Cortisol

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Everything posted by Cortisol

  1. No, there seems to be an issue with how the Module Editor saves GIT files. I'll try release a hotfix soon. For now, try opening the GIT file from the GIT Editor (rather than the Module Editor) and save it from there, that seemed to fix the issue for me. Edit: I think I see what the problem is. I'll try have a patch out sometime today.
  2. Its not bundled together, but there is a good list of mods that are compatible together over on reddit.
  3. I've decided to release earlier than intended since everything seemed to be mostly stable and I'm not going to have as much time to work on it in the coming weeks. I did have a long checklist of things I wanted to get done before release but that list was growing faster than I was crossing things off. Oh well. Yeah sorry, I seemed to have missed that in the instructions. You can rotate the model by using the mouse wheel. To have a working module you need: Area models with textures .LYT file - Lists what area models to use and their coordinates .VIS file - Basically lists which area models are visible when standing in a specific model .ARE file - Stores some information about the module, like lighting .GIT file - Stores list of creatures/placeable/doors/ect .IFO file - Stores some information about the module including the name of which LYT/VIS/ARE/GIT files to use. Unlike the other files listed, this MUST be stored inside a ERF/MOD file and MUST be named "module.ifo". The ERF/RIM (doesnt matter which format) that stores the module.ifo file is what your are referencing when you type the warp cheat. Bioware left the files for the first 3 points in the game but not the last 3. So in order to get the module working you will need to create a new RIM or ERF file and add a IFO inside of it as well as the appropriately named ARE and GIT files. You can just copy these files from existing modules. The "Area_Name" and "Mod_Entry_Area" fields in the module.ifo should have their value set to "m19aa" as this is the name of both the LYT and VIS files that Bioware left behind. This also means you GIT and ARE files should be named m19aa. Once this is done, you should be good to go. Hope that made sense. Yeah I need to improve some of the error handling. Having some files missing may cause some silent errors to occur. Its important to copy all of the files in the zip. Not through the toolset, no. You need to edit the skybox model itself through something like Blender which is a whole other can of worms.
  4. Do you get any error messages or does nothing happen? What OS are you running? If you are on Windows, have you checked if your antivirus is preventing you from opening the application? Would have replied sooner, but comments aren't making it to my notifications.
  5. Korrian tombs sounds good. The Hidden Bek/Black Vulkar would work well also. To open a module you need a RIM/ERF/MOD file containing a module.ifo and then the ARE/GIT/LYT files need to be floating somewhere in the game files too. If you got those files, you are good to go. The cut module for tatooine actually lacks any RIM file, so in its current state it won't open. That said, if you know what you are doing, it shouldn't be too hard to get it to work:
  6. Correct. The main issue I suppose is that you risk all the coordinates in the module's GIT file and scripts no longer matching their intended location. If its just a few rooms your looking to add that serve as transitions to other modules, I could probably manually do it for you, just message me (DS or Discord) when the time comes. Otherwise your welcome to try recreating the existing layout through the map builder, it'd be a neat thing to see happen.
  7. I'll work on converting Enclave rooms next then. Although do note that can only create new areas, you can't edit existing modules. So for the Enclave modules packaged with the game if you want to add new rooms, you'll have to do this manually.
  8. Not much new to report, but (hopefully) will have a release out sometime in the first half of April. For the Map Builder, I plan on having the rooms from the Sith Bases (both Taris and Manaan) avaiable for the user to mix and match. However, after that I'm not sure what place to add next. So if you're interested in using the tool to create new areas, I'm more than happy to take suggestions on what models to make useable. In addition to creating a layout for the rooms, the Map Builder tool also automatically fills in doors for the module and creates copies of the textures used in the models. This means you can retexture your unique module and not have it affect the models they were based on. Maps can be exported to both K1 or TSL regardless of what game the rooms your using originated from. Here is a video demonstrating how easy and quickly it is to use: As for the module editor, most of the core functionality is finished. You can create, edit, move around and delete things from any module you chose to open. The editor builds a tree of all resources connected to the module and you can change which version of the resource (eg. pick the resource stored in the override vs the .mod file) which will be reflected in the 3D view. You can also toggle what kind of instances are being rendered to the screen. A quick demonstation can be seen in the video below: Finally, if people are interested in contributing to the project, I would like to include tutorials packaged with the program the the user can browse through (simular interface to the instructions included in Kotor Tool). These tutorials can cover any aspect of modding, from texturing, to scripting, to in-depth module editing. Perferably they would also include screenshots showing how to accomplish the relevant task using to toolset. If anyone is interested in creating these or having existing tutorials that they want to offer, feel free to PM me. Thanks. I feel something like this would greatly benefit people new to modding.
  9. I hope it will inspire some people to create new content mods. I imagine @Logan23 might want to use it for his Revenge of Revan TC. The main drawback (in developing it) is that it takes time to add options to the room list as each model needs to be modified in a certain way to be compatible with my tool. At some point I would also like to create a terrain editor as well, although I imagine that it will be more complicated to create.
