Any GFF file (DLG, UTC, etc)
    • TGA/TXI (non-translateable obviously)
    • Any capsule (ERF, MOD, etc)

     

    DBCS languages such as Japanese/Korean/Chinese are not currently supported.

    This program is in beta. Please report any bugs you encounter.

     

    Source code:

    https://github.com/NickHugi/PyKotor/tree/master/Tools/BatchPatcher

     

    Credit:

    @Cortisol for creating the PyKotor library

    @DarthParametric for extensive testing and feature recommendations.

    @Drazgar for providing a ton of knowledge in regard to the TXI/TGA font packs

    The project would not be possible without these awesome modders.

    K1-translated dialog files:

    dialog_es.tlkdialog_sq.tlk dialog_af.tlk dialog_ar.tlk dialog_ay.tlkdialog_cs.tlkdialog_corsican.tlkdialog_chichewa.tlkdialog_catalan.tlkdialog_bulgarian.tlkdialog_belarusian.tlkdialog_basque.tlkdialog_azerbaijani.tlkdialog_aymara.tlkdialog_arabic.tlkdialog_albanian.tlkdialog_afrikaans.tlkdialog_da.tlk


     

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