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I was looking at the fairsider's kotor 1/2 toolset ........ I was able to go into kotor1 mode... open up one of your kotor 1 modules.....then go in and change the mode to kotor 2...... now you can select a npc or object on the map then open up the edit window which not allows you to change it to use kotor 2 appearances etc. Then simple save or save as.
Have not tested with editing it then going into in game but this should by pass the issue where you want to use kotor 1 modules and fill it with kotor 2 assests and edit the files as if they are kotor 2 game files.-
@Logan23: These messages are all out in the public. Might I suggest you PM @Thor110 about this if you don't want to discuss it in his WIP thread? Just a friendly suggestion . . . BCNU
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By the way the v0.4.0 [MODDERS RESOURCE] release was free for anybody to use anyway but I respectfully ask that anybody who uses it to learn or create levels avoids doing anything similar to the course of my main project.
I was unaware the mode could be changed back to K2 mode in the Kotor Toolset by fairstrides, but that's good to know, perhaps it would allow them to save properly, I find the program crashes sometimes and occasionally items get stuck to the mouse if you drag them off screen.
Thanks for the heads up, that might make it easier to place assets in the levels for me, at the moment I have been using a mixture of K-GFF editor, Kotor Tool and Kotor Toolset moving an object around to find the co-ordinates for any new objects I place.
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