  10. Hey all, just posting to show that this project is still active and and to give an idea on whats being worked on: A 3D Module Editor. A GIT Editor (which serves as a more lightweight, 2D Module Editor). And finally an Indoor Map Builder. This tool can be used to build new areas in the game with unique layouts based existing rooms.
  11. Alternatively, try start the program as administrator. It should then read directly from the .ini file stored in same folder as the .exe.
  12. Holocron Toolset supports directly reading from and writing to files stored in ERF/RIMs, so a middleman shouldn't be necessary. But there is a ERFEdit-like tool included with the toolset should you go that route or need to create a blank ERF file.
  13. Go to the Modules tab on the main window and then use the dropdown menu and select an area. A tree should load underneath showing a list of all files. You'll want to open and edit the files under the Creatures node. Again, you'll probably want to look up some modding tutorials to get a better idea of what to do. This might be a good place to start.
  14. There currently no graphical editor available for editing maps yet, however there is one in the works. If you want to edit where things are in a module (map) you'll need to edit the .GIT file assosicated with it. You'll probably want to look for tutorials or ask around on the forums/discord.
  15. Thanks for bringing this to my attention. The latest update should hopefully fix this issue.
  16. Thanks for the feedback. Just released a new update with the requested search function. It more or less behaves the same way to Kotor Tool's search function.
  17. Fixed. As it turns out SSF has a bunch of unused (?) data at the end of the file format, which I *was* writting with my parser, just not enough. But my SSF Editor seems to be compatible with Kotor Tool now. Fixed. The start of GFF files contain some data that matches the extension but this was not the case with my editor (eg. .utc file begins with "UTC" but mine was just filling it with "GFF"). I tested it with giveitem command and files saved with the editor now seem to be recognized. I didnt remove it completely, but it does need to be enabled through settings now. What models did you try it on out of curiosity? When I use it the MDL file seems to decompile with the texture reference intact. Done. So you can set it so you can edit files with an external editor, you just need to specify the path to the .exe file. However, files inside ERF files are a bit tricky since tools like kGFF don't support it so I've had to work around it to support this feature. Opening a file inside an ERF with an external editor will extract the file to a folder and the toolset will detect when you save the file with the other editor and then reopen and resave the ERF with the updated resource. Now this was a headache to get to work properly and the ERF kept getting corrupted but I think its more or less stable now, but just in case this feature has to be enabled through settings. Hope that block of text made sense. Done.
  18. Hey ebmar, I really appreciate the feedback! I'll aim to fix the 2DA problem next release. I was not aware that row labels stored in the file were actually used, I guess thats my mistake for listening the 2DA specification for NWN even though the formats are different. In regards to override subfolder, I had forgotten that subdirectories are supported (in TSL). So for next release I'll also aim to add a dropdown menu in the override tab where you can select which folder you want to browse.
  19. View File Holocron Toolset This modding toolset is a work in progress and I carry no responsibility to any damage done to your game files or lost work that may occur. Some antiviruses will flag a false positive and prevent you from opening the application. If this happens you will need to configure your antivirus to allow the program to run. Holocron Toolset is a collection of modding tools packaged in a single application aimed at streamlining modding development for KotOR/TSL, drawing inspiration from Kotor Tool and the NWN Aurora Toolset. There are editors available for nearly every file type used by the game. Also included with it is a 3D module editor and a "Map Builder" which the user can use to create new maps by rearranging existing models already used in the game. Discord for suggestions + bug reports: https://discord.com/invite/3ME278a9tQ If you are running Windows 7 or 8 and get a missing DLL error when opening the program you will need to download the Visual C++ Redist from Microsoft. Toolset source File parsing source Submitter Cortisol Submitted 01/28/2022 Category Modding Tools  
  20. Version 3.1.0

    1,666 downloads

    This modding toolset is a work in progress and I carry no responsibility to any damage done to your game files or lost work that may occur. Some antiviruses will flag a false positive and prevent you from opening the application. If this happens you will need to configure your antivirus to allow the program to run. Holocron Toolset is a collection of modding tools packaged in a single application aimed at streamlining modding development for KotOR/TSL, drawing inspiration from Kotor Tool and the NWN Aurora Toolset. There are editors available for nearly every file type used by the game. Also included with it is a 3D module editor and a "Map Builder" which the user can use to create new maps by rearranging existing models already used in the game. Discord for suggestions + bug reports: https://discord.com/invite/3ME278a9tQ If you are running Windows 7 or 8 and get a missing DLL error when opening the program you will need to download the Visual C++ Redist from Microsoft. Toolset source File parsing source
  21. No placing of placeables or NPCs just simply creating area files for it BUT don't worry ill be developing something separate designed for editing modules with options to modify every aspect of it (placeables/doors/nps/dialog/cameras/ect) with 3D + 2D views included.
  22. So, I've wanted to implement this idea for a while now, but only just recently actually started to do it. A module builder of sorts, that creates semi-unique areas by letting the user piece together areas that already exist in game to create their own layouts. This will allow everyone, including those without the slightest modding experience do design a layout of an area and export it to the game in a matter minutes. There is still a lot of work to be done but the basics of placing rooms, snapping them together and exporting the corresponding MDL/MDX/LYT is implemented. Here is an example of the program in its current state in action: Ultimately the goal would be to have most existing interior areas in both KotOR and TSL to be implemented into this. A list of areas include: Sith Base Black Vulkar and Hidden Bek bases Undercity Sewers Devik's Estate Sandral Estate/Khoonda Dantooine Academy and its Sublevels Korriban Academy/Tombs Endar Spire/Harbinger Leviathan Peragus Telos Residential Area Telos Military Base Telos Academy Nar Shadaa Iziz Palace Trayus Academy Hrakert Station And of course there is always the possibly of custom user-made content. The main issue is that settings up the rooms for use does take time, so depending on interest I might not do all of them. Currently I have been using the Sith Base as you can see from the screenshots above. The biggest issue is none of the rooms in the game follow a specific size convention, so in most cases, if you try set up a module that has a circuit, It probably won't align properly. Features that I plan on implementing include: Exporting with doors. Have each door frame have a door and doors which don't go anywhere should be unselectable. Exporting a minimap. This would include settings up the appropriate values in an .ifo file so there is zero setup required. Export as a MOD file, so no setup required to get them to run in game. Export textures/lightmaps with a custom prefix to allow user's to easily retexture areas that won't interfere with other existing modules. Export any area as K1 or TSL models. Allow the user to set up rooms to transitions to other modules. Some kind of intuitive and simple UI that allows players to configure the VIS file. More as I go a long. This development of course has not gone smoothly, here is a list of frustrations I noted down if you an be bothered to read them: Both the MDL and WOK files contain the walkmesh data, which seems redundant. The MDL walkmesh handles grass and camera-blocking whereas the WOK walkmesh handles actual movement and pathfinding. AFIAK both share identical geometry. I imagine this is because of certain precomputed values stored in it that change when the model shifts? The WOK ignores the position of the room in the LYT. Changing the coordinates in the LYT will shift the MDL but not the WOK. So this means the vertices in the WOK need to be manually shifted. Because of this, bounding boxes on the AABB need to be moved and face normals need to be updated. Some values which im not even sure what they are may need to be changed as well (place distances/most significant plane)? The LYT lacks any rotation property for room entries. The orientation property in the node header for MDLs doesn't do anything, even when controllers aren't present, so I'm not sure why this exists. Maybe a remnant from NWN format or the console version? The root node in MDL doesn't come with any controllers at all, I should probably check if MDLEdit is capable of this if the ascii file is modified correctly. My work around to this is to child a dummy node onto the root and have that node parent everything else. I use this node to rotate the entire model. Rooms either come with a full doorframe, or none at all, meaning I have to edit each room to have half-doorframes to make them universally compatible with all the other rooms of the same door type. More of an inconvenience than anything else really. In order two connect rooms, the geometric edge on both rooms as to 'point' to the other room's index in the LYT file. This means I have to use a combination of KAurora and MDLEdit to figure out the index of the edge that my program has to edit on export. Its an very tiresome task. There is some bug in KotORBlender that if I export an MDL then delete one of the objects, then export it again an error occurs because the object is missing. Sigh. Of course its missing, I deleted it. A quick work around is just to copy all the model into a new .blend file and export that instead. This tool is not intended to be a full fledged module editor but mainly for building an area which can be edited using some other tool. That said it will be incorporated with my All-in-one toolset (WIP) but I will most release a stand alone as well. I'm also open to name suggestions if anyone. I do also want to try create a terrain editor as well. This hypothetical tool (exteriors) would compliment the one I just talked about (interiors). I'd imagine it would have some kind of "cliffs" ability that would mimic the walls that shape modules the same of what you see on the surfaces Dantooine/Dxun/Telos. You would further be able to detail the landscape with objects such as trees/rocks. It would be technical challenge, but I'm definitely going to take a stab at it. For now, that about covers it all.
  23. So its been a few months since posted an update on this. Just letting people know I am still working on this. Back in January I started to rewrite this from scratch, currently there is still functionality missing from the older versions that need to be re-implemented. However that said, I've completed editors for all the .ut* file types, but some other things like a dialog editor still need to be made. I've also done some changes to the UI. I'm going to postpone pushing out updates until I have editors/viewers for all the file types which hopefully will be a few months tops.
  24. This is a little something that I'll be working on over the upcoming months. A cross-platform modding tool designed to create and modify the various file types used by KotOR's engine. A new KotOR Tool if you will. This is in very early stages so don't expect much and anticipate crashes and bugs - so save regularly! The file size is fairly large as well due to it including needed libraries inside the executable. I do intend to make this open source at some point in the future, but not for the time being. I'm testing this in Ubuntu, so I'm unsure of how stable the Mac and Window versions are so testers are appreciated. I welcome any feedback and suggestions. Whats currently implemented in v3: GFF Editor 2DA Editor TLK Editor ERF/RIM Editor TPC Viewer MDL Viewer Audio Player Saving files directly into modules Opening and extracting files from the game's data Search filter on files from the game's data Any number of game directories are loadable at one time Choose between different themes (System/Light/Dark) Download Links: Windows (7 and up, requires VC++ Redist) Mac (10.9 and up) Linux